Re: RE:

  • From: Stephen Scheidel <gieroadsteve@xxxxxxxxx>
  • To: "cpt-fgc@xxxxxxxxxxxxx" <cpt-fgc@xxxxxxxxxxxxx>
  • Date: Wed, 9 Dec 2015 15:11:46 +0200

I'm dropping words like LB drops combos.

On Wednesday, 9 December 2015, Stephen Scheidel <gieroadsteve@xxxxxxxxx>
wrote:

Capcom did say they want to cater to new players as well as the pro's.
None of us are new or pro so I think they are kindly telling how little we
matter.


On Wednesday, 9 December 2015, Ilitirit Sama <ilitirit@xxxxxxxxx
<javascript:_e(%7B%7D,'cvml','ilitirit@xxxxxxxxx');>> wrote:

I think the game will have enough testing. I just don't think they don't
really know which direction they want to take the game in.

First they were boasting about the high damage and stun. Combos now do
less average on damage than they do in SFIV. Stun was also reduced
dramatically. No comeback mechanics? Except that's exactly how V-Triggers
turned out initially. Who would have thought that giving people moves that
built meter for "free" in some matchups led to boring and stale gameplay?
Did they not learn from Sean mirror matches in SF3:2nd Impact? How do they
fix that? By making V-Skills build between 1/8th and 1/12th of the meter
they originally did, which of course meant that the best way to build
V-Gauge was... to get hit by the opponent -_- So they made Crush Counters
build more V-Gauge. But that still didn't help because 90% of Crush
Counter normals were completely unsafe. Then they made DP-like reversals
counter-hittable from startup through active to the last frame of recovery,
so that it was easier to land Crush Counters. Great. Except that this
means nothing in matches where neither character has a DP. Which means
they have to rethink their silly mantra of "commitment" by making Crush
Counter normals safer to use. Now they've added hard knockdowns on sweeps,
which is a huge deal for setplay which they said they didn't want.
Basically, if you have full V-Trigger with a strong oki setup, you can fish
with sweep and V-Trigger on block to make yourself safe. If it hits, you
just run your oki setup instead.


On Wed, Dec 9, 2015 at 12:03 PM, Donaldson, Alasdair <
alasdair.donaldson@xxxxxxxxxx> wrote:

How many people are involved in the beta? While Namco’s ideas on
releasing Tekken on arcade and patching it as they go along does frustrate
me, at least by the time we get console releases, the game is done. Will
SF5 have had enough testing before it hits general release?



*From:* cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:
cpt-fgc-bounce@xxxxxxxxxxxxx] *On Behalf Of *Ilitirit Sama
*Sent:* 09 December 2015 12:00 PM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: RE:



If Dimps remembers how to make fighting games, then yes. But TBH they
still seem like they're throwing in random mechanics just because or as
bandaids to other things to cover up obvious issues. Like sweeps were too
much of a risk for many characters, because the reward was pitiful (low
damage, no Oki). So now they added Crush Counters to sweep so that you get
a hard knockdown on counter hit.



New beta soon so we'll so how the game plays.



On Wed, Dec 9, 2015 at 11:51 AM, lindsey kiviets <lindseyak@xxxxxxxxxxx>
wrote:



so u saying theres hope for sfv?
------------------------------

*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on
behalf of Ilitirit Sama <ilitirit@xxxxxxxxx>
*Sent:* 09 December 2015 09:48 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: RE:



So Capcom is finally addressing the stuff in SFV that people were
telling them since Day 1 were problematic - too many unsafe normals with no
range.,,


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