The Big Daddy C-Master
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Post by The Big Daddy C-Master on Jan 31, 2015 16:41:20 GMT -5
Hopefully no invincible frames. Third Strike had parrying to get around screen flooding projectiles. I guess this game might require good fundamentals. Projectiles were hella weak in 3s though, nothing like this. That reminds me of V-ism type spam. The only SF game with strong zoning was SF2. SF4's zoning is weak since the fireballs suck and you have focus attack and a million projectile invincible moves.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 4, 2015 5:52:15 GMT -5
Charlie is going to be shown in a few months, they're also aiming for less characters this time around: www.eventhubs.com/news/2015/feb/03/street-fighter-5-ono-says-well-see-charlie-nash-few-months-time-wants-fewer-characters-upcoming-fighter/During the TaiPei Game Show in Taiwan this past weekend, Famitsu caught up with Capcom's Yoshinori Ono to discuss the upcoming PlayStation 4 / PC exclusive, Street Fighter 5. While the interview was conducted entirely in Japanese, we here at EventHubs were able to score a translation thanks to the efforts of our own MajinTenshinhan.
Ono dropped a number of interesting bits of information during the game show, so buckle up kids, things are about to get good.
Firstly, the Capcom producer shared his own personal stance on roster size pertaining to Street Fighter 5. According to Ono, he'd rather see a smaller number of playable fighters in the game, which even he notes is strange coming from the man who worked on Ultra Street Fighter 4 -- a game that had 44 select-able warriors.
He cites two very specific reasons for this thought process, both of which make quite a bit of sense.
"The first reason is, they cost a lot of money to make," Ono explained. "And the second reason, which is the main one, is that with so many characters in the game, working on counter-strategies in match-ups takes so much time, that we're in danger of leaving newcomers completely behind." Ono feels that having fewer fighters in a fighting title will accentuate the new characters own attributes more, and have give them a higher chance of being played. Plus, less characters makes it easier for newcomers to enter the competitive scene.
In this interview, Ono also addressed the inclusion of Charlie (Nash) in Street Fighter 5. For those that feel this character choice may have been random or out from left field, you may be surprised to hear that the Guile-esque combatant has been in high demand for some time.
Fans have been requesting Charlie be brought back since the times of Street Fighter 3, apparently, but Ono felt that with Guile already prominent in Street Fighter titles (notably the Street Fighter 4 series), it was too difficult to justify adding Nash into the mix.
So when can we expect to actually see Street Fighter 5's Charlie in action? Looks like we won't have to wait too long.
But, this time he is in, and in a few months time,, I think we'll be able to show you 'and THIS is what he'll be like' in this game."
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Post by JACK-2 on Feb 4, 2015 9:03:10 GMT -5
Less characters is good. Seems to me they are going a different route than SF4 [Thank God]. Smaller Cast, new animations, and so forth. I'm actually excited.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 4, 2015 9:09:11 GMT -5
Less characters is good. Seems to me they are going a different route than SF4 [Thank God]. Smaller Cast, new animations, and so forth. I'm actually excited. There you are. So you like the cast size and animations. What about actual gameplay?
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Post by JACK-2 on Feb 4, 2015 9:14:40 GMT -5
I like the ideas they're adding like the Omega mode but with meter. That's really REALLY cool. I feel like I can forgive Street Fighter 4 if it was used as a way to test future Street Fighters. . .Almost.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 4, 2015 9:21:12 GMT -5
I like the ideas they're adding like the Omega mode but with meter. That's really REALLY cool. I feel like I can forgive Street Fighter 4 if it was used as a way to test future Street Fighters. . .Almost. I figured Omega was a testing ground for 5 in some ways. I mean why else add that broken wreck? Lol.
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Post by JACK-2 on Feb 4, 2015 9:29:58 GMT -5
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 4, 2015 9:39:31 GMT -5
It was supposed to be an easier old game... that they milked the hell out of. I thought I posted that here, ah well. Projectiles seem stronger and the normal damage seems higher. That Chun spam looked like Vism lol.
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Post by JACK-2 on Feb 4, 2015 9:44:25 GMT -5
Yeah, I notice projectiles are strong again. If they can stun too then we have real zoning again. Unrelated but SF4 fanboys always claimed Sf2 and Sf4 have real zoning vs Sf3. Even though, projectiles in Sf4 are weak as hell and you can go through them easily. Just had to vent that.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 4, 2015 9:49:57 GMT -5
Yeah, I notice projectiles are strong again. If they can stun too then we have real zoning again. Unrelated but SF4 fanboys always claimed Sf2 and Sf4 have real zoning vs Sf3. Even though, projectiles in Sf4 are weak as hell and you can go through them easily. Just had to vent that. I've never seen a game with so much scrub friendliness in regards to getting past fireballs. "Lol screw your zoning eat 450 damage into a hard knockdown." Is so pro scrub it's insane.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 11, 2015 0:26:10 GMT -5
They need www.eventhubs.com/news/2015/feb/10/street-fighter-5-capcom-committed-growing-community-and-giving-tournament-players-real-incentive-push-game-further/Play Magazine -- a UK-based video game publication -- released their latest issue last week with an exclusive feature on Capcom's upcoming fighting juggernaut, Street Fighter 5.
In this issue, Play caught up with Capcom UK's new community manager, Matt Edwards, to discuss the fifth numerical entry in the Street Fighter franchise. While much of the piece recapped most of the information we already know about Street Fighter 5, there were a number of very interesting bits of information regarding Capcom's plans and thought process behind the game's potential success.
The company behind our beloved fighting franchise has made it clear that one of their main focuses with Street Fighter 5 is the tournament scene. "Capcom is committed to growing the community and giving the tournament players a real incentive to push the game further," Edwards states outright.
Continue reading to learn about how Capcom is aiming to do exactly that. Edwards goes on to explain that the current-gen Street Fighter community is heavily divided due to the three platforms: PlayStation 3, Xbox 360, and PC. While having a number of options for players to compete on is great, this isn't exactly ideal for tournament organizers. Typically, events feature a fighting game on only one of the three consoles, and this can make competitors who primarily play on the others feel uncomfortable.
Because of this, Capcom decided to partner with Sony and make Street Fighter 5 a PlayStation 4/PC exclusive. They've also announced that the game will support cross-play, allowing fighters on both platforms to do battle with one another.
With this console exclusivity, Capcom is also looking to unify the online community and make it less fragmented. "If you're [top on one system] you won't have to check another leaderboard to see if you're really at the top of the table."
Ranked-monsters should be fairly pleased with this information, as there will be one definitive leaderboard proving who is the best of the best in Street Fighter 5.
With Capcom aiming to be heavily involved in the tournament scene going forward, some may worry about a potential shift in how the fighting game community operates. But never fear my FGC family, they're not looking to wipe out our grassroots, but rather, help us soar to greater heights.
"Capcom doesn't so much want to take charge of the Street Fighter community as it wants to build a bigger stage for it to thrive on," Edwards explained.
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Post by Deleted on Feb 11, 2015 7:48:56 GMT -5
The only thing I want out of sf5 is for it to actually be a footsie based game. Sf4 failed in staying that way due to vortex/contradicting game mechanics (Focus Attack) Was guard break confirmed for sure yet? If so then great. I really can't think of any good fighting game mechanics that would work with a street fighter game that doesn't already exist. I'd have to say removal of forward dash and instead using a run system similar to kof would make the game feel more offensive. (that will not happen) At the end of the day I think I'll just wait for kof14 since I can't really see capcom releasing a solid fighting game anymore. Hope both capcom and snk surpass ssf4 and kof13 climax.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 11, 2015 15:11:24 GMT -5
The only thing I want out of sf5 is for it to actually be a footsie based game. Sf4 failed in staying that way due to vortex/contradicting game mechanics (Focus Attack) Was guard break confirmed for sure yet? If so then great. I really can't think of any good fighting game mechanics that would work with a street fighter game that doesn't already exist. I'd have to say removal of forward dash and instead using a run system similar to kof would make the game feel more offensive. (that will not happen) At the end of the day I think I'll just wait for kof14 since I can't really see capcom releasing a solid fighting game anymore. Hope both capcom and snk surpass ssf4 and kof13 climax. Focus attack definitely hurt the neutral game. I don't think guard break was confirmed and it seems to be based on the "character" ability. Street Fighter is already a solid game fundamental wise, the problem is they add gimmicks and junk to cater to the you-know-who crowd. I don't think a run is necessary but the offense should be better balanced. Removing invincible backdashes and crouch tech is a good way to get there. What do you think Kof 14 could improve on? I have a list myself but I was wondering what you thought. Cool avatar, lol.
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Post by Deleted on Feb 11, 2015 17:24:09 GMT -5
Its not that it lacks fundamentals its just that they always add something to ruin those fundamentals. I thought adding run would just give it the effect of faster pace gameplay without actually changing how the game is played. Kof14 geez thats a hard one.. I want the original Athena back thats mainly it haha
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Feb 11, 2015 17:34:20 GMT -5
Its not that it lacks fundamentals its just that they always add something to ruin those fundamentals. I thought adding run would just give it the effect of faster pace gameplay without actually changing how the game is played. Kof14 geez thats a hard one.. I want the original Athena back thats mainly it haha Exactly. Street Fighter is a very limited game and it doesn't need a bunch of gimmicks. Just solid play. Added Kof related stuff here: thacmaster.proboards.com/thread/2195/king-fighters-xiv-wishlist
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Post by doomfanatiq on Feb 11, 2015 21:48:20 GMT -5
Yeah, I notice projectiles are strong again. If they can stun too then we have real zoning again. Unrelated but SF4 fanboys always claimed Sf2 and Sf4 have real zoning vs Sf3. Even though, projectiles in Sf4 are weak as hell and you can go through them easily. Just had to vent that. agreed, really hate how capcom had to make my main sagat useless by giving most chars anti projectiles with either special moves/ultra lol.
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Post by doomfanatiq on Feb 11, 2015 22:08:42 GMT -5
The only thing I want out of sf5 is for it to actually be a footsie based game. Sf4 failed in staying that way due to vortex/contradicting game mechanics (Focus Attack) Was guard break confirmed for sure yet? If so then great. I really can't think of any good fighting game mechanics that would work with a street fighter game that doesn't already exist. I'd have to say removal of forward dash and instead using a run system similar to kof would make the game feel more offensive. (that will not happen) At the end of the day I think I'll just wait for kof14 since I can't really see capcom releasing a solid fighting game anymore. Hope both capcom and snk surpass ssf4 and kof13 climax. i also want a more footsies oriented gameplay for sf5, but it's contradicting because at the same time i understand sf5 cannot be a boring footsies for all chars games. you have to cater for fans who appreciate offensive features as much as the footsies stuffs. end of the day regardless of what they did, i just hope it will be balance, i don't want a repeat of vanilla sagat lol, or ae2012 cammy akuma vortex where it just make the game so unpleasant. i'm surprised you want to remove dash and replace with run in a more footsies oriented game, that would be very impractical in my opinion because in a footsies game, it would be too easy to react to opponents run in for throw with pokes as compared to the current dash in throw. run would be too high risks in sf also because there's less options to do after a run unlike kof where there is short jumps over to punish opponents low poke on seeing the run.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Feb 11, 2015 22:21:41 GMT -5
The only thing I want out of sf5 is for it to actually be a footsie based game. Sf4 failed in staying that way due to vortex/contradicting game mechanics (Focus Attack) Was guard break confirmed for sure yet? If so then great. I really can't think of any good fighting game mechanics that would work with a street fighter game that doesn't already exist. I'd have to say removal of forward dash and instead using a run system similar to kof would make the game feel more offensive. (that will not happen) At the end of the day I think I'll just wait for kof14 since I can't really see capcom releasing a solid fighting game anymore. Hope both capcom and snk surpass ssf4 and kof13 climax. i also want a more footsies oriented gameplay for sf5, but it's contradicting because at the same time i understand sf5 cannot be a boring footsies for all chars games. you have to cater for fans who appreciate offensive features as much as the footsies stuffs. end of the day regardless of what they did, i just hope it will be balance, i don't want a repeat of vanilla sagat lol, or ae2012 cammy akuma vortex where it just make the game so unpleasant. i'm surprised you want to remove dash and replace with run in a more footsies oriented game, that would be very impractical in my opinion because in a footsies game, it would be too easy to react to opponents run in for throw with pokes as compared to the current dash in throw. run would be too high risks in sf also because there's less options to do after a run unlike kof where there is short jumps over to punish opponents low poke on seeing the run. I don't think SF needs a run function. I just think he wants SF to be more like Kof. I don't think every character has to play a "poke" based game. You can have unique characters without sabotaging what Street Fighter is about. What I'd like to see is less emphasis on gimmicky play and a game that rewards skill while being balanced. They seem to be going above and beyond using Omega SF4 for some of their SF5 ideas (like I figured they might be doing).
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Post by Deleted on Feb 13, 2015 4:26:40 GMT -5
i also want a more footsies oriented gameplay for sf5, but it's contradicting because at the same time i understand sf5 cannot be a boring footsies for all chars games. you have to cater for fans who appreciate offensive features as much as the footsies stuffs. end of the day regardless of what they did, i just hope it will be balance, i don't want a repeat of vanilla sagat lol, or ae2012 cammy akuma vortex where it just make the game so unpleasant. i'm surprised you want to remove dash and replace with run in a more footsies oriented game, that would be very impractical in my opinion because in a footsies game, it would be too easy to react to opponents run in for throw with pokes as compared to the current dash in throw. run would be too high risks in sf also because there's less options to do after a run unlike kof where there is short jumps over to punish opponents low poke on seeing the run. I don't think SF needs a run function. I just think he wants SF to be more like Kof. I don't think every character has to play a "poke" based game. You can have unique characters without sabotaging what Street Fighter is about. What I'd like to see is less emphasis on gimmicky play and a game that rewards skill while being balanced. They seem to be going above and beyond using Omega SF4 for some of their SF5 ideas (like I figured they might be doing). Its not that I think removing forward dash would be the best idea but anything to make it different from the current sf4 would greatly improve gameplay quality. Things like crouch tech shouldn't really exist in fighting games. They just add layers and layers of guessing games onto something that should be simple. Though I never play it or think anything much of it.... sfxt is a better example of a good fighting game vs sf4. fyi I'm not trying to hate sf4 I played it for many years and continue to now sadly. I give every fighting game a chance but personally feel I have yet to play a solid fighting game I have no complaints about at all. sf4 is probably the worst popular fighting game out that will ruin your abilities to do well in other fighters.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 13, 2015 4:51:55 GMT -5
I don't think SF needs a run function. I just think he wants SF to be more like Kof. I don't think every character has to play a "poke" based game. You can have unique characters without sabotaging what Street Fighter is about. What I'd like to see is less emphasis on gimmicky play and a game that rewards skill while being balanced. They seem to be going above and beyond using Omega SF4 for some of their SF5 ideas (like I figured they might be doing). Its not that I think removing forward dash would be the best idea but anything to make it different from the current sf4 would greatly improve gameplay quality. Things like crouch tech shouldn't really exist in fighting games. They just add layers and layers of guessing games onto something that should be simple. Though I never play it or think anything much of it.... sfxt is a better example of a good fighting game vs sf4. fyi I'm not trying to hate sf4 I played it for many years and continue to now sadly. I give every fighting game a chance but personally feel I have yet to play a solid fighting game I have no complaints about at all. sf4 is probably the worst popular fighting game out that will ruin your abilities to do well in other fighters. SF can definitely be sped up without taking away from the identity. Right now it's too slow and floaty. Crouch teching is horrible and slows down offense while adding a rock, paper, scissor element to the game which only hurts it. Shame SF is so popular. Then again there is seldom a good example of popularity matching quality. You think SFxT has a better neutral game? Is that what you mean? Let me know what's on your Kof XIV wishlist too. I want to know how you feel on those games mechanics.
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Post by Deleted on Feb 13, 2015 6:27:48 GMT -5
Its not that I think removing forward dash would be the best idea but anything to make it different from the current sf4 would greatly improve gameplay quality. Things like crouch tech shouldn't really exist in fighting games. They just add layers and layers of guessing games onto something that should be simple. Though I never play it or think anything much of it.... sfxt is a better example of a good fighting game vs sf4. fyi I'm not trying to hate sf4 I played it for many years and continue to now sadly. I give every fighting game a chance but personally feel I have yet to play a solid fighting game I have no complaints about at all. sf4 is probably the worst popular fighting game out that will ruin your abilities to do well in other fighters. SF can definitely be sped up without taking away from the identity. Right now it's too slow and floaty. Crouch teching is horrible and slows down offense while adding a rock, paper, scissor element to the game which only hurts it. Shame SF is so popular. Then again there is seldom a good example of popularity matching quality. You think SFxT has a better neutral game? Is that what you mean? Let me know what's on your Kof XIV wishlist too. I want to know how you feel on those games mechanics. There's just less random factors in sfxt overall. That's probably why people think its boring to watch and didn't really give it a chance. (I am guilty of this) Kof xiv so far I heard some crazy rumors from tournament scene. Ill need to sleep on the wishlist though. If rumors of xiv being very similar to xiii end up being true my wishlist becomes a character list
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 13, 2015 6:54:37 GMT -5
SF can definitely be sped up without taking away from the identity. Right now it's too slow and floaty. Crouch teching is horrible and slows down offense while adding a rock, paper, scissor element to the game which only hurts it. Shame SF is so popular. Then again there is seldom a good example of popularity matching quality. You think SFxT has a better neutral game? Is that what you mean? Let me know what's on your Kof XIV wishlist too. I want to know how you feel on those games mechanics. There's just less random factors in sfxt overall. That's probably why people think its boring to watch and didn't really give it a chance. (I am guilty of this) Kof xiv so far I heard some crazy rumors from tournament scene. Ill need to sleep on the wishlist though. If rumors of xiv being very similar to xiii end up being true my wishlist becomes a character list Yes. It's more footsie based but it had issues being slow and kind of flat in its own way. For a footsie game it was much better. Jab pressure was strong though. Just post what's on your mind, lol. You can always add on later.
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Post by doomfanatiq on Feb 13, 2015 19:52:33 GMT -5
I don't think SF needs a run function. I just think he wants SF to be more like Kof. I don't think every character has to play a "poke" based game. You can have unique characters without sabotaging what Street Fighter is about. What I'd like to see is less emphasis on gimmicky play and a game that rewards skill while being balanced. They seem to be going above and beyond using Omega SF4 for some of their SF5 ideas (like I figured they might be doing). Its not that I think removing forward dash would be the best idea but anything to make it different from the current sf4 would greatly improve gameplay quality. Things like crouch tech shouldn't really exist in fighting games. They just add layers and layers of guessing games onto something that should be simple. Though I never play it or think anything much of it.... sfxt is a better example of a good fighting game vs sf4. fyi I'm not trying to hate sf4 I played it for many years and continue to now sadly. I give every fighting game a chance but personally feel I have yet to play a solid fighting game I have no complaints about at all. sf4 is probably the worst popular fighting game out that will ruin your abilities to do well in other fighters. i see isee, for me personally i appreciate kara moves, crouch tech, OS, and dash in sf, because i actually thought it was very unique as compared to kof. i respect your opinion, since mine is that capcom cannot please everybody. because of the ambiguous nature of sf4, if they removed crouch tech, it would be very scary for the defender. so if they were to remove crouch tech, they should be removing Kara, OS, ambiguous setups that make throws so useful. but at the same time, by removing all of those, it would make the game more like sfxt in the sense it's 'boring' . the mind games are what is so hype when sako land a frame trap into his stylish combos. and honestly this leads to a bigger point, most of the players are playing sf because they had a chance to beat the pros since sf is reliant on the mind games in close range. in my opinion, people are playing sf because low skill mashing players have a chance > average players, and average players have a chance > pros, and pros who are less skill have a chance > pros who are more skilled. this blur the line between pros and average players, but this is what attracts the bigger crowd to put in time because they saw 'hope', unlike kof, sfxt, there's no chance to beat the more skillful players due to the less elements of mind games involved which would ultimately kills the scene in my opinion.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 13, 2015 20:16:52 GMT -5
Its not that I think removing forward dash would be the best idea but anything to make it different from the current sf4 would greatly improve gameplay quality. Things like crouch tech shouldn't really exist in fighting games. They just add layers and layers of guessing games onto something that should be simple. Though I never play it or think anything much of it.... sfxt is a better example of a good fighting game vs sf4. fyi I'm not trying to hate sf4 I played it for many years and continue to now sadly. I give every fighting game a chance but personally feel I have yet to play a solid fighting game I have no complaints about at all. sf4 is probably the worst popular fighting game out that will ruin your abilities to do well in other fighters. i see isee, for me personally i appreciate kara moves, crouch tech, OS, and dash in sf, because i actually thought it was very unique as compared to kof. i respect your opinion, since mine is that capcom cannot please everybody. because of the ambiguous nature of sf4, if they removed crouch tech, it would be very scary for the defender. so if they were to remove crouch tech, they should be removing Kara, OS, ambiguous setups that make throws so useful. but at the same time, by removing all of those, it would make the game more like sfxt in the sense it's 'boring' . the mind games are what is so hype when sako land a frame trap into his stylish combos. and honestly this leads to a bigger point, most of the players are playing sf because they had a chance to beat the pros since sf is reliant on the mind games in close range. in my opinion, people are playing sf because low skill mashing players have a chance > average players, and average players have a chance > pros, and pros who are less skill have a chance > pros who are more skilled. this blur the line between pros and average players, but this is what attracts the bigger crowd to put in time because they saw 'hope', unlike kof, sfxt, there's no chance to beat the more skillful players due to the less elements of mind games involved which would ultimately kills the scene in my opinion. Yea but SF4 is already far too generous to the defender as it is. Invincible backdashes, slow speed, huge stages, ultras, low blockstun, weak overheads, low damage. This is the most defensive fighter I think I've ever played. Crouch tech makes it so lows and throws are very weak, so you have no choice but to frametrap as jumps are too slow and floaty and overheads are weak. Why does the player who got themselves into a bad situation get so many concessions? Why is the game designed around "Well we need to bail a person out". I don't care for the "blend" of casual and hardcore as I don't think they pull it off without causing problems in the engine. I think Smash is better at appealing to casuals and pros. Then you still have games like MK and Doa for casuals and GG, Kof, VF for more hardcore players. People should learn how to block and defend properly and not just be able to mash away on crouch tech. That's one of my biggest issues with SF4 is how a person can just sit back and not have to think as much while the attacker takes all the risk. With DWU they can't even be pressured consistently on wakeup.
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Post by JACK-2 on Feb 14, 2015 2:51:34 GMT -5
Crouch Teching is awful; it messes up strings, rush down strings and mix up game.
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Post by The Big Daddy C-Master on Feb 14, 2015 3:14:52 GMT -5
It also slows down offense and makes it boring and repetitive.
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Post by JACK-2 on Feb 14, 2015 17:59:29 GMT -5
It also slows down offense and makes it boring and repetitive. Wouldn't be surprised if they gave us an option select that can: Block, Tech Throw, and focus lol.
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Post by The Big Daddy C-Master on Feb 14, 2015 18:56:18 GMT -5
It also slows down offense and makes it boring and repetitive. Wouldn't be surprised if they gave us an option select that can: Block, Tech Throw, and focus lol. It better block high and low dammit!
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Post by JACK-2 on Feb 14, 2015 21:47:15 GMT -5
It better block high and low dammit! Wait, does crouch teching block high and low?
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 14, 2015 23:14:08 GMT -5
It better block high and low dammit! Wait, does crouch teching block high and low? Oh god no. I was being sarcastic. Talk about broken. Then again since jumps are floaty and overheads are weak.... you get the picture.
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