M76
[H]F Junkie
- Joined
- Jun 12, 2012
- Messages
- 13,305
Exacty what I thought. This is a giant disaster. It looks worse in every way than SFV. Not just the graphics, but the choreography and art style also.Is it me or SF 4/5 look better then this?
Exacty what I thought. This is a giant disaster. It looks worse in every way than SFV. Not just the graphics, but the choreography and art style also.Is it me or SF 4/5 look better then this?
I have a theory as to why. They are releasing this game for PS4 and Xbox Series S, which are last gen. I assume they wanted to not make it so next gen so they can have a bigger audience?Exacty what I thought. This is a giant disaster. It looks worse in every way than SFV. Not just the graphics, but the choreography and art style also.
It might still be the Unreal engine. If I remember I think SFV was using the unreal engine.That looks like MT engine that's not RE engine right?
SFV is a 6 year old game. the PS4 was a top of the line console 6 years ago. A lot has changed in terms of graphics since then.SFV is also on PS4. My theory is simple: this is a cashgrab made with little to no effort by hack developers.
Isn't it funny that the leak with static images generated more hype than the official trailer? As far as ez mode goes..I'm cool with it as long as there's a reward for manual input. Like you get more damage by manually inputting the cmd. So as long as there's some scaling, I don't care.
Yeah nor was I. Really wish they would drop the super roided up look of lots of the characters.SFV is a 6 year old game. the PS4 was a top of the line console 6 years ago. A lot has changed in terms of graphics since then.
Not defending the trailer. I wasn't all that impressed. But SFV is considered old now in terms of graphics.
It feels even slower than the original SF2.The more I see of the game, the slower it looks. The animations look really good, but it feels like everything is happening at the same speed as the original Street Fighter 2. Not sure how I feel about that. I don't like hits landing because of pure speed/chaos. Yet if things are too slow, defensive play can be too effective. Either that or you end up with throw-fests like SF3 and SF5.
The more I see of the game, the slower it looks.
It feels even slower than the original SF2.
SFV is also on PS4. My theory is simple: this is a cashgrab made with little to no effort by hack developers.
The speed is weird. It seems like the normals that are being used in neutral play are slow and punishable. Movement is slow, too. Yet moves are being chained together left and right and that's super fast. Ditto with special attacks and especially projectiles. They're all really fast, like Luke's fireball from SF5.
Something I'm noticing is that chain combos (or "target combos" or whatever they're calling them now) look to be ever-present. Normal buttons are creating space, but chains alleviate that. They're usually punishable, though. I never cared for the button lockdowns from SF5, so I think I'm happy with that. As long as chain combos are punishable and don't get boring too quickly, I think that can be good.
Absolutely technically different, but it's still all dial-a-combo where normals are able be pressed in some order to create a combo without any sense of timing. It's not like Ryu being able to link his normal together with good timing - you just hit the buttons in the right order as fast as you want. In Alpha 1 (and SF x Tekken) there was a system for going from weak, to medium, to strong but everyone only did 2 canned sequences depending on whether they wanted a special ender or a sweep for a knockdown. With SF6 so far, there are lots of normal being cancelled into one another and the frames for the moves are being canceled. Whether that's a complex system of chained moves or just 1-2 moves that can cancel into 1-2 more, it's the same result. Kinda like Luke's mashable MP in SF5. You don't have to time anything, if the first one lands - you just hammer MP and get 3 hits + a knockdown. Things are a tiny bit more complicated in the chain-heavy games, but you still don't ever see people dropping combos once they start. That's what scares me about both if the game really does revolve around them. I like having tighter timing on things and having an execution barrier.Chain is not target. Chain is a move that chains into itself or another, target is a specific set of normals that work. These are very different. Also keep in mind in prior series we've had either the entire cast implement a marvel type system (Alpha one anybody could light, to medium to hard. Normals were slowish, but if you locked a light you got the rest of it free) or even the final fight system (see guy in the later Alphas and every other game he was in). This isn't abnormal for them and it's worked in some cases and just bombed in others. They also could have a turbo toggle. Think of this like marvel, it's not a target combo but once you get into it you fly through it.
Absolutely technically different, but it's still all dial-a-combo where normals are able be pressed in some order to create a combo without any sense of timing. It's not like Ryu being able to link his normal together with good timing - you just hit the buttons in the right order as fast as you want. In Alpha 1 (and SF x Tekken) there was a system for going from weak, to medium, to strong but everyone only did 2 canned sequences depending on whether they wanted a special ender or a sweep for a knockdown. With SF6 so far, there are lots of normal being cancelled into one another and the frames for the moves are being canceled. Whether that's a complex system of chained moves or just 1-2 moves that can cancel into 1-2 more, it's the same result. Kinda like Luke's mashable MP in SF5. You don't have to time anything, if the first one lands - you just hammer MP and get 3 hits + a knockdown. Things are a tiny bit more complicated in the chain-heavy games, but you still don't ever see people dropping combos once they start. That's what scares me about both if the game really does revolve around them. I like having tighter timing on things and having an execution barrier.
Ever since NOOB FIGHTER IV (the game that dumbed it all down and shall remain in hell forever) this has been the trend. Dumbing crap down. I miss the old chains + links in Super Turbo (by far the best and my favorite. But also the one that eats scrubs alive. It took my time to adjust in each game till NOOB FIGHTER IV and then all of a sudden everything was instantly done no effort and even turd eaters could combo.
I know we aren't going back to skill based SF because well NFIV killed that forever (the LOL of Sagat in the first version and the hilarity of cancel to ultra can't be understated, let alone "the combo timing is so easy, so easy my house cat can do it". Execution barriers are good. Which is why I got back into KOF once NFIV hit.
The other upside of the higher execution barrier in the older games was hits mattered, massively. They did huge damage. A poking game could kill you fast if you didn't have your footsies down, and one maybe two combos could end your ass fast.
Alpha (once 2 hit) was good about reinging back in the easy combos but then you had V combos, and man oh man. For the youngs who never played the good classics here's a super turbo combo and then an alpha v mode combo.
Have you ever even played earlier street fighter? It sounds like you've just read about the old days and watched YouTube videos...
Yeah dude SF4 was fucking awesome. This guy sounds full of shit.
We should play sometime, let’s see if you’re as good as you talk.Only for scrubs and dudes who got their pubes in the 2000's.