allenpergallon
Member
No need to revive SFIV when FADC's are going to live on forever if Ryu in Smash and Akuma in Tekken is anything to go by.
I want Deejay tbh. He could be a better Guile.
How about a daily great sfiv matchSomeone should start a weekly "great sfiv match" thing if we're that nostalgic.
My submission: infexious vs reiketsu
Hugo vs poison looked fucking impossible but he somehow made it work
My take on sfiv vs sfv is that playing sfv made me realize all the bullshit I hated in sfiv. But then I played sfv some more and realized all the bullshit I hated about sfv. Now I don't play either
My take on sfiv vs sfv is that playing sfv made me realize all the bullshit I hated in sfiv. But then I played sfv some more and realized all the bullshit I hated about sfv. Now I don't play either
That is a core problem of V and one of the reasons watching it isn't as interesting. If I remember correctly they said they wanted to move away from setplay early on with this game, but this is often what it turns into. Throw/shimmy/meaty with every character is just so incredibly boring. You get these 80% comebacks and it's not exciting at all, because there's not that much skill involved after the first knockdown or whatever.He'll get turned into a motion character and lose one of his specials, either machine upper or dread kicks
Yesterday I watched a ton of SF4 matches again. One of them being Bonchan vs Dieminion. Man, remember when fireball characters fought each other in a long grueling war of attrition? Nowadays it may start that way, but once someone gains a knockdown it can be GG's very quickly. I wish SFV was better at showing a clash of different styles instead of everyone turning into the same character when they gain a knockdown.
Or just create a seperate thread that is about SFIV. Would appease both sides I think instead of shitting up the SFV one.
Just playing devil's advocate here but... wasn't that the case in SF4 as well? Oki character gets a hard knock down, starts vortex. Rinse and repeat. SF4 had zoning and footsies when characters like Rose, Guile, and Ryu were on the screen together. SF5 is no different, though it does have less zoning characters.He'll get turned into a motion character and lose one of his specials, either machine upper or dread kicks
Yesterday I watched a ton of SF4 matches again. One of them being Bonchan vs Dieminion. Man, remember when fireball characters fought each other in a long grueling war of attrition? Nowadays it may start that way, but once someone gains a knockdown it can be GG's very quickly. I wish SFV was better at showing a clash of different styles instead of everyone turning into the same character when they gain a knockdown.
people talk about other fighting games on here all the time. One more cant be that much worse
Yeah, I don't agree, either. They're just complaining that things that gave them an edge no longer exist so they aren't as consistent. Which is a reasonable criticism but that doesn't mean that the game is skill-less.
And before anyone says "then why not just make it harder to play so there will be more consistency with who wins what" the logical conclusion to that would be a game where every link is a 1f link and combos go on forever. There certainly would be a few dozen freaks of nature who would love it but I don't think it would have a healthy playerbase.
Gameplay wise, I think you just need to find ways to appease players either end of the skill spectrum as long as these appeasements don't impact the opposite side. An example is autocombos in fighters. A casual isn't going to blow up a pro with autocombos so they shouldn't care. That shit will only negatively impact people that aren't good but aren't garbage.
There's dedicated vortex characters in that game. In sfv by the nature of the game every character becomes a vortex character on knockdown. No matter who you are you play shimmy throw meaty. At least you could do other things on a knockdown on both sides occasionally with sfiv outside of Ibuki shitJust playing devil's advocate here but... wasn't that the case in SF4 as well? Oki character gets a hard knock down, starts vortex. Rinse and repeat. SF4 had zoning and footsies when characters like Rose, Guile, and Ryu were on the screen together. SF5 is no different, though it does have less zoning characters.
To me, SF4 is a jekyll-and-hyde game. Its amazing when two grounded characters are being played, it quickly goes to hell once you have two pure vortex characters on stage. And yes, I'd loveeee Dee-Jay in SFV.
EDIT: There is currently a USF4 PS4 thread that can be revived if people want?
Just playing devil's advocate here but... wasn't that the case in SF4 as well? Oki character gets a hard knock down, starts vortex.
Just playing devil's advocate here but... wasn't that the case in SF4 as well? Oki character gets a hard knock down, starts vortex. Rinse and repeat. SF4 had zoning and footsies when characters like Rose, Guile, and Ryu were on the screen together. SF5 is no different, though it does have less zoning characters.
To me, SF4 is a jekyll-and-hyde game. Its amazing when two grounded characters are being played, it quickly goes to hell once you have two pure vortex characters on stage. And yes, I'd loveeee Dee-Jay in SFV.
EDIT: There is currently a USF4 PS4 thread that can be revived if people want?
It was until Ultra.
I was very ambivalent about SF4 until 2012. Then I liked it. Ultra made me love it.
But SFV continued the direction they were going with Ultra and Omega.
People don't want that, otherwise it would have been revived ages ago. People want to talk about sf4 in the context of sfv.
That's not decapre's theme.
Just playing devil's advocate here but... wasn't that the case in SF4 as well? Oki character gets a hard knock down, starts vortex. Rinse and repeat. SF4 had zoning and footsies when characters like Rose, Guile, and Ryu were on the screen together. SF5 is no different, though it does have less zoning characters.
Only some characters had good 50/50 ambiguous mix up. Most characters like Ryu, Chun, Honda, or Sagat had really basic shit like safe jump or meaty. And it was hard for those characters to open people up because of all the defensive options.
I don't want crouch tech or invincibile back dash back. I just want something as simple as throws not allowing follow up pressure mid screen and eliminating throw loops in the corner. That alone would make a huge difference.
There seems to be a push to revive SF4 and I'm happy for those who still enjoy that game, but I don't think it's more than a fart in the wind.
Chun had unblockables on Cammy and Decapre tho :3
That was also all she had on Cammy, though
edit:
Cool sorta, but a lanyard woulda been nice. Maybe it's delayed for the chamionship edition
Would people be fine with Rog as he is if defensive options got buffed?
I don't mean online Rog sorry that monster will always be broken.
Would people be fine with Rog as he is if defensive options got buffed?
I don't mean online Rog sorry that monster will always be broken.
Chun had unblockables on Cammy and Decapre tho :3
That was also all she had on Cammy, though
edit:
Cool sorta, but a lanyard woulda been nice. Maybe it's delayed for the chamionship edition
Huh? They mailed you the badge? I dont recall them asking for shipping address , when i registered.
Did you specifically ask for the badge? Isnt it usually pick up at the event.
you probably shouldhmm maybe I should go this year hmm
Huh? They mailed you the badge? I dont recall them asking for shipping address , when i registered.
Did you specifically ask for the badge? Isnt it usually pick up at the event.
you probably should
Crush Counters should probably have additional damage scaling, similar to focuses.
Chun had unblockables on Cammy and Decapre tho :3
That was also all she had on Cammy, though
edit:
Cool sorta, but a lanyard woulda been nice. Maybe it's delayed for the chamionship edition
The best solution to CCs IMO would be to find a happy medium between standard counters and crush counters. Something like Fatal Counters from other games, where you still get way more damage and frames than regular counters and hits, but you're not like +30 for randomly throwing out a karate chop.
(I think "What's the point?" is a good question to ask of the CC system)Then what's the point? Might as well just use a non CC combo if you are going to add scaling.
Agreed, game would be so SO much better if they just made CCs count for sweeps. It's a simple change, but it would make the game so drastically different.Priority system + crush counters = stupid
take one of them away and maybe the other would be fine tbh
Corner throw loops would be alleviated if people stopped quickrising to them over and over again in the corner setting up another throw.
Being in the corner sucks, it's supposed to suck, but throw loops aren't as big of a deal as they're made out to be. Just SF4 it, wake up slow.Yeah because I have nothing to fear if I don't quickrise after a throw loop in the corner vs a Ken.
Priority system + crush counters = stupid
take one of them away and maybe the other would be fine tbh