I dunno, so far, my impression is “meh.”
There’s a bunch of reasons for this, where do I begin?
This is perhaps my fault for buying into the hyper, but the producer of the game, Yoshinori Ono, said that this was supposed to be a sort of “SF2 return to form” kind of game. I suppose it is in a superficial sort of way, but the game plays quite a lot like a cross between Street Fighter 2 Street Fighter 3 and an SNK fighter, which is obnoxious. I suppose the SNK part is to be expected - Dimps, the development team that made SF4, made a few SNK fighters.
I really hate movement in this game:
Characters have slow walking speeds, generally not agile at all without dashes. What’s the point of even walking when it’s like this? 3S was pretty bad about this too, but I guess at least it’s not as awful about it as Guilty Gear.
Jumps are really…top heavy? Chunky? +11 Gravity? I dunno, it doesn’t seem like jumps traverse much distance in this game, no matter who you are. Naturally, some characters will be like that; but even characters who jump absurdly high, like Chun-Li, travel roughly the same horizontal distance as every other characters. Did the designers really not grasp the fact that Chun’s floaty high jumps were supposed to be a check-and-balance for the amount of horizontal distance she traveled? Now she just gets the worst of both worlds. Great.
This is also my fault, but I really just don’t get the Focus Attacks. I mean, I understand HOW they work, but I rarely find situations where I’m like “hell yeah, time to FOCUS ATTACK”
Normals, I’m on the fence about.
On one hand, I really like that the different strengths of attack have a very set role - light attacks are for block strings, mediums are combo starters, and heavy attacks are anti-air/knockdowns.
On the OTHER hand, there’s a shitload of things wrong with this:
This ‘set role’ crap only seems to apply to crouching normals
The light attack blockstrings are very retarded. Basically, you either do a block string until you’re out of range to continue, and then you either throw out a move or block. If you block, well, the situation is reset to where neither fighter has the advantage (i.e the whole thing was pointless), or you throw out a move and if your opponent has faster moves, they’ll stuff whatever move you’re trying to do. So, it ultimately hurts characters with slower moves.
The medium and hard attacks are a lot slower to start up, and are much less safe on block. I applaud the idea of trying to make all the normals useful, but all that’s happened is that the utility is spread out so thinly across a character’s moveset that it you’ll have to guess between six different possible moves for any given situation. What a bunch of crap.
the tl;dr version of point #4 is: Street Fighter 2’s normals were pretty much the pinnacle of normal moves in fighting games. I’m not sure why future fighting games recognize this model and proceed to try and fix something that isn’t broken.
- Command Throws. All the other stuff up there, I can get over it. Maybe the annoyance will subside with time. But THIS, is uncontestably the stupidest thing I’ve ever seen:
There is NO throw invulnerability period after getting up from a knockdown. Naturally, this isn’t such a huge problem if your opponent goes for a normal throw; but command throws are a huge problem for two reasons:
the outprioritize normal throws, AND you can’t tech hit them
This might seem weird to think about at first, but command throws have a certain window of time that they can grab you. In other words, if you stand next to someone who is getting up from a knockdown and try a command throw, even if you do it a little too early, you’ll still get them, because the ‘grabbing’ animation of the throw can actually grab an opponent for the first several animation frames.
So, what does this mean for you, when playing a character like Zangief? The only safe thing you can do is jump or dash back. Hell, even jumping isn’t entirely safe - your opponent can do any number of things as you’re getting up, and he can do them so late that you couldn’t possibly react to to it. You can’t even block, because you’ll just get thrown. So, your only truly safe option is to backdash or reversal attack. Fucking, lovely.
I’m open to the idea of this game becoming more fun. Admittedly, I’ve only been playing it for about a day. Still, the likelihood that I’ll be taking this game seriously at this point is pretty much zero. I also at going to go on record stating that I’m not really looking forward to Street Fighter 5. Like, at ALL.
Oh, and Cro, here’s a tier list:
Basically, of the four new characters, Rufus is the only one that’s really solid. C.Viper is moving up, though. I heard there’s a more recent tier list that puts her even higher up in the tiers, but I’ll believe it when I see it. Either way, I just thought I’d bring it up since you mentioned how you felt about the new characters.