Character model and overall visuals looks purdy gae.
@#1 Your exactly right about SSIV being a Shell fest.... Initially when I first seen this I wasn't all that impressed but I've learned to just let the cards fall where they may and see what happens from there... I'm WAY more excited for AE though.
@2
its the same models from sf4, so im assuming u think those are terrible too?? I dont like them either, mvc3 models are worlds better, but i could live with terrible models aslong as the gameplay is there.
@5
AE is a turtle fest too. Unless sfxtekken actually fixs the turtle mechanics it will be the same as sf4 and in reality u dont need to change much in the sf4 engine.
1)Get rid of shortcuts
2)shrink the stage some(in previous sf titles jumping back 2-3 times from start was the corner)
3)backdashing has no inv frames(it gives u an airbourne state to get away from throws only)
4)focus attacks on wake up DO NOT absorb hits(u need to be fully standing to get armor)
5)teching throws requires u to stand(i would like to see holds return aswell)
simple things like that bring alot of offense.
@6
I dont think the terrible model thing that #2 mentioned (dont agree with #2 BTW) will be a problem. From what it seems from the video here, I'm assuming that the game models will still have to be polished once gameplay and balancing are near completion. This current form of the game seems to be quite a good way to show off potential but I dont think this is going to be the final look of the game.
Personally, i think that the models look both better and worse from SF4. There are slight improvements in design but they seem rather low quality for now, kind of like setting it on low/medium char model detail setting on the PC. Additionally, if you watch all the videos that show the other characters, especially one that features Guile being pushed into the corner, character expressions, model animation and the like have been vastly improved from SF4/SSF4.
That said, I am looking forward to both versions of the game, though I think that as a long-time SF fan, this will be my 'definitive' version.
@chickenwings
i agree with everything apart from 4, i love my focus
Juggle system looks promising, but I don't like the fact that it will have have links like in SF4. Some SF3 characters would be epic, but they picked gay Abel :\
Also, no Blanka teaser images Ono? Straight away with trailer and gameplay... I am disappoint in your trolling :\
@7
smart stuff bro. I still like SSF4 in general though, but it's far from perfect especially if you're the offensive type of player. I hate watching ibukis, Guys, and Sakuras getting blown up by headbutts (both rog and honda) after so much hard work.
@8
porportions are terrible on the sf4 models. Compare them to mvc3. Take chun or crimson viper and compare them in both games. Theres no contest.
this is going to sound weird, but im glad ono trolls...a little...i mean, i wish harada would post alittle info to, even if its teasing i would like something to hold me over till big info hits ya know :/ , but im so hyped for this game that im not even worried about that right now, i cant wait to see the end product :D
@7: removing shortcuts would do nothing. Removing backdash invincibility would only make characters without a good reversal even worse. I've never seen anyone do a focus attack on wake-up...
However, standing to tech is not only a good idea, it also seem to already be in SFxTK (On some pics of moveset cards you could see that the input to tech throws was B/F+LP+LK).
@6
I think there's more of a problem with how they're stylized. They're applying a lot more shadows to the models. Which to be honest, makes it more similar to MvC3.
@10
"What he says is that they have their "eyes cast on a much wider range, on the entire Street Fighter universe." We may even see some familiar, yet somewhat forgotten face: "There's certain characters that haven't appeared in a while or at all, and the people have been requesting them for years. We're going to do our best to get as many of those characters in, as well.""
There's still plenty of chances of characters from outside of the IV gameset to appear in SFxT.
You guys seriously need to listen to one of jeff schaefer's talks about turtling. It's a legitimate strategy that's getting destroyed by the current crybaby generation of Street Fighter.
I'm all for a more offensive game but most of the time it just seems people want to take the defensive aspect of Street Fighter out all together.
SSF4 AE is very offensive. The problem is that offense in the SF4 series is very unrewarding, risky, and just not very fun. Baiting is a huge aspect of offense in the SF4 series due to most characters having fully invincible reversals AND backdashes. The nearly non-existant blockstrings don't help either and make offense very scripted with only a very small amount of good strings you can do when up close. Either way...
People who don't like the defensive aspect of SF and call everything "spamming" will never get good at SF. Hopefully SF X T is offensive but at the same time makes it a little more interesting while keeping the other playstyles intact.
*sniffs* Ken's Alpha 3 Ultra! I so wanted that in SSFIV! :(
@Flawless.
Finally! Someone who gets it. Chess needs both defense and offense and just because, I'm assuming, SFIII didn't understand how to balance that its fans preach turtling. Well, turtling has had a downside since the world warrior days, chip and throw.
I don't like fighting Balrog anymore than anyone else but it's other aspects of his character that make his turtling so good, not the fact that he can block.
@7
Those are terrible ideas. No one focuses on get up, stop with bashing shortcuts they're not some horrible degeneration. It makes you look nostalgic at best. Not everyone has a TE and blocking a reversal isn't rocket science. The inputs are forgiving to make the strategy the point.
@15
Removing shortcuts DOES effect gameplay, ill explain how by compareing older games, mainly super turbo(ill try to keep it short, i doubt i can).
In super turbo the strict inputs/small reversal window makes things like meaties and tick throws worth goin for. In a situation where the attacker scores a knock down he has alot of options and alot of those options directionly challenge the defenders ability to guess and execute properly. In sf4, u can mash dp's/option selects with a low risk of gets punished for it and with some ex bar mashing the dp's become not only safe, they will stop kill the attackers flow(giving u the space u wanted anyway) and can also lead into an ultra combo. ANd please dont kid urself and think "Scrubs" mash because we have tons of vids of diago mashing, and he mashs cause he understands that mashing is in his favor.
lets say its bison vs ryu in super turbo. Lets say bison is attacking ryu on wake up. Now bison goes meatie low forward, in this situation 1 of 3 will happen, ryu will get hit leading to a combo or a possible throw mix up, ryu will block which can still lead to a throw mix up, ryu can reversal and get out of the pressure. Again i'd like to stress that the throw mix ups need to be defended against properly, if ryu is siting there mashing dps he will most likely get hit or thrown since his timeing to get the reversal 99% wont sync up with bisons throw OR bison will hit ryu out of his standing forward direction. ANd lets also not forget that bison can bait the dp and punish it still.
In sf4 bison attacking ryu on wakeup its a different story. Instead of testing the ryus execution i spend most of my time baiting him to mash a reversal. ANd this happens not only on wake up but for most of the match. Being in the middle of a combo and stoping mid combo for a throw is almost a bad idea on a dp character since mashing dps during the combo is a win win. If i drop the combo u get a free reversal, if i go for a throw u get a free reversal and again with ex meter that translates into an ultra OR a safe dp that stops my pressure. Another thing that the shortcut does is increase the likely hood of a auto corrected dp. Lets not get it confused, auto correct is in older sf games, the thing is u see them ALOT less since the dp needs to go to either the right or the left,but when ur mashing the corners of the stick a dp will come out regardless.
THis is too long lol.
Simple solution, Ono wants casuals to have a better chance at doin moves, do wat mvc3 did. Add a simple mode and normal mode and allow lobbies to disable it.
@15
also character with bad reversals are supposed to be that way. Its part of there design. u still have ex moves to give u more then enough inv frames. I remember seeing Ae changes to alot of characters back dash so they know something is wrong with them. U cant tell me that backdashing out of meaties doesnt kill offense.
@19
jeff schaefer played sf2. that game didnt give the defender any help. and dont forget he used to trap people with blanka in the corner. no mashing dps or option selects will get u out of that.
@23
So because i want u to do a real dragon punch im "nostalgic"? ANd last i checked people have been doin dp's on pad for years so that whole stick excuse doesnt hold water. the input for a dp has been the same until sf4 came out and lets be honest if it was that hard to do it would have been changed in like 93. ANd YES people focus on wake up, or are u seriously trying to tell me u never seen someone focus backdash on wake up? Giveing people free reversals takes away from strategy, i already explained how it slows down gameplay and gives too much advantage to the masher.
@Chickenwings
All you explained is that if the everyone could execute the move 100 percent of the time, you would have to switch from offensive to defensive mode. SO? That's great. Why do you want to win through your opponents missed inputs?
When you score a touchdown, the other team gets another offensive chance. In shooters they re-spawn somewhere away from you. A reversal is just that, a reversal. It gives you a chance, but it's still susceptible to mind games, cross ups and reclaiming better ground (Ryu standing mid-screen).
Fighting game fans are the only gamers who want bad controls and that is terrible and elitist and it hurts the scene from getting popular.
@ unless they give tekken characters there 10 hit comboes and at least half of there combos in t6. and base the game of that kind of game play. then sfxtk is going to be another turtle snooze feast title. u r right about the shortcuts and the stages. the game is so slow and boring. if u rushdown, its easier to lose than win.
its gonna be funny to see people run with ken and ryu and shot firebals the whole match and own tk characters. this game will fail.
@28
Nobody has 100% inputs. NOBODY. That means what??? U can go for the gamble. And u still havent explained to me why mashing during my offense whether it be combos/throw setups/etc should benefit the masher. Theres no risk to it(if u do it right) and i have to play to counter the mash which takes away from the strategy since now i have to allow u to do something and with ex bar its super safe.
To use ur football example, it would be like haveing to allow the runningback to reach the line of scrimmage for every hand off. It makes the ground game retarded safe and a good back will almost never touch the ball for negative yards. THis forces the linebackers/d line to play the run hard to control it and that opens up everything else for the offense.
I dont see how wanting tight controls like older sf games is being an elitist, thats how it always was. If they want to change the motion then they need to change the properties of the move. A good example of this would be guiles sonic boom being a motion, that would be ridiculous since the move was designed to work from a charge, same goes for the dp. The input is something u cant mash, thats why the move has overall the best properties in the game, and thats why the short cut for it is stupid.
I'm so damn tired of SF4 looking graphics. They need to leave that garbage with the stupid SF4 series and move the hell on. Freakin graphics engine is for 13 year olds.
Otherwise the gameplay is looking interesting. It'd be real nice if this game played something like 3rd Strike. I wonder what kind of n00b friendly crutches they'll put in this game to ghey it up.
More agressive??? thats exactly what i want to hear.
But then again i remember when they said ssf4 was gonna be more offensive and it was the same turtle fest sf4 was.
Idk what to think.