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Most sf4 characters needed 1f links beyond the most basic rear end combos. A lot of characters could be played without them but then others like Abel and Sakura are near useless if you can't do it. Hell you needed a 1f link to do Guile's bnb until Ultra. I think the ubiquity of plinking made people forget how frequently you really used a 1f link in sf4.
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# ? Jul 22, 2016 17:36 |
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# ? May 20, 2024 01:53 |
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may contain peanuts posted:
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# ? Jul 22, 2016 17:47 |
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Ixiggle posted:Edit: SFV was definitely made for a casual audience, I just don't think it actually teaches them about fighting games better than any other game, esp with such poo poo tutorials. It doesn't, even though people like to say it does. Out of all of the fighting games out right now, SFV does the least to help new players understand how to play. Missing even a basic arcade mode makes this even worse.
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# ? Jul 22, 2016 17:49 |
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I still can't believe Street Fighter V's tutorial doesn't even let you practice what it's talking about.
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# ? Jul 22, 2016 17:57 |
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- <----
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# ? Jul 22, 2016 18:01 |
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Did they ever patch this to like, see joysticks? Or is everyone still using xpadder or whatever.
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# ? Jul 22, 2016 18:07 |
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Saint Freak posted:Did they ever patch this to like, see joysticks? Or is everyone still using xpadder or whatever. Does anyone even launch SFV to find out?
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# ? Jul 22, 2016 18:09 |
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CaptCommy posted:Bison had a pretty important one too Balrog's best combos all needed them. may contain peanuts posted:What the gently caress...? Imagine that I've spent years playing street fighter IV and can't consistently DPM. Imagine I was so bad at using stick that using a computer keyboard made me exponentially better at fighting games because I could finally QCF reliably. Now imagine that despite all of this I am so vastly better than my friends that they refuse to play against me because I routinely destroy them, regardless of control input. Sometimes what you assume is easy is just not for other people. That and I wanted to play Zero and Sougenmu loops are loving impossible.
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# ? Jul 22, 2016 18:10 |
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Faffel posted:Does anyone even launch SFV to find out? I like, really thought about it the other day. I was probably 90% of the way to launching. I don't remember what I did instead; maybe I took a nap or something.
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# ? Jul 22, 2016 18:22 |
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Saint Freak posted:Did they ever patch this to like, see joysticks? Or is everyone still using xpadder or whatever. Still no DInput support of Key Rebinding. 6 months ago they said they'll implement that but I guess they were busy doing those lovely costumes.
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# ? Jul 22, 2016 18:25 |
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Street Fighter moves a lot slower than any other FG so it "feels" more learnable for newer players than other games. Xrd is infinitely better about teaching you how it works, and it's also a way better and more fun game, but purely in terms of digesting what's happening and not being overloaded with visual information, it looks scary as poo poo compared to SFV.
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# ? Jul 22, 2016 18:36 |
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Jack Trades posted:How many characters really needed 1-frame links, like two? Out of 44. I main A.o.D. fucked around with this message at 18:43 on Jul 22, 2016 |
# ? Jul 22, 2016 18:39 |
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Capcom should have just went with fall costumes. It would have been less creepy and they could have been out before fall was over.
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# ? Jul 22, 2016 18:40 |
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I wonder if release Juri will still have all her specials be done with kicks to maximize input overlap.
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# ? Jul 22, 2016 18:49 |
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ZWZ posted:I wonder if release Juri will still have all her specials be done with kicks to maximize input overlap. Looks like it! things that involve kicks V-skill V-trigger V-reversal QCF+K DP+K QCB+K 2xQCB+K : CA Think that covers them all. Revelant fucked around with this message at 19:32 on Jul 22, 2016 |
# ? Jul 22, 2016 19:21 |
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When I picked up SF4 and started to learn it, I played Abel because I liked his throw and roll around shenanigans, but to get better with him I had to memorize a 1f link off his step kick, which I think I only did in training mode once ever. 1f Links killed my enthusiasm for learning the game further and I'm glad they're gone, but I wish there was something technically difficult in their place. I've gotten bored watching this game because it feels like the same 5 or so characters busting out the same 2-3 bnb combos on each other. Chun's triple air kick into ex air legs is the coolest combo in the game by far, but there's not much of a reason to use it, or any other complex combo really. Combos were always the weakest part of my game, but SFV's dumbed down combos really are a little stale. My dream is that capcom will add deadlier combos for everyone after the CPT but it is just a dream.
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# ? Jul 22, 2016 19:32 |
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as we've seen in old games with chain combo systems its always the same thing in games where the combos are easy to do. And SFV does something a lot of old games like Real Bout do as well, and that is give MANY normals forward movement properties. Ensuring you are always at the right range for combos. It means spacing tends to not affect a combo much either so you really see the same poo poo over and over with almost no drops and everyone can do them. I suppose there is an undesirable element whether they do it like this or not but I definitely preferred combos in SF4
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# ? Jul 22, 2016 19:46 |
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Dracula Factory posted:When I picked up SF4 and started to learn it, I played Abel because I liked his throw and roll around shenanigans, but to get better with him I had to memorize a 1f link off his step kick, which I think I only did in training mode once ever. 1f Links killed my enthusiasm for learning the game further and I'm glad they're gone, but I wish there was something technically difficult in their place. I've gotten bored watching this game because it feels like the same 5 or so characters busting out the same 2-3 bnb combos on each other. Chun's triple air kick into ex air legs is the coolest combo in the game by far, but there's not much of a reason to use it, or any other complex combo really. Combos were always the weakest part of my game, but SFV's dumbed down combos really are a little stale. My dream is that capcom will add deadlier combos for everyone after the CPT but it is just a dream. What SFV has is frame perfect wakeup pressure. With invincible backdashes and focus attacks going away, very few moves having invulnerability, and only one move having armor on frame 1, wake up pressure and mixups are an essential part of this game's meta. So instead of training yourself to hit inputs I a 1/60th of a second, now you need to create mixups that can't be jabbed, jumped, or armored out of. Of course, this was very much a thing in SF4, but it's a very huge component of mid and high level V play.
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# ? Jul 22, 2016 19:48 |
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I got this cheap off a friend, had an itch to try out a fighting game. I wanted to see how much I completely suck in ranked, but I've yet to connect to an actual match. Failing to connect to host, error 40002. I've tried googling a fix, but it's just endless game faq threads complaining about the same thing. No other ps4 game gives me issues online, NAT type 2 currently.
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# ? Jul 22, 2016 20:20 |
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A.o.D. posted:What SFV has is frame perfect wakeup pressure. With invincible backdashes and focus attacks going away, very few moves having invulnerability, and only one move having armor on frame 1, wake up pressure and mixups are an essential part of this game's meta. So instead of training yourself to hit inputs I a 1/60th of a second, now you need to create mixups that can't be jabbed, jumped, or armored out of. One of my big issues right now is the timing on wakeup command throw pressure. I think there's a 2 frame window where they're still in the wakeup animation but aren't throw immune and Laura has a 2 active frames on her command throw, so effectively I have to hit a 4 frame timing window in order to command throw someone on wakeup. I'm really struggling with that timing and I know it's screwing me over. It's still not a 1f link though.
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# ? Jul 22, 2016 20:54 |
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There are 2 frames on wakeup where you can't be thrown. Assuming the person has a 3f normal, you have to hit that 3rd frame exactly with your command grab to beat their normal. If your command grab has 2 active frames, that's a 2 frame window.
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# ? Jul 22, 2016 21:13 |
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bebaloorpabopalo posted:There are 2 frames on wakeup where you can't be thrown. Assuming the person has a 3f normal, you have to hit that 3rd frame exactly with your command grab to beat their normal. If your command grab has 2 active frames, that's a 2 frame window. You're correct. So it's even worse than I thought.
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# ? Jul 22, 2016 21:24 |
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hey, if theres one thing we can agree on, its that sfv is garbage, right?
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# ? Jul 22, 2016 22:09 |
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e: same point I thought so!
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# ? Jul 22, 2016 22:13 |
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Booyah- posted:hey, if theres one thing we can agree on, its that sfv is garbage, right?
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# ? Jul 22, 2016 22:37 |
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The biggest problem I have with this game is that it's starting to feel sort of pointless to not play the top cast any more. I play a good Necalli, Ryu, Ken, Chun, Nash and to a lesser extent Cammy or Dhalsim and I think to myself "why the gently caress am I playing Alex?"
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# ? Jul 22, 2016 23:00 |
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My post probation nice guy period wants to point out that that's not really specific to sf5 at all a lot of games have prohibitive bottom tiers. Like marvel 2 does with 90% of its cast
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# ? Jul 22, 2016 23:11 |
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You should play who you think looks the coolest
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# ? Jul 22, 2016 23:13 |
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I don't even think this game rates in terms of prohibitive low tiers, to be honest. The one character to miss top 64 was Laura.
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# ? Jul 22, 2016 23:17 |
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Realtalk, as someone who's new enough to fighting games to not see it, what makes SF5 "garbage"? I'm really enjoying it, I really enjoyed 4, and it feels less obtuse than Skullgirls and KoF did when I tried them.
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# ? Jul 23, 2016 00:11 |
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among other things, when you make an input of any kind, the game doesn't act on that input for over a tenth of a second this game is literally less responsive offline than most fighting games are online. NecroMonster fucked around with this message at 00:29 on Jul 23, 2016 |
# ? Jul 23, 2016 00:22 |
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I'm such a massive scrublord hugbox fuccboi that I don't find the input delay bothersome. Great if Capcom eventually removes that delay, but even with the knowledge that there are 8 FRAMES of input lag, I've never found it to be an issue or detriment to my having fun when playing the game.
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# ? Jul 23, 2016 00:34 |
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Fridurmus posted:Realtalk, as someone who's new enough to fighting games to not see it, what makes SF5 "garbage"? I'm really enjoying it, I really enjoyed 4, and it feels less obtuse than Skullgirls and KoF did when I tried them. Its a combination of common complaints like walkspeed, bad throws, bad normals that make characters all feel weak, homogenous, one track and unexciting combined with a mess of technical problems like real bad input delay, everything clipping, no orochi yashiro
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# ? Jul 23, 2016 00:47 |
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teagone posted:I'm such a massive scrublord hugbox fuccboi that I don't find the input delay bothersome. Great if Capcom eventually removes that delay, but even with the knowledge that there are 8 FRAMES of input lag, I've never found it to be an issue or detriment to my having fun when playing the game. I'm in the same boat as being too scrub to know any better. I'm enjoy the game, and to add to my mental illness, I can't wait to buy Juri and the new costumes.
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# ? Jul 23, 2016 00:49 |
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"I'm too bad to be affected by the issues" makes me grumpy Yes you are, you're just too bad to notice it
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# ? Jul 23, 2016 00:57 |
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That's right, it's your own fault that you enjoy this game you scrubs.
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# ? Jul 23, 2016 00:59 |
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Pomp posted:Yes you are, you're just too bad to notice it Yup. It's easy for me to admit this and be still be chill because it's a video game.
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# ? Jul 23, 2016 01:11 |
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I am bad at fighting games!
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# ? Jul 23, 2016 01:12 |
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dangerdoom volvo posted:Its a combination of common complaints like walkspeed, bad throws, bad normals that make characters all feel weak, homogenous, one track and unexciting combined with a mess of technical problems like real bad input delay, everything clipping, no orochi yashiro Game is heavily biased towards an offensive, press-more buttons style, making zoning and a more reactive playstyle not really a thing; offense is short and feels boring and unrewarding; good spacing is also unrewarding, so matches at my level feel like guys doing random poo poo until it sticks because that's what gets damage; on that note, risk-reward on jump-ins is skewed to a point I don't really care for. That's my personal reasons. The tech issues, eh. Input delay sucks and makes them worse, everything else is just Capcom being bad at them new monetization models. Also no Rose.
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# ? Jul 23, 2016 01:15 |
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# ? May 20, 2024 01:53 |
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Fridurmus posted:Realtalk, as someone who's new enough to fighting games to not see it, what makes SF5 "garbage"? I'm really enjoying it, I really enjoyed 4, and it feels less obtuse than Skullgirls and KoF did when I tried them. Its bad in terms of being bad software with limited modes, numerous quality of life issues, and performance/netplay problems and bugginess. Its also a bad fighting engine because of reasons others stated.
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# ? Jul 23, 2016 01:20 |