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Street Fighter V General Discussion

Diego de Souza Costa

***The Soul Consuming Darkness***
Wow, where did you find This?

I cannot, for the life of me, dispute that these images match the silhouettes. Theonly one that is a hair off is the Sodom one but it could be that it's just a bit obscured. If this is in fact correct, then we are getting the 50% rule:

Akuma, Q, Sodom(or Garuda), all pre-existing characters to the SFU, and 3 additional characters that are completely new.
https://twitter.com/vsfightingtv/status/809395926234255360

there u go, someone that speaks french said that this is more of a question, instead of a "confirmation"
 

Rip Torn

ALL I HAVE IS THE GREEN.
Rip, believe me, I get it. And SF3 did add a ton of value to future titles for sure! The problem is that in terms of business (as fans we love to see what we want to see), SF3's strategy did not pan out. Based on that alone, I would venture to guess that isn't a chance they're willing to take once again. It's very different though, with a brand new IP. You're expecting something fresh and new, with new characters and a new story. Again, I think striking a balance between classic and new is the best business approach.
I think the issue with SF3 was that they introduced too many new characters right from the start. They didn't even have Chun Li in the first version. So SFV is not using the same strategy as SF3. SFV had many classic characters right from the start. SFV has been basically the opposite of SF3 in terms of classic vs new characters.

Also, who's to say that some of these "completely" new characters won't play very similar to a Sagat or Sakura or some other classic character? This would essentially satisfy a diehard OG character specialist while introducing something new at the same time.
 

Rip Torn

ALL I HAVE IS THE GREEN.
So, apparently the season 2 beta is available to download on pc. People are already posting changes on twitter. Be careful though, I don't know how it may affect your game and I don't think you can play any characters without modding. I really don't know how it all works...
 

Diego de Souza Costa

***The Soul Consuming Darkness***
So, apparently the season 2 beta is available to download on pc. People are already posting changes on twitter. Be careful though, I don't know how it may affect your game and I don't think you can play any characters without modding. I really don't know how it all works...
its via Steam DB, you can do that from the Steam menu, if the game supports it, you can do it, in this case, i think Capcom fucked it up, they allowed a public Beta build to be downloaded by everybody, instead of putting in private..... lul
 
I hope Laura and Ibuki get buffed. My charcter don't determine my losses because I'm not a good player but at the same time I need all the help I can get :p
 

Rip Torn

ALL I HAVE IS THE GREEN.
Some Rashid beta changes coming in:

+ More damage on specials
+ j.MP juggles
+ Still has throw loops in the corner

The damage was a much needed buff. The jumping medium punch juggle is nice for his air to air game. He would get almost no damage off an air to air before but now he can really make people pay for jumping at him.
 

Scott The Scot

Where there is smoke, there is cancer.
https://www.reddit.com/r/StreetFighter/comments/5ihvmk/sfv_s2_changes_that_ive_tested_so_far/

" I've done some testing on this version of the beta from this thread. tweeted

Ryu only and a couple of non character specific notes.

Post up your findings when you manage to do some testing, and when I get time/think of other things I'll do some more testing. Also correct the incorrect stuff please!

A lot of help and suggestions of things to test from /u/Tingcos

Frame data

  • Normal throw KND tech +6 (from +14)
  • b+HK -2 oB (from 0)
  • s.MP +7 oH (from +6)
  • f+MP -6 oB (from -4), +1 oH (from 0)
  • ex FB +2 oB (from -1) both normal and VT
  • s.HP 8f SU (from 7f)
  • c.HK 8f SU (from 7f) (thanks /u/StarlessMirage)
  • f+HP +8 oH (from +6). Combo into b+HK now, which is cool but c.HP still does more damage I think (thanks /u/StarlessMirage)
  • V-Reversal KND tech +13 (from +26)
  • Framedata for everything startup/oH/oB still seems the same for everything that hasn't been mentioned
Damage/stun

  • cc s.HK, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 530 dmg 745 stun
  • j.HP, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 512 dmg 715 stun
  • c.lk, c.lp xx hp DP 147 dmg 120 stun
  • HP DP damage -20, stun -50
  • Tatsu LK +10dmg, HK -10dmg, EX tatsu -20dmg. all tatsus -50 stun.
Hitboxes

  • s.LP lower hitbox, a bit harder to aa with
  • jump lk hurtbox lowered
  • c.HP has a disjointed and very high hitbox, seems like the goto AA at certain angles with some practice
  • Added strike vulnerable to jump tatsu (normal and EX)
Pushback etc

  • Throw loops no longer in corner
  • Normal throw in neutral pushes back further. c.HK CCs a 3f in neutral, nothing else that I tested reaches c.MP(active frame 2, +6 oH) and s.MP(active frame 3, +9) in corner,
  • V-Reversal pushback far. resets to neutral
  • back throw in corner pushes back seems further
  • f+MP oB pushback seems a little less
  • lk tatsu pushback reduced, j.LK whiffs on normal tech. (knd frames still same)
  • s.LP s.MP s.LK 3 hit block string no longer works on standing (lk whiffs) because of pushback. Only works on crouching (vs Ryu, maybe other characters is different)
Other

  • MP DP invincible frame 3. harder to deep DP to anti air
  • b+HK cancellable on both hits. first hit VTX oB +17 / oH +16, second hit VTX +2/+8. b+HK VTX b+HK hits lol. b+HK CH VTX first hit f+HP combos lol
  • b+HK xx HP DP hits at all ranges on hit
  • anti air b+HK xx EX DP combos cancelled from 1st and 2nd hit. (cool combo) in corner AA b+hk xx EX FB xx EX DP combos
  • Parry gives twice the V-meter gain from before. 6 parries per V meter (thanks /u/ManofSteelII)
Still the same

  • lk tatsu CA still works
  • c.MP, s.LK combos
  • s.MP, c.HP still combos
  • hp dp not invincible at all
  • activating VT still counts as a hit in combo (scales)
  • CA is still 4f
  • CA scaling minimum is still 50%
  • Meter gain doesnt seem different
  • cc s.HK still gives 0.5 V gauge
  • Parry recovers in counter hit state and is a long recovery
  • j.tatsu still can't hit behind opponent
  • VT CA seems the same oB/oH
  • CA 320 dmg / VT 350 dmg
  • beach stage is still fucked
  • back tech is still 5frames slower than normal tech
  • All menus appear the same just the pictures are different
  • VT still 4f recovery "
 

Scott The Scot

Where there is smoke, there is cancer.
Birdie s2 changes so far

Atrosh - Today at 12:52 PM

-birdie st.hk is atleast +7 on hit now, can do st.hk -> st. mp

-Can juggle with bullhead after cr.hp (even non-ex)

-Birdie st.hp crushcounter rumour was fake, just a regular counterhit

-f+hp crushcounter, they go higher in the air or something, you can just do mp bullhead -> super immediately (in s1 you had to time the mp bullhead properly or super would whiff)(edited)

-His damage output seems mostly untouched

-Nerfed damage a little bit on ex dive, but it's still as fast as before (180 instead of 200)

-St.HK crushcounter launches opponent further back ,BUT it's offset because you can do st.hk -> st.mp now, so no need to dash up cr.mp anymore

-cr.lk nerfed, has 5f startup

-V-reversal greater pushback and less + on hit (launches them further back) - guess this is a nerf and a buff (more corner carry, but 0 oki),

-Seems to be some kind of suction effect, when you cancel st. mp into mp bullhead, he teleports forward a little bit before doing the bullhead. I guess this means you will never get the mp -> whiffed bullhead thing again

-Can raw confirm lp/mp/hp bullhead into super

-BOYZ

-We can raw confirm st.mp into mp bullhead (it's difficult though)

-bad news: st. mk feels slower on startup

-slide (df+hp) is -7 on block now

-hp bullhead still -5, but less pushback I think, almost the same though

-st.mk is definitely either 9 or 10 frames startup (from 8), can no longer do st.lk (ch) -> st.mk

-overhead has slightly less range

Adding a few more findings!

  • st.mp is +1 on block (was -1)
  • st.mp xx LK/MK chain now comboes (only ex used to combo)
 
Birdie s2 changes so far

Atrosh - Today at 12:52 PM

-birdie st.hk is atleast +7 on hit now, can do st.hk -> st. mp

-Can juggle with bullhead after cr.hp (even non-ex)

-Birdie st.hp crushcounter rumour was fake, just a regular counterhit

-f+hp crushcounter, they go higher in the air or something, you can just do mp bullhead -> super immediately (in s1 you had to time the mp bullhead properly or super would whiff)(edited)

-His damage output seems mostly untouched

-Nerfed damage a little bit on ex dive, but it's still as fast as before (180 instead of 200)

-St.HK crushcounter launches opponent further back ,BUT it's offset because you can do st.hk -> st.mp now, so no need to dash up cr.mp anymore

-cr.lk nerfed, has 5f startup

-V-reversal greater pushback and less + on hit (launches them further back) - guess this is a nerf and a buff (more corner carry, but 0 oki),

-Seems to be some kind of suction effect, when you cancel st. mp into mp bullhead, he teleports forward a little bit before doing the bullhead. I guess this means you will never get the mp -> whiffed bullhead thing again

-Can raw confirm lp/mp/hp bullhead into super

-BOYZ

-We can raw confirm st.mp into mp bullhead (it's difficult though)

-bad news: st. mk feels slower on startup

-slide (df+hp) is -7 on block now

-hp bullhead still -5, but less pushback I think, almost the same though

-st.mk is definitely either 9 or 10 frames startup (from 8), can no longer do st.lk (ch) -> st.mk

-overhead has slightly less range

Adding a few more findings!

  • st.mp is +1 on block (was -1)
  • st.mp xx LK/MK chain now comboes (only ex used to combo)
So on a jump in ryu's mp DP is still unbeatable right?