This isn't Guilty Gear/BlazBlue, Street Fighter has always been about fundamentals, strategy, mindgames and yomi, e.g. Sirlin winning ECC4's Alpha 2 tournament using Rose' low strong, Tomo Ohira winning using only Guile's jab.
Of course it isn't Guilty Gear/Blazblue hence the name...Street Fighter and what I'm saying IS to add a NEW dimension in strategy, I'm afraid you misunderstood...
My point still stands, this isn't a game about massive combos, but fundamentals. It's about efficient play over showboating, damage scaling encourages this since you're always looking for the most efficient combos, i.e. those that do the most damage for the least amount of hits. This makes SF so much more about yomi, that is reading the mind of your opponent than simple abare or turning random hits into big damage.
First of all I'm talking about combining combos and strategy with efficiency NOT going in like an idiot and going crazy! I agree with you on that SF is about efficiency (although mine is a different kind of understanding), but whether it is about showboating or not is another matter entirely, Street Fighter is for everyone showboaters or strategists alike (that is my opinion) it is all dependant on your perception...that is why characters like Ken are there so you can differ from the strategic serious Ryu to the more casual showboating Ken but at the same time strategy can be used as well as showboating with both players, that is the beauty of it. Your view on efficiency and fundamentals is flawed because most people don't play like that, they will just jump and HK and crouch HK and POOF! 1/6 of your energy has vanished and now YOU efficiently make the right steps/dashes reading your opponents mind etc. Slowly finding an opening and when you do you string a decent combo and you find that, "HANG ON! I just took the same damage as his two kicks???" and therein lies the problem...skilled players should be seperated from the not so skilled players. OK, maybe it's funny sometimes when you're with your mates and you get done in by a routine once loss but it gets old, fast.
"This makes SF so much more about yomi, that is reading the mind of your opponent than simple abare or turning random hits into big damage."
Really? Random hits? j.HK, c.LP, c.LP, H.P, Hard Shoryuken, FADC into Metsu Hadouken. < Those are random hits? That my friend is takes a certain level of SKILL. Everyone can strategise but to strategise and combine skill is a recipe for greatness (my point all along has been to combine the 2 not seperate them), this is why the ultra system I speak of can allow players to BOTH Strategise and Showboat at the same time and if you're new then you just use one Ultra and consume both gauges. In a nutshell: In SSFIV you can showboat and still be efficient/strategic at the same time therefore taking more damage as a reward for the combination of mastery of both.
Over time I have seen this series grow and adapt into many different forms and styles. Some ideas were perhaps better than others, but capcom has always understood it needs to stay true to the fundemental concepts of it series, but at the same time knows that experimentation and exploration are imperative in order for the series to evolve. If you told me SFIV would utilize 3d graphics on a 2-d plane 5 years ago, I would have laughed at even the thought of the notion. Yet here we are today with a totally new 2.5d presentation, but a classically core style of gameplay with fighting game mechanics refined over 20 years.
As SSIV dawns upon us it is safe to say we will see the SSIV engine refreshed with new characters, settings, and tweaks to game play mechanics. This is good, and honestly what is expected for a new and upcoming release to immediately follow SFIV. However SFV Should be a very different story.
While there are many aspects I love about the SFIV, I can not help but think that the pinnacle of Street Fighter came in the form of SFIII (preferably 2nd Impact). I believe with todays technology and software programing abilities, Capcom could take the fluid fighting mechanics of SFIII and blend the heavy Focus of cautious strategy the SF II and IV are structured. This way the gameplay can still utilize the virtuosity of SFIII flowing combo system, but retain the intricate strategy of SF II and IV's caution to always be mindful of every one of your actions. Now if I am only to speak about the presentation for SFV, I might insist on a excellently, lively drawn 2d art style, that I believe SFIII was just begining to tap into and Tatsonoku Vs Capcom is approaching.
I'd prefer if it was random to start on the left or right side before a match, instead of always starting on the right side if youre the second player.
It would be nice if you didn't have to reselect to search for a fight when you don't find a match the first time.
Make it so that you have the options to rematch or change characters after a fight online as you do in vs.
Give examples of how to preform the trials with inputs shown.
This isn't Guilty Gear/BlazBlue, Street Fighter has always been about fundamentals, strategy, mindgames and yomi, e.g. Sirlin winning ECC4's Alpha 2 tournament using Rose' low strong, Tomo Ohira winning using only Guile's jab.
Of course it isn't Guilty Gear/Blazblue hence the name...Street Fighter and what I'm saying IS to add a NEW dimension in strategy, I'm afraid you misunderstood...
My point still stands, this isn't a game about massive combos, but fundamentals. It's about efficient play over showboating, damage scaling encourages this since you're always looking for the most efficient combos, i.e. those that do the most damage for the least amount of hits. This makes SF so much more about yomi, that is reading the mind of your opponent than simple abare or turning random hits into big damage.
First of all I'm talking about combining combos and strategy with efficiency NOT going in like an idiot and going crazy! I agree with you on that SF is about efficiency (although mine is a different kind of understanding), but whether it is about showboating or not is another matter entirely, Street Fighter is for everyone showboaters or strategists alike (that is my opinion) it is all dependant on your perception...that is why characters like Ken are there so you can differ from the strategic serious Ryu to the more casual showboating Ken but at the same time strategy can be used as well as showboating with both players, that is the beauty of it. Your view on efficiency and fundamentals is flawed because most people don't play like that, they will just jump and HK and crouch HK and POOF! 1/6 of your energy has vanished and now YOU efficiently make the right steps/dashes reading your opponents mind etc. Slowly finding an opening and when you do you string a decent combo and you find that, "HANG ON! I just took the same damage as his two kicks???" and therein lies the problem...skilled players should be seperated from the not so skilled players. OK, maybe it's funny sometimes when you're with your mates and you get done in by a routine once loss but it gets old, fast.
"This makes SF so much more about yomi, that is reading the mind of your opponent than simple abare or turning random hits into big damage."
Really? Random hits? j.HK, c.LP, c.LP, H.P, Hard Shoryuken, FADC into Metsu Hadouken. < Those are random hits? That my friend is takes a certain level of SKILL. Everyone can strategise but to strategise and combine skill is a recipe for greatness (my point all along has been to combine the 2 not seperate them), this is why the ultra system I speak of can allow players to BOTH Strategise and Showboat at the same time and if you're new then you just use one Ultra and consume both gauges. In a nutshell: In SSFIV you can showboat and still be efficient/strategic at the same time therefore taking more damage as a reward for the combination of mastery of both.
Combos alone aren't a true measure of "skill," in fact, if you've read Sirlin's book, combos are usually the scrubs definition of skill.
The scrub has still more crutches. He talks a great deal about “skill” and how he has skill whereas other players—very much including the ones who beat him flat out—do not have skill. The confusion here is what “skill” actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is a sequence of moves that is unblockable if the first move hits.
But tell me this, who's the better player, the guy who pulls off "skill moves" and combos, or the guy who uses simple pokes and repeat throws to beat him. Skill in this game, or any SF is not about pulling off difficult moves/comboes/etc. as Sirlin once said "Play to win, not to do ‘difficult moves."
I support a new (or remixed) Darkstalkers game! http://is.gd/2iSgG
My fighting game blog. http://comboaddict.blogspot.com/
This isn't Guilty Gear/BlazBlue, Street Fighter has always been about fundamentals, strategy, mindgames and yomi, e.g. Sirlin winning ECC4's Alpha 2 tournament using Rose' low strong, Tomo Ohira winning using only Guile's jab.
Of course it isn't Guilty Gear/Blazblue hence the name...Street Fighter and what I'm saying IS to add a NEW dimension in strategy, I'm afraid you misunderstood...
My point still stands, this isn't a game about massive combos, but fundamentals. It's about efficient play over showboating, damage scaling encourages this since you're always looking for the most efficient combos, i.e. those that do the most damage for the least amount of hits. This makes SF so much more about yomi, that is reading the mind of your opponent than simple abare or turning random hits into big damage.
First of all I'm talking about combining combos and strategy with efficiency NOT going in like an idiot and going crazy! I agree with you on that SF is about efficiency (although mine is a different kind of understanding), but whether it is about showboating or not is another matter entirely, Street Fighter is for everyone showboaters or strategists alike (that is my opinion) it is all dependant on your perception...that is why characters like Ken are there so you can differ from the strategic serious Ryu to the more casual showboating Ken but at the same time strategy can be used as well as showboating with both players, that is the beauty of it. Your view on efficiency and fundamentals is flawed because most people don't play like that, they will just jump and HK and crouch HK and POOF! 1/6 of your energy has vanished and now YOU efficiently make the right steps/dashes reading your opponents mind etc. Slowly finding an opening and when you do you string a decent combo and you find that, "HANG ON! I just took the same damage as his two kicks???" and therein lies the problem...skilled players should be seperated from the not so skilled players. OK, maybe it's funny sometimes when you're with your mates and you get done in by a routine once loss but it gets old, fast.
"This makes SF so much more about yomi, that is reading the mind of your opponent than simple abare or turning random hits into big damage."
Really? Random hits? j.HK, c.LP, c.LP, H.P, Hard Shoryuken, FADC into Metsu Hadouken. < Those are random hits? That my friend is takes a certain level of SKILL. Everyone can strategise but to strategise and combine skill is a recipe for greatness (my point all along has been to combine the 2 not seperate them), this is why the ultra system I speak of can allow players to BOTH Strategise and Showboat at the same time and if you're new then you just use one Ultra and consume both gauges. In a nutshell: In SSFIV you can showboat and still be efficient/strategic at the same time therefore taking more damage as a reward for the combination of mastery of both.
Combos alone aren't a true measure of "skill," in fact, if you've read Sirlin's book, combos are usually the scrubs definition of skill.
The scrub has still more crutches. He talks a great deal about “skill” and how he has skill whereas other players—very much including the ones who beat him flat out—do not have skill. The confusion here is what “skill” actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is a sequence of moves that is unblockable if the first move hits.
But tell me this, who's the better player, the guy who pulls off "skill moves" and combos, or the guy who uses simple pokes and repeat throws to beat him. Skill in this game, or any SF is not about pulling off difficult moves/comboes/etc. as Sirlin once said "Play to win, not to do ‘difficult moves."
My answer to the above = NEITHER. I get the impression this debate is getting us nowhere...everytime you reply you just seem to be repeating what I was trying to say in my previous post in your own way. My idea of SF is this, a player who uses combos and flashiness to win lacks skill and so does a player that sits back and fights strategically...for me, SKILL is the use of both execution and strategy basically being able to combine both in a fight and coming out victorious like Daigo Umehara, those players are great.
I like how tekken has a bunch of extra modes. I want to see "Cooking Challenge Mode" in SSF4. El Fuerte can realize his true potential. E. Honda can see how his Chanko Stew holds up to the competition. Sagat, will burn you up with his spicy yet delecately balanced Thai cooking... This thing writes itself.
I like how tekken has a bunch of extra modes. I want to see "Cooking Challenge Mode" in SSF4. El Fuerte can realize his true potential. E. Honda can see how his Chanko Stew holds up to the competition. Sagat, will burn you up with his spicy yet delecately balanced Thai cooking... This thing writes itself.
not on the first page of threads but second i have a minigames thread www.capcom-unity.com/street_fighter/go/t... if you have any other no matter what tehy are post em there
Add more modes to the game like customizable characters using points in battles to buy new gear. Bring back dramatic battle. Lots of stages at least 3 per character and a day/night version of the same stage is still only one stage.
Here are some super/ultras that I think would be cool to think of instead of some boring supers/ultras that are in game (i.e. ryu having a fireball as a super & ultra kinda lazy capcom.)
First lets not forget that all ultras/supers build off of the original special move set. But there are some characters that have that exception such as Gouken and Akuma. With that being said:
Ryu new ultra should be a combo attack that ends with a hurricane kick. Also bring back his reverse step in kick special from SF3.
Ken could have another combo ultra that ends with a rolling air throw for flashiness.
Guile could use Charlie's combo attack that ends with an insanely fast sonic boom for some good damage knocking the opponent on the other side of the screen.
Akuma should just get his arieal chop thing back. Yeah it would be a super cheese move online but whatever. He was meant to be a super cheese player because he is evil.
Balrog could steal one of Dudley's supers for SF3 and make a joke about it in his victory comment since he is a dirty fighter. Or throw a rose after the combo
Bison could start a scissor kick combo ending in a mind controlled CammyJuli/Juni finisher. During the Cammy/Juli/Juni portions he would teleport out of the combo and hover high above the ground laughing with his arms crossed.
Dan could copy Sagats Tiger Destroyer into his own version and call it the Sagat Destroyer since Sagat killed his dad. He has to scream out "Sagat Destroyer" though when doing the move.
That's all I can think of right off the top of my head. Please capcom do something awesome with the new ultras/supers. Give us a reason to use them other then they may be stronger then the other old one's.