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Street Fighter V General Discussion

buyacushun

Normalize grab immunity.
Not a fan of the hair hanging either. Hope he's fun though and it seems like it. Haven't played gg but honestly I think I have my hands full with SFV and injustice 2.
If you got plus, they released a demo with all the characters, tutorial, training, and versus. But you have to try b4 the game releases. Might as well. Everything you need to know if you like it is available right now for free.
 

NaCl man

Welcome to Akihabara
If you got plus, they released a demo with all the characters, tutorial, training, and versus. But you have to try b4 the game releases. Might as well. Everything you need to know if you like it is available right now for free.
ill have to see if its available in australia if it is ill have to give it a go. i have watched little bits of this game and i have no idea what is happening lol. i saw some demon dude and some little girl with an anchor throwing dolphins?
 

StormGoddess

Your mind tricks won't harm me!!!
SFV Capcom Fighters Network Beta 2 Begins This Weekend! May 11-14



Ready to sample the new and improved Capcom Fighters Network (CFN) for Street Fighter V?

Both PC and PlayStation 4 players can leap into the CFN Beta for some cross-play action beginning 6PM PT on Thursday, May 11, and play through the weekend to 10PM PT on Sunday, May 14. For our European players, that’d be 2am GMT Friday, May 12 to 6am GMT Monday, May 15.

You don’t even need a copy of Street Fighter V to participate – simply download the Beta client for free and get crackin’!

Ed and his Psycho Power-infused boxing skills make their debut during the Beta as well. You’ll be able to sample the upcoming character Ed throughout the Beta, so please enjoy this free preview.

Ed, the Season 2 balance changes and numerous other tweaks make this an extremely important Beta for SFV players and the new CFN. We want to ensure this update injects a new sense of excitement and energy into the online Street Fighter V experience, so please log in and let us know what you think!

source-
http://www.capcom-unity.com/harrisony/blog/2017/05/10/sfv-capcom-fighters-network-beta-2-begins-this-weekend-may-11-14
 

EntropicByDesign

It's all so very confusing.
Whew i didnt miss the Ed beta and of course he has his stupid hair in every costume. Idk how i feel about him getting a different input scheme. At least i already changed my buttons so holds will be easy anyways.

Everyone make sure to notice the steve fox influence. @Cut Shred

Side Note: has everyone tried GG rev 2 yet? Training mode blows SFV's out the water. Nevermind Urien wishes he had the options in that game. Everyone should check it out.

I downloaded the Rev2 beta on PS4 and have been messing about to a very limited degree here and there. I've played a tiny bit of the current GG as well..

I fell in love with Raven and then they went through this weird series of changes for him in the location tests and from what I read, ultimately ruined him... But I picked him up in the Rev2 demo to see and he seems way more interesting than before. I was told his specials didn't build excitement any more (a change from a loc test) and that excite decayed very quickly and that his orb and scratch were both made terrible without like excite lv3.

I'm not sure if they further changed things in the Rev2 demo itself or the two or three different sources that told me about those changes to Raven were were all referencing the same bad information.. cause none of that seems to be the case now. His orb is weaker but still a thing, scratch still combos from cr.hs and in all usual areas that I could find (in the basic stuff I know) and scratch built excite meter.. the most fun change though was that his command grab now builds a *ton* of excite meter and it does it on the grab itself, so you seem to always get the ground bounce for post command grab combos, which is just a cool ass thing.

All in all I had kinda decided not to mess with GG any because Raven got fucked and be was really the only character I really clicked with.. but if these changes roll into release I may check it out, they've made him more open and dynamic and interesting, less about one combo into orb into a mixup until you win or lose.
 

EntropicByDesign

It's all so very confusing.
I'd also highly recommend KOF if you haven't tried it. It's the kind of game that will directly help you with SF as well imo, so time spent checking it out isn't entirely "wasted" . The game is very rushdown centric with fast offense that makes you guess. Defense is often done offensively (jabbing out of pressure, etc) ala SFV. There are definitely huge differences, KOF has a handful of universal defensive mechanics for example, but many similarities as well - as stated rushdown, guess heavy, fast paced, fast and aggressive meter build your encouraged to is often, etc

The game had a massive 50 +/- fighter roster, you pick a team of three and rock out. XIV also does difficulty very well. XIII is kind of a byword for tedious difficulty in the fgc, but XIV doesn't continue that trend. You have to be crisp and precise, it's not SFV's (sfv is superior in this regard imo) ultra lenient input buffer, but it's far from some frame perfect mess of juggles and alternate timings. The game operates based on a few simple combo rules as well so once you learn your openers and your max cancels (usually your openers and maybe an extra command normal) you can kind of build combos on the fly to convert into damage without having to memorize 15 different, massively long combos. But! For input afficianados there is a ton of space to make basic combos longer and more intricate for more damage and better setups or positioning. A beginner can get more than enough damage to be relevant and not be left behind, and as they get better they can add in new juggles and tighten up timings to maximize efficiency, which is how a combo system should be built IMO. Easy to get in to but withroom to grow and add new elements as you improve.

The game had a small community though. Finding matches isn't really a problem, but you won't be able to just queue up. You have to find a lobbies or is Discord or a KOF forum to find players. The community is insanely nice though. I jumped into Romance's stream last night and had some dumb questions and he say there patient and polite and helped me figure out what I was working on, as did a couple members of his chat who were KOF vets.

I'll be honest, I don't think KOF had the numbers to be a replacement for SFV, but it's a game that absolutely deserves more press and credit than it's gotten. It's EXTREMELY well designed and has a very interesting and unique feel. It's almost like the speed and manic nature of an anime fighter with the grounded space control and footies of sfiv/3S and the rushdown offense of V. Super neat game.
 
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I'd also highly recommend KOF if you haven't tried it. It's the kind of game that will directly help you with SF as well imo, so time spent checking it out isn't entirely "wasted" . The game is very rushdown centric with fast offense that makes you guess. Defense is often done offensively (jabbing out of pressure, etc) ala SFV. There are definitely huge differences, KOF has a handful of universal defensive mechanics for example, but many similarities as well - as stated rushdown, guess heavy, fast paced, fast and aggressive meter build your encouraged to is often, etc

The game had a massive 50 +/- fighter roster, you pick a team of three and rock out. XIV also does difficulty very well. XIII is kind of a byword for tedious difficulty in the fgc, but XIV doesn't continue that trend. You have to be crisp and precise, it's not SFV's (sfv is superior in this regard imo) ultra lenient input buffer, but it's far from some frame perfect mess of juggles and alternate timings. The game operates based on a few simple combo rules as well so once you learn your openers and your max cancels (usually your openers and maybe an extra command normal) you can kind of build combos on the fly to convert into damage without having to memorize 15 different, massively long combos. But! For input afficianados there is a ton of space to make basic combos longer and more intricate for more damage and better setups or positioning. A beginner can get more than enough damage to be relevant and not be left behind, and as they get better they can add in new juggles and tighten up timings to maximize efficiency, which is how a combo system should be built IMO. Easy to get in to but withroom to grow and add new elements as you improve.

The game had a small community though. Finding matches isn't really a problem, but you won't be able to just queue up. You have to find a lobbies or is Discord or a KOF forum to find players. The community is insanely nice though. I jumped into Romance's stream last night and had some dumb questions and he say there patient and polite and helped me figure out what I was working on, as did a couple members of his chat who were KOF vets.

I'll be honest, I don't think KOF had the numbers to be a replacement for SFV, but it's a game that absolutely deserves more press and credit than it's gotten. It's EXTREMELY well designed and has a very interesting and unique feel. It's almost like the speed and manic nature of an anime fighter with the grounded space control and footies of sfiv/3S and the rushdown offense of V. Super neat game.
I'll be honest, growing up playing SF 2 and mk I, and mostly everyone at the arcade thought kof was "generic", we thought it was horrible for a fighter to have a basketball player throw basketballs etc. we thought every game was a copy of SF 2 (world heroes comes to mind) but as time passed by I realized those 'other' fighting games had improved. I realized that there's fans for every fighting game. And that's cool.
 

Rip Torn

ALL I HAVE IS THE GREEN.
I was pretty excited for the new KOF before it came out. After playing it, I felt like something was 'off' about it. It didn't feel right. Something about the jumping animations and gravity. The game just felt weird and unnatural.
 

buyacushun

Normalize grab immunity.
I downloaded the Rev2 beta on PS4 and have been messing about to a very limited degree here and there. I've played a tiny bit of the current GG as well..

I fell in love with Raven and then they went through this weird series of changes for him in the location tests and from what I read, ultimately ruined him... But I picked him up in the Rev2 demo to see and he seems way more interesting than before. I was told his specials didn't build excitement any more (a change from a loc test) and that excite decayed very quickly and that his orb and scratch were both made terrible without like excite lv3.

I'm not sure if they further changed things in the Rev2 demo itself or the two or three different sources that told me about those changes to Raven were were all referencing the same bad information.. cause none of that seems to be the case now. His orb is weaker but still a thing, scratch still combos from cr.hs and in all usual areas that I could find (in the basic stuff I know) and scratch built excite meter.. the most fun change though was that his command grab now builds a *ton* of excite meter and it does it on the grab itself, so you seem to always get the ground bounce for post command grab combos, which is just a cool ass thing.

All in all I had kinda decided not to mess with GG any because Raven got fucked and be was really the only character I really clicked with.. but if these changes roll into release I may check it out, they've made him more open and dynamic and interesting, less about one combo into orb into a mixup until you win or lose.
I haven't really kept up with GG since my fling with Xrd. But I tried Answer in the demo and his abilities were just so refreshing and exciting. Arc system works characres actually make me want to be in training mode. That and tekken are the only fighters I can remember that happening.

but as time passed by I realized those 'other' fighting games had improved. I realized that there's fans for every fighting game. And that's cool.
I was pretty excited for the new KOF before it came out. After playing it, I felt like something was 'off' about it. It didn't feel right. Something about the jumping animations and gravity. The game just felt weird and unnatural.
I've heard that 14 is a little bit different than usual in the "feel" department. I'm a KoF scrub so it doesn't matter to me.
 

EntropicByDesign

It's all so very confusing.
I was pretty excited for the new KOF before it came out. After playing it, I felt like something was 'off' about it. It didn't feel right. Something about the jumping animations and gravity. The game just felt weird and unnatural.
I agree.. the game seems to move more slowly than it should and jumps and juggles have a weird floaty feeling to them.. but in my case I adjusted after a couple sessions and while it takes me a minute or two to kinda of slide back into KOF mode after not playing for a day or more, it was never s big deal to me and even slightly beneficial in that the slower things moved the more time I had to figure things out lol. Just personal preference of course and I can absolutely see that making the game unpopular with a lot of people.
 

EntropicByDesign

It's all so very confusing.
I want to play early Ed but I dunno if I feel like trying to lab a character in active matches. I might skip the beta and just keep an eye on videos that hit youtube and such to see what can be done, then just pick him up on releasr proper.
 

EntropicByDesign

It's all so very confusing.
I haven't really kept up with GG since my fling with Xrd. But I tried Answer in the demo and his abilities were just so refreshing and exciting. Arc system works characres actually make me want to be in training mode. That and tekken are the only fighters I can remember that happening.



I've heard that 14 is a little bit different than usual in the "feel" department. I'm a KoF scrub so it doesn't matter to me.

Man... Answer is nukin futs. Talk about a skill ceiling, holy shit. What's kinda cool though is I feel like he has a playable baseline with some simple scroll and business card stuff that will make him functional without having to devote your entire life to him... But I cannot WAIT to see what character specialists manage to come up with.

Haehyun is a cool character too. He's more like the SF characters we are used to in that he has primarily universal combos and his combos are built on links and cancels as we're used to them. His fireball Oki is not only super cool but I find it easier than it looks/sounds. Imagine in SF if off a knockdown you could throw a massive hitboxed, multi-hitting projectile over your opponent then control it to hit them in the back while you hit them in the front almost at the same time (with varying timing on your mids, OH and lows so they have to reaction block) and they have to switch block directions between your hits and the fireballs multiple hits. Laaaaaaawwwwwddddddd

And you have Slayer. The Balrog of GG. Of you've won 95% of the match and are totally out classing me? Whoops! I got a counter hit combo and did 80% into pressure/Oki. My bad homie!
 

buyacushun

Normalize grab immunity.
Man... Answer is nukin futs. Talk about a skill ceiling, holy shit. What's kinda cool though is I feel like he has a playable baseline with some simple scroll and business card stuff that will make him functional without having to devote your entire life to him... But I cannot WAIT to see what character specialists manage to come up with.

Haehyun is a cool character too. He's more like the SF characters we are used to in that he has primarily universal combos and his combos are built on links and cancels as we're used to them. His fireball Oki is not only super cool but I find it easier than it looks/sounds. Imagine in SF if off a knockdown you could throw a massive hitboxed, multi-hitting projectile over your opponent then control it to hit them in the back while you hit them in the front almost at the same time (with varying timing on your mids, OH and lows so they have to reaction block) and they have to switch block directions between your hits and the fireballs multiple hits. Laaaaaaawwwwwddddddd

And you have Slayer. The Balrog of GG. Of you've won 95% of the match and are totally out classing me? Whoops! I got a counter hit combo and did 80% into pressure/Oki. My bad homie!
Are you saying Kum's fireball has to be blocked based on the position of the fireball?
 

buyacushun

Normalize grab immunity.
No, but it's multi hit and kum has pretty decent overhead and low game.

From what I've seen, Kum struggles in the neutral, but shines on knockdown.
Damn bro you into GG too? I haven't talked to you in forever. Sounds like what will be possible with ED in SFV. XRd is like 2d tekken. Everyone is cheap AF but it's somehow balanced and loved.
 

EMPEROR PRYCE

WAR SEASON "THE WEAK EXPOSED!"
Damn bro you into GG too? I haven't talked to you in forever. Sounds like what will be possible with ED in SFV. XRd is like 2d tekken. Everyone is cheap AF but it's somehow balanced and loved.

I have it, enjoy watching more than playing TBH. With inj2 around the corner I'd rather just play sfv instead of trying to grind out GG lol
 

EntropicByDesign

It's all so very confusing.
Are you saying Kum's fireball has to be blocked based on the position of the fireball?
No, I just mean he can get it behind you and direct it into your back, since its multi-hit you can do a sequence like:

You - Low Hit
Fireball - Crossup Mid Hit
Fireball - Crossup Mid Hit
You - OH
Fireball - Crossup Mid Hit

etc, this is assuming you get a good knockdown and get the fireball out and over your opponent - which is just done by doing the fireball and holding forward so it starts moving away from you as soon as its out, then holding back after a certain point so as the opponent stands up the fireball is essentially tagging them in the back. Its slow and has a huge hitbox so the timing is a little more generous than GG usually is with some things. With my poverty execution it took me 15minutes or so to start landing 4 out of 5 attempts.

Unless I'm confused and the fireball doesn't hit cross-up and even though its behind you, you block it normally, but I'm almost sure it does.

The general point is just to throw out a nasty mix-up that's part cross-up and part low/oh and possibly part throw (I dont see why throw wouldn't work, but I haven't tested it myself) that will net reasonable damage and loop back into itself a lot of the time.

@EMPEROR PRYCE Is right (get it? HAHAHAHAHAHAAHAHAHA. Im so lonely..) that Kum seems to struggle in the neutral, but shines on knockdown. Slow-ish, short-ish normals and the usual troubles that accompany a big body character (giant hit box means everything hits you and at the upper end of the competitive spectrum there are some big-hitbox specific combos that net more damage).. Kum isnt the most mobile character around either, and in a game like GG that's a liability as well.

I dunno.. I may give GG another look... The Raven changes have bounced around a ton but the current iteration actually looks pretty awesome.. His command grab always getting a bounce and building his meter is a pretty awesome change IMO, on top of Scratch building it, etc. He looks way more dynamic and varied now. it would be a difficult choice though between Raven and Kum. Answer is beyond me, him being a super high difficulty execution and setup character and Baiken is interesting, but nothing about her "grabs" me, so the new characters are kinda neutral to me.