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Re(5):SF5 prematurely announced for PS4+PC
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[QUOTE] Maybe it means that characters have finally remembered how to air-block? SF IV was so dumb in that respect. Having the awful Third Strike special-moves-into-super-moves option yet withholding Zero-style aerial blocking because people who played the old series "wouldn't be used to it" was one of the stranger choices. I have always been against air-block except if your game is going to be played more than 50% in the air Mahvel-style. Air block ruined entire games when not applied properly, and needs to have the whole system imagined around it, with heavy limitations applied to it (like Savior, or some KOF). Air-block in SF4 would have turned the game into an even heavier turtle-fest. If the game really ends up being SF4 HD+, I really hope they give plenty of time to the possible consequences of air-battle, such as movement options, air guard, longer combos and juggle, combo breaking, etc. [/QUOTE] Some strong opinions here! @Maou: I'm really surprised that you find super cancelling to be bad! But it's systemically more consistent if you look at it carefully: SF4 has EX moves like in SF3 (they didn't exist in SFZ), has a universal attack absorbing system like in SF3 (no alpha counters from SFZ), has universal movement options like dash and super jump like SF3 (only Nash could dash in SFZ!), has a selectable super (the Ultra) like SF3... SF4 is a whole lot of SF2 and SF3! System-wise, the first SFZ if anything feels like an attempt to bring in system innovations from Darkstalkers and COTA into SF like air blocking and universal chain combos. The air blocking in SFZ felt like a direct attempt to address fireball trap gameplay with a universal system, a notion that would get touched upon again in SFZ3 with projectile damage decay over distance. @Iggy: I agree that air blocking led to the beloved/reviled chicken blocking gameplay of many games. In SFZ series universal movement options were really limited, and there were few secondary penalties for air blocking (guard crush wasn't a thing in SFZ until SFZ3, and guard breaking an air blocker had very limited reward because of the restrictive juggle system pre-SFZ3) which made air blocking feel even more dominating. Chicken blocking is practically a fixture of most doujin airdash and ArcSys games. Air blocking in SF4 would've been awful, I agree. It would be inconsistent with the kind of return-to-basics game they wanted with fireball trapping being a legitimate, effective tactic. Keeping it out was a good idea! I'd rather not have air blocking that is so restricted like in KOF98 that it took awhile for me to even realize it was in the game. On the flip side, Akatsuki Blitzkampf is a game mostly played on the ground that has very powerful airblocking (you can air block anything that isn't a throw or is explicitly air unblockable), but it's offset by things like the extra guard crush taken when airblocking and the presence of universal air throws. It doesn't have the devastating high speed forward movement that Vampire does, and yet makes it work. However, universal air throws have only ever been a mainline SF feature in... SFZ3. Guess what, that game also had a guard crush gauge! And guess which SF game they are most certainly NOT cribbing from? Hint: SFZ3. @nobody in particular: The aesthetics and everything else tell me that this is definitely deriving most strongly from SF4, which is a conservative decision that I shouldn't be too surprised about. But I do wonder how this is going to re-invigorate sales of the franchise aside from just being on modern platforms and being a new title, given how much like SF4 it superficially seems to be. SF4 has done great for Capcom, but SF4 is clearly in the twilight of its life. If the perception of it is not SF5 but SF4.5, I can't imagine a whole lot of new blood jumping in.
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