They need to balance the game so that people online will actually play as more than just 5 out of 25 characters. Sure, I don't have to go online and fight 6 Ken's in a row, but I like to play against actual people. I like how balanced BlazBlue is. I can actually pick any character and I know I have a good chance of beating my opponent based on skill, not just friggin' statistical advantage. #superstreetfighteriv
@Ryodestined: They'll still flock to Ken for nostalgia reasons and OMFGFLAMINGSRK!?!?
Besides, Ken isn't all powerful, and I mop the floor in Championship Mode using Dan. The game for the most part is pretty much balanced outside of the extremes on the tier list. Vega and the rest of E Tier need some hard buffs while Sagat needs some toning down, along with minute character changes across the board so they get rid of the 7-3 matchups.
I just picked up the game in late July, hadn't played it before then. If I can get a 60% win ratio with the worst character in the game I'm sure you could manage something with a slightly more competent character.
And for the record, BlazBlue isn't that well balanced, you just likely haven't reached a level where it matters. Bang and Tager are woefully underpowered, slow or vulnerable (Despite being the most awesomest guys on the planet) while characters like V-13 and Arakune can mop the floor or go toe-to-toe with the entire roster. It's why they felt they needed to make Continuum Shift. #superstreetfighteriv
@Krackatoa was hit by a smooth criminal:
Aside from Dan and Sagat, most characters are pretty close to the "ideal" balance with most matchups being 4/6, 5/5, 6/4 meaning that the better player will normally win regardless of character.
Of course, there are still matchups like Zangief/Seth that are 2/8 (ie, if two players of equal ability play, Seth will win 8 times out of 10), but in general it is incredibly balanced and even the lower characters have few truly bad matchups. #superstreetfighteriv
HAHAHAHAHAHA. Blazblue balanced. HAHAHAHAH. I am a fan of Arc's fighting games (Rumble Fish even!) and I can tell you BB is shit for the most part. If you want a balanced fighting game where there 95% of matchups are 5:5 and 6:4 at worst, go play GGAC. BB is terrible. #superstreetfighteriv
@maraxusofk: Okay, just because BlazBlue is unbalanced doesn't mean it's terrible. I have a great time kicking people's asses with Bang, and even more fun when they're Jin or Arukune.
@Ryodestined: sorry to tell you dude, but BlazBlue is really unbalanced. Who do you use? I'll play sometime if you want to. #superstreetfighteriv
-long throw break window (~8 frames?, fastest poke is 5 frames. you can basically poke out of any throw making it useless outside of carl's clap trap. there is also throw break buffering which makes throws even more useless [except against people who mash recovery and terrible scrubs, who you really don't even need to throw to win]... Read More
-slow pokes (going back to the 4-5 frame poke thing. you can basically jump out of every mix-up or pressure string since pokes are so slow. also making you be able to block 90% of attacks without fd in the air without tension means even scrubs can jump out of any pressure string, unlike in gg you would have a risk/reward of losing tension and eating meaty anti airs if you tried to jump out of shit
-3 way roll (another way to help scrubs who don't know how to block oki wakeup games by removing it completely)
-zoning (top tier characters are too good at zoning and pressure except carl[who will fucking kill you off a 5a], whereas most of the cast can only do shit once they up close. either make pure zoning characters or pure rushdown. characters with both will obviously unbalance game
-There are lots more character specific shit that I don't feel like getting into. #superstreetfighteriv
Ken doesn't need a new move. The only reason he's not in the same tier as ryu is because tatsu kick is not a knock-down special like Ryu's.
Guile could use a new move. He has 2 specials, SB and FK. DJ is a similar character and he has 4 specials. Guile has the least amount of specials in the game.
But people, just go to shoryuken.com and read/comment. This is the definitive source for SF, along with eventhubs. #superstreetfighteriv
LOL no. Ken isn't in the same tier as ryu because ryu can go into his ultra from everything. J.mp, anti air lp srk, ex fireball, ex tatsu, fadc srk. For someone who is supposed to use eventhubs and srk, I'm surprised you would say something that scrubby. #superstreetfighteriv
@maraxusofk: You're stating the obvious. Everyone knows Ryu's ultra is insane. Try looking at the other details of the characters. *sigh* #superstreetfighteriv
@M00_66: if Ryu's ultra is insane and Ken's is not, the only thing seperating the characters is not the knock down effect of tatsu. #superstreetfighteriv
@Zeidust: The whole first half of this decade cause a lot of excellent sites to go under. Madman and Higher Voltage, especially. I still won't make an account at SRK. I've been holding off for ten years, and from what I've seen, it looks like I haven't missed anything by not doing so. #superstreetfighteriv
Yes because Seth was so hard to fight. What is this ridiculous shit? I can't flowchart uppercut and win against the cpu? BS. OH NOES #superstreetfighteriv
@maraxusofk: I'm gonna agree here. Yeah he's annoying, but cheap? Just because you fall for the same stuff every time and fail on easiest over and over does not justify you selling the game because you can't beat him. #superstreetfighteriv
@maraxusofk:
The problem with Seth is that you don't have many "safe" approaches because of his crazy priority. So most people who aren't used to defensive tactics struggle.
Me? I've found a handy trick to beating him on any difficulty with Akuma. Just telespam and if you end up behind him: sweep, throw or use a BnB combo if you're feeling lucky.
Them again, I think he's harder on lower difficulties because in the difficulty spike. Hell, you can get to him on easiest without ever blocking. #superstreetfighteriv
@TrjnRabbit: as a boss, he is really not an issue. as a human opponent, he can be insanely tedious to fight. my concern is that they will go overboard but still make him playable and i'll have to deal with 400 of them online. #superstreetfighteriv
@Flashfire: the boss version has higher stamina, health and defense. I'm pretty sure it hits harder and has better priority too, so the human controlled version is much easier to fight because it's almost a different character.
So I find the boss tedious and developed a cheap tactic to beat him quickly, but against human opponents, he's actually a pretty fun matchup for me.
Then again, I don't play online, so human opponents using Seth tend to be when my friends and I turn on "random". #superstreetfighteriv
@TrjnRabbit: honestly i have no problem plowing through him when he is computer controlled, even on the highest level, no matter what character i end up using. his AI is easy to abuse so it isnt an issue to shame him. #superstreetfighteriv
@nailpipe: Except Ken isn't even close to being the best character in the game. He's about mid-tier and new moves could be there to try and encourage people to do something other than shoryu spam.
I'm pretty bad, but I can take on anyone who just "flowcharts". #superstreetfighteriv
I cannot think of another boss that made me angrier. Really, really. But whatever. I get a helluva lot more fun out of BlazBlue anyway. Good riddance SFIV.
@Sarcasmancer: I think Gil from SF3 was slightly more irritating since if you KO'ed him while he had a super bar, he'd just heal himself to full health. #superstreetfighteriv
@Sarcasmancer: I spent at least 10 hours playing BlazBlue this weekend. I think it's the most fun I've had in a fighting game since SFIV came out #superstreetfighteriv
@MAConcep00: Haven't played them, don't care to. I'm not that hardcore. And I wouldn't be surprised to hear that they're giving Seth a Resurrection this time around. #superstreetfighteriv
Okay, his statement about making Seth cheaper and more irritating is troublesome in and of itself. Honestly. Why in the heck would a developer strive to irritate its fans? That's just stupid.
Make him more challenging, not more irritating. If the boss cheaps me to death, I'm not having fun. #superstreetfighteriv
@wtf_G: because he can be used in tournament play. Simple as that. Arcade players are generally not as good at fighting him, since he is a console exclusive as well. So combine that with super cheap and it makes me think he will be showing up in more tournaments, which makes me sad, because I hate his character design/move set. #superstreetfighteriv
the worse thing about seth is not that he is cheap (which he is) its that he is lame as a boss. the guy borrows moves from everybody. plus his annoying "2nd round steroid tune-up" just turns into a match of u picking at him with moves that offset his attacks. rather than really going in at him like you would if you fought a real boss like M.Bison.
Seth is like some kind of wtf alien thing that comes from nowhere. I have no emotions for him except by god on easy I will abuse the game mechanics and hit him with the same move over and over. #superstreetfighteriv
"Capcom is still debating whether to sell the game for the traditional price of console titles or a lower price, Killian said."
wow.... im appalled that Killian is even toying with the idea of charging 60 bucks plus tax. i payed 60 bucks to beta test SF4 for Capcom. you have to be kidding me.
this game should be:
- 30 bucks for early adopters who can trade in SF4 for SSF4 with some type of trade in promotion
-60 bucks for first time buyers
this model makes all people happy.
Seth needs to look out for the loyal customers who shelld out for the game day one... esp those who got the collectors edition, like myself. #superstreetfighteriv
But you're right, Capcom can't consider releasing this at full price. They should do what Sega did with VF4's upgrade release on PS2, and release it at greatest hit's pricing. #superstreetfighteriv
@Omnimon: Well that's your choice which you're more than entitled to make. How would you feel if they'd gone about it a different way though - perhaps calling it Street Fighter V instead? Would that be enough to deem it a new game worth $60 as opposed to a 'revised' version of the 'same' game? #superstreetfighteriv
@funcmode: It's not about the name, for me... or even the price, really... although I'll end up picking it up at some point for less than $60.
My biggest (only, outside of price, I suppose) complaint is that the playerbase is already relatively thin (at least on the PS3). Creating a new game, rather than something downloadable that could be made a switch in the matchmaking settings, is pretty aggravating.
I only have ~50 hours into the game; if I had a couple or a few hundred, like some, I would probably not care and would be chomping at the bit for a revision. But I feel I have more characters to get much better with still under the current ruleset/engine.
At this point it feels like the multiplayer experience I thought I was getting is going to be artificially cut short by Capcom's release of a new 'version'. #superstreetfighteriv
@funcmode: The comparison is improperly constructed. This would never pass as a sequel, there is not enough new content. Even you should be able to see that. If anything, fans would be MORE outraged at this being called Street Fighter V. #superstreetfighteriv
Dangeresque (Kojima-san doesn't have to make Metal Gear any more) was starred
Dangeresque (Kojima-san doesn't have to make Metal Gear any more) was unstarred
@funcmode: i think there is not enough new content, to call it SFVI but too much to call it a DLC. well since the vast majority of data is allready processed 45ish price point would be ok...30 for the "platinum"SFIV content and 15 for the new content. i know, it doesnt have to do much with the artical....but a fighting game cant have enough cool stages. honda bathtub stage oder sakuras stage from SF EX alpha #superstreetfighteriv
@funcmode: i'm surprised you have no problem paying 65 bucks for a new game, making this year's Sf4 USELESS. dude im sure you and most of us spend hard earned money to enjoy playing these games.
lemme do a mock interpretation of SF4.
Capcom: hey guys Sf4 coming out soon
Fans: FUCK YES. WHERE DO I Pre-Order?
Capcom: yes guys this game will be the bridge between what is good about SF2 and all the other greats.
Fans: FAP FAP FAP
Capcom: (release day) Here's the game! ENJOY!
Fans: WOO HOO!!!! ok where is ken? (lol)
Capcom: Hey guys by the way, if you have any issues, hit up the board with your thoughts!
Fans: See man, thats why capcom is the shizzle, they listen.
Capcom: Hey guys we have some great news! NEW SSF4 coming in 2010!
Fans:?!@#$%&$!
Capcom: but wait guys, chill out! we listened to all of your ideas and decided to improve the game's overall experience!
Fans: but, isnt that what you guys were doing when you were making the game?
Capcom:but cmon guys! youre getting a more balanced game! new fighters! perhaps new supers!
Fans: im saying though, this couldn't be a patch?
Capcom: this is too big of a update, im afraid.
Fans: damn that sucks.... will it be cheap at least?
Capcom: no confirmation of price just yet, but hey i have some goos news!
Fans: YES? YES? (e-boner)
Capcom: were Making the Seth Boss cheaper than ever!
@Omnimon: That's fair enough. However, regarding the playerbase - I don't think this new version is going to make a *huge* difference. The game came out back in February this year, and I would assume most of the people still playing it today are big enough fans of the game and will go and buy SSFIV when it comes out. So, the majority of people still playing the game online will upgrade.
If you plan not to get SSFIV immediately, then yes, assuming there are no means for people with one version to play with people who own another, you will be left behind. Whether this is another incentive to buy the game at release or whether it "just sucks" is your decision.
Regarding your comment on time spent on the game, and how you feel you have more to learn from this version - bear in mind as soon as SSFIV comes out continuing to learn how to play the original is kind of moot - since every character will go through changes in the revision. So, choosing to forego upgrading so you can continue to learn the original game is essentially pointless as everything you've learned is subject to change when you switch to SSFIV.
I can relate to how you feel about the multiplayer experience being cut short from the release of SSFIV though. But remember, it's still a ways off. Perhaps when March '10 rolls around you might feel differently about it. #superstreetfighteriv
@ibunkun: I would agree. I was simply saying what I said to gauge exactly why people are responding to this new version the way they are.
As I said in a different post, I personally think $40 is about the right about to charge for SSFIV.
At the end of the day though, it's up to the consumer to look at the new content and determine whether it's worth buying for whatever the final price of the game is. That's up to each individual to decide, there is no universal opinion. Some people who are huge SF fans will buy it even if it cost $100+. Others won't buy it even for $20.
As far as I'm concerned, Capcom aren't trying to rip anyone off here. They're just trying to make the game better, and in doing so have come up with enough new content to deem a re-release of the game worthy. If you disagree, don't buy it. If you do agree, then I'll see you in SSFIV. #superstreetfighteriv
@funcmode: Yeah, you kinda prove my point for me. Capcom is making a game irrelevant and it hasn't even been out a year.
In order for multiplayer (all that the game is worth after playing all chars once) to be playable, I have to 'upgrade'.
I will be left behind if not 'upgrading' to SSIV based on playerbase size.
I will be left behind in learning the 'upgraded' version of the game if I don't upgrade immediately.
If I were Capcom, I would charge $60, too... they're forcing people to, if they don't want any of those negative effects. I wouldn't charge $60 because there's that much additional/new content in the upgraded version of the game. #superstreetfighteriv
I'd argue that most people out there have played the game enough to justify paying whatever they paid for it in the first place. In which case, a full priced revision is totally justified.
Remember people pay $60 for a new game and might only play it for 6-10 hours - no complaints. Then when a sequel comes out they'll happily pay another $60 for that.
It seems to me SSFIV is only pissing people off because consumers are essentially paying for a lot of the same content twice. If they cut all the original content out of SSFIV and just released the new content would that make people happy? Obviously not. So I don't really understand why people are complaining as much as they are. Especially since the pricing isn't even final yet. #superstreetfighteriv
@funcmode: you make some great points. my thing is, we need to let companies know this shit is just not cool. yes i have played ALOT of SF4. this quick revision just reeks of foul play. like i said before, if they look out for us the gamers, then im happy. i'm on your side guys, im just trying to make the point that we should be treated like loyal paying customers, and not just another number for their NPD stat sheet. #superstreetfighteriv
then came street fighter III. in the arcades, the first 2 installments were only months apart, but on consoles.. the collection of the first 2 installments and the third were only a year apart.. and were full price.
and then back in the super nintendo days, capcom released updates every year until super street fighter II dropped.
not only is this "business as usual," i really dont find it any worse than yearly maddens or call of dutys. i understand what youre saying, but videogames are a business first... and entertainment second (for capcom).
i mean, they know so many people have dropped off of the game because thats how casual players do, so there needs to be an update to hold their interest... the fact that this update happens to have 8 characters, new moves and stages, better online, and whatever else may be planned is actually impressive compared to most full fledged fighting game sequels. #superstreetfighteriv
What bothers me about your last post though is this: "this quick revision just reeks of foul play." Reason being, if you've played a lot of SFIV as you say you have, surely you'd be able to comprehend just how much work actually goes into a 'revision' like SSFIV. Sure they're 'only' adding 8(~) new characters, and a few more moves for existing characters, but the sheer amount of work that this entails in terms of testing and balancing is huge. Like, far bigger than any DLC that's ever been realeased for any game - and that shit costs money.
All of us as consumers would love to pay less than the standard $60 for this game, that goes without saying. But the honchos at Capcom might decide when Spring rolls around that they *need* to charge full price for this game to cover the costs of the work that went into it. Should that be the case, I'd personally be happy to pay full price for it, because knowing what I know, I wouldn't feel like I'm being ripped off paying that much.
However, at face value, when you see a list of the changes and just see:
8 new characters (~)
new stages
few new special moves/ultras etc
I can definitely see why people are reacting the way are, because again, at face value, it looks like you're being short-changed. But if you look at the bigger picture, I think even $60 is a fair price for what you're getting, whether you bought the first game or not.
As Shouryuuken said, Capcom is a business. It doesn't matter how much they care (or don't care) about their fans. They're not going to make a loss on a game just to keep the fans happy. #superstreetfighteriv
@funcmode: Thank you, truly, from the bottom of my heart for making the exact comment I was going to make.
Seriously, people. I'm damn tired of seeing eighty percent of you flare up everytime some developer announces they think they put enough effort into a game to have the AUDACITY to charge us money for it.
This is the same bullshit every one of you was spewing venom at Valve for when Left 4 Dead 2 was announced.
At the end of the day, each and every one of us makes the decision of where to put our hard earned cash, game-wise. No matter what price point SSFIV hits at, people will buy it immediately, people won't buy it until it's dropped to a price they deem appropriate, and people won't buy it at all.
I, for one, wholeheartedly applaud Capcom. Adding chars/moves/stages, changing things around to (hopefully!) make the game more balanced and polished than it already was, etc, etc (we've all heard this list before) is a great step to take, especially for a fighting game. IT NEEDS TO BE DONE MORE OFTEN.
And quite unbashedly, the incessant whining from the majority of you has convinced me I SHOULD purchase it day one, if only to show my support of what I believe will be a job well done. #superstreetfighteriv
@funcmode: I'm bothered by this situation because Capcom is essentially using a 1990s increment release schedule with a 2000s DLC add-on model. The two should not compatible.
The increment release schedule was designed because in the 90s Capcom had no other way to get new data to players. The concept of DLC didn't exist. But to make each release of a game worth it, they would include new colors, new characters, etc.
However, 10 years later companies have moved from multiple increments of games to providing new content to gamers via DLC. The increment model should have been rendered irrelevant with the DLC model, but Capcom is still doing both! What is the point of getting DLC if the content means nothing in such a short time?
And let's be honest. The programming base for SF4 has already been figured out. Adding a new character model involves only two things. Modeling said character with an animation skeleton, and determining the move set for that skeleton. The days of drawing and animating a large set of pixels (like in SFIII and Alpha) is long behind us. I would be surprised if creating a new character took more than 1 month. #superstreetfighteriv
@Arctic_Visionary: No offence, really, but there's a lot more going on when a new character is added than just the graphical side of things.
While they could just do what you say and add the models, hitboxes and movesets and leave it at that, if they released the game in that state it would be absolutely horrible. The reality is, Capcom spends the majority of their development time not on those things, but instead on testing. They'll go back and revise characters dozens of times to try and balance things as best they can. SFIV is without a doubt one of the best balanced fighting games out there, with the majority of the cast being tournament-viable.
Also, the fact that they're adding 8(~) characters to an already existing cast of 25 means those original 25 need to be re-tweaked so that they're balanced well with the new ones.
It's for this reason that the game could well retail for the full $60, and it's also the reason why this simply can not be DLC. There's simply too many changes to the core mechanics of the game for them to be implemented in a DLC format.
Personally I think it's worth at least $40, and I think the idea of a $40 patch would piss people off even more than a $40 re-release of the game evidently has.
@funcmode: I definitely believe play-testing takes up most of their budget, but I'm interested to see how much testing is done internally, and how much of it is players lined up in Japanese arcades *paying money* to do the testing for them. This is Street Fighter, after all.
But addressing your point directly, think of the price in terms of ratios. $60 for the original SF4 paid for all of the marketing costs, the lengthy development process, including art direction and character design, play testing for 25 characters, music composition, level design, etc. Adding an additional 8 characters definitely involves tweaking everything to iron out the bugs, but a large portion of the work is already done. In my opinion, there is no justification for an increment title costing as much as the original because development costs should have gone down.
What I personally would have liked to have seen is two patches and a possible store release:
1) The first patch would have cost $25 or so. This patch would have added all the new content to the current game, and it would have allowed players to select and use the new characters.
2) The second patch would have been free and made a mandatory download for all players. This patch would let owners of the original game see the new characters but would not allow you to control them. The purpose of this patch would be to keep the online community unified while still providing new content.
3) For those users who didn't want to download the large patches, there could be an official disk release. This would be SF4 with the patches already applied (i.e. SSF4), and maybe a couple of additional extras. This disk could cost $30-$40 to cover distribution costs.
But seriously, in this age of digital content, hard drives in consoles, and DLC, an increment title should not exist unless it's an official sequel. #superstreetfighteriv
@Arctic_Visionary: Well, I guess we'll have to agree to disagree. You raise some good points, but the fact is whether it's DLC or not isn't subject to change, only the price is.
Also, forget for a second that you owned the first game (assuming you do) - would it be wrong for an increment title to cost as much as the original, given that you get *all* of the content that was in the original, plus all this new stuff? It's not like when SSFIV comes out SFIV will suddenly become free, the work they put into it still deserves to be paid for, regardless of whether you or anyone paid for it once already. This just goes back to what I was saying regarding everyone having to decide for themselves if it's worth buying.
Also, given the idea's you proposed, that free patch would probably amount to at least 2GB+, and someone has to pay the bill for all that bandwidth. Guess who? Just another reason Capcom aren't doing this the DLC way.
Anyway, I'm still pretty adamant a $25+ patch would be recieved even worse than a potentially budget retail release. #superstreetfighteriv
@funcmode: I think I'm just complaining because I'm paying Japanese prices for Capcom's titles.
Street Fighter 4 cost around 7,500 yen in Japan. At the current conversion rate, that's $82 US dollars. If the new content was available as DLC (which, you're right - it won't be) there is a limit to how much Capcom can charge. As a new disk release, it probably means I'm going to end up spending another $60-70 to get the game, and having already spent about $15 on DLC for the first title, that means I'll have ended up spending around $160 for what essentially amounts to one game with a lot of tweaking. That seems a bit unreasonable if you ask me.
The funny thing about this situation is that if SSF4 was DLC, Capcom is guaranteed money from the sale. As it stands now, a bunch of people are going to get the new game used to save money. Buying the game used means Capcom gets nothing from the sale, and sort of defeats the purpose making it a separate disk in the first place. :) #superstreetfighteriv
@Arctic_Visionary: Ouch. Well you definitely have the right to complain, I can totally see where you're coming from.
Regarding your last point, yeah you're right for the most part, and I'm sure Capcom knows that too. Given that they're "choosing" to forego potential profits by releasing it on disc leads me to believe that they simply don't have the choice in the first place. What I mean is, if they *could* release it as DLC, and if doing it that way would make them more money, then that's probably what they'd be doing. The fact that they're not is almost proof that there's too much content here for a DLC release in the first place.
However, I don't think used sales are going to eat into their profit that much. I'm fairly sure the majority of the people that will be buying this game will be holding on to it for quite some time. So if you're (not you specifically, speaking metaphorically) peeved at the price and are waiting to pick up a used copy, you could be in for quite a long wait. #superstreetfighteriv
@funcmode: "I'm fairly sure the majority of the people that will be buying this game will be holding on to it for quite some time."
This is the biggest kicker for me. We all must be a bunch of masochists because the Capcom as of late likes to abuse us to no end, yet we still come back, begging for more. :O) #superstreetfighteriv
@Arctic_Visionary: Heh, well, while Capcom have definitely made some bemusing business decisions recently (RE5 Versus mode jumps to mind), they continue to make astounding games.
You take the good with the bad, and at the end of the day you've still got an amazing developer =). #superstreetfighteriv
@funcmode: i agree my reeks of foul play may bit a bit too dramatical.... but i just hope that we get our damned money's worth. if the final product is worth it. even i'll bite at 40 bucks.
btw i hearted you, looking forward to agreeing/disagreeing with you in the future. :) #superstreetfighteriv
Obviously this brings us back to how each individual has their own opinion of value, regardless I'm quietly confident.
I just think it's a shame that anyone would/could miss out on this game because they've already deemed it too expensive, when the fact is most people really have no idea just how much work will have gone into SSFIV when it eventually ships.
Oh and, I noticed you'd hearted me when I glanced at my profile earlier (I don't have all that many followers so new ones stand out ;D), so naturally I hearted you too. =) #superstreetfighteriv
I'm not that great at fighting games, so if I really suck at a character and I don't really have much time right now, so I need to play through on an easy setting and mash my way through.
So you'd think Seth would be a pushover on very easy? Nope, pretty much the same, maybe slightly easier than the medium setting. Very easy should be "if you lose, you aren't holding the controller", not only slightly easier.
So I can't burn through and unlock the characters. And I'm just decent, what if someone is starting out and they flat out SUCK? They won't have a chance.
_ I just hope they have all characters unlocked in Super Street Fighter IV. #superstreetfighteriv
@yanipheonu: Many western developers would agree with you that the easiest difficulty should be a breeze, but remember that most of Street Fighter's fun is to learn and adapt. You should get better after having beat the game 4-5 times, not be at the same level of skill. And to do that you need the punishing difficulty to show you your mistakes. At least that's what I was brought up with growing up playing Japanese video games.
Not every game needs to be about the story, new gameplay mechanics/gimmicks or graphics (look at Megaman 9). Competition and skill also need some place, and I'm glad Capcom still believes in this (from Dead Rising to RE5 their games have stayed pretty hard this gen).
And by the way, the characters will be unlocked from the beginning in this. #superstreetfighteriv
@yanipheonu: Decency is relative. I'm not saying you're bad, but a lot of people who pick up Street Fighter underestimate or don't have any idea of how the game mechanics work. A lot of it is stuff the SFIV devs and a lot of the community take for granted.
The biggest problem with SFIV is that there's no actual training mode to speak of. What they have now doesn't constitute one. They need a tutorial with a breakdown of all the game's nuances and "advanced" strategies that aren't readily apparent to new or casual players.
I'd like to note that the PC version's downloadable instruction book doesn't even have anything explaining Focus Attacks. That's messed up.
They made SFIV very accessible gameplay-wise, then they kept all the instructions from the players like a closely guarded secret instead of pointing them in the right direction.
Cross-ups, reversals, tech windows, explanation of combo/cancel windows, tick-throws, properties and uses of invincibility in moves, chip damage... NONE of this information is anywhere but in-depth online guides, guides made by fan communities.
@Krackatoa was hit by a smooth criminal: How many casual people are gonna give a shit about that stuff though? Advanced fighting game techniques aren't something that new or casual players really need to know to enjoy the game. Learning the advanced mechanics of the game have traditionally been done by going to the community, originally by hanging out at the arcade and more recently through the development of online communities. Capcom makes the game, but the community defines how to play it. Including that kind of info in the game would more than likely confuse and turn away new players, not entice them to learn more. #superstreetfighteriv
If you don't know some of this stuff, you will rage time and time again when you wonder why the hell your Ultra didn't work or how that guy keeps hitting you, even when you were obviously blocking.
Some of the things I mentioned were definitely advanced and unnecessary, but an understanding of cross-ups and reversals are absolutely required to play online to not get your butt handed to you by the same move over and over (probably killing your enjoyment of the game).
The information should be there. Currently, even if a player wanted to know why the hell they keep getting destroyed by Seth or other players, they're completely SOL without knowing where to find a guide on the internet. #superstreetfighteriv
10/21/09
You just lost a sale. Hmpf. #superstreetfighteriv
10/20/09
MAKE IT FREE
Sincerely,
Fan #superstreetfighteriv
10/21/09
Dude, you need to check this out:
[www.destructoid.com] #superstreetfighteriv
10/21/09
I got three syllables for you son:
Sar
cas
...mmm
The last syllable is more delicious than the rest. #superstreetfighteriv
10/20/09
10/20/09
Besides, Ken isn't all powerful, and I mop the floor in Championship Mode using Dan. The game for the most part is pretty much balanced outside of the extremes on the tier list. Vega and the rest of E Tier need some hard buffs while Sagat needs some toning down, along with minute character changes across the board so they get rid of the 7-3 matchups.
I just picked up the game in late July, hadn't played it before then. If I can get a 60% win ratio with the worst character in the game I'm sure you could manage something with a slightly more competent character.
And for the record, BlazBlue isn't that well balanced, you just likely haven't reached a level where it matters. Bang and Tager are woefully underpowered, slow or vulnerable (Despite being the most awesomest guys on the planet) while characters like V-13 and Arakune can mop the floor or go toe-to-toe with the entire roster. It's why they felt they needed to make Continuum Shift. #superstreetfighteriv
10/20/09
Aside from Dan and Sagat, most characters are pretty close to the "ideal" balance with most matchups being 4/6, 5/5, 6/4 meaning that the better player will normally win regardless of character.
Of course, there are still matchups like Zangief/Seth that are 2/8 (ie, if two players of equal ability play, Seth will win 8 times out of 10), but in general it is incredibly balanced and even the lower characters have few truly bad matchups. #superstreetfighteriv
10/20/09
HAHAHAHAHAHA. Blazblue balanced. HAHAHAHAH. I am a fan of Arc's fighting games (Rumble Fish even!) and I can tell you BB is shit for the most part. If you want a balanced fighting game where there 95% of matchups are 5:5 and 6:4 at worst, go play GGAC. BB is terrible. #superstreetfighteriv
10/21/09
@Ryodestined: sorry to tell you dude, but BlazBlue is really unbalanced. Who do you use? I'll play sometime if you want to. #superstreetfighteriv
10/21/09
-long throw break window (~8 frames?, fastest poke is 5 frames. you can basically poke out of any throw making it useless outside of carl's clap trap. there is also throw break buffering which makes throws even more useless [except against people who mash recovery and terrible scrubs, who you really don't even need to throw to win]... Read More
-slow pokes (going back to the 4-5 frame poke thing. you can basically jump out of every mix-up or pressure string since pokes are so slow. also making you be able to block 90% of attacks without fd in the air without tension means even scrubs can jump out of any pressure string, unlike in gg you would have a risk/reward of losing tension and eating meaty anti airs if you tried to jump out of shit
-3 way roll (another way to help scrubs who don't know how to block oki wakeup games by removing it completely)
-zoning (top tier characters are too good at zoning and pressure except carl[who will fucking kill you off a 5a], whereas most of the cast can only do shit once they up close. either make pure zoning characters or pure rushdown. characters with both will obviously unbalance game
-There are lots more character specific shit that I don't feel like getting into. #superstreetfighteriv
10/20/09
Guile could use a new move. He has 2 specials, SB and FK. DJ is a similar character and he has 4 specials. Guile has the least amount of specials in the game.
But people, just go to shoryuken.com and read/comment. This is the definitive source for SF, along with eventhubs. #superstreetfighteriv
10/20/09
R.I.P. mmcafe and HerV. #superstreetfighteriv
10/20/09
LOL no. Ken isn't in the same tier as ryu because ryu can go into his ultra from everything. J.mp, anti air lp srk, ex fireball, ex tatsu, fadc srk. For someone who is supposed to use eventhubs and srk, I'm surprised you would say something that scrubby. #superstreetfighteriv
10/20/09
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10/20/09
The problem with Seth is that you don't have many "safe" approaches because of his crazy priority. So most people who aren't used to defensive tactics struggle.
Me? I've found a handy trick to beating him on any difficulty with Akuma. Just telespam and if you end up behind him: sweep, throw or use a BnB combo if you're feeling lucky.
Them again, I think he's harder on lower difficulties because in the difficulty spike. Hell, you can get to him on easiest without ever blocking. #superstreetfighteriv
10/20/09
10/20/09
So I find the boss tedious and developed a cheap tactic to beat him quickly, but against human opponents, he's actually a pretty fun matchup for me.
Then again, I don't play online, so human opponents using Seth tend to be when my friends and I turn on "random". #superstreetfighteriv
10/20/09
Anyone who needs help beating Seth probably does not have Akuma unlocked. :) #superstreetfighteriv
10/20/09
Lariat!
Or just telespam with Dhalsim and throw.
10/20/09
10/20/09
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10/20/09
I'm pretty bad, but I can take on anyone who just "flowcharts". #superstreetfighteriv
10/20/09
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10/20/09
In the Capcom realm, Gill is the only boss that I officially avoid because he's so cheap. Come on, Resurrection??? #superstreetfighteriv
10/21/09
10/21/09
10/20/09
Make him more challenging, not more irritating. If the boss cheaps me to death, I'm not having fun. #superstreetfighteriv
10/20/09
Arcade mode is the last thing anyone should be playing in SSF4. #superstreetfighteriv
10/20/09
10/20/09
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10/20/09
the worse thing about seth is not that he is cheap (which he is) its that he is lame as a boss. the guy borrows moves from everybody. plus his annoying "2nd round steroid tune-up" just turns into a match of u picking at him with moves that offset his attacks. rather than really going in at him like you would if you fought a real boss like M.Bison.
they should redo his whole moveset and make him more unique. #superstreetfighteriv
10/20/09
Seth is like some kind of wtf alien thing that comes from nowhere. I have no emotions for him except by god on easy I will abuse the game mechanics and hit him with the same move over and over. #superstreetfighteriv
10/20/09
10/20/09
10/20/09
but i hear ya. #superstreetfighteriv
10/20/09
wow.... im appalled that Killian is even toying with the idea of charging 60 bucks plus tax. i payed 60 bucks to beta test SF4 for Capcom. you have to be kidding me.
this game should be:
- 30 bucks for early adopters who can trade in SF4 for SSF4 with some type of trade in promotion
-60 bucks for first time buyers
this model makes all people happy.
Seth needs to look out for the loyal customers who shelld out for the game day one... esp those who got the collectors edition, like myself. #superstreetfighteriv
10/20/09
10/20/09
10/20/09
Would you still have that opinion if SSFIV hadn't been announced? I doubt it. #superstreetfighteriv
10/20/09
But you're right, Capcom can't consider releasing this at full price. They should do what Sega did with VF4's upgrade release on PS2, and release it at greatest hit's pricing. #superstreetfighteriv
10/20/09
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10/20/09
my thoughts exactly #superstreetfighteriv
10/20/09
10/20/09
10/20/09
My biggest (only, outside of price, I suppose) complaint is that the playerbase is already relatively thin (at least on the PS3). Creating a new game, rather than something downloadable that could be made a switch in the matchmaking settings, is pretty aggravating.
I only have ~50 hours into the game; if I had a couple or a few hundred, like some, I would probably not care and would be chomping at the bit for a revision. But I feel I have more characters to get much better with still under the current ruleset/engine.
At this point it feels like the multiplayer experience I thought I was getting is going to be artificially cut short by Capcom's release of a new 'version'. #superstreetfighteriv
10/20/09
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10/20/09
lemme do a mock interpretation of SF4.
Capcom: hey guys Sf4 coming out soon
Fans: FUCK YES. WHERE DO I Pre-Order?
Capcom: yes guys this game will be the bridge between what is good about SF2 and all the other greats.
Fans: FAP FAP FAP
Capcom: (release day) Here's the game! ENJOY!
Fans: WOO HOO!!!! ok where is ken? (lol)
Capcom: Hey guys by the way, if you have any issues, hit up the board with your thoughts!
Fans: See man, thats why capcom is the shizzle, they listen.
Capcom: Hey guys we have some great news! NEW SSF4 coming in 2010!
Fans:?!@#$%&$!
Capcom: but wait guys, chill out! we listened to all of your ideas and decided to improve the game's overall experience!
Fans: but, isnt that what you guys were doing when you were making the game?
Capcom:but cmon guys! youre getting a more balanced game! new fighters! perhaps new supers!
Fans: im saying though, this couldn't be a patch?
Capcom: this is too big of a update, im afraid.
Fans: damn that sucks.... will it be cheap at least?
Capcom: no confirmation of price just yet, but hey i have some goos news!
Fans: YES? YES? (e-boner)
Capcom: were Making the Seth Boss cheaper than ever!
Fans: ............................ #superstreetfighteriv
10/20/09
If you plan not to get SSFIV immediately, then yes, assuming there are no means for people with one version to play with people who own another, you will be left behind. Whether this is another incentive to buy the game at release or whether it "just sucks" is your decision.
Regarding your comment on time spent on the game, and how you feel you have more to learn from this version - bear in mind as soon as SSFIV comes out continuing to learn how to play the original is kind of moot - since every character will go through changes in the revision. So, choosing to forego upgrading so you can continue to learn the original game is essentially pointless as everything you've learned is subject to change when you switch to SSFIV.
I can relate to how you feel about the multiplayer experience being cut short from the release of SSFIV though. But remember, it's still a ways off. Perhaps when March '10 rolls around you might feel differently about it. #superstreetfighteriv
10/20/09
As I said in a different post, I personally think $40 is about the right about to charge for SSFIV.
At the end of the day though, it's up to the consumer to look at the new content and determine whether it's worth buying for whatever the final price of the game is. That's up to each individual to decide, there is no universal opinion. Some people who are huge SF fans will buy it even if it cost $100+. Others won't buy it even for $20.
As far as I'm concerned, Capcom aren't trying to rip anyone off here. They're just trying to make the game better, and in doing so have come up with enough new content to deem a re-release of the game worthy. If you disagree, don't buy it. If you do agree, then I'll see you in SSFIV. #superstreetfighteriv
10/20/09
In order for multiplayer (all that the game is worth after playing all chars once) to be playable, I have to 'upgrade'.
I will be left behind if not 'upgrading' to SSIV based on playerbase size.
I will be left behind in learning the 'upgraded' version of the game if I don't upgrade immediately.
If I were Capcom, I would charge $60, too... they're forcing people to, if they don't want any of those negative effects. I wouldn't charge $60 because there's that much additional/new content in the upgraded version of the game. #superstreetfighteriv
10/20/09
I'd argue that most people out there have played the game enough to justify paying whatever they paid for it in the first place. In which case, a full priced revision is totally justified.
Remember people pay $60 for a new game and might only play it for 6-10 hours - no complaints. Then when a sequel comes out they'll happily pay another $60 for that.
It seems to me SSFIV is only pissing people off because consumers are essentially paying for a lot of the same content twice. If they cut all the original content out of SSFIV and just released the new content would that make people happy? Obviously not. So I don't really understand why people are complaining as much as they are. Especially since the pricing isn't even final yet. #superstreetfighteriv
10/20/09
sounds like they are still not sure dude. #superstreetfighteriv
10/20/09
10/20/09
-sniff sniff- #superstreetfighteriv
10/20/09
Seth"Streeto-do Fighta-do"Killian
SF is his baby. sure he didnt create SF, but he eats sleeps and breaths SF. anything news worthy that flows through to the US usually come from him.
so for now lets call capcom out for the "ambiguity" in their plans.
when they assure us im sure we will all chill out. or maybe not :p #superstreetfighteriv
10/20/09
then came street fighter III. in the arcades, the first 2 installments were only months apart, but on consoles.. the collection of the first 2 installments and the third were only a year apart.. and were full price.
and then back in the super nintendo days, capcom released updates every year until super street fighter II dropped.
not only is this "business as usual," i really dont find it any worse than yearly maddens or call of dutys. i understand what youre saying, but videogames are a business first... and entertainment second (for capcom).
i mean, they know so many people have dropped off of the game because thats how casual players do, so there needs to be an update to hold their interest... the fact that this update happens to have 8 characters, new moves and stages, better online, and whatever else may be planned is actually impressive compared to most full fledged fighting game sequels. #superstreetfighteriv
10/20/09
What bothers me about your last post though is this: "this quick revision just reeks of foul play." Reason being, if you've played a lot of SFIV as you say you have, surely you'd be able to comprehend just how much work actually goes into a 'revision' like SSFIV. Sure they're 'only' adding 8(~) new characters, and a few more moves for existing characters, but the sheer amount of work that this entails in terms of testing and balancing is huge. Like, far bigger than any DLC that's ever been realeased for any game - and that shit costs money.
All of us as consumers would love to pay less than the standard $60 for this game, that goes without saying. But the honchos at Capcom might decide when Spring rolls around that they *need* to charge full price for this game to cover the costs of the work that went into it. Should that be the case, I'd personally be happy to pay full price for it, because knowing what I know, I wouldn't feel like I'm being ripped off paying that much.
However, at face value, when you see a list of the changes and just see:
8 new characters (~)
new stages
few new special moves/ultras etc
I can definitely see why people are reacting the way are, because again, at face value, it looks like you're being short-changed. But if you look at the bigger picture, I think even $60 is a fair price for what you're getting, whether you bought the first game or not.
As Shouryuuken said, Capcom is a business. It doesn't matter how much they care (or don't care) about their fans. They're not going to make a loss on a game just to keep the fans happy. #superstreetfighteriv
10/20/09
Seriously, people. I'm damn tired of seeing eighty percent of you flare up everytime some developer announces they think they put enough effort into a game to have the AUDACITY to charge us money for it.
This is the same bullshit every one of you was spewing venom at Valve for when Left 4 Dead 2 was announced.
At the end of the day, each and every one of us makes the decision of where to put our hard earned cash, game-wise. No matter what price point SSFIV hits at, people will buy it immediately, people won't buy it until it's dropped to a price they deem appropriate, and people won't buy it at all.
I, for one, wholeheartedly applaud Capcom. Adding chars/moves/stages, changing things around to (hopefully!) make the game more balanced and polished than it already was, etc, etc (we've all heard this list before) is a great step to take, especially for a fighting game. IT NEEDS TO BE DONE MORE OFTEN.
And quite unbashedly, the incessant whining from the majority of you has convinced me I SHOULD purchase it day one, if only to show my support of what I believe will be a job well done. #superstreetfighteriv
10/20/09
The increment release schedule was designed because in the 90s Capcom had no other way to get new data to players. The concept of DLC didn't exist. But to make each release of a game worth it, they would include new colors, new characters, etc.
However, 10 years later companies have moved from multiple increments of games to providing new content to gamers via DLC. The increment model should have been rendered irrelevant with the DLC model, but Capcom is still doing both! What is the point of getting DLC if the content means nothing in such a short time?
And let's be honest. The programming base for SF4 has already been figured out. Adding a new character model involves only two things. Modeling said character with an animation skeleton, and determining the move set for that skeleton. The days of drawing and animating a large set of pixels (like in SFIII and Alpha) is long behind us. I would be surprised if creating a new character took more than 1 month. #superstreetfighteriv
10/20/09
While they could just do what you say and add the models, hitboxes and movesets and leave it at that, if they released the game in that state it would be absolutely horrible. The reality is, Capcom spends the majority of their development time not on those things, but instead on testing. They'll go back and revise characters dozens of times to try and balance things as best they can. SFIV is without a doubt one of the best balanced fighting games out there, with the majority of the cast being tournament-viable.
Also, the fact that they're adding 8(~) characters to an already existing cast of 25 means those original 25 need to be re-tweaked so that they're balanced well with the new ones.
It's for this reason that the game could well retail for the full $60, and it's also the reason why this simply can not be DLC. There's simply too many changes to the core mechanics of the game for them to be implemented in a DLC format.
Personally I think it's worth at least $40, and I think the idea of a $40 patch would piss people off even more than a $40 re-release of the game evidently has.
@RockingMonk: You're most welcome =)
10/20/09
But addressing your point directly, think of the price in terms of ratios. $60 for the original SF4 paid for all of the marketing costs, the lengthy development process, including art direction and character design, play testing for 25 characters, music composition, level design, etc. Adding an additional 8 characters definitely involves tweaking everything to iron out the bugs, but a large portion of the work is already done. In my opinion, there is no justification for an increment title costing as much as the original because development costs should have gone down.
What I personally would have liked to have seen is two patches and a possible store release:
1) The first patch would have cost $25 or so. This patch would have added all the new content to the current game, and it would have allowed players to select and use the new characters.
2) The second patch would have been free and made a mandatory download for all players. This patch would let owners of the original game see the new characters but would not allow you to control them. The purpose of this patch would be to keep the online community unified while still providing new content.
3) For those users who didn't want to download the large patches, there could be an official disk release. This would be SF4 with the patches already applied (i.e. SSF4), and maybe a couple of additional extras. This disk could cost $30-$40 to cover distribution costs.
But seriously, in this age of digital content, hard drives in consoles, and DLC, an increment title should not exist unless it's an official sequel. #superstreetfighteriv
10/20/09
Also, forget for a second that you owned the first game (assuming you do) - would it be wrong for an increment title to cost as much as the original, given that you get *all* of the content that was in the original, plus all this new stuff? It's not like when SSFIV comes out SFIV will suddenly become free, the work they put into it still deserves to be paid for, regardless of whether you or anyone paid for it once already. This just goes back to what I was saying regarding everyone having to decide for themselves if it's worth buying.
Also, given the idea's you proposed, that free patch would probably amount to at least 2GB+, and someone has to pay the bill for all that bandwidth. Guess who? Just another reason Capcom aren't doing this the DLC way.
Anyway, I'm still pretty adamant a $25+ patch would be recieved even worse than a potentially budget retail release. #superstreetfighteriv
10/20/09
Street Fighter 4 cost around 7,500 yen in Japan. At the current conversion rate, that's $82 US dollars. If the new content was available as DLC (which, you're right - it won't be) there is a limit to how much Capcom can charge. As a new disk release, it probably means I'm going to end up spending another $60-70 to get the game, and having already spent about $15 on DLC for the first title, that means I'll have ended up spending around $160 for what essentially amounts to one game with a lot of tweaking. That seems a bit unreasonable if you ask me.
The funny thing about this situation is that if SSF4 was DLC, Capcom is guaranteed money from the sale. As it stands now, a bunch of people are going to get the new game used to save money. Buying the game used means Capcom gets nothing from the sale, and sort of defeats the purpose making it a separate disk in the first place. :) #superstreetfighteriv
10/20/09
Regarding your last point, yeah you're right for the most part, and I'm sure Capcom knows that too. Given that they're "choosing" to forego potential profits by releasing it on disc leads me to believe that they simply don't have the choice in the first place. What I mean is, if they *could* release it as DLC, and if doing it that way would make them more money, then that's probably what they'd be doing. The fact that they're not is almost proof that there's too much content here for a DLC release in the first place.
However, I don't think used sales are going to eat into their profit that much. I'm fairly sure the majority of the people that will be buying this game will be holding on to it for quite some time. So if you're (not you specifically, speaking metaphorically) peeved at the price and are waiting to pick up a used copy, you could be in for quite a long wait. #superstreetfighteriv
10/20/09
This is the biggest kicker for me. We all must be a bunch of masochists because the Capcom as of late likes to abuse us to no end, yet we still come back, begging for more. :O) #superstreetfighteriv
10/20/09
You take the good with the bad, and at the end of the day you've still got an amazing developer =). #superstreetfighteriv
10/20/09
btw i hearted you, looking forward to agreeing/disagreeing with you in the future. :) #superstreetfighteriv
10/20/09
Obviously this brings us back to how each individual has their own opinion of value, regardless I'm quietly confident.
I just think it's a shame that anyone would/could miss out on this game because they've already deemed it too expensive, when the fact is most people really have no idea just how much work will have gone into SSFIV when it eventually ships.
Oh and, I noticed you'd hearted me when I glanced at my profile earlier (I don't have all that many followers so new ones stand out ;D), so naturally I hearted you too. =) #superstreetfighteriv
10/20/09
10/20/09
@DaemonGildas: I just hope Gouken gets a Denjin Hadoken. #superstreetfighteriv
10/20/09
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10/20/09
I've found that Yami is one of the easier bosses in Capcom games. I really only had trouble against him with Gold Lightan. #superstreetfighteriv
10/20/09
10/20/09
I'm not that great at fighting games, so if I really suck at a character and I don't really have much time right now, so I need to play through on an easy setting and mash my way through.
So you'd think Seth would be a pushover on very easy? Nope, pretty much the same, maybe slightly easier than the medium setting. Very easy should be "if you lose, you aren't holding the controller", not only slightly easier.
So I can't burn through and unlock the characters. And I'm just decent, what if someone is starting out and they flat out SUCK? They won't have a chance.
_ I just hope they have all characters unlocked in Super Street Fighter IV. #superstreetfighteriv
10/20/09
Not every game needs to be about the story, new gameplay mechanics/gimmicks or graphics (look at Megaman 9). Competition and skill also need some place, and I'm glad Capcom still believes in this (from Dead Rising to RE5 their games have stayed pretty hard this gen).
And by the way, the characters will be unlocked from the beginning in this. #superstreetfighteriv
10/20/09
The biggest problem with SFIV is that there's no actual training mode to speak of. What they have now doesn't constitute one. They need a tutorial with a breakdown of all the game's nuances and "advanced" strategies that aren't readily apparent to new or casual players.
I'd like to note that the PC version's downloadable instruction book doesn't even have anything explaining Focus Attacks. That's messed up.
They made SFIV very accessible gameplay-wise, then they kept all the instructions from the players like a closely guarded secret instead of pointing them in the right direction.
Cross-ups, reversals, tech windows, explanation of combo/cancel windows, tick-throws, properties and uses of invincibility in moves, chip damage... NONE of this information is anywhere but in-depth online guides, guides made by fan communities.
It's a tragic case of "the dumb" on Capcom's part. #superstreetfighteriv
10/20/09
10/20/09
If you don't know some of this stuff, you will rage time and time again when you wonder why the hell your Ultra didn't work or how that guy keeps hitting you, even when you were obviously blocking.
Some of the things I mentioned were definitely advanced and unnecessary, but an understanding of cross-ups and reversals are absolutely required to play online to not get your butt handed to you by the same move over and over (probably killing your enjoyment of the game).
The information should be there. Currently, even if a player wanted to know why the hell they keep getting destroyed by Seth or other players, they're completely SOL without knowing where to find a guide on the internet. #superstreetfighteriv
10/20/09