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failfish
Not sure if this is the right place to ask but it looked like the best available; How bad is the balance in SSF4:AE, I can get it on PC for like a couple of bucks.. I've played original SF4 to death, but didn't play anything after that.
Man I need to stop practicing links in Omega Mode. It makes me feel so god like, but it's just a mirage lol. They did something to make hitting links so much easier. I don't know if it's input buffer or whatever but man I can do Sako combo for days with Omega Evil Ryu.
Pretty sure they increased the input buffer by like 4 frames. I personally hope they include that in SF5, 1frame links are annoying bullshit.
Yeah. I bailed out of omega with the quickness. I love watching it but playing it makes me angry on too many levels.
Pretty sure they increased the input buffer by like 4 frames. I personally hope they include that in SF5, 1frame links are annoying bullshit.
Nah. SF4 already has plinking and a myriad of auto-correct/shortcut systems.
Something needs to be around for players that actually care to invest time in execution-heavy combos. Most of the time, the optimal stuff isn't execution-heavy anyway.
Abel and Rufus, to name two, are basically worthless without 1-frame links. Plinking is a cack handed option that exists due to an coding oversight.
Man I need to stop practicing links in Omega Mode. It makes me feel so god like, but it's just a mirage lol. They did something to make hitting links so much easier. I don't know if it's input buffer or whatever but man I can do Sako combo for days with Omega Evil Ryu.
Why would easier links annoy you?
Nah. SF4 already has plinking and a myriad of auto-correct/shortcut systems.
Something needs to be around for players that actually care to invest time in execution-heavy combos. Most of the time, the optimal stuff isn't execution-heavy anyway.
Requiring players to plink is not good game design.
No it doesn't.
Plinking is an engine exploit. I'm going to say that bnb's should not be 1 framers. Good execution should still be rewarded though.
It's rewarded in things like better reaction times.
Combos being hard is what directs new players to put the majority of their time towards combos, which makes them worse players.
Plinking exists because the combos were too hard, it SF4 had a BB-style input buffer, we might not even know about plinking today because it wouldn't have been needed.
It's rewarded in things like better reaction times.
Combos being hard is what directs new players to put the majority of their time towards combos, which makes them worse players.
Plinking exists because the combos were too hard, it SF4 had a BB-style input buffer, we might not even know about plinking today because it wouldn't have been needed.
I must be a complete idiot, but I bought USF4 on Steam and for the life of me I can't find the DLC costumes that are supposed to come with the game anywhere in game. Whenever I choose a character I only have the choice between the original costume and the 3 base alternate costumes.
What am I doing wrong?
Those are the ones that came with the game. You only get the alt costumes from AE and Super.
Really? I thought that costumes like Chun Li's SF Alpha costume were regular alts from SF4, and I was under the impression that buying USF4 would give you most DLC costumes from the previous versions.
Besides, when I go to the game's properties in Steam and look at the DLC tab, I have all these installed DLCs: Arcade Challengers Pack, Complete Brawler Pack, Challengers 1, Challengers 2, Classic, Femme Fatale, Shadaloo and Shoryuken packs. You sure there's nothing wrong with my game?
You sure it's not Alt 3 for Chun Li?
Well yeah, Alpha costume is Alt 3 for Chun-Li. What I mean is that I thought these kinds of costumes were only ones of many goofy costumes that you get by default if you purchase USF4, i.e. you get all DLC that were released before USF4 for SF4, SSF4 and SSF4AE, and only the very latest packs (like the Vacation pack) must be bought. Isn't that the case? I thought I'd get at least 6 or 8 costumes per character honestly.
I get the feeling they made combos hard as a gating mechanism. One that largely failed.
Requiring players to plink is not good game design.
Was SF4 always like this?
For all of the complaints about 1 frame links, I can't think of many characters that actually need them at the level of play most who complain about 1 frame links are playing at. There are generally other, less challenging combos with only a slight damage decrease.
I think a lot of players use the trials as a measurement of what their execution needs be like, since they are the closest thing to a tutorial the game has.
A failure on Capcoms part for sure.
Yes. But you'll do much better by learning match-ups, reacting well, getting better strategies and learning why you lost a match than you will by spending forever trying to do low frame combos.
Yes. And while I don't know what character you're using MP > MP > HP, despite being 3 normal moves, isn't a simple (potentially not even useful) combo(.
For all of the complaints about 1 frame links, I can't think of many characters that actually need them at the level of play most who complain about 1 frame links are playing at. There are generally other, less challenging combos with only a slight damage decrease.
"EDIT: I feel bad for anyone who has NEVER experienced SFEX series' Trial modes. Now those were good for learning stuff in the game."
Not...really? I played the SFEX games, the trial mode was exactly the same as SF4.
But it's not like the trials mode itself actually imparted any knowledge to you, it's identical to SF4.
Regarding 'netcode', I'll need to see what the devs are up to. They've been in touch and have been working with Valve engineers. Apparently it's not an easy problem to solve due to API design differences between GFWL and Steamworks. I'll let everyone know if I have any new info.
A common thing for close and far punches/kicks to have different animation and frame advantage.Well, a friend of mine just told me why I was failing at Ibuki lvl 9 (LP > MK). Apparently the game doesn't deem it necessary to tell you that LP should be executed from a distance, and that close LP > MK can't work for some reason. I know it's technically a different punch (well, elbow), but I find it weird.