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General Forums Super Street Fight.. Besides New Characters, What Would You Like to...
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Sticky: Besides New Characters, What Would You Like to See in SSFIV (Gameplay, Stages, Music, etc.)?
5 months ago  ::  Nov 07, 2009 - 12:50PM #1791
blueandwhite
Posts: 942

Nov 7, 2009 -- 10:21AM, d3v wrote:


Personally, I'd rather Capcom spend most of their time and money on things that help the competitive aspect of the game since that's what keeps the game alive for long after most other games have lost their luster. For example, Alpha 3 was kept alive not by World Tour mode, but by the fact that it was played in tournaments. And those who were keeping Alpha 3 alive were those who took time to learn V-ism and crouch cancel infinites.





I'm a total scrub but didn't V-ism inadvertantly kill Alpha 3's popularity as well?  It seems that the game is now pretty much a question of who builds meter and lands their CC first.  I'm not a fan of the hit and run style of gameplay that custom combos promote.  The problem seems to be that top players are usually quite adept at finding flaws in custom combo systems that developers aren't initially aware of often breaking the game completely.  Look how dominant Yun is in SFIII simply because of genei jin.

5 months ago  ::  Nov 07, 2009 - 12:55PM #1792
d3v
Posts: 4,417

Nov 7, 2009 -- 12:50PM, blueandwhite wrote:


Nov 7, 2009 -- 10:21AM, d3v wrote:


Personally, I'd rather Capcom spend most of their time and money on things that help the competitive aspect of the game since that's what keeps the game alive for long after most other games have lost their luster. For example, Alpha 3 was kept alive not by World Tour mode, but by the fact that it was played in tournaments. And those who were keeping Alpha 3 alive were those who took time to learn V-ism and crouch cancel infinites.





I'm a total scrub but didn't V-ism inadvertantly kill Alpha 3's popularity as well?  It seems that the game is now pretty much a question of who builds meter and lands their CC first.  I'm not a fan of the hit and run style of gameplay that custom combos promote.  The problem seems to be that top players are usually quite adept at finding flaws in custom combo systems that developers aren't initially aware of often breaking the game completely.  Look how dominant Yun is in SFIII simply because of genei jin.




V-ism didn't kill Alpha 3 competitively, in fact regular V-ism's weren't any worse then they were in Alpha 2. Crouch Cancels however are a different story, since they allowed you to do continue juggling even when the CC timer had run out.

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5 months ago  ::  Nov 07, 2009 - 1:56PM #1793
Evil Lion
Posts: 54

If World Tour Mode were implemented, you could potentiate your style of gameplay, there are many gamers who using the same char their fight style it's different, also WTM it's fun and could add something different to the typical game modes in a fight game.


The really hard decision is if you add on line or not, and if you do online how make it fair for everybody. Maybe if were online capcom could add rankins to specifics stats of upgrade, this way make sure you fight opponents to your same level, also can add the option to fight against chars with more ranking that your char and if you beat a char superior in ranking than yours you win more points to upgraade that normal matches or WTM gameplay.

5 months ago  ::  Nov 07, 2009 - 4:24PM #1794
SneakySnake_
Posts: 144

Nov 7, 2009 -- 2:49AM, DarthEnderX wrote:

Technically, it belongs here more than your previous post, since he's asking for a stage, and your asking for a character(that I agree on mind you), but this thread specifically says "besides new characters..."



i was actually talking about that art style and about how its more chaotic, makoto being there is just a coinky-dink 


 


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5 months ago  ::  Nov 07, 2009 - 4:24PM #1795
John
Posts: 865

Nov 7, 2009 -- 1:56PM, Evil Lion wrote:


 Maybe if were online capcom could add rankins to specifics stats of upgrade, this way make sure you fight opponents to your same level, also can add the option to fight against chars with more ranking that your char and if you beat a char superior in ranking than yours you win more points to upgraade that normal matches or WTM gameplay.




This is a good idea I personally liked fighting my friends that had higher level characters than me and most of the time I lower my handicap for more challenge it just allows you to see who the best player is pure and simple. It most likely wont happen this time around but that doesnt meant it wouldnt/shouldnt be included in the future. I know many people that loved world tour mode simply because it was something else to do it put a spin on regular fights and added challenge. Also SFA3 reigned supreme for tournament play for years because at the time it was the newest street fighter game the same reason why third strike started getting played at EVO and street fighter 4 is being played at SBO.

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5 months ago  ::  Nov 07, 2009 - 5:16PM #1796
Hatersball
Posts: 622

Ok I've had Tekken 6 since it came out and I just realized it has custom soundtrack option for PS3 O_o . Come on Capcom make it happen. Custom soundtrack for Super.

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5 months ago  ::  Nov 07, 2009 - 6:00PM #1797
kuroshimodo
Posts: 170

Nov 7, 2009 -- 4:24PM, John wrote:


Nov 7, 2009 -- 1:56PM, Evil Lion wrote:


 Maybe if were online capcom could add rankins to specifics stats of upgrade, this way make sure you fight opponents to your same level, also can add the option to fight against chars with more ranking that your char and if you beat a char superior in ranking than yours you win more points to upgraade that normal matches or WTM gameplay.




This is a good idea I personally liked fighting my friends that had higher level characters than me and most of the time I lower my handicap for more challenge it just allows you to see who the best player is pure and simple. It most likely wont happen this time around but that doesnt meant it wouldnt/shouldnt be included in the future. I know many people that loved world tour mode simply because it was something else to do it put a spin on regular fights and added challenge. Also SFA3 reigned supreme for tournament play for years because at the time it was the newest street fighter game the same reason why third strike started getting played at EVO and street fighter 4 is being played at SBO.




 


Sorry my reply is going to be short.


Combining world tour mode with online play would be a fun experience.  Since you could customize your own character, you can make it to where they are more like a berserker or more like a very defensive character.  Having a high strength level against a high defense level would be somewhat fair.  Being able to customize your stats for your playable character would be awesome.  On the flip side if they add a make a character function they could put in fighting styles for custom characters.  Since everyone wants a character that can use krav maga or savate or any other fighting style, character customization could make up for that.  Though fans may not like the concept that only custom characters can have these special fighting styles for they would want them to be applied to actual characters.  The aspects of fighting style could raise the bar for competitive game play.   

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5 months ago  ::  Nov 08, 2009 - 3:46AM #1798
John
Posts: 865

I was just playing a few different fighting games namely Garou mark of wolves and Marvel super heroes and I thought of something that Id like to see in SSFIV in the beginning of a round before announcer says fight allow for a little movement of characters no dashing to allow for some setup and pressure tactics. Also I think it would be a nice touch if rounds were interwoven so in the first round when your vitality gauge drops all the way you simply fall where you stand kneeling to the ground then you get up and the next round starts I think this would help matches flow faster Im kinda impatient. In the 2nd round/final round Id like to also see the incorporation of what I call light touch from SF3.


When I say light touch I mean when your last hit on the enemy is a light punch or kick/taunt that sends the enemy down in a dramatic way its O so satisfying to me. One more thing there should be a technique to cancel specials without having to use up your power meter something like you do the motions for a special and then press lp+lk which stops the action midway allowing you to use another special super or ultra right after Garou utilizes something like this. I think that would be nice just in case you want to save your power for more supers or EX specials instead of canceling. A simple counter system wouldnt hurt gameplay either like SFA3 forward HP+HK after block. They could make it cost a few bars on the super gauge or whatever but it a nice tactic that works really good in alpha.


I know there are focus attacks but with that you have to anticipate when your going to be attacked and press the corresponding buttons before the enemy hits you so that your focus attack will hit right after. Both ways are fine I just dont think it will hurt to offer counters as well. When your knocked to the ground you should have a few options like other fighting games like a roll recover also I was playing Waku Waku 7 for Neo Geo and in that game when your opponent is knocked down and your close enough you can perform a pounce attack on them where you jump up and quickly drop on them  but if they move out of the way it leaves you open to attack. If not something like that I think you should at least be able to deliver a strike or two to a downed opponent just a quick crouching LK or MK. The ability to do a quick sidestep would be alternative to blocking or jumping over fireballs as well as upping the anti in close quarter combat I saw this in CVS 2.


            

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5 months ago  ::  Nov 08, 2009 - 5:19AM #1799
d3v
Posts: 4,417

Nov 7, 2009 -- 6:00PM, kuroshimodo wrote:


Sorry my reply is going to be short.


Combining world tour mode with online play would be a fun experience.  Since you could customize your own character, you can make it to where they are more like a berserker or more like a very defensive character.  Having a high strength level against a high defense level would be somewhat fair.  Being able to customize your stats for your playable character would be awesome.  On the flip side if they add a make a character function they could put in fighting styles for custom characters.  Since everyone wants a character that can use krav maga or savate or any other fighting style, character customization could make up for that.  Though fans may not like the concept that only custom characters can have these special fighting styles for they would want them to be applied to actual characters.  The aspects of fighting style could raise the bar for competitive game play.   




First thing that's gonna happen when with that is that it's going to be banned from major tournaments out of the box. Same way Soul Cal IV in EVO only had the built in characters and default weapons. 


But really, the major arguments against this style of creation have already been presented in a previous thread


Nov 8, 2009 -- 3:46AM, John wrote:


I was just playing a few different fighting games namely Garou mark of wolves and Marvel super heroes and I thought of something that Id like to see in SSFIV in the beginning of a round before announcer says fight allow for a little movement of characters no dashing to allow for some setup and pressure tactics. Also I think it would be a nice touch if rounds were interwoven so in the first round when your vitality gauge drops all the way you simply fall where you stand kneeling to the ground then you get up and the next round starts I think this would help matches flow faster Im kinda impatient.




The second part is risky since if the winner of the first match is in an advantageous position, then the loser has less of a chance to recover.


Nov 8, 2009 -- 3:46AM, John wrote:


One more thing there should be a technique to cancel specials without having to use up your power meter something like you do the motions for a special and then press lp+lk which stops the action midway allowing you to use another special super or ultra right after Garou utilizes something like this. I think that would be nice just in case you want to save your power for more supers or EX specials instead of canceling. A simple counter system wouldnt hurt gameplay either like SFA3 forward HP+HK after block. They could make it cost a few bars on the super gauge or whatever but it a nice tactic that works really good in alpha.




The game is already heavily focused towards defense, this'll just make it worse since turtles now have more weapons in their arsenal.


Nov 8, 2009 -- 3:46AM, John wrote:


When your knocked to the ground you should have a few options like other fighting games like a roll recover also I was playing Waku Waku 7 for Neo Geo and in that game when your opponent is knocked down and your close enough you can perform a pounce attack on them where you jump up and quickly drop on them  but if they move out of the way it leaves you open to attack. If not something like that I think you should at least be able to deliver a strike or two to a downed opponent just a quick crouching LK or MK. The ability to do a quick sidestep would be alternative to blocking or jumping over fireballs as well as upping the anti in close quarter combat I saw this in CVS 2.




Focus to Dash is fine in terms of getting past fireballs as while it does protect you from fireballs, it still doesn't totally negate the projectiles ability to act as a setup. In other words, there's still some risk involved in that you can't just sit back all day and negate fireballs since if you keep dashing back you'll still die from white damage or if you dash forward, you can make yourself vulnerable to attack.

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5 months ago  ::  Nov 08, 2009 - 5:53AM #1800
John
Posts: 865

@ d3v 


I can tell you really like the game as is I just thought a few other options/mechanics wouldnt really hurt gameplay. When I was talking about interwoven fights It wasnt to have the loser of the first round at a disadvantage you would still be able to move around a little before the 2nd round began. I thought of it more as a way to force players to change up, have you ever played against someone with a heavy preference for either side of the screen? Well when you have interwoven fights that comfort is gone the battle continues and you start on whatever side you dropped at.


When I talked of having a counter system like SFA 3 it was because not all players are comfortable with the focus attacks and using them efficiently enough to set up good counters. The SFA3 counters are extra simple and easy to do. Capcom is always talking about reaching a casual audience and making the game more accessible I think that is one small way to do that. Also I said that if you were to use such a tactic there would be consequences to your super gauge or revenge gauge whatever so its not like it could be heavily abused. Players that turtle would still take chip damage and be easily thrown.


I dont think a side step would be such a bad idea especially when it comes to projectiles you still wouldnt be able to negate a shinku hadoken or multiple strike specials  its only like half a frame also the player thats throwing the projectile could easily set up the opponent thats side stepping by quickly closing the distance with a dash or two. Plus it would help keeping people off of you that like to close in and command throw or grab you. So why not increase the options focus dash if you want quick side step focus attack or counter it wouldnt hurt. Its not like I think these things will happen in SSFIV but I think it would make an awesome fighting game if you combined elements like that. Matter fact I posted a blog about it check it out if you have time and tell me what your fighting frankenstein would be.

PSN ID thevenomous1
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