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  1. d3v

    RISE UP! Street Fighter V on PS4 and PC

    Not sure how I feel about the removal of kara throws. At least not with the current throw ranges. Every other change seems pretty good, especially the removal of light to medium combos.
  2. d3v

    RISE UP! Street Fighter V on PS4 and PC

    There was an internal stress test this weekend and some people were able to get some matches in. Here are a few matches of mine (using Chun) that I recorded off screen. That said, if you want really good Chun match footage, here's some from 3rd Strike veteran C88|DevilJin01
  3. d3v

    Media Attack Trading and Other System Issues in DOA5

    Damn. I miss the damage from vanilla SFIV. Thanks goodness SFV seems to be bringing that back.
  4. d3v

    Media Attack Trading and Other System Issues in DOA5

    Shared on SRK. http://shoryuken.com/2015/08/12/weird-interactions-caused-by-trades-in-dead-or-alive-5-last-round/ Thanks to @Mr. Wah for sending me this vid. On a related note, random winner on throw trade has, I believe, been used in other fighting games as well in situations where there is...
  5. d3v

    RISE UP! Street Fighter V on PS4 and PC

    Was talking about charge times in SFV, not IV. That said, charge times in IV were about 40 to 50 frames, which are still slightly below 1 second.
  6. d3v

    RISE UP! Street Fighter V on PS4 and PC

    But it doesn't really take that long most of the time. For example, with Bison, you can walk/dash in, do stand strong while holding back, and then have enough charge to do scissors. The charge time there probably takes less than half a second, or 30 frames (considering that stand strong probably...
  7. d3v

    RISE UP! Street Fighter V on PS4 and PC

    No it isn't, ST used a unique system of damage variance (randomized damage within a set range) but didn't have the combo damage scaling in the same way as SFIV. Another thing, SFV actually uses harsher damage scaling than IV. The latter kept the first two moves at 100% and started scaling at...
  8. d3v

    Your General Complaints about DoA and Other Fighting Games?

    Considering some of the stuff I wrote on the subject predates us ever talking in this thread. I'd say no. In any case, my stance has always been that: -There will always be execution required for high level stuff. -Basic stuff should have the execution be easier -Special move inputs still have...
  9. d3v

    Your General Complaints about DoA and Other Fighting Games?

    The whole zoning thing in NRS games has already been discussed to death. Here's an discussion by FGC veteran Josh the FunkyDoc on the subject. http://testyourmight.com/threads/why-balanced-interesting-zoning-characters-hardly-exist-in-nrs-games.52607/ To save everyone from having to read the...
  10. d3v

    Your General Complaints about DoA and Other Fighting Games?

    The thing with the DOA system, if you get your opponent in critical state from some stray hits, if you know your characters combo routes, you can easily just go into them. With NRS games, you really can't because you have to commit to a cancel. It's much harder to play based on abare (in the 2D...
  11. d3v

    Your General Complaints about DoA and Other Fighting Games?

    What I don't understand, is why they still have frame data for "on hit" when it barely ever matters, except to make a move unsafe when you don't combo out of it.
  12. d3v

    Your General Complaints about DoA and Other Fighting Games?

    The problems with NetherRealm's combo system (since it also applies to Injustice) are two fold. First, it kills any sort of mid-range footsie game because the way it requires you to commit to strings kills any sort of hit confirming. This means you can't play mid-range footsies and fish for...
  13. d3v

    Your General Complaints about DoA and Other Fighting Games?

    The problem is that once you get hard knocked down (which is usually at the corner), your opponent gets to go in and set up their 50-50 set play on you.
  14. d3v

    Your General Complaints about DoA and Other Fighting Games?

    Because, for the most part, we were never saying that inputs needed to be difficult. We were more about how those inputs gave the moves certain properties and allowed for a certain amount of variety. Except we've seen exactly what happens when you nerf reversals to hell despite making them easy...
  15. d3v

    Your General Complaints about DoA and Other Fighting Games?

    Even if Sirlin has a point, Chen still has one. Especially with certain moves such as reversals. To paraphrase Mike Z (the same person who stated that anything past a quarter circle motion is unnecessary, unless you're somehow out of available inputs for moves) "reversals should be hard". In...
  16. d3v

    Your General Complaints about DoA and Other Fighting Games?

    For more on execution, here's an interesting article by James Chen. http://shoryuken.com/2012/07/16/lost-strategy-series-the-role-of-execution-by-james-chen/
  17. d3v

    Your General Complaints about DoA and Other Fighting Games?

    Never heard of anyone proclaiming that focus was something amazing, at least not among the communities I go around. As for V-Skill, it's really hard to peg it as something similar to BB's Drive due to how varied they are. Not even all are attacks. To closest we have to a Drive is possibly...
  18. d3v

    Your General Complaints about DoA and Other Fighting Games?

    You lose on alot of the richness of Street Fighter's mid-range footsie game. A good portion of this is about knowing which specific normal attack to use for a specific circumstance. Alot of players would react quite negatively to it (just like how players reacted negatively to CvS1 having only 4...
  19. d3v

    Your General Complaints about DoA and Other Fighting Games?

    You have to realize that changing a single character changes the way an entire team plays in MvC2. Magneto in particular gains new options and resets when he's paired with Psylocke, and the team is considered a harder rushdown team than MSS. Meanwhile taking Magneto out of the original MSS team...
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