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Bring back the stun bar from 3s.
2 months ago  ::  Oct 12, 2009 - 10:55AM #21
Ruler Of Darkness
Posts: 455

Oct 11, 2009 -- 6:27AM, MixerProductions wrote:


I think they should bring back the Guard break bar from Alpha 3


 




That would be a good idea i think, it would encourage more tactical game play to know that if you block too much you will be open for attack.

2 months ago  ::  Oct 12, 2009 - 12:33PM #22
Tofma
Posts: 229

Oct 12, 2009 -- 1:30AM, d3v wrote:

Oct 11, 2009 -- 6:27AM, MixerProductions wrote:


I think they should bring back the Guard break bar from Alpha 3


 


That would be one new tool in the fight against these turtle ****




I agree as this is secretly a Sagat buff.


Also, Bison lk. Scissor spam and Rufus Dive Kick Spam.


 


Seriously though, want to fight against turtles, then buff throws and overheads instead of a guard meter.


this

exept for buffing throws

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I support a new or remixed darkstalkers as long as backbone isnt involved. THEY SUCK
2 months ago  ::  Oct 12, 2009 - 1:10PM #23
Majere613
Posts: 108

I'd certainly like stuns to work more like they do in SF3. My pet hate at the moment is when you land a combo that ends with a buffered-in super, but the special just before the super stuns them. A good example would be Ken's Jump RH, Fierce, Fierce DP/FB, Reppa. If the special stuns, the super whiffs completely (costing you the entire bar, ofc) and depending on the situation and how quickly the stun recovers, can leave you wasting the stun with a single hit of the super as they rise, or in extreme cases leave you in mid-air recovering from the super when they recover.


IIRC SF3 allowed combos to continue if they caused a stun, but at the very least the stun bar would let you know when to hold off on the super.

2 months ago  ::  Oct 12, 2009 - 1:40PM #24
supremebeing87
Posts: 351

Oct 11, 2009 -- 2:36AM, Hentai Tentacle Demon wrote:


Couldn't stun bars also work against you? Like if you're opponent knows that you're almost stun, then he'll make an extra effort to hit you 1 more time.


What would be cool though, if on the console/PC version, there was an option to turn it on or off.





Actually that's the entire point of the stun bar.


Oct 12, 2009 -- 1:10PM, Majere613 wrote:


I'd certainly like stuns to work more like they do in SF3.  If the special stuns, the super whiffs completely (costing you the entire bar, ofc) and depending on the situation and how quickly the stun recovers, can leave you wasting the stun with a single hit of the super as they rise.


IIRC SF3 allowed combos to continue if they caused a stun, but at the very least the stun bar would let you know when to hold off on the super.




I completely agree, that was my biggest gripe with SFIV, it's happened to me and a lot of people I play against online. I really wish they would return to the SFIII stun properties, even if there isn't a guage.


Oct 11, 2009 -- 6:27AM, MixerProductions wrote:


I think they should bring back the Guard break bar from Alpha 3


That would be one new tool in the fight against these turtle ****




That would be good too. Either one would be great.


I think if they brought back the guard crush from Alpha 3, then kept the stun the way it is just with the IIRC properties of 3rd Strike so that when they enter a dizzy moves don't whiff, it would be awesome!

Bring back Ibuki already! You know we want her!

We are all ready and waiting for a new Capcom Crossover Fighting Game with the SFIV treatment!

After all these years I'm still amazed at how many people don't know what buffering is.

You can't cook a truly delicious match if your main ingredient is SPAM!

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2 months ago  ::  Oct 12, 2009 - 3:00PM #25
Thamanator
Posts: 2078

After actually thinking about this I am going to have to agree with d3v.


It would actually be bad for this to be included.


Guard Break would be AWFUL. It would give a huge advantage to people with bigger block strings.


 


Add me to the list of people that don't want my buffered super being wasted because they got dizzied!


That is the one thing about this game that really rips my hide!!!

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2 months ago  ::  Oct 12, 2009 - 3:16PM #26
Ice Ice Baby
Posts: 525

it would be nice to see the return of the stun bar.

2 months ago  ::  Oct 12, 2009 - 3:26PM #27
blueandwhite
Posts: 668

Stun bar: yes!  Guard break: no!


The stun bar was actually pretty useful for both the attacker or the defender.  Knowing that you've almost stunned your opponent encourages rushing your opponent down.  Conversely, a player who is nearly dizzy may look to be a bit more careful over the next few seconds.  The bar itself doesn't really change the game itself beyond giving players a bit of useful knowledge.

2 months ago  ::  Oct 12, 2009 - 3:40PM #28
Zero Gundam
Posts: 3
I agree that a stun gauge would indeed be useful. Wasting a super because your opponent got stuned mid combo sucks. As for guard braking HELL NO! Focus Attacks already handle that.
2 months ago  ::  Oct 12, 2009 - 8:33PM #29
Tobias Reaper
Posts: 1398

I'm okay with or without a Stun meter, just as long as you get KNOCKED DOWN when dizzied.

Only scrubs think 3rd Strike is the best Street Fighter of all time.
2 months ago  ::  Oct 13, 2009 - 11:36PM #30
Hentai Tentacle Demon
Posts: 894

Oct 11, 2009 -- 2:09PM, DarthEnderX wrote:

Please explain to me in what situation your opponent ISN'T trying to hit you 1 more time?  When has anyone ever gone, "Well, I could hit that guy one more time, but I don't think he's gonna be stunned if I do it so it's not really worth the effort.  I'll just back off instead."



OK... how about this:


"Oh, he has a full Revenge/Rage meter now! I should turtle until it wears off."


or


"Oh! There's only 10 secs left! Why should I risk getting hit by a random super when I could just play keep away for the rest of the match."


 

http://www.myspace.com/hentaitentacledemon
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