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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > Capcom Stuff > Super Street Fighter IV: General Discussion
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Author Topic: Super Street Fighter IV: General Discussion  (Read 63755 times)
Tizoc
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Re: Super Street Fighter IV: General Discussion
« Reply #1230 on: 08 of May of 2012, 08:29:44 am »

Quote from: Running Wild on 08 of May of 2012, 12:29:53 am
I miss the days when every character had their own damn stage.

RIP Street Fighter Alpha 3.
Actually you're half right: Sakura and Karin originally shared the same stage. I also think Boxer and Dictator shared the same stage in Alpha 3 as well.
It wouldn't be until the ports releases of Alpha 3 that each character got their own stage.
...which just made me realize: Just about EVERY character in Alpha 3 ended up getting their own stage @3@
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Re: Super Street Fighter IV: General Discussion
« Reply #1231 on: 08 of May of 2012, 08:39:04 am »

Quote from: Tizoc on 08 of May of 2012, 08:29:44 am
Actually you're half right: Sakura and Karin originally shared the same stage. I also think Boxer and Dictator shared the same stage in Alpha 3 as well.
It wouldn't be until the ports releases of Alpha 3 that each character got their own stage.
...which just made me realize: Just about EVERY character in Alpha 3 ended up getting their own stage @3@

Now we have less stages than the half of the current cast or just variants of one stage while Training Stage is the most used in tournaments
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Tizoc
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Re: Super Street Fighter IV: General Discussion
« Reply #1232 on: 08 of May of 2012, 08:48:21 am »

Quote from: Shiki Orochinagi on 08 of May of 2012, 08:39:04 am
Now we have less stages than the half of the current cast or just variants of one stage while Training Stage is the most used in tournaments

Could be so that all the action is focused on the player's characters, and the viewer doesn't get distracted by the background...so that's sort of a +1 for bland training stages.
...but really in an FG, just play in the stages you like.

So here's some PoongKO matches if anyone's interested-
SSFIV AE: Poongko (Seth) vs galtu111111 (Akuma) FT4 'Ranked Matches' á´´á´°


IMHO, PoongKO's Seth is worth watching in...hmmm...well I personally prefer to watch some SSF4 PoongKO once every 2-4 weeks.
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Re: Super Street Fighter IV: General Discussion
« Reply #1233 on: 08 of May of 2012, 09:07:26 am »

Quote from: Tizoc on 08 of May of 2012, 08:29:44 am
Actually you're half right: Sakura and Karin originally shared the same stage. I also think Boxer and Dictator shared the same stage in Alpha 3 as well.
It wouldn't be until the ports releases of Alpha 3 that each character got their own stage.
...which just made me realize: Just about EVERY character in Alpha 3 ended up getting their own stage @3@

Exactly.

Unique stages and themes for everybody, too good.

Although I think alot of the A2 themes were way better.
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Re: Super Street Fighter IV: General Discussion
« Reply #1234 on: 08 of May of 2012, 10:08:53 am »

Quote from: Running Wild on 08 of May of 2012, 09:07:26 am
Exactly.

Unique stages and themes for everybody, too good.

Although I think alot of the A2 themes were way better.
Agreed, IMHO, Alpha 2 had the BEST stages in a fighting game, but that's just my IMHO~
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Don Vecta
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Re: Super Street Fighter IV: General Discussion
« Reply #1235 on: 08 of May of 2012, 11:26:56 am »

Quote from: Tizoc on 08 of May of 2012, 08:29:44 am
Actually you're half right: Sakura and Karin originally shared the same stage. I also think Boxer and Dictator shared the same stage in Alpha 3 as well.
It wouldn't be until the ports releases of Alpha 3 that each character got their own stage.
...which just made me realize: Just about EVERY character in Alpha 3 ended up getting their own stage @3@

Only in the arcade version of Z3, the console/portable versions everyone had their own stages (except the CVS2 characters in Z3MAX), Karin stage was in a boat, Mike Bison was in Vegas (Fremont Street), Juni & Juli was like Vega's but without the skull cloud.
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"Scissor is overpowered, Rock is fine" - Paper.
Tizoc
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Re: Super Street Fighter IV: General Discussion
« Reply #1236 on: 08 of May of 2012, 01:12:29 pm »

Quote from: Don Vecta on 08 of May of 2012, 11:26:56 am
Only in the arcade version of Z3, the console/portable versions everyone had their own stages (except the CVS2 characters in Z3MAX), Karin stage was in a boat, Mike Bison was in Vegas (Fremont Street), Juni & Juli was like Vega's but without the skull cloud.

That's what I wrote mate, apologies if it wasn't clear enough.

Some random matches-
overmostheads [Oni] vs Idjdelvalle85I [Seth] [EPIC ENDLESS!]


Sakonoko ( Gen ) Vs OTinhoso ( Guy ) Arcade Edition 2012 720p HDâ—„â—„


TAIJOHROUKUN ( Cody ) Vs Sasaki ( Cody ) AE 2012 720p HDâ—„â—„


Ixion90 ( Dan ) Vs TS Sabin ( Dhalsim ) AE 2012 720p HDâ—„â—„
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Re: Super Street Fighter IV: General Discussion
« Reply #1237 on: 15 of May of 2012, 08:26:43 pm »

http://www.capcom-unity.com/gregaman/blog/2012/05/15/super_street_fighter_iv:_ae_50_off_for_pc

50% for PC which will be $19.99
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PSN: PureYeti

Tizoc
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Re: Super Street Fighter IV: General Discussion
« Reply #1238 on: 15 of May of 2012, 10:53:47 pm »

Am I the only one who enjoys playing SFxT more than SSF4?
SSF4 is more fun if I watch other players matches on YT, etc. Playing SFxT then going back to SSF4...SSF4 felt pretty restrictive with it's options.

EDIT: Oh and Momochi highlights-
The Best of Momochi [Akuma, Ken, Cody]

DEM LINKS INTO ULTRA 2!!!111
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Re: Super Street Fighter IV: General Discussion
« Reply #1239 on: 16 of May of 2012, 12:25:09 am »

SFxT is definitely more fun to play in terms of core gameplay since SFIV has overly strict links, more floaty jumps, Ultra's slowing down the pace, and overall more restrictive in what you can do. Just everything else makes SFxT a much worse game and takes away from that more fun gameplay since they added too much needless shit at the end like Pandora and Gems, DLC Gems keep making the game worse and worse, and of course SFxT was just too rushed out and lacks SSFIV's overall superior polish (even SFIV was far more polished). Also inconsistencies between Tekken characters, the ported over from SSFIV characters, and system changes from SSFIV to make for a properly balanced game. SFxT could have really been something if it wasn't so lazily and cheaply made on top of being rushed, and the dev team knew what the hell they were doing, although all of this is the general problem with all of Capcom's games now days.
« Last Edit: 16 of May of 2012, 12:28:17 am by TheDuskwalker » Logged

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Re: Super Street Fighter IV: General Discussion
« Reply #1240 on: 16 of May of 2012, 12:40:54 am »

Personally only videos I like are Poongko, because his rushdown style, Daigo videos, including famous parry video is very boring to me.

SSF4 is a very funny game playing against "property" people, unfortunately, mostly people in online only are doing turtling, killing all the fun, judges of 3rd Strike should be included in SSF4

Finally I tried SFxT and is funny against CPU, but lacks "something" for be taken seriously, I watched a stream and it sucks in tournaments, (in EVO anyways they will say SFxT is an success), is a good try for a rushing game, but Capcom need drop his combo system based in timing, is good for SF, but not for SFxT, stupid bugs like jabbing abuse are cause of this.
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Tizoc
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Re: Super Street Fighter IV: General Discussion
« Reply #1241 on: 17 of May of 2012, 06:24:28 am »

Quote from: TheDuskwalker on 16 of May of 2012, 12:25:09 am
SFxT is definitely more fun to play in terms of core gameplay since SFIV has overly strict links, more floaty jumps, Ultra's slowing down the pace, and overall more restrictive in what you can do. Just everything else makes SFxT a much worse game and takes away from that more fun gameplay since they added too much needless shit at the end like Pandora and Gems,

I agree that Pandora is needless but Gems? IMHO, a create-a-groove isn't a bad idea to utilize in a fighter, and it could work with SFxT, but I dislike how the concept is used with this game.
There's much that requires tweaking and balancing for it to be more sensible IMO. As is the Gems don't seem to do anything drastic to change the gameplay from what I've seen.
Quote
DLC Gems keep making the game worse and worse, and of course SFxT was just too rushed out and lacks SSFIV's overall superior polish (even SFIV was far more polished).

Have they? I don't feel like I'm missing out on anything by not having the DLC Gems.

Quote
Also inconsistencies between Tekken characters, the ported over from SSFIV characters, and system changes from SSFIV to make for a properly balanced game. SFxT could have really been something if it wasn't so lazily and cheaply made on top of being rushed, and the dev team knew what the hell they were doing, although all of this is the general problem with all of Capcom's games now days.

Lazily and cheaply made? Dude HALF the cast in this game were not in SF4 series; even if they reused same base/core models from SF4, they'd given the Tekken cast their own moveset that is for the most part vastly different from the SF cast.
...and how can it be rushed? The game was announced at Summer 2010, there was a huge media blackout for months til late last year.
You want rushed, try Street Fighter Zero 1 or SF3: New Generation, SFxT's core system (putting aside Gems) seems fine for a fighting game when you look into how combos work and how meter can be used. Although TBH I still don't know how I feel about the damage scaling. Ah but they def. need to speed up majority of the cast.

Quote from: JAVH on 16 of May of 2012, 12:40:54 am
Personally only videos I like are Poongko, because his rushdown style, Daigo videos, including famous parry video is very boring to me.

SSF4 is a very funny game playing against "property" people, unfortunately, mostly people in online only are doing turtling, killing all the fun, judges of 3rd Strike should be included in SSF4

Finally I tried SFxT and is funny against CPU, but lacks "something" for be taken seriously, I watched a stream and it sucks in tournaments, (in EVO anyways they will say SFxT is an success), is a good try for a rushing game, but Capcom need drop his combo system based in timing, is good for SF, but not for SFxT, stupid bugs like jabbing abuse are cause of this.

Yeah I agree light attacks in SFxT need tweaking, personally if they were more like in SF3: 3S they wouldn't be an issue. Time outs only occured so many times in the early weeks of the game cuz most players weren't playing it properly, hopefully by EVO players get better with it that matches end faster.
Also, check out this matchset, much better gameplay and only one time over-
http://youtu.be/VBOtBfIwFo4

...and back on topic, FC Jago's recent vids are hilarious-
#FGC EP. 4 PT.1 "Heart of Battle" SSF4 Chris G and Jago

#FGC EP. 4 PT.2 "Heart of Battle" SSF4 Chris G and Jago

#FGC EP. 4 PT. 3 "Heart of Battle" SSF4 Chris G and Jago
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Re: Super Street Fighter IV: General Discussion
« Reply #1242 on: 17 of May of 2012, 09:38:39 am »

For Gems, the DLC ones are definitely better than the standard, and the ultimate defense gem is causing a lot of problems. Also I wouldn't call Gems create-a-groove, they are just a combination of stat adjusting (normal Gems, I think they're called boost gems) and easy modes we've seen in fighters (assist gems). Some gems though they are using to lazily fix there mistakes, specifically the Pandora altering Gems.

Who cares if half the cast wasn't in SFIV? That doesn't change some cheap and lazy things beyond just recycling character models and animations, and a unchanged artstyle. Also Tekken characters are fighting game characters, so they already knew there moves and how they perform them, along with what there pre-set combo strings, it was just finding what moves work best in a 2D setting and implementing them in a 2D setting. Though the quality and how well they were done in the implementation did vary between each Tekken character. Not downplaying the hard work to do it, but it's definitely a little bit easier than implementing characters in something like MvC.

Anyway back to what I mean by cheap and lazy. If you didn't notice all the non SFIV are missing unique neutral jumps, this includes the new SF side characters as well. Characters only have 1 taunt and 1 match winpose, down from SFIV's 10, just because they didn't want to make additional ones for the new characters (SFIV ports reused there from SFIV). Everyone has the same ko animation, just so they didn't have to make new ones for the new characters (guess you could use the excuse of Tekken throwback for that one....). Only 2 default colors (I would have let this one go if they didn't bs the color customization and you have to wait for colors to be DLC unlocked). Only 10 stages plus training, with only 3 being multi layered (I will go into this more when discussing rushed). Still no playback for trials showing you how to do them (KOFXIII and BlazBlue CS/CS Extend have this, if Capcom are going to keep doing it, actually properly develop this mode too), which is made worse because some of them you need to charge cancel for a counter hit when starting them.

Some of these things are just minor nitpicks, but factoring in all the assets they reused, reusing a pre-existing game as the base of development with minor alterations and enhancements, and things they cut so they could make a "content packed game" it's definitely pretty bad half-assing and really hurts the overall presentation compared to the game it's based off of.

As for rushed, well this one is beyond obvious, can't believe you're defending this. The game launched with a severe lack of polishing with a ton of bugs and glitches (especially for what's there, there is a lot less variables compared to something like MvC3), and infinites, a lot of which are quite noticable so it really shows how little testing the game had in its final testing run. Also it's quite apparent the game didn't get proper testing when it comes to balancing since they just didn't have time for it. Online clearly didn't get the testing it needs. For a company as big Capcom and from a dev team that's already put out some decently polished products with SFIV and SSFIV, these things were pretty bad so rushing is quite obvious. Most disappointing thing cut from the game do to the overly tight time restraits was the real tag supers we saw during the announcement, replaced by the kind of lackluster cross art.

Going back to low stages. Go look up Lili and Asuka's rival battle, the dialogue doesn't match the stage they're in, or any stage in the game (it's clearly the area they were at in the Lili/Asuka vs. Chun/Cammy trailer), so there was clearly a few stages that were close to completion that had to be cut at the last minute do to time restraints. This also ties into DLC and a issue with all of Capcom, they put greater focus on content they are withholding to sell later than they do on the content that was supposed to be part of the core, which is just terrible and a wrong way to do things. Core content should always be finished first, and no DLC should ever be made until all of that is finished.

Also the reason for the blackout was because when they announced it they said the game had only been in development for only 1 month when it was announced and so they rushed to make a playable build first thing for a big announcement. Since games are usually finished a few months before release, the game was made in roughly around a little over a year and half, which is really fast. Well and Capcom said in 2010 they were going to cut development cost and development time by potentially up to half, so there is also that (if you wanted to know why they suck now days, well there you go). Oh that was there solution to Lost Planet 2 bombing because it sucks, you can find the irony yourself.

Street Fighter Alpha/Zero 1 and SFIII aren't really a good comparison. Both were built from scratch and a pretty big departure from previous installments, and we all know how time consuming sprites are compared to 3D models (especially SFIII). Anyway, yeah they did kind of suck.

Anyway getting off topic, and you caused me to write my longest post on here EVER.
« Last Edit: 17 of May of 2012, 10:43:51 am by TheDuskwalker » Logged

Tizoc
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Re: Super Street Fighter IV: General Discussion
« Reply #1243 on: 28 of May of 2012, 01:18:25 am »

^I posted the reply in the SFxT thread, sorry for the late reply was pretty busy with work and life that I didn't have time last week to reply to a long post ^_^;
Also I have night shifts now Cheesy

At any rate, this E. Ryu vs. Yun matchset is wickeeeeeeeeeeeeeeeeeeeeeed-
2012-05-21 SSF4 AE Ver.2012 Kazunoko(Yun) VS Naruo(Evil Ryu) FT 10

maaaaaaaan imagine how much damage that 16 hit combo would do if SSF4's damage scaling wasn't so lame.
Also-
×M,
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Re: Super Street Fighter IV: General Discussion
« Reply #1244 on: 28 of May of 2012, 07:50:58 am »

Damm that Evil Ryu matches, look how fast he charges his meter

anyone knows a good match with Oni?
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