Don't the characters in SF4 at least freeze in place during the super flash?
They said in a PC Gamer interview that they would only be doing cosmetics, you won't have to pay for anything else.I've been wondering... How do you think they'll monetize the game?
I mean, cosmeticals are a given but will they be rented or permanent? Will new fighters be free or behind a pay wall, and more importantly: will we be able to fight to our hearts content or forced to wait for stamina or some other bs?
In most other games with superflashes, the opponent freezes during the superflash. Meaning if they've committed to a button, and the superflash starts, they're going to be on whatever frame they were on when the superflash ends. This means if you did a stupid and they throw out a super, you're going to get hit.
It's not really super flash/freeze, then. It's just normal start up/cool down differences, just slowed down for effect and making it "reactable" in some cases; it's not very different from holding upBack after committing to a move in terms of functionality and "reacting" to something. That's.....it just doesnt seem like a reason to complain. That just sounds like people projecting mechanics of one game into another; it's no different from complaining about why iad works differently in different games. This game just seems to require different timing/spacing and usage for supers compared to other games. If people are reacting to a super, then it was used at the wrong time imo.In Rising Thunder, your frames still progress during a superflash. Meaning if I commit to a button, and the superflash starts, I have time to recover from that button and block.
Basically, they've broken superflash tradition, and it's irritating people because they can't do the stuff they'd normally be able to do with the freeze.
I don't think Skullgirls is a fair comparison. It's a different style of fighter, every character has a several supers, and you have the option of playing one to three (lol 123) characters which multiplies the amoun of supers you have. The meter system is also different.I think the main problem people have with this approach to superflash is that it limits the use of supers (they are now either combo extensions or only useful for a hard read). This makes supers a lot less useful and varied. For example, look at all the uses supers have in Skullgirls, they wouldn't be anywhere near as varied or useful if their superflashes acted like this. If this is a deliberate action to limit the usability of supers, why not freeze opponents during the superflash but just adjust their startup frames outside of superflash? That would give people a clear idea of how fast their supers actually are.
Plus it just looks silly.
You're forced to "remember" how slow your superflash animation is and how much time really passes between the superflash and real game time. Dauntless Super might even pass like 6f of "real time" which is a lot, and far more than 0, and then she actually does her move, which already has its own startup and whatnot
I really don't see the difference here. Sorry. Characters can anti-air with their supers if they're high enough in their jump arc. Supers win out if someone's already hit a button and not before they hit a button (The cinematic makes random supers less likely to work). In SG, supers have a much larger window of success over most other games due to the fact that the startup is pre-flash in SG. It's one of the biggest complaints about SG from people coming from outside the Marvel genre.
There's a huge difference, it changes how reactable the supers are. Why shouldn't random supers work? if you don't respect it or dont notice the startup you should get hit. They're all whiff punishable or unsafe on block. I also don't think supers should be invincible like they are in RT to make up for reactibility, it just makes it that much easier to mash out of mixups. Why should a super be more react able the any other move witht he same frame data?