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Post by Deleted on Aug 6, 2015 13:45:29 GMT -5
Claw is the most improved character design so far imo!!! I could careless that people are complaining he isn't charge anymore. Why would that matter when its a completely different game?!? Do you think they are avoiding charge characters since they are harder to balance?
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Aug 6, 2015 14:20:18 GMT -5
I figure their stupid normals might need to be toned down since charge characters tend to have those and safer moves. Definitely a big improvement there. I'm also hearing a lot of cool things about Vega. In fact, he is probably going end up being one of the few characters that I will certainly play. As of now, I have Nash, Bison, Cammy, and Vega in mind... I can't say I'm crazy about the roster just yet although they look pretty nice. Too SF2 heavy for me but I do like the direction the game is going.
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Post by Great Dark Hero on Aug 7, 2015 2:44:29 GMT -5
Next announcement needs to be another hot female character!
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Post by The Big Daddy C-Master on Aug 7, 2015 2:51:04 GMT -5
Next announcement needs to be another hot female character! That'll also be good since that means it won't be SF2.
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Post by Deleted on Aug 7, 2015 10:47:20 GMT -5
Tokyo game show (September 17th-20th) is probably the next reveal. I believe the leak lists I saw since It had dates for the reveal. So far so good
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Post by The Big Daddy C-Master on Aug 7, 2015 10:53:20 GMT -5
Tokyo game show (September 17th-20th) is probably the next reveal. I believe the leak lists I saw since It had dates for the reveal. So far so good Are you waiting for Akuma?
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Post by Deleted on Aug 7, 2015 11:28:19 GMT -5
No I don't really like shotos. Only character I want is Gen but there's no way he'll make it.
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Post by The Big Daddy C-Master on Aug 7, 2015 13:07:19 GMT -5
No I don't really like shotos. Only character I want is Gen but there's no way he'll make it. There's nobody else you like outside of him? Athena plays like a shoto. Unless you just mean the Karate/Gi design.
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Post by Deleted on Aug 7, 2015 13:13:42 GMT -5
There aren't real shotos in kof. I mean I understand she has those tools dp and fireballs but there is way more to her then that!!! Her as a rush down/mixup character is very underrated
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Post by The Big Daddy C-Master on Aug 7, 2015 13:18:11 GMT -5
There aren't real shotos in kof. I mean I understand she has those tools dp and fireballs but there is way more to her then that!!! Her as a rush down/mixup character is very underrated Yea, but Akuma has much more and he's a shoto. Multiple command grabs, air fireballs, teleport, etc. Morrigan has flight, command grab, air fireball, and she's a shoto too. Nothing wrong with it unless you just mean you don't like the design choices for SF characters. You know who I'd like? Sodom.
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Post by Deleted on Aug 7, 2015 14:02:03 GMT -5
Shotos play fireball/dp game the whole time while Athena only does that defensively then goes for mixups on offensive. If you try to play her like a shoto you'd never win. Kof isn't simple enough to play a shoto style gameplan. Just my opinion on the matter.
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Post by The Big Daddy C-Master on Aug 7, 2015 14:18:37 GMT -5
Shotos play fireball/dp game the whole time while Athena only does that defensively then goes for mixups on offensive. If you try to play her like a shoto you'd never win. Kof isn't simple enough to play a shoto style gameplan. Just my opinion on the matter. Playstyle is about how a person plays. I mean you can play many characters in various ways, like Ryu. Kof is different playstyle wise because of the engine, but that's like when people say that a game has no "true" grapplers unless they're like Zangief because that's the way SF does it despite other games having better grapplers anyways like Daimon. Also older Kof games had more of an emphasis on neutral/keepaway than just huge combos and mixups like many of the later titles. Akuma is more mixup oriented. He has a vortex and strong knockdown/mixup game with a demon flip. Evil Ryu was about his mid range damage conversion. Sagat is built around zoning and he's slow. He's ALL about fireball/dp. Sakura has an awful fireball/dp so she has a powerful mixup game instead. *All* are shotos. Different playstyles.
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Post by JACK-2 on Aug 7, 2015 14:47:46 GMT -5
Speaking of differences between shotos. I'm getting the same feeling that I got when I played Super Street Fighter for the first time way back in the days. In particular when I noticed how different Ryu and Ken were becoming from each other. Ryu developed a new Hadouken design and could do Shakunetsu. While Ken's fierce Shoryu produced flames. I think that was the point that Ken and Ryu started to become vastly different from each other and when they began to specialize in different parts of their fighting-style: Ryu[Hadou] and Ken[Shoryu]. Since then, they've drifted even further apart. But, that is when it first started.
SFV is like that point again imo. It seems to take all the differences that have culminated since Super and set them even farther apart. Specifically, in the V Triggers. Ryu has gained electric properties with his V-Trigger and Ken has Flame based ones. Of course, many of their moves in V-trigger aren't new: Ryu has had Denjin Hadouken since SF3 and Ken has had flame based Tatsumaki since MVC2. But, I can't help but feel they've gotten more different and more specialized in their fighting-style's. With Ryu being Lightning and Ken being fire specialization. Just like Super started the trend Ryu being the Hadouken specialist and Ken being the Shoryuken specialist.
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Post by The Big Daddy C-Master on Aug 7, 2015 14:57:35 GMT -5
Speaking of differences between shotos. I'm getting the same feeling that I got when I played Super Street Fighter for the first time way back in the days. In particular when I noticed how different Ryu and Ken were becoming from each other. Ryu developed a new Hadouken design and could do Shakunetsu. While Ken's fierce Shoryu produced flames. I think that was the point that Ken and Ryu started to become vastly different from each other and when they began to specialize in different parts of their fighting-style: Ryu[Hadou] and Ken[Shoryu]. Since then, they've drifted even further apart. But, that is when it first started. SFV is like that point again imo. It seems to take all the differences that have culminated since Super and set them even farther apart. Specifically, in the V Triggers. Ryu has gained electric properties with his V-Trigger and Ken has Flame based ones. Of course, many of their moves in V-trigger aren't new: Ryu has had Denjin Hadouken since SF3 and Ken has had flame based Tatsumaki since MVC2. But, I can't help but feel they've gotten more different and more specialized in their fighting-style's. With Ryu being Lightning and Ken being fire specialization. Just like Super started the trend Ryu being the Hadouken specialist and Ken being the Shoryuken specialist. Yes, Ryu and Ken are quite different now. Ken stretches the concept of "shoto" at this point. It reminds me of Mario and Luigi. They started out identical and then changed over time. It seems the main (Ryu and Mario) tend to be more well rounded whereas the sub ends up having extra mobility or something else. Sonic and Tails too for that matter. Ken also has a more flashy style.
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Post by Deleted on Aug 7, 2015 15:05:02 GMT -5
Shes more like Rose then Ryu
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Post by The Big Daddy C-Master on Aug 7, 2015 15:12:27 GMT -5
Shes more like Rose then Ryu I think Rose focuses more on zoning and anti zoning than Ryu does. Athena has a solid set of options/mobility to me. Much like Ryu.
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Post by The Big Daddy C-Master on Aug 10, 2015 8:12:06 GMT -5
www.eventhubs.com/news/2015/aug/09/street-fighter-5-looks-be-most-user-friendly-street-fighter-ever/Daily Dot scored an EVO interview, which we posted a little while back, with the Director of Brand Marketing & eSports at Capcom, Matt Dahlgren. In the nearly 20-minute dialogue, Dahlgren discussed a ton of information regarding Street Fighter 5.
With such a plethora of ideas and content, we decided to take a closer look at some of these concepts, both exploring them further and getting your feedback.
The single thread that seems to run through every decision SF5 developers have made thus far, is their concentration on making the game inviting to as many players as possible. Accessibility and ease of game play are a major priority with this game, and this could lead to an incredible, long-lasting experience.
Hit the jump below to see our thoughts on some of the approaches Dahlgren highlights in his interview with Daily Dot. "Anything that can affect the outcome of a match needs to be earnable with fight money."
Dahlgren mentions that the SF5 team has drawn inspiration from the model MOBAs, like League of Legends, use. One of the most obvious similarities is the DLC character release model. Characters not included in the initial 16-man line up will be available for purchase.
Where previous approaches have required gamers to purchase upgrades with real cash, SF5's model will allow for fans to build up in-game currency to get new fighters.
For those that haven't played LoL, while you can certainly log enough hours to ultimately purchase every character with in-game money, it'd take a very, very long time to do so. How many hours of game play do you think would be fair for Capcom to require in order to unlock one new character?
This looks to be the approach of the future. No one can deny the success of games like League or Dota, but will it work for the fighting game genre? "I hate it when I hear people say: 'I just can't play fighting games.'"
Though Street Fighter obviously has enough draw to garner a very strong, very dedicated fan base, Capcom wants to make Street Fighter 5 even more accessible.
I recently made a trip out to Magic Mountain in Valencia, California to play on the SF5 set ups they feature there. Throughout the day, I struck up a few conversations with both employees and guests who looked like they were interested in the game.
Virtually everyone I spoke to stated at some point, "Oh, I used to play this as a kid, you know, on like Super Nintendo." Street Fighter has always been alluring, but to stick with it enough to contend on higher levels is rare. Since Super Turbo, Street Fighter has been quite daunting to many because, simply put, it's not easy.
I have to preface this by explicitly stating that Street Fighter 5 is not meant to be an easy game through and through, but Capcom's plan is incredibly smart. Make it easy to get into, but difficult to master.
With more target combos, easier links and bigger damage, maybe a few of those who dropped out when they became frustrated trying to FADC, or smashed controllers after their 500th failed attempt at trying to time a wake up DP in Super Turbo, will stick around for SF5.
There will certainly be those who will deem this approach as "noob-friendly" and label SF5 as such altogether, but this is probably going to be one of the aspects that brings in new faces. This decision could elevate the scene to all new levels. Learning from the past, and utilizing new technologies of today, Capcom has the tools they need to do this right. What do you think of their approach in general? Which aspects are you most excited about? Do any have you worried? Let us know in the comments.
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Post by Deleted on Aug 10, 2015 13:37:57 GMT -5
None of this stuff even matters. Making a game simple doesn't change the person you're playing against. People that are complaining about this stuff are in for a rude awakening when they realize they have no fundamentals. On another note just ordered my graphics card www.newegg.com/Product/Product.aspx?Item=N82E16814202099
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Post by The Big Daddy C-Master on Aug 10, 2015 14:01:40 GMT -5
None of this stuff even matters. Making a game simple doesn't change the person you're playing against. People that are complaining about this stuff are in for a rude awakening when they realize they have no fundamentals. On another note just ordered my graphics card www.newegg.com/Product/Product.aspx?Item=N82E16814202099I like a game with a good balance of execution. Not fake and not too dumbed down. Bad players can get more annoying with certain stuff like crouch teching though. Badly designed games end up being worse but if they simplify certain aspects while keeping it good I'm fine with it. Nice card. Are you updating anything else?
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Post by Deleted on Aug 10, 2015 14:59:08 GMT -5
Not at the moment. spent 250 on graphics card and a new psu. The price was ideal and it will be able to run sf5 smoothly. Ill worry about upgrading other stuff if/when a problem arises. People think the game is simplified because option selects are gone... are they seriously implying a game will be easier since it doesn't play itself? Execution - I love execution heavy stuff so obviously I'm sad its gone but all it will do is make the game at entry level easier. No focus attack - real footsies will be required again and no safe invincible dps Pretty much people are only comparing sf5 to sf4 and that is a very bad idea.. honestly when people give a negative opinion about sf5 by saying "in sf4" I think this game is coming along then!
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Post by The Big Daddy C-Master on Aug 10, 2015 15:05:33 GMT -5
Not at the moment. spent 250 on graphics card and a new psu. The price was ideal and it will be able to run sf5 smoothly. Ill worry about upgrading other stuff if/when a problem arises. People think the game is simplified because option selects are gone... are they seriously implying a game will be easier since it doesn't play itself? Execution - I love execution heavy stuff so obviously I'm sad its gone but all it will do is make the game at entry level easier. No focus attack - real footsies will be required again and no safe invincible dps Pretty much people are only comparing sf5 to sf4 and that is a very bad idea.. honestly when people give a negative opinion about sf5 by saying "in sf4" I think this game is coming along then! Yea that will be sufficient to play that without too many issues. Option selects are dumb. I think their complaints were about the 1f links mainly. This was ridiculous too because it's fake difficulty. Practicing all day to land some links is just a waste of time because even the best players are dropping them. Kof had higher execution but it was more consistent and made more sense. Then SF4 dumbed down reversals and other stupid stuff so the exeuction was arbitrary. There's good and bad execution. I'm glad they removed crouch teching as well, it's really stupid. This game looks better than SF4 overall. As far as I know though. It seems more honest which will hopefully lead to better and more entertaining play.
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Post by Deleted on Aug 10, 2015 15:45:42 GMT -5
There aren't even true 1 frame links in sf4 besides 1 frame ultra links. Anyone complaining about 1 frames being gone probably relied on plinks anyways... sf5 essentially has auto plinks. Now I personally relied on plinks since my character required them. I could not have been as good as I am without plinking. I'm cheating a game to make execution easier and that's considered exceptional but when a game adds it from the start it becomes a problem? Its like if a smash game came out and it had a wave dash (exactly the same uses as melee) but it was easier to execute. People would complain and say melee is better still since wave dashing takes more skill....
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Post by The Big Daddy C-Master on Aug 10, 2015 17:31:33 GMT -5
There aren't even true 1 frame links in sf4 besides 1 frame ultra links. Anyone complaining about 1 frames being gone probably relied on plinks anyways... sf5 essentially has auto plinks. Now I personally relied on plinks since my character required them. I could not have been as good as I am without plinking. I'm cheating a game to make execution easier and that's considered exceptional but when a game adds it from the start it becomes a problem? Its like if a smash game came out and it had a wave dash (exactly the same uses as melee) but it was easier to execute. People would complain and say melee is better still since wave dashing takes more skill.... They were implemented and plinking was found later. Anything that requires a special technique for pros to even hit some of the time is just poorly implemented. Not to mention people rewiring their controllers to play a game. It was also terrible design for online. Characters like Evil Ryu were unplayable at a decent level without them. It's bad design. That's why toning it down a bit was the better idea. That said 3 frames sounds a bit loose, but I don't mind it. Other games have higher execution, but it's implemented better. Older games required accurate inputs which SF4 crapped all over. Crouching dp's lol.
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Post by The Big Daddy C-Master on Aug 10, 2015 21:24:28 GMT -5
Street Fighter 5's engine will be defined by its characters, not the other way around; why SF5 should succeed in an area where SF4 did not. Street Fighter 4's successes are numerous. It brought new life to the franchise, and in many ways it began the march forward into the current era of the FGC. Despite its successes, there's one aspect of Street Fighter 4 that has left a bad taste in a handful of mouths: the Focus Attack.
In a recent interview with Shacknews, Associate Producer for SF5, Peter "Combofiend" Rosas, discussed the development team's approach to character creation in the upcoming game.
"...instead of them having to wonder if (a player's) character will fit within the engine and play it properly, now they know. The character defines the engine. That's ultimately what people want. They just want to play. They want to play and pick the characters they want to use."
Through this approach, Street Fighter 5 will likely see success where many have argued failure in Street Fighter 4. Hit the jump to see why. Street Fighter 4's Vice
It'd be an error to say that the Focus Attack mechanic was a failure, failure is not even close to the right term, but it did put a very real restriction on SF4.
Many times have I heard from SF veterans that Street Fighter 4 is their least favorite game in the series. There are plenty of different angles and different opinions that contribute to this, but the Focus Attack mechanic is often close to the top of this list.
The reason why Focus Attack restricted SF4 is in the fact that it's a single mechanic that all the characters are based around. While FA's are not identical, they're a move that everyone in the game shares. The problem is, they don't benefit every character in the same way.
Fei Long can use his FA as a footsie tool, a means of continuing combos and a means of making his reversal safe. Zangief, especially before the inclusion of Red Focus, had much less use for Focus Attack as his character design simply didn't call for it.
SF4 started with a mechanic, and then had to build characters around it. While some found obvious use for the game-defining mechanic, others hardly used it. Naturally, this didn't sit incredibly well with many players. Street Fighter 5's Answer
Like Street Fighter 4's Focus Attack, and Third Strike's Parry before that, Street Fighter 5 will find a big part of its own identity in its defining mechanic: The V-Skill/V-Trigger system.
While every character will have a V-Skill, they are not at all the same. Where Focus Attack was similar in every character, V-Skills are tailor made to fit the style and feel of each individual.
This is important because it allows for each character to retain their own identity. Fans have become well-acquainted with their favorites from over the years. There are expectations for mores seasoned figures like Chun-Li, Ryu, Vega and Ken.
Ken's hot-headed personality and traditionally offensive style, for example, are absolutely complimented in his SF5 game play. Developers have used his V-Skill, wherein he dashes forward to step kick, to specifically augment his style.
This same mode of thinking is implemented in characters' V-Reversals. Vega, who traditionally shines at an arm's length away from his opponents, has a V-Trigger that resets the fight at that exact distance. Special traits like this will be much more useful throughout the cast than bland Focus Attack.
Street Fighter 5's model offers players a game wherein they can use the characters they've come to know and love in a way they want and expect. It may not be a perfect system, as some characters' V-Skills and such will surely benefit them more than other characters' do, but it's certainly a movement towards a more diverse SF experience. This is all just one editor's opinion. I'd like to know, from both the old generation and the new, what you have to say on the subject. How do you feel about SF4's Focus Attack vs SF5's V-System? Where do you rank SF4 amongst the list of Street Fighter titles, and where do you think SF5 will fall?
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Post by The Big Daddy C-Master on Aug 12, 2015 13:48:10 GMT -5
Is this an Evil Ryu and Juri hint? www.eventhubs.com/news/2015/aug/12/ono-hinting-juri-and-evil-ryu-street-fighter-5-capcom-producer-posts-another-interesting-photo-posted-twitter/Capcom producer Yoshinori Ono continues to post interesting photos over on Twitter. His most recent upload is a shot of his desk with Street Fighter statues sitting atop it.
"I could get two figures on my desk at Capcom USA! My desk doesn't have free space," Ono says. Though this photo seems innocuous, some fans are speculating that this may be another cryptic endeavor from the Capcom representative hinting at new fighters set to enter the Street Fighter 5 ring.
We see in the photo below that an Evil Ryu and Juri stature are standing among other figures of characters already in Street Fighter 5. Even more interesting, is that a statue of Vega -- the most recently announced fighter in SF5 -- can also be seen on Ono's desk, further fueling speculation. Is Ono hinting at Juri and E. Ryu in SF5? image #1 Click images for larger versions
Having Juri and/or Evil Ryu on the Street Fighter 5 roster is a completely plausible idea, and one that actually makes sense. Evil Ryu is one of the most popular characters in Ultra Street Fighter 4 in terms of use, with numerous top-players either maining or seconding Ryu's demonic counterpart. Juri, on the other hand, isn't played as much in tournament, but is an absolute fan favorite who appeared in other Capcom titles such as Street Fighter X Tekken and Project X Zone.
With Ono, you just never know...
Do you think we're seeing hints of these two fighters for Street Fighter 5? Let us know in the comments below!
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Post by Deleted on Aug 12, 2015 19:19:03 GMT -5
Juri yeah but evil Ryu again :/ Upgraded my computer today! It fixed the lag I had in kofxiii. PC version actually feels like the console now
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Post by Deleted on Aug 12, 2015 19:52:15 GMT -5
My friend says that the stage is Sean and Oros stage. I don't know if what he says is true since I don't play 3s at all.
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Post by The Big Daddy C-Master on Aug 12, 2015 20:11:01 GMT -5
Juri yeah but evil Ryu again :/ Upgraded my computer today! It fixed the lag I had in kofxiii. PC version actually feels like the console now I wouldn't expect Evil Ryu this early, but I would definitely play him as the current cast just doesn't do it for me. I find Evil Ryu way more fun to play than his counterparts. I was playing him since the Alpha/CvS2 days though. If they put him in this early I'd be legitimately surprised. I wouldn't mind Juri at all. Ick. Great that you upgraded your PC, but it should feel much better than the console version.
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Post by The Big Daddy C-Master on Aug 15, 2015 0:11:32 GMT -5
Stress test done with SF5 beta. www.eventhubs.com/news/2015/aug/13/street-fighter-5-beta-receives-102-update/Update again: The Street Fighter 5 beta was live for a short amount of time today. The official Street Fighter Twitter account has confirmed that this was simply a result of an internal stress test for the servers. According to the Twitter account, this test was run in order to make sure the next official public launch arrives as soon as possible.
Earlier: Ever since the Street Fighter 5 beta was officially postponed, we haven't heard anything specific on when it'll be up and running once again. However, today an automatic update has dropped on PlayStation 4 that is said to improve the beta's functionality.
PS4 users can now download the Street Fighter 5 beta 1.02 update. This 1.2GB-sized update improves login and matchmaking.
You can see the official, albeit short patch notes in the screenshot below. Street Fighter 5 beta 1.02 update image #1 Click images for larger versions
Unfortunately, the beta is still not live at this time. However, based on this update, it is apparent that Capcom is gearing up for another launch.
Thanks to Danny2times and Kira665 for letting us know.
Update credits go to Zombie Brian and Spiral Bottom.
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Post by The Big Daddy C-Master on Aug 18, 2015 2:54:41 GMT -5
Meet Bison Bot www.eventhubs.com/news/2015/aug/17/cpu-has-commit-guess-react-and-feel-pressure-just-human-replace-your-closest-gaming-friends-bison-bot/The AI in competitive fighting games are usually regarded as moving targets for combo practice. The mind games that are an integral part of such titles as Street Fighter or Mortal Kombat are lost on a computer-controlled characters who react to button inputs and may or may not choose to block.
A gamer by the name of Ominous has developed a bot that may change the way we look at fighting game AI. Ominous introduces his creation:
"Bison bot is a fully functional AI-guided program with three frame variance in reaction time. This means it doesn't read inputs or have immediate reflexes. It has to commit, guess and react (like a human.) It is designed to adjust to the opponent's preferences and weakness to adjust accordingly. It's been made to feel pressure during tense situations, and must commit to guesses in the opponent's mix up."
This is still a project in the works, but Ominous has released multiple videos of the Bison Bot in action. While it's a bit late for SF4, perhaps, after it's perfected, this could be technology used in future fighting games. Hit the jump below to see the Bison Bot in action.
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