Page 26 of 280 FirstFirst ... 16 24 25 26 27 28 36 76 ... LastLast
Results 501 to 520 of 5592
  1. #501
    Mr. Bananagrabber
    Sweaty Dick Punching Enthusiast

    Join Date
    Dec 2005
    Posts
    55,169
    BG Level
    10
    FFXI Server
    Asura

    SFxT is a fucking awesome game to play casually, I still rock the shit out of endless kumite on my Vita for car trips or whatnot. Competitive play was just mindnumbingly boring.

  2. #502
    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 Weltall View Post
    That is my big fear with SFV. If the combo system is so basic then the people I previously mentioned, such as Poongko/Sako, will be no different than watching a random good player. If this is indeed the case, people are not going to care to watch SFV after the first 6 months or so and it will suffer like SFxT did.

    It needs to be well-rounded and not require extreme execution and timing to be able to win, but it also needs to allow flash and Viper-like characters of gameplay for those capable, but hey, thats SF4 lol.

    With 3 frames being the hardest link (which isn't hard at all...I'd almost never drop that offline) I'm afraid nothing will leave me saying "Wow...".
    I get that concern, but to be fair Seth and Viper have no business being in SF4 anyways. Both are Marvel characters lol. JURI on the other hand... yeah. I think Deejay is right, Juggles are going to be the go to for this game, similar to SFxT. Sako does the difficult combos, but IMO its his approach to the characters and his unbelievable reactions/footsies that make me love watching him play.

    I'm sure there will be difficult characters to play, so far the ones released aren't exactly difficult to play in SF4. Think about it, how difficult are Bison/Ryu/Ken/Cammy/Chun combos in SF4? They are rarely dropped at all and aren't flashy so I think we should just wait and see.

  3. #503
    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

    Gotta have patience! And I'd be excited to watch sako no matter if he had a 12-hit 1 frame link combo, or 'easier' combos because I feel like he's great enough that he'd make any game he plays exciting.

  4. #504
    Mr. Bananagrabber
    Sweaty Dick Punching Enthusiast

    Join Date
    Dec 2005
    Posts
    55,169
    BG Level
    10
    FFXI Server
    Asura

    Just aside on Leroy's thing, you see very few people do Bison's highest damage combos, which all generally have very awkward timing. During CEO I don't recall seeing Tampa Bison/Booker ever going for the more complex combos added via far MP and just sticking with the combos that have been in place since vanilla.

    Granted by complex I'm basically talking about trading a 2 frame link for a 1 frame that does like 6-7 more damage (depending on scaling)

  5. #505
    Been Here Longer Than you
    Join Date
    Jan 2005
    Posts
    35,318
    BG Level
    10

    Quote Originally Posted by Krandor View Post
    Just aside on Leroy's thing, you see very few people do Bison's highest damage combos, which all generally have very awkward timing. During CEO I don't recall seeing Tampa Bison/Booker ever going for the more complex combos added via far MP and just sticking with the combos that have been in place since vanilla.

    Granted by complex I'm basically talking about trading a 2 frame link for a 1 frame that does like 6-7 more damage (depending on scaling)
    Yeah, but that is exactly why Gagappa is considered the best Bison and about 2000000x more fun to watch than Tampa Bison lmao.

  6. #506
    Straight Ca$h Homie
    Join Date
    Dec 2005
    Posts
    10,937
    BG Level
    9

    Lol what the fuck is a 3 frame link. I didnt even know that those were a thing? After playing Dudley in 4 in going to have the execution of a god

  7. #507
    If I screw up again Im gone forever.
    Secret Admin

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

    Yeah I think most optimal bnbs are mostly 2f links, outside of like Sakura/ERyu/Ibuki who is all 1f. Not to mention plinks make them 3f links anyways.

  8. #508
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

    Join Date
    Sep 2007
    Posts
    26,424
    BG Level
    10

    my hope for V is that they put in Vega but he is the only character that still has 1f links for 10% damage

  9. #509
    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 Callisto View Post
    my hope for V is that they put in Vega but he is the only character that still has 1f links for 10% damage
    FU

    But yeah, he has a V in his name, they have to include him, right?! Imagine if they changed him up like Ken/Birdie and made his face scarred and he goes insane? That'd be dope as fuck. Either way, EEEEYOWWW!

  10. #510
    Straight Ca$h Homie
    Join Date
    Dec 2005
    Posts
    10,937
    BG Level
    9

    Nah he's going to have the mask, but if his V skill was something like a cancel/mask drop it'd be hype as fuck.

  11. #511
    Mr. Bananagrabber
    Sweaty Dick Punching Enthusiast

    Join Date
    Dec 2005
    Posts
    55,169
    BG Level
    10
    FFXI Server
    Asura

    Iirc from an earlier interview about it, 1 frame links still exist but they've been given a 2 frame buffer window, hence the number of 3 given.

  12. #512
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

    Join Date
    Sep 2007
    Posts
    26,424
    BG Level
    10

    I'm wondering if there'll be new issues with accidental inputs from buffer

  13. #513
    Been Here Longer Than you
    Join Date
    Jan 2005
    Posts
    35,318
    BG Level
    10

    Quote Originally Posted by Deejay View Post
    Lol what the fuck is a 3 frame link. I didnt even know that those were a thing? After playing Dudley in 4 in going to have the execution of a god
    Everyone will, which is what the complain is haha

  14. #514
    If I screw up again Im gone forever.
    Secret Admin

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

    I wonder what the proximity blocking distance is like? I hated that shit, but it mostly had to do with focus anyways, which is gone. Another of my complaints was that vega's cl. lk was so bad but his far st.lk was so good. and that awkward range where cl. would come out but whiff whereas far would have hit.

    <3 command normals now.

  15. #515
    Mr. Bananagrabber
    Sweaty Dick Punching Enthusiast

    Join Date
    Dec 2005
    Posts
    55,169
    BG Level
    10
    FFXI Server
    Asura

    Jesus you're still complaining about proximity blocking

  16. #516
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

    Join Date
    Sep 2007
    Posts
    26,424
    BG Level
    10

    He never learned that you're not supposed to block in SF4

  17. #517
    If I screw up again Im gone forever.
    Secret Admin

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

    Yup, still complaining! Should be like marvel blocking, I want more control over my characters movement!

  18. #518
    Straight Ca$h Homie
    Join Date
    Dec 2005
    Posts
    10,937
    BG Level
    9

    If you're out of your opponents range and you're still holding back, you're playing footsies wrong

  19. #519
    BG Content
    Join Date
    Oct 2005
    Posts
    69,693
    BG Level
    10
    FFXIV Character
    Six Souls
    FFXIV Server
    Gilgamesh
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Malorne
    Blog Entries
    9

    Quote Originally Posted by 6souls View Post
    Partially Debunked?

    Press Release
    We just announced some big Street Fighter V news today at the Capcom panel here at EVO 2015. There is quite a lot of information to take in, so buckle down and read carefully!

    First and foremost, Street Fighter V will feature a brand new service-based approach with regards to post-launch content. With this approach come several key changes to our content strategy:

    1. The initial release is the only disc you will ever need to own
    2. All balance and system adjustments will be available for free
    3. All post-launch gameplay related content will be earnable for free by playing the game

    That’s right; Street Fighter V will be the first iteration in the franchise where it is possible for dedicated players to earn all gameplay related content (such as characters) for free, simply by playing the game. Long gone are the days of forced Super and Ultra upgrades! Enjoy free balance updates as soon as they become available, and find and choose the post-launch characters that you want to get.

    Speaking of characters, Street Fighter V will launch with a core roster of 16 playable characters, with 4 of them being brand new fighters to the Street Fighter universe. Post-launch, we will be adding new characters to the roster on a continuous basis, which will provide new content for players to enjoy. Again, every post-launch character released will be earnable for free through gameplay!

    Looking back on the Street Fighter IV series, we had always released bundles of content all at once, like with Super Street Fighter IV and Ultra Street Fighter IV. While these one-time updates did revive interest in the series every few years, it was difficult to keep players engaged for long periods of time unless they were competitive. This also punished players who took a break from playing the game, because if they wanted to start again in a few years, they would be forced to purchase an upgrade to join the existing player pool who had already moved on to a new version. On top of that, this old method also forced players to purchase all of the new content, even if only a few characters may have appealed to them.

    With Street Fighter V, we want to change the way that players interact with the series, and create an ever-evolving environment for players to enjoy. By releasing new characters on a regular basis, it will ensure that there is always new content to look forward to in the short term, and it prevents the competitive environment from ever becoming stale.

    Players also have more freedom in their decisions, as they only need to purchase or earn the content that appeals to them. This will also create more long-term engagement, because the more you play the game, the more you are rewarded and can earn new content. The player base is never shrunk by requiring a paid update like in years past. Players can take a break from the game, but then come back at any time and continue to play with the characters they already own, with the newest gameplay balance.

    We are able to execute this service-based model by introducing an in-game economy to Street Fighter V. There are two types of currency that make the economy go round:

    • Fight Money - This is basic currency that players earn through playing the game. Once players accumulate enough Fight Money, they can use it to earn new post-launch gameplay content, such as characters, for free!

    • Zenny - This is premium currency that players can purchase with real money to immediately gain access to post-launch content.

    We will be using later beta phases to test the economy and ensure it works in a fair way for everyone.

    Phew! That was a lot of info, so we hope it all makes sense to everyone. We are extremely excited about this new post-launch strategy, and we’ll be talking about more specific details at a later date. For now, we hope everyone is excited to start playing and earning content!
    Spoiler: show
    ■ Three Key Principles

    Street Fighter V will be the first iteration in the franchise where it is possible for dedicated players to earn all gameplay-related content for free by playing the game.

    • The initial release is the only disc you will need to own.
    • All balance and system adjustments will be made available for free.
    • All post-launch gameplay-related content, including characters, will be earnable for free by playing the game.


    ■ 16 Character Core Roster

    • Street Fighter V will launch with a core roster of 16 playable characters.
    • It will feature four fighters brand new to the Street Fighter universe.
    • The plan is to continuously add new characters to the roster post-launch. Every post-launch character is earnable for free via gameplay.


    ■ In-Game Currency

    • Fight Money – Can only be obtained by playing the game. Can be used to earn new content.
    • Zenny – Can be purchased with real money, and used to access new content immediately.


    The beta tests will be used to collect the data needed to balance the in-game economy before launch.

    ■ Looking Back

    By releasing new characters regularly, it will ensure that there is always new content to look forward to in the short term, and allow the competitive environment to never become stale.

    Players also have more freedom, as they only need to purchase or earn they content that appeals to them.

    This will also create more long-term engagement, because the more you play, the more you are rewarded.

    The player base is never shrunk by requiring a paid update. Players can come back at any time and play with the characters they already own.

    ■ Overall Concept

    The overall concept is to make Street Fighter more intuitive for newcomers while paying homage to series fans.

    Street Fighter is synonymous with memorable characters, and even more love is being put into them this time around.

    • Create a battle system that puts the spotlight on characters.
    • Focus on highlighting character personalities.
      • Achieved through the Variable system.
    • Lower the execution hurdle for new players.
      • Easy to play, difficult to master. The V-Trigger system is something anyone can utilize and execute in a match. However, it might take a lot of practice to perfect using…
    • Take what what we learned from Ultra Street Fighter IV and apply it to Street Fighter V to make a game that can live on as a competitive e-Sport (balanced characters).


    ■ System Concept

    The system concept is to bring the characters to life.

    The core concept from the beginning is to showcase the characters’ personalities.

    Character personality takes priority of battle systems. We parted ways with standardized systems like Street Fighter IV‘s Focus Attack.

    Another reason is that we wanted to avoid a game where certain characters could not take advantage of the battle system.

    With , it was difficult for characters like Ryu, Chun-Li, Dhalsim, and Zangief (grapplers and characters with slow dashes) to utilize the Focus Attack FADC system. But with the V-Trigger system in Street Fighter V, each character has its own V-Trigger (Ryu is Hadoken, Chun-Li is multiple hits, M. Bison is specials, Nash is mix-ups, etc.)

    ■ Design Pillars

    Street Fighter IV was extremely complicated (1F links, option selects, FADC), tough for new players, whereas Street Fighter V has input buffer and is more straighforward.

    This takes Street Fighter V Back to the heart of the series, which is playing the opponent and reading the situation.

    Character Personality

    We reviewed returning characters closely. If they were lacking, we gave them tools. If they were amusing, we made them even more amusing.

    And the Variable System brings characters to life. For example, Ryu and Ken are very similar Shoto-style fighters, so it was difficult to make them seem different. Instead of changing their classic specials moves, we let their personalities shine through with their V-Skill and V-Triggers.

    ■ Character Approach

    Rethink Returning Characters

    Birdie, Nash, and M. Bison are all pretty different from before. We took a good look at their abilities in the old games, and redesigned them to make them feel fresh.

    • Birdie was considered a grappler due to command throws, however since his Bull Head special was charge-based, he had to play defensively. He’s been redesigned to be a mid/long-range character who’s also a bruiser in close.
    • M. Bison‘s concept is “The Strongest of All Time.” We wanted to create a big difference between his normal and psycho modes to really play up the power of Psycho power.


    ■ Lessons Learned

    • Character Balance – Large character diversity in each tournament. And don’t greatly nerf characters, but buff the weaker ones instead.
    • Community Feedback – Having open and direct communication is important. We’ll continue to monitor the community throughout the game’s life cycle.
    • All About the Players – Characters alone don’t make a game interesting. It’s how the players play the game that makes it fun.


    ■ Character Design

    Use Ryu as the Standard

    Ryu has all the tools and he is the poster child that all characters are compared against.

    Startup, throw range, movement speed, jump and dash values are all standard. When creating other characters, their frame data is measured against Ryu in terms of their specials, V-SKills, and V-Triggers.

    Characters

    • Ryu – The standard. The character which anyone can pick up and play. Using him teaches the fundamentals of Street Fighter. Depth comes from his V-Skill and V-Triggers, which are hard to master.
    • Chun-Li – Easy-to-moderately hard to use. She has a kick for every situation. She excels at mid-range and countering for her opponents attacks. The damage boost she gains from her V-Trigger makes up for her damage shortcomings.
    • M. Bison – For moderately skilled players. Hhe has heavy and powerful special moves that inflict major damage. He’s even stronger in V-Trigger mode. Utilizing his many special moves will allow him to put pressure on the opponent in new ways.
    • Birdie – Great buttons which are good for beginners. Deep movement for better players. He’s been overhauled with completely new moves and abilities that allow him to deal with characters at all ranges. Birdie is no longer just a grappler character, but also one with great pokes.
    • Nash – Difficult to use. Redesigned completely to be extremely offensive. The depth of his strategy can be displayed with his V-Trigger. His abundance of target combos guarantees damage in any situation.
    • Cammy – Easy-to-moderately difficult to use. She’s aggressive, yet footsie-oriented. She overwhelms opponents with her quick attacks and movement. She can land big damage in her V-Trigger mode, but be sure not to miss!
    • Ken – Anyone can pick up and play, yet rather hard to master. He’s been completely re-tooled and plays different from Ryu. Utilize his V-Skill and V-Trigger to rush down the opponent. Even when blocked, Ken can apply pressure, so rush to your hearts content.


    Some character designs have changed greatly while others have not. There is a reason for every change in the story and you’ll have to wait to find out more.


    16 total characters at launch with 4 of those new.

  20. #520
    BG Content
    Join Date
    Oct 2005
    Posts
    69,693
    BG Level
    10
    FFXIV Character
    Six Souls
    FFXIV Server
    Gilgamesh
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Malorne
    Blog Entries
    9

Page 26 of 280 FirstFirst ... 16 24 25 26 27 28 36 76 ... 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