In somewhat related news, why is the xbox version of cvs2 reviled? And does anyone know where I can get the source code or anything of that nature however these mugen people get it to fix the game to my liking?
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"SFIV isn't what I want," would have been more to the point. I love that it revitalized fighting games in 2009. I love that I've cobbled together my last joystick, too. But I'm eager to move on in 2013 and Capcom isn't.
The XB CvS2 is a lot different. Roll cancelling was removed and the ability to cancel specials into supers was added to P-Groove. There were a bunch of lesser, more prosaic tweaks to stuff like normal damage output and meter accumulation rate.
It's not a bad game by any means, but it's not CvS2.
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SF4 is awesome, even if it's not very good. I can't get anyone to play SF3 or Garou with me, but everyone will throw down in SF4.
I'll throw down in garou! Thought I'm not very good (I play rock =( )
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I love every single character in Garou.
SFIII never took off because Street Fighter Alpha exists and is actually fun. I love SF3TS, but New Generation is boring and Second Impact is merely a step in the right direction.
My biggest gripe is 3s has some of the most useless fireballs ever to hit a fighting game due to the parry system. Fireballs are alot of what makes a 2d fighter a 2d fighter.
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I wasn't having much luck finding info on throw break windows. The throw startup in SFxT was 7 frames (instead of 3 in SF4) which in turn increased the window, but I couldn't find info on post throw. Tekken, BB and P4A all have much larger windows.
I think I finally understand what you mean though. You just want to be able to punish people for trying to mindlessly cr tech, and the window is too large for that to be consistent (because they could inadvertently vary when they input that cr tech), correct? I can see now how lowering that window might have that affect, and I'm good with that.
I thought you were saying it was too long meaning it was too easy to see and react to throws.
John / JohnNiner / Niner
Yeah, it's exactly that. 10f is still too fast to react reliably. But I don't see why you need a throw break at all, I have never really gotten a satisfactory reasoning behind that. I guess if people want to make the game slower, put in a throw break. And I could see why that would be appealing to newer players.
3d games are a different beast, throws serve a difference purpose because they usually have a very robust mixup game, and throws have to be broken 1 of 3 ways. BB and P4A not only have much better mixups, but they also have very weird throws iirc (in bb i think you can throw midcombo for a reset?)
A throw is one part of a mixup game, except in SF4 on rushdown it is almost all of it. This is why, if your only option to open someone up is to throw, you better have a good throw or the game is going to seem sloooooow.
(SF2 and GGXX have 0f throws).
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