From the end of Capcom Cup today.
Next Capcom Cup also confirmed for $500,000 (USD) prize pool
[media]http://www.youtube.com/watch?v=GIdnJQZ_lkg[/media]
Man, that looks pretty.
my left ear really enjoyed this video
Looks worse than ssf4.
Looks like they took the combo mechanic from Street fighter x Tekken.
[QUOTE=Mr_Razzums;46708891]Looks worse than ssf4.[/QUOTE]
SFIV isn't bad, it just isn't Third Strike :v:
There are a lot of things wrong that I hope they will fix, but other than that I like all the concepts they have shown.
Animations, match pacing, jump physics, and game speed REALLY need improving though.
[QUOTE=BenJammin';46709093]There are a lot of things wrong that I hope they will fix, but other than that I like all the concepts they have shown.
Animations, match pacing, jump physics, and game speed REALLY need improving though.[/QUOTE]
"i can definitely criticize this game without ever having played it, only watching videos."
[QUOTE=BeardyDuck;46709227]"i can definitely criticize this game without ever having played it, only watching videos."[/QUOTE]
Do you even play street fighter dude? You don't need to be a genius to tell it has a lot of obvious kinks that need to be polished out.
However it's probably not even alpha phase even, but I am just mentioning it's flaws. As of now it looks like it plays terrible as a competitive fighting game. The normals especially seem like they don't behave the standard street fighter way. They look slow and oddly timed out in animation, if you fuck up the normal game you basically fucked up the entire game. But I still have a lot of optimism for it. If you make every normal look as slow as they do in this, it's going to be too easy to whiff punish everything. And from what they showed it looks like counter-hits give you WAY more advantage too, especially when the character is in that weird "stun mode" to be open for a combo.
also it seems like every thread you see my opinion in you just generalize what I am saying and try to fucking antagonize me, fuck off.
[QUOTE=BenJammin';46709598]Do you even play street fighter dude? You don't need to be a genius to tell it has a lot of obvious kinks that need to be polished out.
However it's probably not even alpha phase even, but I am just mentioning it's flaws. As of now it looks like it plays terrible as a competitive fighting game. The normals especially seem like they don't behave the standard street fighter way. They look slow and oddly timed out in animation, if you fuck up the normal game you basically fucked up the entire game. But I still have a lot of optimism for it. If you make every normal look as slow as they do in this, it's going to be too easy to whiff punish everything. And from what they showed it looks like counter-hits give you WAY more advantage too, especially when the character is in that weird "stun mode" to be open for a combo.
also it seems like every thread you see my opinion in you just generalize what I am saying and try to fucking antagonize me, fuck off.[/QUOTE]
so i can't post my opinions about how dumb your opinions are?
animations - animations are really smooth, everything is distinct and the only thing they need to change is the amount of particles on hit.
match pacing - i hope you know these rounds mike ross and combofiend played were faster than your average sf4 round. also damage to hp ratio looks like it's been increased, and walk speed was decreased to make dash even more important.
jump physics - if anything, it's less floaty meaning reaction times are more important than ever, which is a good thing.
game speed - if anything it's faster than sf4.
the fact that you criticize an early build for NOT being sf4 should remind you that people thought sf4 would play like the ex series and be just as bad as those games.
[editline]14th December 2014[/editline]
1. Guard Crush and Stun use the same counter. If you watch the footage of the match you see that whenever anyone blocks or takes damage their life bar turns a darker shade of red, but slowly returns to bright green over time. It doesn't seem to have an exact point, but more of an indicator.
2. Normals do slight chip damage, specials do more. It doesn't seem that you can kill by chip? It seems like normals do "white health" chip, which is recoverable over time.
3. Two bars: EX and Revenge. Ryu has less EX than Chun. He can activate his stance change faster but it definitely doesn't last as long as hers. Probably the penalty for having a smaller EX bar.
4. Stance Change (I've heard it called V-Trigger) seems to make all your moves special, and it seems to make Ryu's moves have greater hit stun. This seems to have replaced super combos.
5. Stage transitions exist, and it only seems to extend the stage. Unclear if this happens evenly, as we never saw the right side. This could make corner combat less prominent if stages can be triple wide.
6. Cinematic KOs!
7. Revenge can be combo'd into, so even though they may be ultras they function fundamentally different. At one point, Ryu cancels his low forward into Shinku Hadouken (not DENJIN)
8. My theory is that if you use your Revenge move while in your V-Trigger, you get the enhanced version (such as Denjin instead of Shinku)
9. Regular EX moves still exist, and take one bar. However, they seem more like super moves. Ryu's EX Shoryu is now the Shin Shoryu, which is exciting. Looks like a bigger difference between regular and EX.
10. Animations are very realistic. Characters reel and move based on where they were hit.
11. Hit stun seemed bigger all around, but combos didn't seem longer (may just have been the way players play)
12. If stage transitions aren't even (as in, left side opens up but right doesn't) then maybe the game randomly decides where you begin, so you don't fight over who gets P1 or P2 based on the stage. This explains why there is a Player marker over each character, if your start location is different every round. EDIT: I watched it again. In the first round, Ryu and Chun change sides (so that Chun is on the left) after the stage transition. Then, after round two, Chun is now on the right again, based on where she was KOed. This is a more likely usage for the P1 and P2 markers.
13. Revenge seems to have 2 levels. It's possible Shinku only takes one Revenge bar and Denjin takes two, or just that it gets stronger if you have it at full. When Ryu uses the Shinku he isn't at full meter, but he loses all of it. Revenge doesn't last between rounds, as before.
14. Games seem very fast, as a result of normals doing chip damage and every move seeming to have very high damage and combo potential.
15. In the trailer we see something that looks like a parry, but could just be a push block.
16. We can see in the trailer Ryu cancels his Shoryuken into his V-Trigger, which makes it more clear how you are expected to safely enter that mode. It also makes it more clear how it works without losing it before getting a chance to use it (see how fast Mike Ross lost his V-Trigger? May be dependent on how much you get hit.)
[editline]14th December 2014[/editline]
as sf4 was to sf2, sf5 will be to sf3.
Yeah it was obvious mike was playing it like SF4. You can see him try to jab at the air and not realize that there's a lot of recovery time.
[QUOTE=milkandcooki;46708869]my left ear really enjoyed this video[/QUOTE]
jokes on you my headphones' right ear hasn't worked for the past year
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