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General Forums Super Street Fight.. Discussion: Should SSFIV be slightly faster...
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Discussion: Should SSFIV be slightly faster than SFIV?
3 weeks ago  ::  Nov 05, 2009 - 8:41AM #21
Martina Hingis
Posts: 300

Nov 5, 2009 -- 8:10AM, ThatDarnGuy wrote:


But that's what makes Dan Awesome!!
It would be good if the super taunt did a little damage though even just a little




yeah, agreee.

Location: Prague, Czech Republic
PC GT: Hingis Martina
Ranked 20 in Arcade mode (and first 10 are cheaters)

Please CAPCOM, release SUPER STREET FIGHTER IV, for PC.
And.... please make a NEW FINAL FIGHT game in SFIV engine and graphics.
3 weeks ago  ::  Nov 05, 2009 - 9:39AM #22
skizomaniak
Posts: 274

I don't see any reason to up the speed. People who want it to be just like ST... play ST. It's available on the same consoles that SFIV is.

3 weeks ago  ::  Nov 05, 2009 - 2:56PM #23
Cody
Posts: 933

SFIV is slow.


Yes, SSFIV should be slightly faster. Like any good upgrade SF game.

3 weeks ago  ::  Nov 05, 2009 - 3:02PM #24
Rock
Posts: 2741

The only thing I can think of that needs to have it's speed adjusted is jumping. You jump insanely fast, but if you get hit out of the air, for some reason you float super-slow?

3 weeks ago  ::  Nov 05, 2009 - 3:28PM #25
Nacor
Posts: 358

Nov 5, 2009 -- 7:27AM, TongariDan (o'-')o wrote:


Nov 5, 2009 -- 6:50AM, Nacor wrote:


Nov 5, 2009 -- 6:33AM, Viewtiful-Gek wrote:


Actual speed is correct


 


Yet actually some of the most complicated combos are really hard to put in a real fight,increase the sped and all turn into a retard jump+K crouch+K party




mm... i dont main Viper (and still havent tryed to complete her trials) so i dont exactly know how would it affect her combos, but for the rest of the cast... the difficult is not really in the time window; it is more a timing issue.


lot of combos and cancels are screwed because in fact we press the buttons too fast!


but as i said, im not sure how would it work.




This is not true.  A number of combos are 1-frame links.  You only have one frame to press the button and have it combo.  Doing it too fast or too slow both fail and are equally as likely.  In fact I find the opposite is usually true.  You usually need to hit the button almost before your character is even reverting to a neutral stance.


Anyway, doing these combos at this speed are hard enough and many pro players use advanced methods just to be able to get them with any consistency.  Upping the speed would make these combos even harder and upping the necessary reaction time on an already difficult to time combo seems... unnecessary.




mm... i disagree, but maybe im wrong.


if all moves are faster (less total frames per move), hit stun and block stun animations would be also faster (less frames), so all the links would stay the same. The only thing that would change is the time between button presses.


in a faster SSFIV, you will have to "wait" less time between the first button press and the following one in any link, 1 frame links included.


this would only be a problem in links that already are performed in a fast button press sequence, but i cant think about anyone right now...


maybe the 1 frame links between jabs that some chars have (for example my main Rose has a 1 frame link jab combo)... but still, im almost sure these combos can be performed faster without problems.


about cancel into special combos... mm... well, some would be harder because the time window to cancel a move with an special would be shorter. This could be problematic for some chars when canceling jabs into specials (for example Fei jab cancel into rekka-ken), but still, i think most players would adapt without too much trouble.


... just saying...

3 weeks ago  ::  Nov 05, 2009 - 3:36PM #26
Scarecrow
Posts: 6887

Nov 5, 2009 -- 9:39AM, skizomaniak wrote:


I don't see any reason to up the speed. People who want it to be just like ST... play ST. It's available on the same consoles that SFIV is.




My thoughts exactly

"Once she was wonderful
Once she was fine
Once she was beautiful"
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3 weeks ago  ::  Nov 05, 2009 - 4:06PM #27
curbs
Posts: 1324

ssfiv should not speed up the game in any single way. The game is actually built around the speed it runs at if you look closely - most actions are slow, but the jumps are as quick as they were in st. Speeding them up further would likely lead to anti-airing issues.


Also, throwing is built around the running speed. It has the same system as was in sfiii with a little more range, and executing a throw is more difficult than it has ever been. st's throws worked because they were simple to do, but speeding up the game only makes it tougher. On a lesser note it makes certain types of turtles stronger.


Even if these cons weren't there, there's no real incentive to speed things up - only that it makes things harder to do, which sfiv has thrown itself against. It's a lame hook to buy a game for, and there's no strong reason to implement it.


Nov 5, 2009 -- 3:02PM, Rock wrote:


The only thing I can think of that needs to have it's speed adjusted is jumping. You jump insanely fast, but if you get hit out of the air, for some reason you float super-slow?




It's to make juggling and combos that use it universal. Looking at the frame data on Eventhubs, different characters have different jump times, Dhalsim and Blanka being at either end of the spectrum.

3 weeks ago  ::  Nov 05, 2009 - 6:01PM #28
Psycho-Shot26
Posts: 595

The speed is fine just the way it is.The team should focus more on balancing out the game.

3 weeks ago  ::  Nov 05, 2009 - 7:00PM #29
TongariDan (o'-')o
Posts: 3993

Nacor: There are some link combos that need to come out quick in order to be pulled off, because you need all the frame advantage you can get from the early part of the combo to be able to connect everything you can onto the end.  Some block strings as well require tough timing or the opponent can just SRK out of it (if you've ever been crouch jabbing against someone and been SRK'ed right in the middle, that's what happened).


Not to mention how hard it would make combos with complicated motions like going from normals straight into supers, some of C Viper's jump cancel/ special cancel stuff, Fuerte's run infinite (or any of his run combos), Gen's standing MK to hands combos, repeated low to the ground EX mid-air kick specials with Cammy, Kara cancelling normals into Akuma's Ultra...


Really any high-level technique that requires quick inputs would require even quicker inputs.  All I'm saying.


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3 weeks ago  ::  Nov 05, 2009 - 7:17PM #30
WestSideG
Posts: 135

thats one reason why i prefer 3rd this game is way to slow

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