Moderator: JC Denton
by JohnnyChimpo » 26 Oct 2009 04:45
by Marble » 26 Oct 2009 06:58
icycalm wrote:It could very well be a decent mediocre fighter.
JohnnyChimpo wrote:Blazblue, which you mentioned was getting an arcade update, was almost a joke in terms of balance, while SF4 is considered by most to be a major balancing success.
by icycalm » 26 Oct 2009 14:08
JohnnyChimpo wrote:Some harsh criticism for a game you haven't played, icy.
JohnnyChimpo wrote:Blazblue, which you mentioned was getting an arcade update, was almost a joke in terms of balance, while SF4 is considered by most to be a major balancing success.
by ronan » 26 Oct 2009 14:59
You mean fireballs should be made nearly useless?Marble wrote:FAs also don't shut down the use of fireballs as a zoning tool and catalyst as much as parries do.
by Warden » 26 Oct 2009 19:15
Marble wrote:
There are different levels of focus attacks (depending on how long you charge them) and higher levels will absorb more hits.
Marble wrote:
There is this stupid option select: jab + short + downback. Now, if the opponent does a move (well besides an overhead but throw will beat most overheads in most situations), you block it. If he throws, you tech it. So tick throws will never work against a player who is paying attention.
by Graphf » 28 Oct 2009 21:44
Marble wrote:I have been playing SFIV a fair bit, online and went down to play with my local community the other day. That is what I think of it, so far at least.
Marble wrote:I don't like the FADC system nearly as much as parries. They don't take precision to pull off and you can't block after FAing a move (in SFIII you could block after a parry to bait a cancellable special/super, an element of strategy missing from the FA system). FAs also don't shut down the use of fireballs as a zoning tool and catalyst as much as parries do.
Marble wrote:You can also FADC from normals and specials, then start a block string or throw or something. This has been described to me as being like the roman cancel system in Guilty Gear, but I've hardly played those games so I wouldn't know.
Marble wrote:Anyway, this means that moves like shoryus can be FADC'd, which allows them to be used safely on wake up, and that's just bullshit. Someone told me that the risk is in losing the EX bars (and therefore options) required for the FADC, but my opponent losing bar to avoid my punish combo would never, ever, ever be a good example of risk/reward, regardless of character - even if it took ALL your super AND ultra bar.
Marble wrote:There are different levels of focus attacks (depending on how long you charge them) and higher levels will absorb more hits.
Marble wrote:There is this stupid option select: jab + short + downback. Now, if the opponent does a move (well besides an overhead but throw will beat most overheads in most situations), you block it. If he throws, you tech it. So tick throws will never work against a player who is paying attention. What is the point of allowing you to mix up your block strings with throws if your opponent can just, easily, option select out of it? It's stupid. One may think that this seems like SGGK in 3S, but this option select is less risky and much easier to pull off. The highest level players will tech throws on reaction anyway, but if the game isn't fun initially, then who is going to bother getting to that point? The point I'm making here is that this removes something that's been an important strategy in the series since SFII and I don't like it. .
Marble wrote:Lots of moves have absolutely silly frames of invincibilty/weird hit boxes/other silly properties.
Marble wrote:Doing Ryu's tatsu through a fireball in SFII wasn't too easy as there weren't too many invincible frames, now as it spins it has frames where it cannot be hit by (all) fireballs.
Marble wrote: I'm just trying to say that things which took a lot of precision in previous games now don't, and it sucks. I don't subscribe to the "easier execution lets players focus more on strategy" mentality, and it makes me bitter that something which took some good timing to do in previous games can now be done by anyone.
Marble wrote:Execution in general is a lot easier (Raging Demon's command is more simple for example) but at a high level there are combos which are quite hard, one-frame links etc. obviously. Tons of moves are safe on block (including tatsus - what?)
Marble wrote:I'm not really up to date with the most modern fighters like Blazblue and the Arcana Heart series
by Marble » 29 Oct 2009 00:12
Graphf wrote:What does,"playing a fair bit online" even mean? As I was reading your critique I kept thinking about this. Online sucks. Even the slightest hint of lag destroys the game completely. If most of your experience comes from online play I'd imagine that your opinion doesn't hold much weight.
Graphf wrote:It is a different game. Just because the box says it is Street Fighter doesn't make it a copy of the one YOU like. I believe Icy has mentioned this before. Play the game, not your idea of it.
Graphf wrote:As far as zoning goes... it's a good thing. It is what makes street fighter, street fighter. Contrary to popular belief, Street Fighter is not about fighting. It never has been. The game is about controlling space. Once you remove things like air blocking and parries you've really got to start thinking if you want to make certain moves. Should I jump in now? Should I throw another fireball? This is where the meat of the game is. Not in the flashy moves or characters themselves. It's in the fight to control space, i.e., zoning.
Graphf wrote:You criticize a game, and therefore its genre without even having played some of the greatest games it contains? You admiting that you don't know about Guillty Gear makes everything you've said suspect. It makes me wonder what you know about fighting games outside of Sreet Fighter. Arcana Heart? Tekken? Virtua Figther? Soul Calibur?
Graphf wrote:Have you played the game? At most this could happen 3 or 4 times in a match. Spending meter on something like this leaves you at a huge disadvantage when meter is needed to effectively land damaging combos with most of the cast.
In addition, many players desperately need thier meter to keep them competitve. For instance; Guile, Claw, and Sakura all stand out. Guile is a great example here as his Flash Kick sucks very badly and needs to be EX'd for it to be effective.
Graphf wrote:As mentioned, this is flat out wrong.
Graphf wrote:As for what you said about overheads. This makes no sense at all. No overhead in the game is faster then 3 frames. All throws are 3 frames. If a throw and another move, like a jab thats 3 frames both meet the game will give the advantage to the throw. Since there are no normals in the game faster then 3 frames your options are. 1- Tech the throw 2- jump away (most jumps are faster then 3 frames but I think Sim and Gief may be different) 3- Use a special move. A dragon Punch which has quick start up and active frames or anything with invulnerability frames.
Graphf wrote:Execution is alot easier in this game. But your example has nothig to do with it. Raging Demon's command is EXACTLY the same. the only difference is for the super you press forward instead of back.
Here you mention the hard 1 frame links but you don't seem to connect that with the above passage where you complain about lack of precision. Tatsus are not safe on block. Online yes they are. Offline, NO. I don't know what you are even thinking. It's remarks like that which make me think you really have never played the game at all.
by icycalm » 29 Oct 2009 14:18
by icycalm » 29 Oct 2009 22:42
Graphf wrote:What does,"playing a fair bit online" even mean? As I was reading your critique I kept thinking about this. Online sucks. Even the slightest hint of lag destroys the game completely. If most of your experience comes from online play I'd imagine that your opinion doesn't hold much weight.
Graphf wrote:It is a different game. Just because the box says it is Street Fighter doesn't make it a copy of the one YOU like. I believe Icy has mentioned this before. Play the game, not your idea of it.
Graphf wrote:As far as zoning goes... it's a good thing. It is what makes street fighter, street fighter. Contrary to popular belief, Street Fighter is not about fighting. It never has been. The game is about controlling space.
Graphf wrote:Marble wrote:You can also FADC from normals and specials, then start a block string or throw or something. This has been described to me as being like the roman cancel system in Guilty Gear, but I've hardly played those games so I wouldn't know.
You criticize a game, and therefore its genre without even having played some of the greatest games it contains?
Graphf wrote:You admiting that you don't know about Guillty Gear makes everything you've said suspect.
Graphf wrote:It makes me wonder what you know about fighting games outside of Sreet Fighter. Arcana Heart? Tekken? Virtua Figther? Soul Calibur?
Graphf wrote:Marble wrote:I'm not really up to date with the most modern fighters like Blazblue and the Arcana Heart series
Once again you mention your lack of knowledge when it comes to the genre but speak as if you do know.
Graphf wrote:I believe after going through this post that you have only played the game online and that you suck at it. On top of that you don't have any understanding of fighting games at all.
by JoshF » 04 Nov 2009 00:25
http://www.youtube.com/watch?v=G7NbCcIUKU0The French site Jeuxactu.com has written up an interesting story about Super Street Fighter 4. I've done a rough translation of the piece, so keep in mind some things might get lost in translation.
* Sagat and Seth were specifically mentioned in the article as being nerfed (not being as effective).
* The rest of the cast is being rebalanced by altering the power of some of their moves along with changing up the frame data.
* There will be new opening and ending sequences done by a 'great Japanese animation studio.'
o Assumption from author: The user-interface will be receiving an overhaul.
o Assumption from author: Bonus stages have been confirmed.
They also included a new video which shows more Dee Jay and Juri action, but you can hear a clear new sampling of background music too.
by Shark » 04 Nov 2009 05:33
Marble wrote:There are different levels of focus attacks (depending on how long you charge them) and higher levels will absorb more hits.
Marble wrote:Yep, terrible phrasing by me. I meant multi-hit attacks will beat it and then some moves have focus armour breaking properties.
Marble wrote:Execution in general is a lot easier (Raging Demon's command is more simple for example)
Marble wrote:In regards to Raging Demon; another terrible phrasing on my part but the move is a lot easier to get out.
by icycalm » 04 Nov 2009 14:43
Shark wrote:I thought this was a place for experts to talk about games.
by icycalm » 04 Nov 2009 14:47
by icycalm » 05 Nov 2009 01:44
Shark wrote:Icy, I can't believe you defended Marble on this one.
by El Chaos » 09 Nov 2009 23:24
by El Chaos » 10 Nov 2009 14:40
by icycalm » 10 Nov 2009 14:45
by another Riposte » 04 Apr 2010 17:17
by JoshF » 22 Apr 2010 09:09
OXM UK: One of the top players, Daigo, has gone on record saying that the game is defensive because backdash is too strong and that Street Fighter IV needs guardbreak. What are your thoughts on that?
ONO: So I understand Daigo has a strategy of where he fires hadouken and attacks as soon as the opponent reacts to it. But obviously, we're not all Daigo and we can't all play like him. He's a particularly offensive player and active player but what I wanted to convey is Street Fighter IV is not just an instinctive game. It's also an intelligent game, where you have to really think what the opponent might do based on your reactions. So when you don't know what to do, just step back and think for a bit. Plan out your strategy and then make a move.
