But moves like heavies that are plus on block and even CC are clearly intentional. It's a ridiculous offensive tool that they wanted to have like it is. They would need to rebalance everything if they changed those.FORCE people to choose between damage, position or perhaps even a mixup. It's one of the reasons why that Laura meaty light shoulder irks me so much. She should have to choose, not get the best of both worlds by going for a meaty that leaves her plus and close enough to grab again..
My god you have the worst opinions lolRufus was a cool character I hope he's in season 3 and has the same dive kick.
I swear I shed a single tear the first time I went to training mode and saw Akuma's cr mk
Her birthday is on valentine's day? Poor girl
SFV is fortunately nowhere near close to SFxT in crap-factor, but it does share the common issue of overdesign. Crush counters are not needed and actively hurt the game.
I think I'm try out that cool ignore option this forum has.Rufus was a cool character I hope he's in season 3 and has the same dive kick.
Then I suppose I've had an issue with CCs from the start lol. Tbf I played a character that never really relied on CCs as much as others, so it didn't really effect me as much until I started playing Birdie.But moves like heavies that are plus on block and even CC are clearly intentional. It's a ridiculous offensive tool that they wanted to have like it is. They would need to rebalance everything if they changed those.
Rufus was a cool character I hope he's in season 3 and has the same dive kick.
I think I'm try out that cool ignore option this forum has.
Rufus was a cool character I hope he's in season 3
and has the same dive kick.
Rufus was a cool character I hope he's in season 3 and has the same dive kick.
I think it's fair to say that Capcom is at least listening. The DLC charcters have been less stubby and more fun, with a lot more variance in their styles.
But Akuma whyyyyyy
Something something el fuerte.If we're done talking shit
But Akuma whyyyyyy
And apparently Kolin is stubby too.
Although more interesting playstyles is a thing they have shown they are trying
Like, I was one of the proprietors for lower execution in sfv. I thought, why does someone like say, ken in sfiv just need to mash jab x 3 into shoryu for easy basic damage while someone like sagat gets 2 frame links for a combo that does even less damage?
Stuff like that was annoying. But the thing was I liked some of the execution for things other than bnbs. I liked trying to go for ken''s cr mp into cr mk link even though my execution was and still was ass. Little moments like that where I got a link were small motivators during matches.
The problem kinda stems from Capcom not wanting a single universal mechanic like Focus Attack. They want everything to be character-specific.I feel the issue with SFV is that its a bit underdesigned. Needs another mechanic or two when SFxT had too many mechanics.
Crush counters are interesting but the way they're implemented are kind of dumb. You could see them slowly moving away from it's original design by making only certain frames of an attack having CC properties and not at all times.
Also the priority system makes it that you're more inclined to use your CC buttons in neutral especially with the risk reward with both buttons trading and yours having priority over theirs.
Kolin at least compensates for her stubby normals with the ability to close space with an invincible command dash and a general-purpose counter that seems to stuff sloppy pokes really well. Plus she's got hella target combos so she'll probably be more about circumventing the neutral and fishing for confirms rather than taking things slow from midscreen.
I don't think this is too hard to accomplish. You can have go to combos that are either chains or max 3 frame links that do okay damage but aren't optimal, while the higher execution stuff that requires tighter inputs could be more advantageous with higher damage. Also, you could make it loose enough that you have multiple combo paths to choose from, each with its own benefits. The key is more options.
As far as examples go, aren't things like Marvel and Persona 4 Arena pretty much this? You have simple universal chain combos, or an auto combo button for quick non optimal damage. The auto combo feature is admittedly not that great and only for really casual players, but it does its job by lowering the entry barrier.
Kolin has the same birthday as Ken?
Separated at birth?
Kolin has the same birthday as Ken?
Separated at birth?
CC is my favourite mechanic of all time in a fighting game, y'all have lost your minds if you want them gone/nerfed into super rare.
If we're done talking shit does anyone want to play a few?
Soon they will re-merge into Kolen, the androgynous master of fire and ice with flowing blonde hair an-
Oh wait.
Ken and Kolin being Gill's kids separated at birth is the dank lore I never knew I wanted from Street Fighter.
Still up for it?
Does that mean the ship is dead
You should play Tekken and Soul Calibur - those series have fun stuff off of certain counter-hits.
The problem kinda stems from Capcom not wanting a single universal mechanic like Focus Attack. They want everything to be character-specific.
The problem kinda stems from Capcom not wanting a single universal mechanic like Focus Attack. They want everything to be character-specific.
YNow almost everyone with an install v trigger (except in some ways gief) gets the benefit of interrupting at almost any point for longer combos, without giving everyone the exact same tool
wheres that clip of daigo popping off because he didn't have to play SFV on his stream
when did this happen
Soon they will re-merge into Kolen, the androgynous master of fire and ice with flowing blonde hair an-
Oh wait.
While the concept is good , the execution is mediocre. You have some V-Skills that pretty much act like a cool mechanic or have some depth to them. Stuff like Ryu,Gief, Sim are pretty damn good and unique.
And then you have shitty ones like Karin,Ibuki , which is honestly no different from a command normal. Freaking Cammy just got an old move remapped to VSkill , srsly Capcom?
Then you have ones with potential , but not used. Like look at Nash V skill , it absorbs fireballs great new mechanic Capcom. Not really much different from Ryu parrying them or Bison absorbing them ( although Bisons is pretty cool now that he can store it ). If they gave it some abilities like maybe lifesteal or meter steal then maybe more players would be inclined to use it in neutral. Shit like that adds some more variety.
The problem kinda stems from Capcom not wanting a single universal mechanic like Focus Attack. They want everything to be character-specific.
Oh yea this shit is pretty lame too, the fact that 90% of the cast use V trigger the exact same way.
Even Ultras in SF4 had more variety in use. Not every character just did DP->FADC->ultra. I was hoping V trigger would lead to more variety , but nearly everyone just fishes with a poke->VT.
I've been advocating for not alternate CAs or VTs but more ways to spend meter like a 2 bar V-Move that's unique to each other while everyone gets 3 bar VTs. So things like Nash's teleport would be the 2 bar V move while he gets a new 3 bar VT.
I specifically want something like this implemented opposed to the alternate VT/CA stuff because that doesn't give a character more tools but rather creates a clone of that character with one different move. And in every game with selectable Supers ends up with a character having one everyone uses 80% of the time (and that's a good percentage comparitively. There were several of Ultras in 4 that were never used).
Street fighter X steven universe confirmed?
Based on the changes in S2, they seem to be avoiding doing things that would require actual new work (animation etc.).
They are just adjusting values on what is already there.
And you also have Mika's V-skill is a complete and utter joke.
People actually want characters like Rufus and Fuerte back? What's enjoyable about characters flying randomly across the screen, mashing crouching jab all day, and forcing grounded characters to go dumb every time they face them?
SFV doesn't need airborne bullshit, it just needs the neutral game to be buffed universally across the board. Why does Ryu, a character who is pure footsies, have no footsies? The most "read-able" character in the game, who's been more-or-less the same since SF2, has no footsies? lol.