One of my favorite things about SF5 is the flourishes added to some moves when a character recovers to his/her idle.
Not only do they smooth the transition but they vary based on the strength of the attack.
(Also, I just noticed the change to her crouching animation)pic.twitter.com/5XES7xdhQd
The flourishes are easily cancelled and retain original timing. It seems like the key posing are what’s divisive at the moment?
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But what about when the player is 100% concentrating on the opponent for movement that tells for the next attack, and whether that attack is high/low etc ... it suddenly became a lot harder to see right. I dunno, not played SF for ages, perhaps fans are fine
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Valid points
End of conversation
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