I can't wait to see high level players mix and match just frame attacks with regular attacks. Like imagine Daigo playing mind games with regular and just frame hadoukens.
Releasing charges at the earliest charge point in SFV is still affected by the buffer, so the tightest this could be is what ever the game buffer is(3 frames in SFV), but it will most probably be even more lenient than that.
Just frames have absolutely no place in a modern fighting game.
How many modern fighting games can you name without just frames of any kind?Just frames have absolutely no place in a modern fighting game.
You got folks complaining when they cant even do a DP 3 times consecutively on the new input lenient window without smashing.Casuals are worried about getting stomped by pros? Even without this and simple inputs only, a pro player would demolish a casual with their knowledge of spacing, frames, mixups, okizime, etc. Casuals need to get rid of the thought of not being stomped by pros, this is just so its easier to beat your cousin or friend who is good at street fighter but still a scrub.
Oh they had to put the skill ceiling somewhere else. I barely did combos as it is but when in doubt EX Uppercut lol. And then to mix em up wait a half second and do it again to throw off their timing!When people complain about not being able to perform cool special moves I was like "….sure."
But when people unironically insist that it's mechanics like this that makes them unable to play against pros as if they'd magically become as good as someone who puts in more hours into the game than they do, it's like…seriously?
Let's be fair though, until Ed got patched up Id argue that the timing on his combos was more difficult than some actual input characters lmao I lost count of the times I whiffed the one that finished on upper haha. Enough that it made me start using VS as a finisher for the combo.
I know this is Smash but I think Tekken 7 is the only fighting game I've played where I actively felt bad not pulling off just frames because the sound effect that accompanies the EWGF is way too satisfying.
This game doesn't sound like it's catering to the casual crowd at all other than the simple input mode
Arbitrary execution checks have absolutely nothing to do with depth. This is a lesson the community as a whole learned like two decades ago yet somehow developers keep banging their heads against it.Erm just throwing this out there for people- but having advance tech has nothing to do with appealing or not appealing to casual audience.
It's just a normal part of having a deep combat system.
Oh they had to put the skill ceiling somewhere else. I barely did combos as it is but when in doubt EX Uppercut lol. And then to mix em up wait a half second and do it again to throw off their timing!
How do you define depth?Arbitrary execution checks have absolutely nothing to do with depth. This is a lesson the community as a whole learned like two decades ago yet somehow developers keep banging their heads against it.
But sure, let's go back to shit like this and [db],df,db,uf+3P supers. So depth. Much deep.
Arbitrary execution checks have absolutely nothing to do with depth. This is a lesson the community as a whole learned like two decades ago yet somehow developers keep banging their heads against it.
But sure, let's go back to shit like this and [db],df,db,uf+3P supers. So depth. Much deep.
Arbitrary execution checks have absolutely nothing to do with depth. This is a lesson the community as a whole learned like two decades ago yet somehow developers keep banging their heads against it.
But sure, let's go back to shit like this and [db],df,db,uf+3P supers. So depth. Much deep.
So execution has nothing to do with depth?Arbitrary execution checks have absolutely nothing to do with depth. This is a lesson the community as a whole learned like two decades ago yet somehow developers keep banging their heads against it.
But sure, let's go back to shit like this and [db],df,db,uf+3P supers. So depth. Much deep.
Arbitrary execution checks have absolutely nothing to do with depth. This is a lesson the community as a whole learned like two decades ago yet somehow developers keep banging their heads against it.
But sure, let's go back to shit like this and [db],df,db,uf+3P supers. So depth. Much deep.
Arbitrary execution checks have absolutely nothing to do with depth. This is a lesson the community as a whole learned like two decades ago yet somehow developers keep banging their heads against it.
Wait, why does it just have frames? They should add some pictures in there too.
Yeah, after NRS showed off just guards and counters being frame perfect the game went on to bomb horribly. Casual players everywhere were like, "I'll never be able to counter and block. I'm going to skip this one."
Sakurai made it a point to show off EWGF for Kazuya in Smash, nobody complained. I feel like you two are getting worried over nothing. I'm not seeing much in the name of complaining on Twitter.
This is an obviously debatable decision and people pretending like having a preference in one direction or the other is blasphemous is just dumb. This is a meaningful design decision about what the game wants to choose to reward and some people liking it and others not is exactly what you would expect out of making a decision like this. Just make your point about what you think on the decision and stop trying to invalidate other people's feelings on it.
It's hard to really understand how big and impact this will have on the game without knowing what the just frame moves unlock in terms of the various character's options. If just frame moves unlock an additional say 25% damage on combos that would be pretty big, or if certain characters are able to link certain knockdowns that are preferable because of these just frames then it's going to for sure make those characters more execution heavy. On the other hand if these just frame only combos add 10% or less damage and lead to less preferable oki then there importance would be limited to finishing combos.
Regardless it shows that this version of SF wants execution to be a meaningful element of the skill gap, which is different from SFV and more in line with SFIV. I'm a bit of two minds about it personally. I find higher execution barriers to be fun a lot of the time if it enables deeper combo creativity, but at the same time I am someone who has better execution than I do reactions or intuition for high level footsies. SFV really made me appreciate the skill gap on raw reaction time and footsie ability when I'd play someone really good. So I am biased to think execution is easier and less important than reaction and footsies because execution comes easier to me and is less impressive. So wihle it might benefit me I also kinda feel like it is enabling a skill that I value less than others to be a differentiating factor.
1000%Casuals are worried about getting stomped by pros? Even without this and simple inputs only, a pro player would demolish a casual with their knowledge of spacing, frames, mixups, okizime, etc. Casuals need to get rid of the thought of not being stomped by pros, this is just so its easier to beat your cousin or friend who is good at street fighter but still a scrub.
For modern controls this might be the only way to change the boom speed. I was thinking about how big of a disadvantage zoners would have against parries if they were using modern controls and only got one version of the projectile. Even just 2 versions can be the difference between easy parries with optimal meter cost and eating a boom for mis timing it.Execution is fun, though.
And, in a game w/ parries, Guile having even more ways to speed up and otherwise vary the timing of his sonic booms DOES add depth.
I mained Jin for like a decade on Tekken, but go off with your assumptions.It's amazing how many people have no idea what a just frame is and how little it will affect them in the game.
You better not drop these frames, I can't keep going to T.J. Maxx for more.
I mained Jin for years on Tekken, but go off with your assumptions.
Edit: Nah, I'm out of this embarrassing epeen-waving contest of a thread. Touch some grass y'all.
I'm gonna explain things like this. If you're a casual, saw that full "Crouch Punch > JF Sonic Boom > Crouch Punch > Flash Kick Combo" from the OP Tweet and you thought "I should be able to do that. They just made it harder for no reason!" you are looking at this wrong. Yes, the developers don't expect casual players to do that. BUT the developers probably don't expect most players, including most of the serious ones, to do it either. They expect to see a lot of this
(Not Shown: 2P following up with a suitable punish)
What they probably want you to do is this:
And this is on purpose. It's easy to think "oh the JF version of that combo does the most damage, so I should be going for it every time". Don't think this. Even in competitive play, there's a reason why the concept of "bread and butter combos" exists. What you're seeing in the OP is a high risk, high reward option. It's only for the high-level players who are gutsy or desperate (or both). It's honestly no different from dealing with a jumping opponent. It'd be NICE to use a Dragon Punch to punish a jump in, but if you know you might mess it up, why do that when you can use a simpler anti-air?
Besides, if you're not good enough to pull this off consistently, and your opponent isn't good enough to do it either, then why worry? Unless your opponent is dumb enough to keep trying it (and if they do, you'll have a free punish every time) both of you won't bother and the option may as well not exist. Like tier lists, this is something that will only matter at the absolute highest levels of play.
Probably the right decision, but adding a quick google tells me that depth is..I mained Jin for like a decade on Tekken, but go off with your assumptions.
Edit: Nah, I'm out of this embarrassing epeen-waving contest of a thread. Touch some grass y'all.
Depth — The number of viable options at any given moment while playing a video game
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 mained Jin for like a decade on Tekken, but go off with your assumptions.
Edit: Nah, I'm out of this embarrassing epeen-waving contest of a thread. Touch some grass y'all.
I didn't know NRS was emphasizing flawless blocking in their marketing materials. Could you provide a link?
I think that sort of thing is less of an issue for fighting games that provide tons of single-player content. SF6 looks like it'll deliver on that front, but SFIV and especially SFV were very weak for single player stuff, so Capcom is fighting an uphill battle just based on series reputation (that NRS doesn't have to contend with).
I don't think a DLC character who came out three years after the launch of the game would really affect game sales. Also, I think weird mechanics that are isloated to a single character aren't really the same as game-wide stuff (in terms of being off-putting).
your takes on fighting games are badI mained Jin for like a decade on Tekken, but go off with your assumptions.
Edit: Nah, I'm out of this embarrassing epeen-waving contest of a thread. Touch some grass y'all.
this thread is scrubquotes heavenI mained Jin for like a decade on Tekken, but go off with your assumptions.
Edit: Nah, I'm out of this embarrassing epeen-waving contest of a thread. Touch some grass y'all.
Arbitrary execution checks have absolutely nothing to do with depth. This is a lesson the community as a whole learned like two decades ago yet somehow developers keep banging their heads against it.
But sure, let's go back to shit like this and [db],df,db,uf+3P supers. So depth. Much deep.
Folks refuse to get goodI am so confused why just framing ended up being such a divisive topic.