I didn't count my first match because my down actuator in my JLF failed on me. Was kind of annoying. Game felt good otherwise.
2nd and last game I got was good until the 2nd round, when I apparently made the opponent rage quit.
I didn't count my first match because my down actuator in my JLF failed on me. Was kind of annoying. Game felt good otherwise.
2nd and last game I got was good until the 2nd round, when I apparently made the opponent rage quit.
Most likely, he just got DC'd lol.
That doesn't really tell me how the game plays though... does that fact make the game bad?
Depends if you're someone who can perform and enjoys execution heavy fighters. If you're someone that likes to watch Viper and say "GOD DAMN!!!" then you won't see it as a positive. If you're someone who can really only perform cr.MK > Fireball, target combos, and likes to watch SFxTK footsie battles, then you will view it as a positive.
Obviously, you could be both, but if you are wholly or partially player A then at some point you are going to think its a bit dull I would imagine.
No. Only way you can make it safe is by blowing super.
Also, raw VT activation is not safe.
The game feels a lot like 4 only without shorts and jabs being so damn good. They're trying to make Hit Confirming be an actual skill rather than linking, links are still there. Just easier.
Fancy combos stuffed behind execution barriers are great and all, but you get desensitized to alot of that stuff after you've been watching for awhile and it just becomes part of the game. Watching top 8 during Evo the only moment that was truly "oh wow Dat combo" was that corner combo Gamerbee did twice (and he fucked it up the second time).
I understand people complaining that game might become too easy, but ease of use hasn't stopped a game like Xrd (very low on the execution barrier for a decent portion of the cast compared to previous entries in the series) from being entertaining to play and spectate.
Its kind of funny that they wanted to eliminate crouch tech, OSes, etc that make the average player unable to compete with the good players, but they leave in kara grabs, which a casual player will never be able to grasp or perform.
Btw - Did anyone watch Santouroman vs. Luffy? Sman's OSes were absolutely ridiculous...
I'm pretty sure they eliminated crouch tech and other OSes because they were braindead broken, had no downside and covered too many options.
I still think that USF4 mostly handles long combos well, in that they scale heavily enough that they won't break anything, and only a few characters are really designed to have them, with the rest of their builds balanced around them.
I enjoy playing a style where I can make up for mistakes in neutral by executing a difficult optimized combo when I do get the hit, I play characters like that in pretty much every game, so I'm kinda sad that it won't really be an option in SFV. Still, it's a different game and I'm not really against learning something new, and on paper I like the idea of making games more accessible to more players.
I'm good with removing OSs/CT etc. Just give me hard combos.
Also Welt I'm surprised you don't like crouch techs since you play a character that gets easy wins for baiting crouch techs lol
The kara window (and plink window, for that matter) is pretty narrow as well in the current build. Doesn't allow you to get some real mileage out of Ryu's kara throw, for example.
I was thinking more Chun Li's which is ridiculously good looking, right now.
I have never liked Crouch Tech or OS in general going back years before SF4.