I'm not surprised in the least. Heck, I'm counting on a third, like "Dash Turbo EX + alpha" after that. It just fits the mold, doesn't it?
So, on to what I think would make a SF4 revision into a winner. This should be totally obvious, but I'm going to say it anyways, because it needs said.
PUT SOME SF3:3S CAST IN THE MIX!!!
Doesn't have to be a big load of the cast either, just some major players. It's understandable that Yun would have no cohesive plot tie-in, being as young as he is canon-wise (not that it stops him from being in Alpha 3 MAX -.-'). But there's several major, key players that should be considered, like Alex, Urien, Ibuki, Dudley, Elena, and Hugo.
ALSO, SOME SFEX SERIES CAST WOULD BE COOL, TOO.
Sure, some of their dynamic would have to change, since super cancelling isn't as heavily focused on, but the Focus Attack/Focus Cancel system isn't too unlike SFEX3's stun system. Now, we can forego the half of the cast that is identical in playstyle to Ryu/Ken/other main characters (like Jack), but some with unrepresented styles, like Hokuto, Skullomania, Pullum Purna (who's WAY different-feeling than Cammy, in spite of their similarities!), and Garuda.
KARIN KANZUKI AND RAINBOW MIKA FTW!
I'm totally surprised these terrific SFA3-debutters were omitted! They have such expert players and such major followings, it's crazy to toss them out after only one appearance!
In fact, the biggest conceptual appeal that SF4 had to me, originally; was the ability to fight one generation or set of SF cast against the others! That's also one reason I absolutely LOVE SFA3/MAX/HYPER, and to a similar extent, CAP vs. SNK 1-2.
REVISE THE ULTRA MOVE ABUSE!
Perhaps having a way to make it both charge and drain slightly quicker. This will still encourage fair offense/defense balance, so as to reduce pressuring slightly, but not make it outright worthless, either. Maybe a little more like the EXCEED systems that SvC:Chaos used, just not one-per-match limited... but maybe one-per-round seems right...
REVISE THE PARRY SYSTEM!
There's a lot going right with SF4, so far. However, I'm not a big fan of the effect of it's parry system. Say you just full-parry a super or an EX-special combo. Then right afterwards, you eat a pecking throw or a crouching low kick. BAM! The entire amount of damage you just worked to avoid is inflicted upon you.
The recoverable life system invoked with it seems mostly fair enough in concept, but at least a few points per hit should be dropped entirely, as it makes the effort of parrying almost totally worthless.
I really don't get it. The parrying concept is FUN. It's ACTIVE (unlike most defensive tactics). It's EXCITING. And given proper timing windows, it's completely FAIR; and in fact, probably the MOST FAIR defense mechanism out there.
Yet, in the last 2-3 games it's been featured in, it's been totally overshadowed by the relative disadvantages of using the related system (like P-Groove in CvS2, for instance). And now, with how easy it is to completely overrule in SF4, anything more than maybe one initial hit is totally worthless to try and parry.
It's like the staff HATES this fun innovation, or something. Or is it just me?
I'm gonna go play some Slammasters II: Ring of Destruction, now. I really gotta get the hang of the movesets again (especially the tap-move timing!). It's been so long!


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