I’m honukk btw. probably would lose to all of you.
everytime I try to join your lobby it says it’s full
also I can’t look up anyone on the rival search thing. is that the only way to find people? I feel like I’m in some kind of SFV purgatory.
man karin mirrors are fucking hilarious
if your punishes were better I think you’d beat me pretty clearly every time. you’re more solid
yeah I know my hands just do it because I know I suck and I’ll fuck it up lol
which is the same reason I never use vtrigger. saving it for combo extender but then missing literally every combo. hot shit.
so what LP do I have to get to before I fight something besides Ryus who spend the entire match jumping backwards
Karin mirrors forever \o/
Good games! I feel like a bunch of them would have gone the other way with just a slightly harder punish off of c.mp, c.mk. I really have to start alpha countering more.
Karin-Karin felt really ‘your turn/my turn’. Then there’s that weird mid distance where it’s suddenly just dancing around waiting for someone to come in.
Picked this up yesterday .‘nocode’ let’s have a fighting time
played a little bit of SFV last night with some local friends and enjoyed it more than i expected it to, considering how bad i am at traditional fightmans (minus the 30 second(!) loading times, half-hour set up time due to terrible controller support, bland aesthetics, and all the other usual complaints). zangief is more fun than ryu for someone who has very little idea of what they’re doing
i am still incapable of quarter-circling consistently because this isn’t a smash-like or divekick or lethal league. this is probably heretical but i really don’t understand why stick-motions for attacks need to exist when you have a six-button combinatorial to work with. that’s 720 possible inputs. jesus.
It’s worse if you’re in training mode waiting for online matches. Imagine a minute or so going into or out of it every time.
Joystick motions are just something you have to practice until they feel natural, and after a while, they totally do. Their original purpose was just to make stuff like fireballs “feel” special because they were more involved to deal with, but as the genre’s grown, developers and players have found more ways to work them into the “design” of things. This move requires you to hold forward while you’re doing it, so you can’t do it while backing up, while this move REQUIRES you to back up or sit still for a while before you can do it, etc.
I’m not a huge fan of six-button games, since usually a minority of those attacks become your go-tos either way. I like the 3-4 “main” buttons with one additional button for minor function model used in Guilty Gear, etc.
Anyway, it all comes down to what you’re used to. I find Smash extremely difficult to play because of the analog stick movement. I know when you’re used to it, it’ll allow for a lot of precision in exactly how you move around the map, but I’m an old man and I don’t see why digital input with double-taps isn’t an option.
That was fun! I’m happy our connection wasn’t that bad considering I’m stuck on Wi-Fi.
But is is! You just have to play with a Wiimote. Then you’ll understand.
I find it weird that we could possibly be living in a world where KOF XIV could get tons of positive buzz if it included an arcade mode (or: I don’t understand the the SFV backlash, I mean I do, but seriously people, I don’t get what motivates gamers anymore)
what backlash
about what
it’s pretty cool that people can ragequit in this game without losing LP and without you gaining any. what is this, 2001?
especially cool when you’re gonna rank up but the dude plug pulls, then you get him next match and he wins and ranks up instead. great system.
ayyyy and then of course after this happens I tilt off the face of the earth and lose like ten straight. finally beat some scrub cammy only–wait, is that another ragequit? and no LP? why yes it is!
done with this shit for a while.
[quote=“creep, post:160, topic:190, full:true”]
what backlashabout what
[/quote]SFV being released effectively unfinished for $60. To clarify for folks who haven’t been following: full story mode, combo challenges, 8-player lobbies, matchmaking that works, and other features that modern fighting games are just expected to launch with aren’t in SFV, and Capcom is promising they’ll be added over the next few months.
I’m enjoying the game a lot playing locally with friends but yeah I think I’m gonna wait until things have settled down a bit.
I’m starting to wonder if the story mode is only as long as it is because otherwise your Dual Shock 4 will go idle and players with PS3 sticks would just suddenly disconnect
The Saturn port is a still a better port though, despite missing the world tour mode stuff (though it does contain the same console added characters). PSX version was surprisingly solid (especially in comparison to the other CPS-2 games), but still has significant animation cuts and smaller sprites, and longer load times than the Saturn version. Saturn version even looks better on a CRT than the up-rezzed 480p port on the PS2 Anthology (which is otherwise an excellent port). Sound on the Saturn port is sliiightly tinny is really the only knock on it from a technical level.
DC version is based on the Naomi “Upper” revision and not the original CPS-2 release. The weird resolution/sprite scaling always made the game feel a little “off” to me in a bad way, and they made some move priority changes in an effort to “fix” V-ism.
Now, the PSP release is a teriffic port and even has the 4 additional characters (Maki, Eagle, Yun, Ingrid). But there’s that whole controller issue. Plays great on Vita which even has a nice d-pad, but I can’t really cope with 4 face buttons and two imprecise shoulder buttons.
Gross. I hate F.A.N.G. I’m also having less fun with Karin than I expected to. But it’s kinda cool to see such different opinions. Personally, I’ve been enjoying Laura and Rashid the most (one/both of them will prob be my mains to replace my allegiance to Rose in the SF4 games), and R.Mika’s not bad.
Yeah, I’d believe that, considering the quality of the SFA2 port that I actually do own today. If I somehow could have owned a Saturn and a Playstation as a kid, I probably would have had both versions SFA 3 too! I was lucky to be able to get the PSX version as a birthday present.
Speaking of lousy CPS-2 ports, does anyone else have a weird nostalgia for the lousy, somehow-they-made-it-work port of SFA 2 on the SNES? I rented that from the video store many more times than I should have.
Played that shit out of that SNES A2, load time at the start of rounds and all.
Is it wrong to want them to keep some characters out of 5 just for the sake of mixing it up, or does everyone want their main? Could do with a break from Sagat, Akuma, Blanka, and a few others.
having a hard time feeling this sentiment considering how much 5 seems open to reinterpreting classic characters. also there’s definitely room for sagat in a game that’s not throwing much of a bone toward folks who enjoy zoning.
that said, for the same reason, I’m not particularly attached to any potential returning character because there’s no reason to expect them to play anything like they have in the past anyway