SF V Stammtisch

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  • zb in kof verlieren overheads ihre eigenschaft, wenn man in sie reincombot und der gesamte blockstring kann low geblockt werden, gleiches wäre auch mit cmd grabs in sf möglich.

    aber genug jetzt, zu mühsam :)
    boy, do you know death?
  • für mich combo legastheniker wäre das mal wirklich schön ich kanns bisher nur mit omega mode vergleichen und dort gelingt mir nach einiger zeit übung alles was ich wollte.. wäre schön wenn das dann auch so wäre :) immerhin hatte ich gerne rufus gespielt aber mit seinem 1frame B&B war das eher unmöglich für mich
  • Sayonara Close Normals


    Spoiler anzeigen
    We had the opportunity to catch up with Capcom's Peter "Combofiend" Rosas at E3 2015 for an in-depth discussion about the development process of Street Fighter 5.

    Rosas provided very insightful answers into the game's mechanics and overall methodologies, as we took a look at how the new title is shaping up.

    One of the main things that piqued my interest was if V-Trigger was considered Street Fighter 5's comeback mechanic, something similar to ultra combos in the SF4 series, or if it was intended as something else.

    I also wondered if we'd see many more gameplay systems added to the mix in the future.

    "In terms of systems, we're pretty much locked," said Rosas.

    "In terms of V-Trigger being a comeback mechanic, not necessarily so," he added. "Players can use it as they see fit, but what it does is make your characters stronger."

    Rosas stated V-Trigger unlocks new abilities that make the characters function a little differently, and deepens their overall strategy.

    Combofiend explains removal of close normals image #1
    "Unlike the ultra combos in Street Fighter 4 though, you don't just get free damage," said Rosas.

    "This time around, when you activate the V-Trigger, it's totally up to you. You have the power to comeback — but it's up to you to make that comeback happen," he said.

    Removal of close normal moves

    Many people were surprised to learn that Street Fighter 5 has ditched close ranged normals for the first time in the main franchise's history.

    Rosas said that the reason for this is Capcom wanted to make sure that every attack in the game served a function.

    "In the older games, due to certain proximities, certain attacks would come out that players didn't want. Some normal moves weren't as useful as they could have been, which caused us to constantly rebalance things like that," said Rosas.

    Combofiend said in SF5, they're looking at which moves would fit each character, while locating the areas they may be lacking in, and assigning the appropriate attacks as needed.

    "If they're missing a move that hits very close to them, we add one in. If they're missing one that's hits far away, we add one in.

    "We want to make sure that basically every button has a purpose, and when you truly learn your character — you always get what you want [when you hit a button]," he stated.

    Throw ranges reduced, or walk speeds changed?

    Combofiend explains removal of close normals image #2
    A number of people have wondered if the throw ranges in Street Fighter 5 have seen a reduction, or if it's just a side-effect of some characters having a slower walk speed.

    While Rosas said things could change — the throw ranges are very similar to what's in Street Fighter 4, as things stand right now.

    The character's walk speeds in SF5 do vary greatly though, so when people are trying to do a low jab and then walk up throw with M. Bison, with the same timing they used in SF4 — it doesn't work — which leads them to assume throw ranges have been reduced.

    "That's not necessarily the case, it's just that M. Bison walks really slow," said Rosas.

    "We're looking into it, but as it stands right now, all throw ranges should be similar to what they were in Street Fighter 4," he concluded.



    Find ich gewagt, Close Normals zu entfernen, da es bis jetzt keiner gemacht hat (immer schon so gewesen in allen Spielen, warum ändern?), aber begrüsse diese Design Entscheidung solange sie nicht mit anderen Move Inputs überschneiden. Noch mehr Knöpfe im Neutral zu drücken für noch höheren Yomi Layer da.


    chun_li1
    Bemu Semi-Retired, Keeper of the Secret Arts

    <Jesus> aber abwarten
    <Jesus> falls dizyz kommt tun mir die leute leid
    <Jesus> falls du dann wieder einsteigst

    Atm am spielen :
    Ich bin Setsuna :angry:

    Nuka Welt - weil ich durstig bin
  • Sehr interessante Entscheidung. Wirklich schwer zu sagen, ob es aufgehen wird oder total floppt.
    Ich verstehe aber schon, was sie da versuchen: Anzahl von Normals reduzieren, dafür jeden Normal einen Sinn geben.

    Das klingt erstmal sehr gut, weil sie sich anscheinend von Anfang an sehr viel Gedanken über Hitboxen machen.
    Ich würds begrüßen, wenn die Hitboxen möglichst nah an den eigentlichen Animationen sind.
    Ah da kommen die 09er. Was wollt's ihr ihm für Tipps geben?
    Short, Short, Super. Lernst' dann in SF5!
  • Die Normals werden nicht zwangsläufig sehr stark reduziert. Nash hat angeblich 5 Command Normals und kommt damit wieder auf sein soll. Finde aber auch besser Command Normals zu haben statt die Distanz entscheiden zu lassen was rauskommt. Speziell auf Anfänger bezogen ist das schon ne recht gute Entscheidung. Aber ja wird sich noch zeigen ..
    stay hydrated
  • Achso, ja dann finde ich es auch auf jeden Fall cool und kanns nachvollziehen. Insbesondere mit Close Normals zuverlässig zu anti airen ist immer so eine Sache, wenn man das zukünftig sicherstellen kann, dass immer die richtige Version rauskommt hilft das sicher.
    Ah da kommen die 09er. Was wollt's ihr ihm für Tipps geben?
    Short, Short, Super. Lernst' dann in SF5!
  • chun_li1 schrieb:

    Sayonara Close Normals


    Spoiler anzeigen
    We had the opportunity to catch up with Capcom's Peter "Combofiend" Rosas at E3 2015 for an in-depth discussion about the development process of Street Fighter 5.

    Rosas provided very insightful answers into the game's mechanics and overall methodologies, as we took a look at how the new title is shaping up.

    One of the main things that piqued my interest was if V-Trigger was considered Street Fighter 5's comeback mechanic, something similar to ultra combos in the SF4 series, or if it was intended as something else.

    I also wondered if we'd see many more gameplay systems added to the mix in the future.

    "In terms of systems, we're pretty much locked," said Rosas.

    "In terms of V-Trigger being a comeback mechanic, not necessarily so," he added. "Players can use it as they see fit, but what it does is make your characters stronger."

    Rosas stated V-Trigger unlocks new abilities that make the characters function a little differently, and deepens their overall strategy.

    Combofiend explains removal of close normals image #1
    "Unlike the ultra combos in Street Fighter 4 though, you don't just get free damage," said Rosas.

    "This time around, when you activate the V-Trigger, it's totally up to you. You have the power to comeback — but it's up to you to make that comeback happen," he said.

    Removal of close normal moves

    Many people were surprised to learn that Street Fighter 5 has ditched close ranged normals for the first time in the main franchise's history.

    Rosas said that the reason for this is Capcom wanted to make sure that every attack in the game served a function.

    "In the older games, due to certain proximities, certain attacks would come out that players didn't want. Some normal moves weren't as useful as they could have been, which caused us to constantly rebalance things like that," said Rosas.

    Combofiend said in SF5, they're looking at which moves would fit each character, while locating the areas they may be lacking in, and assigning the appropriate attacks as needed.

    "If they're missing a move that hits very close to them, we add one in. If they're missing one that's hits far away, we add one in.

    "We want to make sure that basically every button has a purpose, and when you truly learn your character — you always get what you want [when you hit a button]," he stated.

    Throw ranges reduced, or walk speeds changed?

    Combofiend explains removal of close normals image #2
    A number of people have wondered if the throw ranges in Street Fighter 5 have seen a reduction, or if it's just a side-effect of some characters having a slower walk speed.

    While Rosas said things could change — the throw ranges are very similar to what's in Street Fighter 4, as things stand right now.

    The character's walk speeds in SF5 do vary greatly though, so when people are trying to do a low jab and then walk up throw with M. Bison, with the same timing they used in SF4 — it doesn't work — which leads them to assume throw ranges have been reduced.

    "That's not necessarily the case, it's just that M. Bison walks really slow," said Rosas.

    "We're looking into it, but as it stands right now, all throw ranges should be similar to what they were in Street Fighter 4," he concluded.



    Find ich gewagt, Close Normals zu entfernen, da es bis jetzt keiner gemacht hat (immer schon so gewesen in allen Spielen, warum ändern?), aber begrüsse diese Design Entscheidung solange sie nicht mit anderen Move Inputs überschneiden. Noch mehr Knöpfe im Neutral zu drücken für noch höheren Yomi Layer da.


    chun_li1
    hey a3 hatte auch keine proximity normals, zumindest in v-ism. hattest auch einfach 2x anzahl an normals pro char.
    passt eh gut zum rest von sf5, recht viel alpha stuff drin.
  • schade ich habe die close normals immer ausgenutzt mit meinen Grabblern... Nichts ist befriedigender als mit absichtschaden zu kassieren und dann einen 720er rauszuhauen

    Grade bei einer meiner haupttaktiken war dies sehr sinvoll-->Man bringt sich selbst in eine position die den gegner überrascht z.b. Dasht in den gegner oder Backdash bei Crossup oder ein Jumpin in den Footsi vom gegner..
    es ist sogut wie unmöglich im bruchteil einer sekunde die veränderte situation zu erkennen und dementsprechend dann zu reagieren das man andere Moves raushaut. Sieht zwar Scrubby mässig aus und jeder Denkt "lucker/Masher" aber klappte selbst gegen gegner mit viel skill und da auch offline..
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