![]() One key factor that Street Fighter V dropped the ball on was its implementation of rollback netcode. Why settle on relying on projectiles, footsies, and anti-air attacks when one clean opening from point-blank oftentimes leads to a 30% combo and a nasty mix-up? Especially when much of the cast is given tools to work past a zoning defense? There’s a lot of ways that the franchise can work through this going forward and I hope it finds a more balanced approach to combat design in future entries. Even so, the game skews in favour of the player rushing in and fighting in your face. Yes, certain characters such as Poison add a bit more variety to the mix, as she excels at ranged combat in a game where close-quarter combat rules supreme. That said, the game’s frenetic pacing and aggressive play style largely still stands. ![]() Having reactions matter more makes the game feel less like a robbery when you lose in a blink and don’t even understand what happened. It’s easier to block frantic mix-ups and punished whiffed attacks. With it being so low – particularly on PC – reaction time matters as much here as it does in any other fighting game. In the old days, decisions had to be prediction-based by virtue of the delay being so long. I’m playing on PC now and the lower input delay does help reshape the game in a big way. Though it took way too long for Capcom to address the problem, they finally cut it down to about 4 frames on PS4 and 3 frames on PC. Input delay of this magnitude made for a game that felt sluggish and inconsistent. On PlayStation 4 in particular, the game launched with 8 frames of input delay in a realm where 3-4 frames is acceptable. ![]() One of the game’s most glaring issues was its input delay. Crush Counter combos have also seen a damage reduction, as a single counter hit could easily lead to a massive combo that can completely change the complexion of a match. Hitboxes have been adjusted so that moves that you’ll need to rely on true anti-air moves to stop jump-ins. In the early days, anti-air jabs were an incredibly powerful tool to sway jumpers out of the sky with ease. Some of the game’s more degenerate stuff has also been ironed out. At the very least, a sorely-needed Arcade mode finally allows players to fight through a ladder of opponents. A single-player story mode was added a while back, albeit a cringe-inducing one that poorly attempts to follow the footsteps of the modern Mortal Kombat games. To Capcom’s credit, they have worked tirelessly to shore up much of what was wrong. Most of my time thus far has been reacquainting myself with the fighting game I left behind long ago. Though I’ve dabbled in other fighting games here-and-there, I never found a new game to call home.Īlmost on a whim, I picked up Street Fighter V: Champion Edition on PC as a potential first step towards moving all of my future fighting game playing on the platform. I found myself being overly-frustrated with the game’s faults, as well as my personal struggle to continually improve as a player. Not long after my most successful tournament run ever, I left the game behind. I reached a pretty high ranking in online play and even won an IRL tournament before finishing 17th in the Cineplex WorldGaming Street Fighter V National Championships. ![]() My fandom for the franchise still carried me quite far. It did not.Ī disastrous launch botched basically every aspect of the game, from no single-player content, to awful online, excessive button input delay, to fundamentally-flawed combat design. As we transitioned into Street Fighter V, I had high hopes that the game would match or exceed the heights of its predecessor. Street Fighter IV still stands as not only my favourite fighting game of all-time, but favourite game across any genre.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |