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Street Fighter V General Discussion

d3v

SRK
I've already looked at that guy's info. I'm sure that video says more then "press throw when you think you'll get thrown". He talked about the frames in the throw system as well as some special situation you can and cannot tech in.

You haven't explained the system at all. That's why I responded with my question. I asked if anyone knew the system in depth and I got a bunch vague theory stuff and one or two responses actually about the system.

Did you know that capcom put in a patch where if you press something besides throw you get locked out for 2 frames? At least I'm pretty sure that's what that next. And they increased pre jump vertical and backwards 1 frame?
Because all you really need to know is that there is a throw tech window - usually a few frames on a throws start up (before start up, and a fewer frames after.

All that matters during the throw tech window is that you press the inputs for the tech, regardless of any other button or directional inputs. This is why things like crouch-tech OS and fuzzy-jump OS worked. Because there was a throw tech input there inside all the other inputs that would tech a throw attempt.

Street Fighter V however is moving away from the OS heavy game of IV. This is why traditional crouch techs no longer work - hitting 2LP+LK gives you a regular throw, not a crouching light - and why fuzzy jumps have been weakened. It's also why the new lockout exists - you can't mash techs anymore.

This means that there is more emphasis on Street Fighter's traditional throw game, which is very much based on reads and prediction. Less about hiding throw tech inputs somewhere, and more about figuring that your opponent is going to throw you in this situation, so you should tech, shimmy, counterpoke, etc.
 

StormGoddess

Your mind tricks won't harm me!!!
http://www.capcom-unity.com/harrison...update-details
SFV: Guile Release and April Update Details



Guile, one of the most iconic characters in franchise history, is reporting for duty in Street Fighter V starting tomorrow at 7PM PT! He retains his classic fighting style that allows him to keep his opponents at bay with Sonic Booms and Somersault Kicks while adding a handful of new weapons to his arsenal through the Variable System.

Other big ticket items such as the Air Force Base and the introduction of our "Rage Quit" penalty system are also part of this April update. Hit the jump for the full rundown.

Just like Alex, Guile will be available for FREE to all players until the in-game shop that uses real currency is launched. Once the shop launches, the free trial period for these characters will end and players will have to use Fight Money or real currency to purchase them.



Joining Guile’s release is the first new stage to be added to Street Fighter V post launch. Guile’s Air Force Base returns with a shiny new jet, a next-gen boom box and some familiar background characters that fans may recognize from their Street Fighter II days. This stage is available beginning today in the In-Game Shop for 70,000 Fight Money. Season Pass holders will receive this stage for free as a thank you for their continued support of Street Fighter V.

Also included in this Street Fighter V update is the first implementation of a system to punish players who frequently disconnect during matches (aka 'rage quitters'). The system will continue to be refined over time and more enhancements will be implemented in the future. Additionally, a number of improvements to the matchmaking system have been made, which speeds up the time it takes to find an opponent and simplifies the process of creating and connecting to Battle Lounges.

Lastly, there are a few bug fixes involving certain moves and scenarios that have not been behaving as intended. These have been fixed in the April update.

Ryu/M. Bison/Vega(no claw)

Bug: After dishing out Ryu & Vega's (no claw) C. LP or M. Bisions C. LK, while doing a light attack rapid cancel at the absolite latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the "other action" will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select.

Fix: Made the rapid cancel timing of said moves 1F shorter.

Ryu

Bug: In the guard animation branch of Ryu's C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage.

Fix: Adjusted the counter box on Ryu's C. HK so that it is no longer present afterter the hitbox is not longer active.

Ken

Bug: In Ken's C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn't a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken.

Fix: Adjusted the first 3 frames of Ken's C. LP (including rapid cancels) so that Ken is in crouching state.

Bug: In Ken's M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon.

Fix: Corrected the feint box on Ken's M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance.

Bug: When a portion of Ken's EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior.

Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up mottion occurs.

Chun-Li

Bug: In Chun-Li's EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump).

Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended.

Bug: In Chun-Li's J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit.

(There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit)

Fix: Adjusted the juggle potential of Chun-Li's J. MP so that it is the same whether or not it is a normal hit or a counter hit.

Cammy

Bug: Cammy's S. HK's hit box is no longer active, she was throw invincible.

Fix: Added a throw box to Cammy's S. HK & Lift Combination while the move is active.

Bug: While Cammy's EX Razer Edge Slicer is active, she was throw invincible.

Fix: Added a throw box to Cammy's EX Razer Edge Slicer while it is active.

Dhalsim

Bug: During C. MK, Dhalsim was throw invincible.

Fix: Added a throw box to Dhalsim's C. MK.

Karin

Bug: When the fourth hit of Karin's EX Mujinkyaku hits an airborne opponent, the opponent's float is differed from when it is a normal hit and when it is a counter hit.

Fix: Made it so that the 4t hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit.

Bug: There were 2 bugs in Karin's EX Ressenha.

①When the second hit hits as a counter hit, the opponents Critical Gauge increase would be "0"
②On counter hit, EX Ressenha's starting juggle potential would be "0" for each hit.

Fix: Adjusted EX Ressenha on counter so that the opponent's gauge increase and starting juggle potential are the same as when it is a normal hit.

Laura

Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner.

Fix: Expanded S. MP's hit box downward so that the move yields the same results in both corners.

Necalli

Bug: When rapid canceling Necalli's C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version.

Fix: Unified Necalli's V-Trigger C. LP to the normal version.

M. Bison

Bug: When throwing an oponent with Psycho Fall, depending on M. Bison's position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended.

Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed.

Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character's behavior would be irregular after the hit.

Fix: Changed the behavior after hit on the EX Double Knee Press.

R. Mika

Bug: In R. Mika's C. HK, there wasn't a throw box in place.. Even though the move is visually performed on the ground, it was throw invincible.

Fix: Added a throw box to R. Mika's C. HK while the move is active.

Alex

Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo.

Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when cancled into) is the same as when it is used on its own.

Need a full rundown of Guile? Check out the Guile announcement post here which includes his moves and his new stage with screenshots! You can also watch his trailer on our YouTube Channel.

Please note that in preparation for the Guile update we will be taking down the Street Fighter V servers for maintenance starting at 8AM PT until 6PM PT. Additionally, you can follow @SFVServer on Twitter for the latest server status updates.

That's it for today! As always, follow us on Twitter @StreetFighter for the latest news and updates!
 

Shawnzzy

Scrub Extraordinaire
I'm excited to play Guile. I have lost some interest in SFV over the past month and I'm hoping that a change of pace will breath some life back into the game for me. Either way, there's still MK, just less people around who want to get bodied.
 
I love how the fixes are prefaced by an explanation that shows they understand what the issues actually are. Take notes, NRS.

Can't wait to be a turtling shit lord.
 

14K

Noob
I love how the fixes are prefaced by an explanation that shows they understand what the issues actually are. Take notes, NRS.

Can't wait to be a turtling shit lord.
he feels even more turtly than ever... i foresee this character being the perfect playstyle for those that want to climb the ranked ladder without much efford... could be wrong tho, but Guile sure seems more turtly than ever before
 
6 hours from now until Guile gets added right? do we know how big the patch file size is and how long it will take for downloading?
so I will wakeup 1 hour earlier
 

buyacushun

Normalize grab immunity.
Because all you really need to know is that there is a throw tech window - usually a few frames on a throws start up (before start up, and a fewer frames after.
I need to know more than that because . . ..

It's also why the new lockout exists - you can't mash techs anymore.
Is super important info to know. Also that video that salesmang linked said you can tech the whole 11 frames that are a part of a throw and the tech happens on that frame. Instead of the frame after in SF4.

Along with the visual indicator I pointed out, mostly because I'm a visual kind of dude and feedback like that is extremely helpful.

I love how the fixes are prefaced by an explanation that shows they understand what the issues actually are. Take notes, NRS.

Can't wait to be a turtling shit lord.
Well to be fair those are bug fixes not. Though an argument could be made that it could be viewed as a balance change I guess. NRS does explain bugfixes at least. And I think that first change is the proximity OS.

So looking forward to Guile. Been playing F.A.N.G and it'll be nice to have a better charge character when I'm feeling gassed from all the Mika action I've been dishing out. Really hoping F.A.N.G sees some slight changes after CapCup. I think he's close to be just good enough.
 
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StormGoddess

Your mind tricks won't harm me!!!
So looking forward to Guile. Been playing F.A.N.G and it'll be nice to have a better charge character when I'm feeling gassed from all the Mika action I've been dishing out. Really hoping F.A.N.G sees some slight changes after CapCup. I think he's close to be just good enough.
What changes would you like to see implemented to FANG? more damage on his poison? an invincible move? better normals? I would figure he would be harder for Capcom to balance since he uses a system mechanic(poison) new to SFV.

eta- i hear alot of FANG players wanting buffs but ive never heard the requested changes...
 

lionheart21

Its Game Over, Man
What changes would you like to see implemented to FANG? more damage on his poison? an invincible move? better normals? I would figure he would be harder for Capcom to balance since he uses a system mechanic(poison) new to SFV.

eta- i hear alot of FANG players wanting buffs but ive never heard the requested changes...
Judging from @@MylesWright_, most likely to just have him removed from the game.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
All the cool cats know that you don't tech throws in SFV. You take the grab and go back to neutral or your doing some kind of OS; trying to actually tech a throw is suicide which is why I don't understand why people get shimmied by Cammy midscreen.

You can't shimmy me because I'm not teching the throw. Even if I know it's a throw I'm not taking the risk and getting counter-hit or whiff punished for half my health
No wonder you complain about Fang so much lmao.