Comebacks just don't feel that impressive anymore. SFV and SF6 both have this problem, they're both such momentum heavy games that a "comeback" is basically just any sequence that you see 100 times already, it's just that their lifebar happens to be low.
@ramontavares35062 күн бұрын
Although I overall agree with you, these two games are not that close in this subject. It was much easier to comeback in sfv, way more dependent on luck as well. I think that the "same sequence" problem is a different issue related to how easier the game controls are compared to older games
@OutofcomissionКүн бұрын
@@ramontavares3506 I feel like the lack of excitement from comebacks in this game come from the negative mindset on how parry works not so much on game controls overall. Everyone finds that one perfect parry will just change the game around with the ease of two buttons so nothing really feels earned or feared. Burn out sequences feel bad for sure but they’re arguably more tolerable to the majority who rant about the parry system.
@SharkWithFreakinLaserBeamКүн бұрын
Meh. 5 was garbage all around. 6 improved on it in all aspects and comebacks in burnout are still fairly impressive. By nature, it will never be as impressive as a pixel hp comeback from SF4, but I'll take that tradeoff to have a well-balanced roster any day.
@shmixedNshmoovedКүн бұрын
Nah, SFV was just straight robbery and rewarded you for losing with V-Trigger. In Sf6, you either get steam rolled the whole round or your opponent that's in the lead makes a huge error that sets them back or costs then the round. Its not nearly as easy to make a comeback in 6 as it is in 5.