Von_Blackhardt
[12] Conqueror
Wait until you fight someone who knows what stepping left is.
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Lol what? He is way better than he was in SCV. His options are so much better.
Okay, but I wasn't arguing that he was good I was saying he was better than he has been in past games. He's always been terrible against side stepping. You said he was the weakest he's ever been, which isn't really true.Now, that's the problem. He has the illusion of more options, simply because they took most of his old moveset and integrated it into his new prep. However, I hope you like getting sidestepped by even the most remotely competent player. Raphael is the only character who is as weak to step as he is. His horizontal options are virtually non-existent. He has one singular A attack that has run counter, and it's generally too slow to use.
Whether he is objectively better than his previous iterations or not, doesn't matter. In this game, he is garbage.
Okay, but I wasn't arguing that he was good I was saying he was better than he has been in past games. He's always been terrible against side stepping. You said he was the weakest he's ever been, which isn't really true.
I was actually looking at the credits for the first time as well. And yeah, this is the same DIMPS that worked on various Street Fighter games. I'm surprised to see so many Project Soul members returning to work on this. Since many of them worked on other recent Namco titles like Pokken, I thought there would be less returning members.It's early, but I like how it seems like there's more thought put into characters' moves. Nightmare has more stances , and can switch to any of them from different attacks and stances, covering some holes in his gameplay from previous games. Astaroth has this running grab move to help him overcome distances. I really am liking this.
I noticed on the game credits DIMPS worked on this game. The same DIMPS that worked on Street Fighter 4 and 5, no?
Not after each one, but there's trophies for beating the main story, for beating one character's story, for beating ten characters' stories, and for beating all of them.question..….do you earn Achievements/Trophies for completing each character's Story mode?
You do it enough to scare them from using it against you.Dude, that's obvious. But it's not so easy in battle, and you can't spam (slow) guard break attacks for the entire match...
I was actually looking at the credits for the first time as well. And yeah, this is the same DIMPS that worked on various Street Fighter games. I'm surprised to see so many Project Soul members returning to work on this. Since many of them worked on other recent Namco titles like Pokken, I thought there would be less returning members.
That said, the amount of Namco people who worked on SC6 is very small. This is more of a Dimps production than anything else. I guess we can't complain as the end result isn't bad (aside from the fact it had a small budget), but it's weird to see Namco outsource almost the entire development.
thanks.Not after each one, but there's trophies for beating the main story, for beating one character's story, for beating ten characters' stories, and for beating all of them.
I agree.sooo Groh is lot of fun to use...
It is true - here's why. They upped the speed of 8WR as an inherent mechanic of the game. Raphael is weak to 8WR. In spite of this, he actually has even less options for run counters. He may have had less options in previous games, but those options weren't tied into a vertical reliant stance. This makes him incredibly weak, in relation to the game's other mechanics. Having options doesn't make him "strong" if he can't use them.
Play the game against people who aren't the CPU, and tell me he is "strong".