The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 19, 2015 18:45:26 GMT -5
She's your waifu. Check out this V-Skill stuff: www.eventhubs.com/news/2015/sep/19/karins-v-skill-worth-spamming-not-meant-dealing-projectiles-hands-impressions-tgs-2015/After spending a minuscule amount of time going hands-on with Karin in the Tokyo Game Show build of Street Fighter 5 -- sorry folks, I had to rush off for an interview with Capcom's Yoshinori Ono and Tomoaki Ayano (please look forward to that here on EventHubs) -- I left the showfloor with two takeaways.
The first is that it was probably a mistake for Capcom to introduce Karin's V-Skill in her character reveal trailer by using it to 'parry' Rashid's Whirlwind Shot. That's actually the last thing you'd actually want to use it for (more on that later).
And the second is that I think Karin is possibly one of the strongest fighters right now in the current build of Street Fighter 5, due to her V-Trigger.
I may end up eating a lot of crow for saying this -- but that's certainly the impression I got. Before we get into why Karin's V-Trigger makes her an absolute beast, here are some notes on her command list, including what each follow-up attack for her V-Trigger does.
Guren Ken makes Karin an absolute beast...
As you can tell from the command list notes, once Karin's V-Trigger is activated, whenever she successfully lands a Guren Ken (QCF+P), she's able to transition into an overhead-or-sweep mix-up, a command grab (which can be dodged by crouching), a cross-up attack where she spins around and hits her opponent from the back, or even a backdash feint.
During my hands-on I was unable to test exactly how safe all of these follow-up options are. What I was able to ascertain, however, was that many of the Guren Ken options dish out a fantastic amount of damage -- allowing Karin to put out an immense amount of rushdown pressure that can quickly end a round with a few correct reads.
But that's not what makes her so strong; it's the duration of her V-Trigger phase that counts. Again, I could not perform exact tests on this, but I estimate Karin's V-Trigger phase to last as long as Chun-Li's does, if not more.
Each use of the Guren Ken takes away a small portion of the V-Trigger meter. The amount drained away is quite insignificant -- you could easily use the Guren Ken about a dozen times during Karin's V-Trigger phase. Follow-up attacks do not consume meter, only the first hit does.
This means that, unlike Juri's Fengshui Engine in Ultra Street Fighter 4, you can safely condition your opponent to block by performing a few throwaway Guren Ken attempts into backdash feints.
Once you've convinced your opponent that performing a Shoryuken or another invincible reversal after blocking Karin's Guren Ken is a bad idea, it's not that difficult to land some quick damage using the overhead, sweep, cross-up or command grab follow-ups.
In addition, instead of cancelling a medium poke into Guren Ken to start a blockstring, you could cancel into Karin's forward dash special move instead, and throw your opponent with the usual LP+LK command to -- pun unintended -- throw them off their game, so as to speak.
Suffice to say, Karin's game play appears to revolve around her V-Trigger, more so than any other character unveiled in Street Fighter 5 thus far.
Which brings us to her greatest flaw...
...But it takes considerable effort to 'unleash the beast'
Remember what I said earlier about using Karin's V-Skill to parry projectiles? So here's the thing: oddly enough, when you successfully cancel out a fireball with the Meioken, you do not gain any meter on the V-Gauge (or the super meter, for that matter).
Parrying projectiles won't get you any closer to V-Trigger activation. In fact, you don't gain any advantage at all. In certain situations it might even be unsafe.
Instead, what you really want to do, is to constantly force your opponent to block (or get hit) by Karin's V-Skill -- you do gain V-Gauge meter on block.
Of course, you'd need to get fairly close to your opponent before Karin's V-Skill could reach him. Fireball characters such as Ryu might try to zone you out -- but fortunately, Capcom has given Karin not one, but two ways to deal with fireballs.
- Senha Resshu (QCB+P): This works similar to Abel's Wheel Kick or Chun-Li's Hazanshu, allowing Karin to gracefully leap over fireballs and come down on her opponent with a spin attack. Upon landing, you can hit down+K for a sweep follow-up, or transition into a command grab (which can be dodged by crouching) with an up+K input.
I was able to hit Ken out of his fireball animation from close to full-screen distance with the HP version of Senha Resshu.
- Kanzuki-ryu Hokojutsu Sappo (QCF+K): This is Karin's dash maneuver, which goes under fireballs. You can launch your opponent by hitting P anytime during the dash. Pressing P early in the dash sequence will send Karin's opponent reeling into the skies for a slightly longer period of time -- you'll know you've succeeded when you see Karin's victim spinning in the air like a cartwheel. In this deeper juggle state, you can combo the move into itself.
During the dash, you can also hit down+P to pull off a tackle that's reminiscent of Yun's Shoulder Ram. The EX version of this move crumples on hit.
It will not be easy to zone out Karin players. You'd need to carefully block all of Karin's attacks, and punish what you can -- and many of her special attacks appear to be unsafe without V-Trigger.
In other words, before Karin has access to her V-Trigger, you'd have to play rather defensively, looking out for openings that you can safely counter with Karin's V-Skill or other special moves. The plan here is to try and gain access to Karin's V-Trigger below you're way too low on health.
Highly-recommended for Makoto fans
Karin's two distinctive play styles seemed very reminiscent to that of Makoto in Ultra Street Fighter 4. Makoto fans might be pleased to know that Karin's backdash range is quite similar to that of Makoto's too.
Only time will tell if Karin is indeed a top-tier contender when Street Fighter 5 comes out. For now, fans of Makoto, Fei Long, Yun and Abel should definitely look into checking Karin out at a future Street Fighter 5 location test or beta test.
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Post by Great Dark Hero on Sept 19, 2015 21:45:53 GMT -5
LEL Waifu... nah. I just like the character quite a bit. Reading the Karin information now... I need to look for some more videos for this forum...
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 20, 2015 2:58:28 GMT -5
LEL Waifu... nah. I just like the character quite a bit. Reading the Karin information now... I need to look for some more videos for this forum... You have to have all of the girls. Mai *and* R. Mika?! When will your reign of terror end?
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Post by Deleted on Sept 20, 2015 14:36:57 GMT -5
Karin seems extremely weak right now. She seems like a high risk low reward character atm... What the heck are her hit confirms without v-trigger active??
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 20, 2015 15:24:35 GMT -5
Karin seems extremely weak right now. She seems like a high risk low reward character atm... What the heck are her hit confirms without v-trigger active?? Do you have a video of some of her gameplay? In a match or something?
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 20, 2015 19:28:42 GMT -5
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Post by Deleted on Sept 20, 2015 19:35:29 GMT -5
This is pretty nice look at her!! I have never seen her fight yet till now. I was just going of her normals and special moves without seeing it. Shes like Elizabeth in a way
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 20, 2015 21:34:57 GMT -5
Glad you ended up satisfied after not being sure. Will you be maining her?
It's too early to really say since the game is in beta who will be weak or strong.
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Post by Great Dark Hero on Sept 20, 2015 21:51:37 GMT -5
Definitely sub material for me!
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 20, 2015 22:13:11 GMT -5
Definitely sub material for me! Are you liking Karin more now?
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Post by Great Dark Hero on Sept 21, 2015 3:21:17 GMT -5
I've already implied that earlier. Coming from KOF it is difficult to play just one character. Part of the reason I would pick a handful of characters at once is if I can counter pick or to test the other players knowledge. R. Mika is the priority but I still need to lab it up with characters for the sake of maintaining a competitive edge. I still try to play characters that I like through this process, if I can. The others I had in mind were Nash, Cammy, Rashid and now Karin. I would would attempt Chun Li but I haven't figured out how to play her properly.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 21, 2015 3:29:34 GMT -5
I've already implied that earlier. Coming from KOF it is difficult to play just one character. Part of the reason I would pick a handful of characters at once is if I can counter pick or to test the other players knowledge. R. Mika is the priority but I still need to lab it up with characters for the sake of maintaining a competitive edge. I still try to play characters that I like through this process, if I can. The others I had in mind were Nash, Cammy, Rashid and now Karin. I would would attempt Chun Li but I haven't figured out how to play her properly. Right Kof doesn't allow for one "main". I was wondering if you'd put her ahead of Mika, but I see she's still #1. These moves/characters are starting to feel more Kof'ish in some ways. Albeit more streamlined.
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Post by Deleted on Sept 22, 2015 14:10:15 GMT -5
I've already implied that earlier. Coming from KOF it is difficult to play just one character. Part of the reason I would pick a handful of characters at once is if I can counter pick or to test the other players knowledge. R. Mika is the priority but I still need to lab it up with characters for the sake of maintaining a competitive edge. I still try to play characters that I like through this process, if I can. The others I had in mind were Nash, Cammy, Rashid and now Karin. I would would attempt Chun Li but I haven't figured out how to play her properly. Right Kof doesn't allow for one "main". I was wondering if you'd put her ahead of Mika, but I see she's still #1. These moves/characters are starting to feel more Kof'ish in some ways. Albeit more streamlined. Kof is much more universal with learning the actual game though. Most 2d fighters require you to do setups after setups and thats honestly the most time consuming thing to learn. This game doesn't seem that way so I bet most players will have at least 2-3 they main pretty early in the games life.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 22, 2015 14:38:32 GMT -5
Right Kof doesn't allow for one "main". I was wondering if you'd put her ahead of Mika, but I see she's still #1. These moves/characters are starting to feel more Kof'ish in some ways. Albeit more streamlined. Kof is much more universal with learning the actual game though. Most 2d fighters require you to do setups after setups and thats honestly the most time consuming thing to learn. This game doesn't seem that way so I bet most players will have at least 2-3 they main pretty early in the games life. It's weird in a way. Karin and Mika have fewer moves than before, but overall there are less "specialty" characters which lead to lopsided matchups (Zangief, Dhalsim). That said KoF is more universal than SF4, but I think SF4 was the worst when it came to that. Just awful design. Kof had setups too but they weren't as essential.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 22, 2015 14:42:20 GMT -5
Capcom still making the female characters prettier (not that this should be a surprise, since it's in development). www.eventhubs.com/news/2015/sep/22/capcom-has-indeed-changed-cammy-and-chun-li-make-them-cuter-street-fighter-5/When Cammy was first revealed as a playable character back during E3, the reception to her appearance wasn't the greatest over seas. Earlier this month, it was reported that a number of keen-eyed observers noticed some changes in her facial features that made her appear "cuter", though this was not confirmed at the time. It turns out that fans weren't just seeing things, however.
In a recent interview with 4gamer, Street Fighter 5 producer Koichi Sugiyama and assistant producer Tomoaki Ayano discussed the reception of the game's newly revealed playable fighter, Karin.
Sugiyama explained that although Karin's reveal took place on a business day, fans were still in attendance and overjoyed to see the Street Fighter Alpha 3 veteran return. He goes on to note that EG|K-Brad and EG|PR Balrog were also there and among those shouting the loudest.
"Oh, they were! I heard them go ‘oh my God!’ and that made me really happy,” Sugiyama said, laughing. But perhaps the most interesting piece of this interview is the portion addressing the potential Street Fighter 5 appearance changes. When asked if Capcom actually did go about making changes to Cammy and Chun-Li's faces, the two producers confirmed.
“Oh, you guys caught it?" Sugiyama asked. “Good job on noticing that. It’s true that we’ve been changing them,” continued Ayano.
Though the changes were made partially due to fan feedback, it appears there were more factors at play.
“Well there’s definitely that, but considering that the game is in the midst of development, not limited to character’s faces—we’re currently continuing with various improvements on motions, frame data, and battle balance,” Sugiyama explained.
Ayano adds to that, pointing out that a number of things come into play when it comes to in-game faces, such as camera angles, shadows, and more, all of which can cause "illusions."
Below are a couple of comparison images showing both Cammy and Chun-Li at E3 and the most recent buildRight now, the most important thing for Capcom is to make sure that Street Fighter 5 becomes a more complete package. According to the producers, there's a chance we may see more appearance changes before launch, though.
Street Fighter 5 is slated for a Spring 2016 release on PlayStation 4 and PC.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 22, 2015 14:44:00 GMT -5
PC specs unveiled: Haunts over at Capcom has posted an official Unity blog this morning that details the recommended specs to run Street Fighter 5 on PC.
In the list, the "minimum" indicates what you'll need to even run Street Fighter 5, but the "recommended" note what is necessary for an optimal Street Fighter 5 experience.
Street Fighter 5 on PC will support Steamworks, and the dates for the next beta phase are still to be revealed. The next beta will feature crossplay, so players on PlayStation 4 and PC will get the chance to battle against each other.
Hit the jump for the Street Fighter 5 PC spec recommendations. OS Version
Recommended: Windows 7 64-bit
Processor
Minimum: Intel Core i3-4160 @ 3.60GHz Recommended: Intel Core i5-4690K @3.50GHz
Memory
Minimum: 6 GB DDR3 Recommended: 8 GB DDR3
Graphics
Minimum: Nvidia GTX 480 (or higher) Nvidia GTX 570 (or higher) Nvidia GTX 670 (or higher) Recommended: GTX 960
Network
Broadband Connection Required
DirectX Version
Minimum: DirectX 11 Recommended: DirectX 11
Sound Card
Minimum: DirectX compatible soundcard or onboard chipset
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Post by Deleted on Sept 22, 2015 15:14:36 GMT -5
Kof is much more universal with learning the actual game though. Most 2d fighters require you to do setups after setups and thats honestly the most time consuming thing to learn. This game doesn't seem that way so I bet most players will have at least 2-3 they main pretty early in the games life. It's weird in a way. Karin and Mika have fewer moves than before, but overall there are less "specialty" characters which lead to lopsided matchups (Zangief, Dhalsim). That said KoF is more universal than SF4, but I think SF4 was the worst when it came to that. Just awful design. Kof had setups too but they weren't as essential. Not even just sf4. Anime games are all pretty similar to sf4 regarding this subject. In a way Kof has the only viable random select out of any other fighting game. For me kof was master 1 character then every character learned after took little to no effort. This might sound strange but I feel overall sf4 characters takes more work to learn but overall less work to use. People always say execution is artificial difficulty but I feel setup based games in general use artificial difficulty. Just by knowing a setup you have a chance to land a free hit from a 50 50. I know games will always have setups but I don't want the whole game play to be based on 50 50s. I'm not referring to safe jump setups at all. Just unavoidable 50 50 mixups.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 22, 2015 15:24:08 GMT -5
It's weird in a way. Karin and Mika have fewer moves than before, but overall there are less "specialty" characters which lead to lopsided matchups (Zangief, Dhalsim). That said KoF is more universal than SF4, but I think SF4 was the worst when it came to that. Just awful design. Kof had setups too but they weren't as essential. Not even just sf4. Anime games are all pretty similar to sf4 regarding this subject. In a way Kof has the only viable random select out of any other fighting game. For me kof was master 1 character then every character learned after took little to no effort. This might sound strange but I feel overall sf4 characters takes more work to learn but overall less work to use. People always say execution is artificial difficulty but I feel setup based games in general use artificial difficulty. Just by knowing a setup you have a chance to land a free hit from a 50 50. I know games will always have setups but I don't want the whole game play to be based on 50 50s. I'm not referring to safe jump setups at all. Just unavoidable 50 50 mixups. Execution that is artificially hard for no reason like 1f links which you have to grind forever is fake difficulty. It depends on the anime fighter as they tend to have a lot of wacky elements. MKX is heavy on 50/50 setups for sure, which isn't good. I'd say Virtua Fighter is probably the most honest though, extremely well balanced and you end up fighting just your opponent without gimmicks and it comes down to technical skill. 3d fighters are less about execution and more about neutral and positioning but you have more moves and more things to learn. 2d fighters have a combo emphasis. Kof wasn't heavy on setplay but it had a huge emphasis on touch of death combos. So what's worse? A 50/50 setup that you have to guess out of, or being touched by a crouching lk into 80% damage or more and now you have to hope your opponent drops the combo or you're dead. It basically turned the game into Marvel and with the normals dumbed down you ended up spamming jump attacks. You also had some overused top tiers because while the game wasn't broken, what point is it to use a character when another like Karate has better tools and better damage? I do agree to an extent because SF4 characters were more distinct whereas Kof characters were more similar and you had team play. People are less likely to "main" a character in Kof.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 22, 2015 15:31:20 GMT -5
SF's next beta session to include cross play. shoryuken.com/2015/09/22/street-fighter-vs-next-beta-session-to-feature-cross-platform-play/While we still don’t know when it will all go down, Capcom has released some other information concerning Street Fighter V’s second beta phase.
As you may already know, players on PC will be able to get in on the action when the beta reopens sometime this fall, but they won’t be kept from the experienced PlayStation 4 users. According to Capcom’s Neidel “Haunts” Crisan, the next beta session is set to feature cross-play between the two platforms.
If you plan to take part in this upcoming testing phase, you’ll find minimum and recommended PC specifications over in the original Capcom-Unity post. Further details will be coming in the near future.
Street Fighter V is scheduled to launch on PlayStation 4 and PC sometime next spring.
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Post by WarMachineRhodey on Sept 22, 2015 15:37:10 GMT -5
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 22, 2015 15:58:59 GMT -5
I find they often over estimate on these games. I have had graphics cards that I've used *years* after they suggested other ones. I guess they just list the most current stuff. Although to be fair the specs are really low imo.
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Post by Deleted on Sept 22, 2015 16:13:42 GMT -5
Not even just sf4. Anime games are all pretty similar to sf4 regarding this subject. In a way Kof has the only viable random select out of any other fighting game. For me kof was master 1 character then every character learned after took little to no effort. This might sound strange but I feel overall sf4 characters takes more work to learn but overall less work to use. People always say execution is artificial difficulty but I feel setup based games in general use artificial difficulty. Just by knowing a setup you have a chance to land a free hit from a 50 50. I know games will always have setups but I don't want the whole game play to be based on 50 50s. I'm not referring to safe jump setups at all. Just unavoidable 50 50 mixups. Execution that is artificially hard for no reason like 1f links which you have to grind forever is fake difficulty. It depends on the anime fighter as they tend to have a lot of wacky elements. MKX is heavy on 50/50 setups for sure, which isn't good. I'd say Virtua Fighter is probably the most honest though, extremely well balanced and you end up fighting just your opponent without gimmicks and it comes down to technical skill. 3d fighters are less about execution and more about neutral and positioning but you have more moves and more things to learn. 2d fighters have a combo emphasis. Kof wasn't heavy on setplay but it had a huge emphasis on touch of death combos. So what's worse? A 50/50 setup that you have to guess out of, or being touched by a crouching lk into 80% damage or more and now you have to hope your opponent drops the combo or you're dead. It basically turned the game into Marvel and with the normals dumbed down you ended up spamming jump attacks. You also had some overused top tiers because while the game wasn't broken, what point is it to use a character when another like Karate has better tools and better damage? I do agree to an extent because SF4 characters were more distinct whereas Kof characters were more similar and you had team play. People are less likely to "main" a character in Kof. So mad right now lol I typed a very long response to this and accidentally pressed back..... short version - I was only referring to 2d fighters. Worse then a casual at 3d fighters. - Hd combos were very balanced even though I don't like them. - If people ever got 1 touch kills that means that they limited the rest of their team making them overall weaker. - Kof no longer has character balance--(fact) - The games mechanics and game play are extremely balanced. Which is why people wanted XIII-2 since they thought XIV would never happen. - Marvel is the greatest. It takes 50 50s and combines it with touch of death combos!
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 22, 2015 16:38:50 GMT -5
Execution that is artificially hard for no reason like 1f links which you have to grind forever is fake difficulty. It depends on the anime fighter as they tend to have a lot of wacky elements. MKX is heavy on 50/50 setups for sure, which isn't good. I'd say Virtua Fighter is probably the most honest though, extremely well balanced and you end up fighting just your opponent without gimmicks and it comes down to technical skill. 3d fighters are less about execution and more about neutral and positioning but you have more moves and more things to learn. 2d fighters have a combo emphasis. Kof wasn't heavy on setplay but it had a huge emphasis on touch of death combos. So what's worse? A 50/50 setup that you have to guess out of, or being touched by a crouching lk into 80% damage or more and now you have to hope your opponent drops the combo or you're dead. It basically turned the game into Marvel and with the normals dumbed down you ended up spamming jump attacks. You also had some overused top tiers because while the game wasn't broken, what point is it to use a character when another like Karate has better tools and better damage? I do agree to an extent because SF4 characters were more distinct whereas Kof characters were more similar and you had team play. People are less likely to "main" a character in Kof. So mad right now lol I typed a very long response to this and accidentally pressed back..... short version - I was only referring to 2d fighters. Worse then a casual at 3d fighters. - Hd combos were very balanced even though I don't like them. - If people ever got 1 touch kills that means that they limited the rest of their team making them overall weaker. - Kof no longer has character balance--(fact) - The games mechanics and game play are extremely balanced. Which is why people wanted XIII-2 since they thought XIV would never happen. - Marvel is the greatest. It takes 50 50s and combines it with touch of death combos! You should be able to just press forward to get it back. Not sure on phones though if you're using that. That's why Marvel's the worst. If everyone can land touch of death and huge damage then why isn't Marvel balanced? Some characters do it better. Every character in SF4 has mixups, but some do it better. HD's were not balanced because zoning and poking characters don't get the same damage off of them nor the easy combos that rushdown characters like Takuma get. Look at King and Kula's HD damage. It's pathetic. That's like when people say parrying is balanced because "everyone can do it", not realizing some characters benefit from it way more than others. Look at 3s. Also custom combos were broken way before HD combos. Look at Alpha 3. Completely broken because some characters could abuse it better. Old school games had worse balance but were deeper games. Kof XIII is better than most modern 2d fighters and is reasonably well balanced (though it had insane tier whoring) but it isn't the best Kof. The newer players wanted a XIII-2, but most players would prefer something more like 98 or 02 with more of a neutral emphasis. If they would have updated XIII I would have taken it though. It's not extremely balanced because you have some characters who are better versions of others. Why pick Andy when you can pick Karate? Why pick Kensou when you can pick someone like Benimaru? They might have a full screen fireball but Karate and Beni have way better space control, damage, and options, not only that but their normals are more cheap. Most of the cast don't have their options or damage so there was no reason to pick them outside of preference at high level. That's why it had so much tier whoring. That said it's not Marvel bad but saying it was near perfect is an exaggeration.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Sept 22, 2015 16:44:25 GMT -5
No on disc DLC (which they said before). www.eventhubs.com/news/2015/sep/22/matt-dahlgren-reveals-street-fighter-5-will-not-feature-disc-dlc/A lot of players were upset when they discovered that Capcom's Street Fighter X Tekken was actually pre-loaded with downloadable content. The concept of having to pay to unlock content that was already readily available rubbed many the wrong way.
Gaming Revolution sat down with Capcom's Director of Brand Marketing, Matt Dahlgren, and asked whether or not this same approach will be implemented in Street Fighter 5. Dahlgren shortly and sweetly stated, "There will not be on-disc DLC, for sure."
So our fears are laid to rest, as it's pretty evident that Capcom has heard the complaints about their previous DLC ways and changed them. As for Street Fighter 5, we know that future content that is integral to game play will be available to purchase with in-game currency.
Casual content, such as alternate costumes, will be available for purchase, or through special promotions like pre ordering.
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Post by Deleted on Sept 22, 2015 17:03:50 GMT -5
That's why Marvel's the worst. If everyone can land touch of death and huge damage then why isn't Marvel balanced? Some characters do it better. Every character in SF4 has mixups, but some do it better. HD's were not balanced because zoning and poking characters don't get the same damage off of them nor the easy combos that rushdown characters like Takuma get. Look at King and Kula's HD damage. It's pathetic. That's like when people say parrying is balanced because "everyone can do it", not realizing some characters benefit from it way more than others. Look at 3s. Also custom combos were broken way before HD combos. Look at Alpha 3. Completely broken because some characters could abuse it better. Old school games had worse balance but were deeper games. Kof XIII is better than most modern 2d fighters and is reasonably well balanced (though it had insane tier whoring) but it isn't the best Kof. The newer players wanted a XIII-2, but most players would prefer something more like 98 or 02 with more of a neutral emphasis. If they would have updated XIII I would have taken it though. It's not extremely balanced because you have some characters who are better versions of others. Why pick Andy when you can pick Karate? Why pick Kensou when you can pick someone like Benimaru? They might have a full screen fireball but Karate and Beni have way better space control, damage, and options, not only that but their normals are more cheap. Most of the cast don't have their options or damage so there was no reason to pick them outside of preference at high level. That's why it had so much tier whoring. That said it's not Marvel bad but saying it was near perfect is an exaggeration. The thing is your looking at only one character when you need to look at the whole team. You build a team to work well with each other. Don't tell me King isn't a pretty good character on point. She builds good meter for another character not herself. Finally computer specs were released!!
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Sept 22, 2015 17:14:57 GMT -5
Marvel has team play but it isn't balanced. Like I said the best part of Kof XIII is when you have the first round because more strategy comes into play and you can see the character's strengths and weaknesses. After that it's "who can land the first hit into death combo". The older games put more of an emphasis on neutral and characters had full movesets and not 1/3 of them.
I mean don't get me wrong. It's a great game and I like it, but it has its problems like every other game. I love CvS2 and I can admit it has problems as well. Kof XIII put too much emphasis on combos at the expense of the neutral game. That's something I wouldn't want in a new game.
Is your PC adequate to play it?
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Post by Great Dark Hero on Sept 22, 2015 18:01:51 GMT -5
I read on SRK that a lot of people were not too happy because characters lost certain moves (Karin for example). I personally think a lot of their arguments revolve around them not understanding what Karin's game plan stands for in SFV specifically. These little arguments pop up for others like R. Mika, Ryu, Nash... hell most of the other veteran characters. As if to say: "I don't like this new version of (insert name of any SFV character currently playable on SFV)... so he/she sux." People jumping to concludions way too soon.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Sept 22, 2015 18:09:46 GMT -5
I read on SRK that a lot of people were not too happy because characters lost certain moves (Karin for example). I personally think a lot of their arguments revolve around them not understanding what Karin's game plan stands for in SFV specifically. These little arguments pop up for others like R. Mika, Ryu, Nash... hell most of the other veteran characters. As if to say: "I don't like this new version of (insert name of any SFV character currently playable on SFV)... so he/she sux." People jumping to concludions way too soon. I was keeping up with what people were saying over there, but it just became too much and too time consuming. Most people complain endlessly before the game comes out. Then they end up playing it anyways. So it's to be expected. Much of it is pseudo elitism and other people bickering. Best to just ignore it and stick to the news updates. You're right though. Mika and Karin did have more versatile movesets in the past which helped their popularity, but they toned much of that down. As long as it plays well I'll be fine though.
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Post by Great Dark Hero on Sept 26, 2015 23:51:36 GMT -5
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Sept 26, 2015 23:57:26 GMT -5
That's a hell of a lot of good footage. Great find! Going to watch now.
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