About the revenge gauge and "saving system" vs Arcana Heart:
On December 29 2007 14:06 Bill307 wrote:
Hehehe, yeah it sounds like the revenge gauge in SF4 will play a similar role to the homing gauge in Arcana Heart, where you use revenge/homing bars to cancel out of attacks with long recovery so that you can either continue a combo or avoid being punished after the attack is blocked.
Furthermore, the "saving system" sounds very similar to the guard cancel in Arcana Heart, where you can use one of your homing bars to cancel out of blockstun and become invincible momentarily, allowing you to counter-attack. Then your opponent, in turn, can react by doing a revenge/homing cancel to avoid your counterattack.
... Y'know, this really does sound like Arcana Heart with Street Fighter characters (and minus the long combos).
Hehehe, yeah it sounds like the revenge gauge in SF4 will play a similar role to the homing gauge in Arcana Heart, where you use revenge/homing bars to cancel out of attacks with long recovery so that you can either continue a combo or avoid being punished after the attack is blocked.
Furthermore, the "saving system" sounds very similar to the guard cancel in Arcana Heart, where you can use one of your homing bars to cancel out of blockstun and become invincible momentarily, allowing you to counter-attack. Then your opponent, in turn, can react by doing a revenge/homing cancel to avoid your counterattack.
... Y'know, this really does sound like Arcana Heart with Street Fighter characters (and minus the long combos).
About the graphics and Ono's opinions on parries:
On December 29 2007 14:22 Bill307 wrote:
About the graphics: I think they're new and, as a result, awkward. But I think we'll get used to them quickly, so they're alright.
About parries: I don't mind their absence, but I disagree with the reasons Ono gave for their absence. Novices can use parries just like they can use EX moves. You've just gotta give 'em a chance to practice parrying fireballs for a bit until they learn the timing for it. I remember I used to find it easier to parry certain things -- fireballs and jump-ins -- consistently than to do EX hayate consistently.
He also said something about parries allowing advanced players to dominate novice players. But... isn't that a GOOD thing? Advanced players need to be able to consistently and easily steamroll novices, otherwise the game can't possibly be good for competition =P.
About the graphics: I think they're new and, as a result, awkward. But I think we'll get used to them quickly, so they're alright.
About parries: I don't mind their absence, but I disagree with the reasons Ono gave for their absence. Novices can use parries just like they can use EX moves. You've just gotta give 'em a chance to practice parrying fireballs for a bit until they learn the timing for it. I remember I used to find it easier to parry certain things -- fireballs and jump-ins -- consistently than to do EX hayate consistently.
He also said something about parries allowing advanced players to dominate novice players. But... isn't that a GOOD thing? Advanced players need to be able to consistently and easily steamroll novices, otherwise the game can't possibly be good for competition =P.