damn near every fighting game has just frames lol. street fighter 5 had just frames
This game doesn't sound like it's catering to the casual crowd at all other than the simple input mode
Why was this a problem for you? It s part of the reason I dropped V. I wanted that extra level.Please remove this. This was a huge problem for me in SF4 and I was glad they weren't in SF5.
People aren't flipping out, just the usual suspects that complain about everything.If you're a casual player playing another casual player, how tf are you gonna know if your opponent even did a perfect frame move to you? If you're a casual playing a pro, then this is a matchmaking issue, not a game issue. WHY are people flipping out over this?
And this is an issue how?
You make it sound as if that is not the case alreadyDo those moves give you access to combos not possible otherwise? If so that's dumb. The skill gap between beginners and pros will be huge
Yeah, a pro can beat a casual with like one button and some footsies. And apparently, the enhanced version of a special move is too much...I know nothing about fighting games and I haven't played them since SF II and Tekken 3 era. I don't quite grasp the complaints about this making the game less approachable for the casual crowd because pro players will curb stomp them. Yes, the gap between casual player and someone who spent tens of thousands on it is most likely going to get bigger, but that gap was already insurmountable without this, a Pro player could beat any casual player using only regular punches and kicks just by their sheer knowledge about spacing, blocking and whatever fighting games have nowadays.
I think these additions make the game more fulfilling to learn for people who enjoy them.
Im going to pull a number out of my ass and say between 3 and 5 framesHow tight is the input window? If it's not something a pro can get 99% of the time, it seems like it might introduce a frustrating sort of variability (i.e., I was counting on x timing and instead got y).
Yes you can see it in the guile clip, the perfect boom lets him follow up when the regular one doesn't. The skill gap between pros and beginners was already huge. I'm just okay at Street Fighter but, and i'm not saying this to be mean, for anyone that wants to get into this game because of easy specials I could probably beat them using nothing but normal attacks. The gap between a beginner vs someone that learned the game vs a professional player is worlds apart.Do those moves give you access to combos not possible otherwise? If so that's dumb. The skill gap between beginners and pros will be huge
I think in a game with a universal parry this will be important at high level play for a zoner like GuileHm...that's quite the difference between the perfect and regular Sonic Boom. The former is much faster. I'd be ok with just optional properties (i.e., more frame advantage, higher damage) of it changing, but that speed change makes the move and the contexts where it can be used significantly different. If it's hard to pull off it means you can't really use the move at all reliably...
This game doesn't sound like it's catering to the casual crowd at all other than the simple input mode
I'm pretty sure I saw Sajam (fighting game commentator, good but by no means a pro) do exactly this a while ago in order to demonstrate how much more important fundamentals are compared to flashy combos.(...) a Pro player could beat any casual player using only regular punches and kicks just by their sheer knowledge about spacing, blocking and whatever fighting games have nowadays.
They could make it so the last directional input has to be done in the same frame as the attack button like EWGF in TekkenIsn't this only applicable to charge moves anyway? Which most of the cast are unlikely to have. It would makes sense of Capcom put characters in the game which have a individually diverse learning curves. Odd that all charge characters would pose an execution challenge though as I think traditionally their combos are quite simple.
This seems like a bad idea for making the game more approachable for a wider audience. If you're going to let pro players literally have better moves on top of having higher skill it just makes the skill gap even wider.
Meh, I don't like it (as someone who has pretty good execution and can pull off JF's). I prefer when only certain characters have JF's as it adds to their identity. It isn't fun if every character is technical.
karin's just frame tenkoFuck 1 frame anything, be it links in 4 or now specials in 6.
Like what? I thought SFV had a universal 3 frame buffer
I just couldn't perform any of the links ever. I sat in training mode for hours and I could not for the life of me get it. Meanwhile, the input buffer in SFV left nothing out of reach. Sure it would still take me 1 hour+ to large combos but I *could* do it in SFV.Why was this a problem for you? It s part of the reason I dropped V. I wanted that extra level.
Do those moves give you access to combos not possible otherwise? If so that's dumb. The skill gap between beginners and pros will be huge
The game has one of the most robust single player modes that we've seen in a decade. What are you u talking about?This game doesn't sound like it's catering to the casual crowd at all other than the simple input mode
They could make it so the last directional input has to be done in the same frame as the attack button like EWGF in Tekken
This seems like a bad idea for making the game more approachable for a wider audience. If you're going to let pro players literally have better moves on top of having higher skill it just makes the skill gap even wider.
You sure it doesnt take into account the input buffer? Starting the dash but initiating the punch 2 frames early still making itna 1 frame tenko?