Page 23 of 280 FirstFirst ... 13 21 22 23 24 25 33 73 ... LastLast
Results 441 to 460 of 5592
  1. #441
    Sea Torques
    Join Date
    Apr 2006
    Posts
    657
    BG Level
    5

    The game looks beautiful, but the normals are fucking retarded looking.

    Why is it that Ken and Ryu's Mediums look like they have midget's range? Hell, the shotos so far look like they have no range on their normals, either that or it looks really off.

    How are you gonna play footsie with a cr.mk that barely extends past your cr.jab?

  2. #442
    Been Here Longer Than you
    Join Date
    Jan 2005
    Posts
    35,311
    BG Level
    10

    Quote Originally Posted by Nitsuki View Post
    You'll catch up in no time welt, 100 misses you.
    Lol......

    And I have to agree with JCVD once again. A lot of the normals looks terrible, and I don't like how most don't link.

  3. #443
    THOU THOU THOU THOU THOU THOU THOU THOU
    Avatar of Fury.

    Join Date
    Jan 2006
    Posts
    5,584
    BG Level
    8
    FFXIV Character
    Shiroe Blackrose
    FFXIV Server
    Diabolos
    FFXI Server
    Carbuncle

    Quote Originally Posted by JeanClaudVanDamme View Post
    How are you gonna play footsie with a cr.mk that barely extends past your cr.jab?
    Use cr.MP. No joke, it's his new footsie go-to.

  4. #444
    Sea Torques
    Join Date
    Apr 2006
    Posts
    657
    BG Level
    5

    To me, SF4 is the pinnacle of SF skill-wise, with the highest level of play in SF history, from footsies to spacing, to zoning, I have never seen an SF game played to the level that the world has been playing the SF4 series.

    To have to keep hearing combofiend assure us that SF5 won't be like SF4, that it's much more offensive-minded, and see just how hyper offensive currently is, with stupid looking normals that aren't optimal for a footsie based fighter, and seeing all these ridiculous braindead easy confirms into critical arts for 50%+ damage, is really disheartening.

    I have a sneaking suspicion SF5 is going to be a huge dud, with its gungho emphasis on making it into a generic offensive-minded fighter like everything else on the market. It currently plays more like a KoF than an SF, from what I can see.

    People will look back and really see SF4 series for what it really is, the greatest, most competitive, most complete, most balanced SF/fighter to date. To actively stray as far away from SF4 as possible can't possibly be a good philosophy in making a great fighter.

  5. #445
    Been Here Longer Than you
    Join Date
    Jan 2005
    Posts
    35,311
    BG Level
    10

    JCVD coming strong lately....

    SF4 is easily the best in the series, and the best fighter ever made. It has ascended above MVC2 for me. I have no idea why they would want SF5 to be nothing like 4. Its only the game that saved fighers as we know it...lol.

  6. #446
    Straight Ca$h Homie
    Join Date
    Dec 2005
    Posts
    10,937
    BG Level
    9

    Street Fighter V: A Preliminary Thread

    sf4 still had its lion share of problems though. Vanilla sucked balance wise, super was boring, ae brought back shit balance and terrible vortex. And let's not forget that they had to straight up insert a fundamental change to the game (delayed wake up) just to make it fair again in Ultra.

    Capcom had to make 4 separate iterations of the SF4 engine before it to evolved into what it is now and people are worried about sf5 when we're barely 7 characters deep and it's still pre beta?

    reeeeeeeeelaaaaaaaxxxxxx

  7. #447
    E. Body
    Join Date
    Nov 2005
    Posts
    2,368
    BG Level
    7

    Meh SF4 was pretty mediocre as a game. For everything the game did right it did two things wrong. It was just in the right place at the right time and got used as the flagship for a whole new generation of players that had never really gotten into fighters. It had two major contributing factors for success:

    1. It came out at the perfect time and coincided with the mass market release of arcade sticks. This made a huge difference in attracting a lot of people to the game. Online console play was really coming into it's own when it was announced and the possibilities were new and exiting which leads me to my next point.

    2. It had an amazing netcode. This was by far the most important thing they got right, the netcode made the game. A bad netcode can ruin an excellent game (look at KOF13) and a great netcode can make a mediocre game into something special which is what happened with SF4.

    As far as people being better at SF4 than other Street Fighter games it's an easy explanation. The amount of players and the ease of access to all the information you could want made that inevitable.

    I'm not worried at all by the direction I'm seeing for SF5.

  8. #448
    Cake Mix
    Sweaty Dick Punching Enthusiast

    Join Date
    Sep 2006
    Posts
    30,317
    BG Level
    10
    FFXIV Character
    Cakey Yama
    FFXIV Server
    Leviathan
    FFXI Server
    Unicorn

    Agree with DJ. Seven characters in with a beta coming up and people already talking about how it'll never live up to SF4? Honestly, I can't watch SF4 unless it's the highest of high level. Normal pool play and shit puts me to sleep. I'm all for added excitement as a casual.

  9. #449
    Conejita's Jolly
    Chaparrita's Dulce
    Trigger warning: Fuck your feelings.

    Join Date
    Feb 2006
    Posts
    7,075
    BG Level
    8

    I hated the fucking shortcuts present in IV. Turbo is the best one ever, hands down.

  10. #450
    If I screw up again Im gone forever.
    Secret Admin

    Join Date
    Jul 2008
    Posts
    8,540
    BG Level
    8
    FFXI Server
    Bismarck

    Quote Originally Posted by Deejay View Post
    sf4 still had its lion share of problems though. Vanilla sucked balance wise, super was boring, ae brought back shit balance and terrible vortex. And let's not forget that they had to straight up insert a fundamental change to the game (delayed wake up) just to make it fair again in Ultra.

    Capcom had to make 4 separate iterations of the SF4 engine before it to evolved into what it is now and people are worried about sf5 when we're barely 7 characters deep and it's still pre beta?

    reeeeeeeeelaaaaaaaxxxxxx
    Agreed, not to mention we know next to nothing about frame/hitbox data yet. The meta of fighting games take a longgg time to mature, and there's absolutely no telling what direction this game will go, but it's largely going to be based on exploits of the engine (vortex in AE, XF3 vergil/OTK in umvc3, for example).

    I feel like people on these forums don't keep an open enough mind about games they play, specifically welt. I'm gonna get shit for it, but Melee has matured so much that it's almost impossible for new viewers to see the nuances in the gameplay. But if Welt got into it, I feel he would see how close it is to being as good as mvc2. There's a reason 5 people (now 6) have dominated the game so much, and it's because skill trumps all. If you can't appreciate that... idk.

  11. #451
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
    Posts
    50,896
    BG Level
    10

    I think it's pretty safe to say the final SFV product will play very little like what we see now when it's released in Mar(?) 2016 lol.

  12. #452
    Sea Torques
    Join Date
    Apr 2006
    Posts
    657
    BG Level
    5

    It's not so much the final product I'm worried about -- I'm still optimistic.

    Like I said, it's the fact that combofiend keeps harping on and on about how different this is going to be from SF4 that has me concerned, specifically how SF5 won't be as defensive minded.

    That's the problem, defense is an art and beauty in itself. Like the old saying goes, offense wins games, defense wins championship! The art of defense legitimizes your sport. Offense requires talent, defense requires brain and smarts. Why actively build a game that minimizes defense and defensive options?

    If I wanted to play a mindlessly offensive game where literally everyone in the cast plays the exact same way with the exact same approach, I'd play KoF. Those types of fighters get very repetitive, really fast.

    Yeah, they've shown 7 fighters so far, true. But so far all 7 fighters are playing exactly in the same manner. From these 7 characters, not one of them so far play at a distance that isn't right up close to your face. That's the problem. And why is it that they all seem to have V-trigger skills that completely neutralizes the... well, neutral game? Everyone so far has a braindead easy way to get around the what would be fireball/half screen game? Everyone is saying Ryu is the weakest of the cast so far, because his fireball game -- a stape for damn near 25 years now -- is so weak due to the nature of the game.

    Not only are they building a game where every character has a simple counter to any sort of half screen/full screen game, the ease of damage itself is another factor that's discouraging any sort of style other than RUSH THAT SHIT DOWN. After all, why play a zoning game when every character has a braindead easy way to confirm into critical arts for 50-60% damage? Why waste so much effort to zone and chip/win slowly, when you can just go in, hit a normal, confirm it into a CA for more than half life?

    Sure this is beta, so let's pray to god it's not how the final game will play. If the final product really does play like this across the board, I can almost guarantee top players will flock right back to USF4, and USF4 will be the marquee fighter again at EVO 2018 lol.

  13. #453
    Straight Ca$h Homie
    Join Date
    Dec 2005
    Posts
    10,937
    BG Level
    9

    The only thing important right now is if the core of the gameplay looks fun or interesting. v system already completely shits on the focus/ultra system and parrys are back! How can people not be hype about that.

  14. #454
    Mr. Bananagrabber
    Sweaty Dick Punching Enthusiast

    Join Date
    Dec 2005
    Posts
    55,155
    BG Level
    10
    FFXI Server
    Asura

    I don't personally see an issue with high damage. If the game goes live in that manner just make 3/5 the standard.

  15. #455
    Sea Torques
    Join Date
    Apr 2006
    Posts
    657
    BG Level
    5

    Quote Originally Posted by Krandor View Post
    I don't personally see an issue with high damage. If the game goes live in that manner just make 3/5 the standard.
    It's not the high damage that's the issue. It's the EASE of it, that's the problem. The crowd/people can only get so hype for the umpteenth time someone pulls off a simple normal/special confirm for 60% damage. That shit becomes the norm, and people will quickly lose interest in it.

    There's a world of difference between a 50% Sako Evil Ryu combo, and a 50% combo that any joe schmoe can pull off because it's that braindead easy.

    People lose their damn mind when a Sako combo is pulled off in a match. Nobody is losing shit when they see the typical 50-60% combo that people are already doing, during BETA, with literally EVERY character so far.

  16. #456
    Been Here Longer Than you
    Join Date
    Jan 2005
    Posts
    35,311
    BG Level
    10

    I'm with JCVD 100%.

    There has been absolutely nothing so far from a mechanic standpoint that has made me saw "wow...". The graphics and music are both amazing so far.

    I have faith they will get it right, and I am 100% hyped for the game, but the combos so far are WEAK as shit. The damage is way too high for combos that I could teach my girlfriend to do in 2 minutes. I'm not impressed. A 60% combo should require skill.

  17. #457
    Mr. Bananagrabber
    Sweaty Dick Punching Enthusiast

    Join Date
    Dec 2005
    Posts
    55,155
    BG Level
    10
    FFXI Server
    Asura

    I wouldn't be surprised to see the incredibly simple high damage combos stay where they are (aside from maybe an across the board damage nerf).

    Casuals love easier execution, and that ties into the general game being easier to convince them to buy it. I'm sure with Sony's money involved there's some pretty serious expectations on sale numbers.

  18. #458
    Straight Ca$h Homie
    Join Date
    Dec 2005
    Posts
    10,937
    BG Level
    9

    Yeah because damage in vanilla wasn't retarded.. They could never adjust something like that...

  19. #459
    Been Here Longer Than you
    Join Date
    Jan 2005
    Posts
    35,311
    BG Level
    10

    Who the hell said they couldn't? He didn't; I didn't. I'm not sure what you're reading. Hell, he even just restated for you that high damage was not his concern. Obviously, they can adjust the damage, but that doesn't mean they will....

    Even though vanilla had super high damage, we still stay incredible combos via Viper, Akuma, etc. I don't see anything remotely resembling that so far. Check any large* thread with SF5 combos or matches: the common complaint throughout the posts is the same one he mentioned here. He is in the majority.

  20. #460
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
    Posts
    50,896
    BG Level
    10

    Street Fighter V: A Preliminary Thread

    I wouldn't be surprised if the first iteration of the game is made this way on purpose to attract the casuals, then gradually adjusted for the long term mind set of casuals eventually becoming hardcore.

Page 23 of 280 FirstFirst ... 13 21 22 23 24 25 33 73 ... LastLast

Similar Threads

  1. Super Street Fighter II Turbo HD Remix Cometh!
    By Maestro in forum Gaming Discussion
    Replies: 74
    Last Post: 2008-12-15, 16:57
  2. Street Fighter III: 3rd Strike (Online for PC)
    By Tsutsumiko in forum Gaming Discussion
    Replies: 60
    Last Post: 2008-11-30, 06:47