While it would be best to have the delay as low as possible, it’s never going to be perfect, especially in the case of SFV, as Unreal Engine 4 forced a level of input delay that Capcom unfortunately couldn’t fix. After roughly two years of playing through the delay, Capcom released a patch that would reduce the delay down to 4 frames. Dark times.Įventually, this would be remedied, but it never got fully fixed. But even worse is when players are able to react themselves, but the game’s inherent lag means it wouldn’t read their input in time to show that reaction in-game. It completely changes how the game is played when players can’t react to certain things. Street Fighter V launched with an innate 7-frame input delay, and was subsequently berated on social media once this became public knowledge I’ll never forget it. ![]() And the latter aspect is what can really make fighting games shine from a spectator’s perspective. Fighting games are two players pitted against one another in a game of high-speed mental chess, where it’s important to not only get a read on your opponent, but also be able to react quickly. But instead, it felt like every other week there was a new problem with the game that made it the laughing stock of the fighting game community.Īs a competitive genre of video games, fighting games don’t have teams of players that need to work perfectly with one another in order to succeed, nor do they have massively complex interlocking mechanics like Dota and League of Legends. All I wanted to do was talk about this amazing game that everyone was loving - who knows, maybe I could have even gotten a friend or two into it. It wasn’t perfect, but it was a step in the right direction and was a part of the process that turned the popular opinion of SFV around.Īs someone who was really into Street Fighter in general when Street Fighter V was first released, this was such a hard one to defend. V-triggers were the backbone of SFV and what made each character feel unique, so everyone getting a second V-trigger allowed for players to play in different ways from one another. These things were eventually patched out of the game and become more balanced, but that alone didn’t solve the problem - players would then just find the next most optimal thing and the cycle of following the leader would repeat.Įventually, we would see the arrival of alternate V-triggers and V-skills for all of the characters, and this was the start of the variety that we had been craving. This became the definitive way to play the character and no matter where you looked, everyone playing her was doing a very similar thing - even my scrubby ass was spamming air lightning legs during the first season of the game. ![]() Street Fighter players, being Street Fighter players, figured they could use one of the many tricks they had learned over the many years of playing previous titles to exploit this attack in a particularly powerful way.Įssentially the technique allowed Chun-Li to perform this aerial move as close to the ground as possible, which became easy to confirm and then combo from when it hit, but also something that was completely safe if blocked. ![]() She would jump in the air and perform a flurry of kicks as she slowly descended to the ground. During the first season of the game’s lifespan, Chun-Li had a special attack that was called “air lightning legs”. By this, I mean that the game was fairly barebones, and as a result of this, once someone had figured out the most optimal things to do with a particular character, everyone else would just follow suit.Ĭhun-Li is a good example of this. Upon release, one of the biggest things that players slowly began to notice was the way in which each character on the roster had a seemingly “fixed” way to play.
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