Lowkey best version of SFV
Wish they expanded off of this version instead of dialing it all the way back. Only thing I really didn't care for was the OTG's.
That version had Ultras though.
Lowkey best version of SFV
Wish they expanded off of this version instead of dialing it all the way back. Only thing I really didn't care for was the OTG's.
That version had Ultras though.
Lowkey best version of SFV
Wish they expanded off of this version instead of dialing it all the way back. Only thing I really didn't care for was the OTG's.
It's simple, not every move needs to be good and useful. You don't know what clHK could do if good - I can imagine it considering it can anti air people.
As for her target combo, because it was free, riskless damage. Cammy's TC did like 20% linking off a frame trappy move with 3 heavy attacks on it's own and you could easily confirm into super out of it for 50% and who knows what people would find with Vtrigger and what not.
Do I really need to explain why Capcom doesn't want Cammy having a strong anti air normal that also doubles down as combo fodder for big damage? They want you using the TC by itself and bMP as an anti air, not that hard to grasp. You don't know what kind of frame data the thing had to say it wasn't broken.
We give Capcom credit because they earned it, specially when Dimps managed to balance games with over 40 characters. Cammy is nowhere near bad in SF4 or this game, but feel free to keep thinking you know better than them because she doesn't have every tool in the shed.
Lowkey best version of SFV
Wish they expanded off of this version instead of dialing it all the way back. Only thing I really didn't care for was the OTG's.
I'm only talking about balance inconsistencies. Not sure what the hell you're going on about.
Lowkey best version of SFV
Wish they expanded off of this version instead of dialing it all the way back. Only thing I really didn't care for was the OTG's.
Lowkey best version of SFV
Wish they expanded off of this version instead of dialing it all the way back. Only thing I really didn't care for was the OTG's.
Chun Li is like crack in current SF5. She is extremely fun, and I personally don't need long flashy juggles to make her so. She just feels really good to use.
Give characters another V-Trigger?
Sf5 looked like ass gameplay wise in those vids.
Like, barely playable.
I don't see why adding more supers and vtrigs to a game where you don't like the core gameplay is going to do. Maybe just realize not every game is for you, I guess?
Some people have been warped by sf4. >_>
Some people have been warped by sf4. >_>
Sf5 looked like ass gameplay wise in those vids.
Like, barely playable.
I don't see why adding more supers and vtrigs to a game where you don't like the core gameplay is going to do. Maybe just realize not every game is for you, I guess?
Of course it looked super choppy as it was the first build that was shown off. I just preferred the specials Chun had in that versionexcluding V-Trigger soul fist
More V-Triggers/Supers would definitely add more flare to the game, but you're right the core gameplay would still be boring. And yea, I've realized this game might not be for me as much as I'd like it to be.
I can definitely see this happening down the road.
Some people have been warped by sf4. >_>
They'll probably save up V-Trigger and V-Skill ideas for new characters instead of giving each character more than one.
I'm surprised they didn't make that or his MvC3 form his V-Trigger tbh.Evil Ryu install incoming
Damn, it looks sooooo much better now
I do wonder why they replaced that aerial spinning attack with air kicks tho
After 7 years of people bitching about SF4 and calling it trash I never expected people to want the next one to be similar to it.
As for the 2nd CA vs. 2nd V-Trigger thing, I'm not sure what they'll do (if either). CAs don't seem specific enough for them to create a functionally different alternative. In SF4 you may choose damage vs. combo usage, ground super vs. anti-air, power-up super vs. regular super, etc. In SF5 all the CAs do a lot of damage, take a full bar, and can be combined into. Damage is so high across the board that an anti-air wouldn't shut down jumping if an EX anti-air could do comparable damage.
I guess the ideas for V-Triggers are endless but I feel some are already too similar that creating 44 unique ones (for a 22 character cast) would be difficult.
Everything except for the stage looks better tbh.
I still don't know why they haven't added anymore stage transitions except for the China stage. Seems like something they wish they could've taken away but the backlash would've been harsh.not Mika harsh
The Forgotten Waterfall stage seems to have something more to the far right, but so far it's only been a 1 part stage. Maybe it's story related?
I still don't know why they haven't added anymore stage transitions except for the China stage. Seems like something they wish they could've taken away but the backlash would've been harsh.not Mika harsh
The Forgotten Waterfall stage seems to have something more to the far right, but so far it's only been a 1 part stage. Maybe it's story related?
They may be saving stuff like that for the final release.
It has legacy and the money in the last few years is a big contibutor. If there was no 500K numbers would be less.SF4 has had the highest entrants consistently for the last 7 years tho, somebody out there likes it
That's what i have been trying to tell some people about SFV.in more ways than one. I feel like people are trying to put a triangle in a square hole as to their approach with SFV.
Yes, you do, because what I said wasn't difficult to understand.
Capcom is capable of making well made, lasting games. They proven it numerous times. USF4 is one of the most balanced SF games ever, and it has 44 characters.
And, here you are saying Capcom doesn't deserve credit, just because Cammy's close HK isn't good.
That's ridiculous.
Chun Li is like crack in current SF5. She is extremely fun, and I personally don't need long flashy juggles to make her so. She just feels really good to use.
Any idea when Beta 3 is planned for?
It has legacy and the money in the last few years is a big contibutor. If there was no 500K numbers would be less.
I'd call USFIV well balanced for what it's worth, still has flaws and balance inconsistencies. Healing Elena, those are always fun. (Said no one ever)
Is there any place where I can find out more about this? I find it really interesting."USF4 is balanced only by vitrue that it's had years of iteration. How the game launched and how it is now is very different."
While this is true, I think people underestimate just how much broken stuff was in Vanilla SF4 because the game hadn't been figured out yet. Infinites, unblockables (that hadn't been discovered yet), vortexes (that hadn't been yet discovered), character potential (that hadn't been discovered yet). I keep repeating it, but Sagat would've been dropped to middle tier if Vanilla was still played for another year or two. He really wasn't that good.
I've been healing since day 1 and have found it fun ever since
What you stated has no relevance to my statement. I gave a solid example of a serious design flaw and somehow you twisted it into me saying Capcom can't balance a game. It's a leap of logic that holds no merit.
I'd call USFIV well balanced for what it's worth, still has flaws and balance inconsistencies. Healing Elena, those are always fun. (Said no one ever)
You have no soul.
Theory fighter V going on here I see...think I'm gonna sit this one out and just enjoy the ride. Got way too involved with frame data, optimal combos, matchup gameplans etc...that SF became a part time job. This time,I'm just gonna enjoy the game and play...
"Is there any place where I can find out more about this? I find it really interesting."
All of those are things that would eventually shape Super, AE, and AE2012. The vortex set play, the various unblockables, the strength of characters people had kind of ignored in Vanilla like Seth, Gen (who got completely eviscerated in Super when only 2 players were playing him), Fei Long, or Sakura. If you look for videos Vanilla SF4 of Yeb or Jibbo you'll see what was capable with Gen before they drastically changed him.
Can they get rid of the golden glow when using EX moves, it looks ugly.
Ha! Yeah, that's why I never got too deep into frame data mechanics and whatnot. Just seemed like overkill, unless I suppose if you're going to be a serious tourney level player. Even then, may not be totally necessary, 9 times outta 10 I can look at the moves and animations and can see what works and why what beats what anyway. The better the game animates, the less by-the-numbers technical data you need to know to be able to figure this shit out really.
"USF4 is balanced only by vitrue that it's had years of iteration. How the game launched and how it is now is very different."
While this is true, I think people underestimate just how much broken stuff was in Vanilla SF4 because the game hadn't been figured out yet. Infinites, unblockables (that hadn't been discovered yet), vortexes (that hadn't been yet discovered), character potential (that hadn't been discovered yet). I keep repeating it, but Sagat would've been dropped to middle tier if Vanilla was still played for another year or two. He really wasn't that good.