SFV- The Thread Lives on Edition- Pt.2 - http://www.mmcafe.com/ Forums


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Professor
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"SFV Pt.2 - The Thread Lives on Edition-" , posted Tue 26 Jan 04:06:post reply

Official site
http://www.capcom.co.jp/sfv/

Official Blog
http://www.capcom.co.jp/game/content/streetfighter/saikyoblog

Previous Thread
http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13532.shtml#72473





[this message was edited by Professor on Tue 26 Jan 04:14]

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Maou
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"SFV: I wanna take you for a ride edition" , posted Tue 26 Jan 04:20:post reply

Achieving the impossible 400 posts without crashing the BBS just makes me wanna take you all for a ride.

Instead, I'll follow on Ktall's comment (welcome back, man!) about story modes. Street Fighter has always been in sort of a weird spot. Whereas Tekken's goofy characters are all sort of oriented around the insane backstory, Street Fighter's appeal is more in the individual relationships of globe-trotting martial artists than the overwrought Shadowloo stuff in the background, I think. Remember the bonus OAV that shipped with SSFIV with all that Juri and military stuff? Oppressive and uninteresting.

I guess what I'm saying is that the only canonical ending to SFZero 3 is when Sodom heroically drives his kabuki otaku truck into Vega's Psycho Drive and saves the world.





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[this message was edited by Maou on Tue 26 Jan 04:22]

Professor
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"Re(1):SFV Pt.2 - The Thread Lives on Edition-" , posted Tue 26 Jan 04:22:post reply

Yeah Welcome back KT!

As much as I like Bengus artwork, agh this Claw!

So for SF4 Steam pre-owners and PS4 beta players, there's going to be a final beta test on this 30th. Capcom USA says January 30 at 12:01 AM PT (8:01 AM GMT) to January 31 at 7 PM PT (February 1 at 3 AM GMT).

Meanwhile we can enjoy the holywood-wannabe cinematics in the new trailer. So many blackout effects.





[this message was edited by Professor on Tue 26 Jan 04:23]

Doshin
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"Re(2):SFV Pt.2 - The Thread Lives on Edition-" , posted Tue 26 Jan 04:40post reply

quote:
Yeah Welcome back KT!

As much as I like Bengus artwork, agh this Claw!

I was thinking that it was just placeholder artwork...sort of like storyboarding art, but with just a slight bit detail and coloring. That's some weird semi-gesturing, though, check out Chun's neck, still.

As anyone with common sense figured out anyway (which wasn't so common, apparently), they've confirmed this game's story takes place BEFORE SFIII...this came as a shock to the inobservant.





KTallguy
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"Re(1):SFV: I wanna take you for a ride editio" , posted Tue 26 Jan 06:19:post reply

quote:
Instead, I'll follow on Ktall's comment (welcome back, man!) about story modes. Street Fighter has always been in sort of a weird spot. Whereas Tekken's goofy characters are all sort of oriented around the insane backstory, Street Fighter's appeal is more in the individual relationships of globe-trotting martial artists than the overwrought Shadowloo stuff in the background, I think. Remember the bonus OAV that shipped with SSFIV with all that Juri and military stuff? Oppressive and uninteresting.

I guess what I'm saying is that the only canonical ending to SFZero 3 is when Sodom heroically drives his kabuki otaku truck into Vega's Psycho Drive and saves the world.



Thanks for the warm welcome, I'll do my best to participate ;)

The relationships between the characters are the point, which I like. But they've never really matured. Sakura is still a schoolgirl, still idolizes Ryu. M. Bison(Dictator) is still a... dick. I liked the fanservice-y intro with Guy and Ibuki interacting, but nothing really came of that... I guess it was a dream match anyway.

I know Ken has a family, and now a kid... Chun-li is a cop, etc. I kinda wish that the characters could start the game one way, have some growth, and end the game a changed person.

Sodom's ending is close to that... at least in the eyes of others he was elevated from True Weeaboo to True Samurai. That's kind of like character development...? :)

And Professor, that image you linked burns my eyeballs. Let's pray that the overall quality of the drawn art is better than that (I doubt it's a storyboard, it's too close to final looking).





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[this message was edited by KTallguy on Tue 26 Jan 06:19]

Maese
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"SNK vs Capcom, Rival Schools sequels" , posted Tue 26 Jan 11:37post reply

Ono talks with Playboy (of all places) about SFV and the possibility of seeing sequels to Rival Schools and SNK vs Capcom series. It all boils down to the DarkStalkers strategy: "if you want new games, first buy our remakes". Capcom Marketing School at its best, duh.






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"Re(2):SFV: I wanna take you for a ride editio" , posted Tue 26 Jan 18:04:post reply

Welcome back KTallguy!

quote:
Sodom's ending is close to that... at least in the eyes of others he was elevated from True Weeaboo to True Samurai. That's kind of like character development...? :)


That's a damn fine example of what makes Street Fighter fun! For me that's way more interesting storytelling than trying to draw everything out into a dreadful formulaic drama that hits all the same emotional beats as every Hollywood TV drama ever.

quote:

And Professor, that image you linked burns my eyeballs. Let's pray that the overall quality of the drawn art is better than that (I doubt it's a storyboard, it's too close to final looking).


As unfinished as that image looks, I think it's wayyyyyy better than the actual in-game graphics or any other art that's been done for the game that wasn't by Bengus or Murata (like this image that could have been farmed out to any generic art studio anywhere in the world). I fear for what this will do to Bengus' career as these are actual very good gestural sketches, but presented as finished art for an over detailed over-rendered game they're primed for North American internet hatred.

quote:

The relationships between the characters are the point, which I like. But they've never really matured. Sakura is still a schoolgirl, still idolizes Ryu. M. Bison(Dictator) is still a... dick. I liked the fanservice-y intro with Guy and Ibuki interacting, but nothing really came of that... I guess it was a dream match anyway.


What's difficult about advancing the plot of Street Fighter is that the characters are actually closer to Super Heroes or the Looney Tunes than characters from a movie, or tv series or manga. The characters are very iconic, so even when they switch hands between creators, they still need a lot of details to remain in place. They can go on adventures which have plots that resolve themselves, but if you change the characters up too much you're messing with the core appeal of that character.

My main worry about people attempting to inject more story into Street Fighter is that they won't actually understand the subtleties of the characters and instead just force very standard generic personalities on to them.

For instance, Ryu will undoubtably be a wooden martial arts otaku who is always really polite and wise. They'll forget little details like how he's very laid back and unjudgemental. How he has no sense of shame or modesty. How he's actually a likeable person who is having a good time with his life and not just a mildly autistic karate guy. You can get snatches of this in the game through his win poses, little story scenes with other characters and promotional art. All this is conveyed through good drawings, through posture. It's visual. Not dialog driven. I doubt whoever is in charge of SFV will care about any of this stuff.

At this point it seems like even Ono has given up on the story in Street Fighter and instead is hoping Ono can actually come up with something interesting to develop the characters further:

http://www.sourcegaming.info/2016/01/22/onoharada/






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[this message was edited by nobinobita on Tue 26 Jan 18:35]

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"Re(2):SFV: I wanna take you for a ride editio" , posted Tue 26 Jan 21:19post reply

quote:
Instead, I'll follow on Ktall's comment (welcome back, man!) about story modes. Street Fighter has always been in sort of a weird spot. Whereas Tekken's goofy characters are all sort of oriented around the insane backstory, Street Fighter's appeal is more in the individual relationships of globe-trotting martial artists than the overwrought Shadowloo stuff in the background, I think. Remember the bonus OAV that shipped with SSFIV with all that Juri and military stuff? Oppressive and uninteresting.

I guess what I'm saying is that the only canonical ending to SFZero 3 is when Sodom heroically drives his kabuki otaku truck into Vega's Psycho Drive and saves the world.


Thanks for the warm welcome, I'll do my best to participate ;)

The relationships between the characters are the point, which I like. But they've never really matured. Sakura is still a schoolgirl, still idolizes Ryu. M. Bison(Dictator) is still a... dick. I liked the fanservice-y intro with Guy and Ibuki interacting, but nothing really came of that... I guess it was a dream match anyway.

I know Ken has a family, and now a kid... Chun-li is a cop, etc. I kinda wish that the characters could start the game one way, have some growth, and end the game a changed person.



There's growth in the wider SF story - it just mostly happens outside the games themselves, especially if the character in question debuted in Final Fight:

* Cody's transition from "hero" who cares more about picking fights than the well-being of his his own damn girlfriend to chronic jailbird who gets his meals and clothes from the prison system but his kicks from everywhere else on a whim happened between games, not in them

* Poison's gender issues are well known, and with them comes a race against time and Nature that requires cold hard cash to pay for things like hormones (and taking those is a life-long thing in these circumstances) and certain medical procedures that may not have happened yet; if starting out in the relative poverty that Mad Gear membership and the degraded state that Metro City implies, she's actually been quite the entrepreneur, taking the initiative of recruiting one of her more physically notable acquaintances and going for entertainment entrepreneurship to keep the money flowing. This is also something happening between games and mostly implied.

* Mike Haggar is more of a Street Fighter according to Final Fight lore than actual presence in the games (not counting stage cameos), but he's progressed from wrestler, to mayor, to, according to a screen in a SFxT animation became the mayor of New York at a later time

Practically the only character that significantly changes is Charlie Nash, but that's probably because he started out as Guile's backstory - and backstory is where most of SF's events seem to happen (like once supposed death of Gouken at Gouki's hands).

Apparently Capcom never got round to establishing an official winner to the SF2 tournament, which is only the most famous games in the series. SF1 has the Sagat scarring event, for all the focus that game gets, it's functionally backstory fodder nowadays.
And Capcom's so scared of repeating the problems with SF3's sales they're avoiding touching that story like the plague.

I remember finding it pretty weird when Namco X Capcom followed up on the SFA story by treating Rose as dead, but after all the pointless resurrections in SF4 that toned the impact of what story advancements did exist in the series, I'm kind of OK with it - I'm all for Namco writing for Capcom's characters instead of Capcom itself.

It's pretty weird that despite not caring about story or just being bad at it, SF doesn't just release a dream match game - that worked well for other series like KoF and Tekken...





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Micky Kusanagi
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"Re(3):SFV: I wanna take you for a ride editio" , posted Tue 26 Jan 21:26:post reply

That's why I've always enjoyed reading MMC threads: the way the artistic side of games gets discussed. I came for SNK news, I'm staying for the art talk.

Taking a quick read at the latest messages in this thread, I thought about how I'd dare to compare Street Fighter to those wall carvings/paintings from ancient civilizations: kinda like they tell you historical facts or legends without any writing, SF tells you its own plot without a constant use of dialogue in between fights (man I feel inadequate engaging in such discussions...I don't have the same art knowledge as you, hope my reasoning is clear).

Now, on to a more trivial matter: now that the fourth SFV beta is coming, do Japanese PSN users need to specify a credit card/Paypal account to get a free 2-day PS Plus trial? (I personally verified on my PS4 that a 14 days trial does require me to set a payment option) My fighting games skills aren't exactly great, though I love fighting games -it's a paradox, I know-, so I wouldn't feel comfortable buying a 1 month membership on my European account just for a 2 days beta and maybe other "tech checks" and stuff. (I've already used my EUR trial ages ago). But if you need to include card/Paypal credential for a Japanese Plus trial, I'd be in trouble because I can't read Japanese right now, and I could mess things up when it comes to cancel my Plus subscription.

Sorry for the wall of text, and thank you in advance ^^;





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[this message was edited by Micky Kusanagi on Tue 26 Jan 21:30]

Professor
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"Re(3):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 00:26post reply

quote:

As unfinished as that image looks, I think it's wayyyyyy better than the actual in-game graphics or any other art that's been done for the game that wasn't by Bengus or Murata (like this image that could have been farmed out to any generic art studio anywhere in the world). I fear for what this will do to Bengus' career as these are actual very good gestural sketches, but presented as finished art for an over detailed over-rendered game they're primed for North American internet hatred.

From what I understand, Bengus did ALL the drawings for every character's story mode in SFV. That's a lot of drawings, so I can only assume that he had to compromise on time per piece. It's certainly handdrawn art, but imo not at the same level of quality that he's usually known for.

That reminds me though, the Ryu-in-a-breif artwork was originally from a Capcom Secret File if I recall correctly. That stuff was full or artwork that wasn't used commercially, either because it was stuff that the artists drew on their free time or because they couldn't find any good product use.

I can't help but to wonder if the artists at Capcom even draw stuff like that any more.


quote:
Now, on to a more trivial matter: now that the fourth SFV beta is coming, do Japanese PSN users need to specify a credit card/Paypal account to get a free 2-day PS Plus trial?

I don't think Japanese PSN is offering a free trial period right now. When they offer a free period for 7 days or shorter, you'll usually see it on PSNstore and you can grab it without a credit card.





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"Re(4):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 00:51post reply

quote:
I don't think Japanese PSN is offering a free trial period right now. When they offer a free period for 7 days or shorter, you'll usually see it on PSNstore and you can grab it without a credit card.


You're prompted to what I suppose is a "2 days free trial" offer if you're logged in with a "non-Plus" jap account and try to access network mode in a game. I tried with Guilty Gear Xrd, but as soon as I saw a "2daysfdescription" link in the free trial banner I decided not to go any further, otherwise I would have wasted any possible trial without getting to play the SFV fourth beta. Thank you for the info anyway Professor :)

Back to the art discussion, you could be right about Bengus getting tight deadlines for drawing all the story mode art for SFV, those previews look a bit less...polished? than his usual fare to me indeed. But I still like them a lot. I haven't made my mind about who is my favorite Capcom artist, but Bengus is certainly one of my faves, and when I saw stuff from him in the SFV tutorial I was really happy.





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Professor
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"Re(5):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 01:52:post reply

quote:
I don't think Japanese PSN is offering a free trial period right now. When they offer a free period for 7 days or shorter, you'll usually see it on PSNstore and you can grab it without a credit card.

You're prompted to what I suppose is a "2 days free trial" offer if you're logged in with a "non-Plus" jap account and try to access network mode in a game. I tried with Guilty Gear Xrd, but as soon as I saw a "2daysfdescription" link in the free trial banner I decided not to go any further, otherwise I would have wasted any possible trial without getting to play the SFV fourth beta. Thank you for the info anyway Professor :)


Ah, I didn't know about that! In that case, it probably said "2 weeks" and not "2 days", which would make sense. And yes if it's for 2 weeks, that'll require a credit card. Canceling a Jp Plus subscription is done the same way as on an English account.

I wonder if SFV will be offered this time on plus though... nothing'ss been announced about it on the Jp side just yet.





[this message was edited by Professor on Wed 27 Jan 01:53]

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"Re(5):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 02:02post reply

quote:

SF backstory and character development


I know my opinion's probably in the minority, but I always enjoyed how the minimalist endings in SFII gave us all just enough info to construct a lot of our own ideas about the motivations and backstrokes of the SF cast. I'm positive that their brevity was due to technical limitations (and were pretty much exactly the same amount of story that was characteristic of all the other arcade games of the tim, e.g. Bad Dudes and the infamous 'President Ronnie has been kidnapped by ninjas'), but my friends and I used to discuss with quite a bit of seriousness the story behind Blanka and Dhalsim, and whether or not the fall of the Soviet Union would effect Zangief. In that regard, the SFIII and SFZ endings were satisfyingly short. Now though everybody expects some sort of brain-breakingly-long story mode like in BlazBlue, so SFV will have to keep up.

quote:
Bengus

Oh boy the Bengus art has some seriously rough edges (to say the least)! I thought maybe after we saw the earliest images of his from SFV that they were early versions or flukes, but I'm thinking that this must be the finished art, and that it will all be about like this. I think we can't let him off the hook for some of the more egregious problems, exactly because it's Bengus, and I know he can do better than that.





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"Re(5):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 02:26post reply

When Bengus drew Chun-Li with an elongated, ostrich-like neck I thought it was simply a bad sketch but now it looks like that's how he's going to be drawing her in every illustration. Bengus' SF5 art may be terrible but at least it's consistently terrible.

As for what may be awaiting in SF5's story mode I hope they go with Stan Lee's mantra of "the illusion of change." The SF cast are iconic characters who express themselves through action so they have to maintain a certain amount of status quo in order not to lose a fundamental part of what makes them work. Ryu should always be the wandering warrior, Zangief should always be wrestling, Dictator should always be dictating... it's the roles they have in the game's presentation. Odd as it sounds, sometimes too much story is a bad thing. SNK tried to come up with elaborate explanations for keeping Nakoruru around and they turned her backstory into an incomprehensible mess that completely missed the point of what made her popular in the first place. Having Sakura stay in school longer than Kyo Kusanagi may not make much sense but it's an obvious and simple way for her not to lose the fighting schoolgirl shtick that makes her character memorable. So for SF5 story mode I'm hoping for a bunch of sound action and furious fighting which signifies nothing.





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"Re(6):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 10:33post reply

I think SF does need to have the big story treatment just once so people can have definitive proof of just how pointless and shallow it is, and then we never need to go there again. Much like SF the Movie, which despite all its wonderful campiness was no advancement for the series itself.

What I'll say about the Bengus art is that he's probably been asked to do an obscene amount of illustrations in a very short amount of time. Despite the rough linework (though the proportions are just kind of how he draws these days) I actually think they're nicely colored. It's like the inverse of Zero 3, where the linework was meticulous but the coloring was bland and flat.





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"I wanna take Bengus for a ride" , posted Wed 27 Jan 10:55post reply

I can't help but think that while Bengus is surely challenged to draw a huge amount of art, his peculiar approach is a purposeful experiment. While his brilliant coloring is a constant, even looking at something like his Dragon's Crown guest artwork reveals a totally different approach from his 1990's masterworks. We wouldn't be surprised to see a regular artist experimenting with forms that were previously familiar to them, but it's remarkable to see it in such a high-profile commercial endeavor like Street Fighter. It's such a bold thing to do, though SFV's strange mix of art styles (in-game, renders, Bengus, Kiki, Shinkiro, character portraits) I think it might work. I wish they'd throw Kinu and Akiman into the mix.

Alternate version: SFIV's ugly ugly official artwork matched the ugly ugly in-game artwork, but I don't think the consistency helped it. I kind of like seeing SFV being free to be weird, via Bengus.





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"Re(1):I wanna take Bengus for a ride" , posted Wed 27 Jan 14:56:post reply

I really disliked SF4's artwork, especially the original game's key art. It has this over produced feel to it. It seems like SF5 is closer to SF3, which is exactly what I want, all the time.

In general Bengus' art is fine, and obviously if you're drawing every panel in the story that's a ton of art, sometimes good enough is... well good enough. I have a SF art book and I generally prefer Ikeno's work. For me, it strikes the right balance between fluidity and a quiet strength. Although everyone does look pretty serious in his drawings :)

As far as story goes, I think there are a lot of subtle things that KoF games did really well that implied a greater story. Little things like special intro/exit animations for specific character pairs make a huge difference. I wish SFV would go that route, and expand things like between round banter, or unexpected twists or transitions.

For example, in a story mode based on Sagat and Ryu's fight, could it be interesting if you had to beat Sagat 1 or 2 more rounds more than he has to beat you? Would it be fun to see Sagat getting more and more beat up between rounds, or even tripping when he attacks on his last round? What if when Ryu is fighting Sakura, for some reason he wants to avoid using Hadoken, so every time you try to do it he cancels it before it comes out... etc.

The typical solution seems to be lots of text, lots of explanation, and ruining the surprise of stuff like the Sagat thing with a big tutorial text prompt:

"WIN CONDITION: DEFEAT SAGAT 5 TIMES BEFORE HE BEATS YOU 3 TIMES"

In other words, communicate the story through gameplay moments and character interaction, not through a bunch of visual novel sequences that has a lot of people reaching for the skip button.





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[this message was edited by KTallguy on Wed 27 Jan 14:57]

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"Re(2):I wanna take Bengus for a ride" , posted Wed 27 Jan 17:27post reply

quote:

For example, in a story mode based on Sagat and Ryu's fight, could it be interesting if you had to beat Sagat 1 or 2 more rounds more than he has to beat you? Would it be fun to see Sagat getting more and more beat up between rounds, or even tripping when he attacks on his last round? What if when Ryu is fighting Sakura, for some reason he wants to avoid using Hadoken, so every time you try to do it he cancels it before it comes out... etc.

The typical solution seems to be lots of text, lots of explanation, and ruining the surprise of stuff like the Sagat thing with a big tutorial text prompt:

"WIN COND

-- Message too long, Autoquote has been Snipped --


I liked how DoA5 handled this, while treating the story mode as a tutorial of sorts, with optional challenges in each playable section - it's not hard to imagine the concept applied to SF, where if you had to reenact the SF1 match between Ryu and Sagat you'd have to finish him off with a Metsu Shoryuken, which could lead to a special animation showing off Sagat's chest getting scarred.





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"Re(5):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 20:07post reply

quote:
You're prompted to what I suppose is a "2 days free trial" offer if you're logged in with a "non-Plus" jap account and try to access network mode in a game. I tried with Guilty Gear Xrd, but as soon as I saw a "2daysfdescription" link in the free trial banner I decided not to go any further


Micky Kusanagi-- Ok, there's been an announcement on JP PSN that all Plus members will be able to play this beta as well. Not sure if you want to try your CC for the free trial but just to let you know.





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"Re(6):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 20:50post reply

quote:
Micky Kusanagi-- Ok, there's been an announcement on JP PSN that all Plus members will be able to play this beta as well. Not sure if you want to try your CC for the free trial but just to let you know.


Thank you so much Professor!! ^^ I kinda expected it because I already knew the third beta was like that for Japanese Plus users, but now it's official hehe. I feel motivated to try now. So sad the PSN beta isn't like this for Western Plus subscribers, I'd pay for a 1 month membership otherwise.





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"Re(6):SFV: I wanna take you for a ride editio" , posted Wed 27 Jan 23:03post reply

quote:
SNK tried to come up with elaborate explanations for keeping Nakoruru around and they turned her backstory into an incomprehensible mess that completely missed the point of what made her popular in the first place. Having Sakura stay in school longer than Kyo Kusanagi may not make much sense but it's an obvious and simple way for her not to lose the fighting schoolgirl shtick that makes her character memorable.


Nakoruru's backstory isn't that complicated. She sacrificed herself in the second game, then came back as a forest spirit thingee that might have been based on an Ainu fairy tale. And she may have gained the ability to incarnate as a regular person.

The mess was that SNK for so long tried to dance around the ending of SS2 instead of moving forward.

One could look at KOF as well. Rugal is popular, but SNK decided to keep him dead after 95. They cheat somewhat with Dream Matches, but Rugal hasn't come back. And KOF has benefited from that decision, as it has allowed the series to move on to new enemies and new storylines. If Rugal had continued to lurk in the shadows as a recurring boss, then that might have undermined the Orochi arc, turned NESTS into some sub-arc of Rugal, taken over the Ash arc, and who knows what impact that would have had on new character introductions. KOF uses both the illusion of change as well as actual change. It has helped keep the series from stagnating design-wise.

I think Capcom really missed out on not aging Sakura. Character development and growth isn't a bad thing even in a fighting game. She doesn't need to be an eternal school girl. She can become an adult, and we can see whether she sticks with trying to become like Ryu or moves on to something else. If Capcom wants to revisit schoolgirl Sakura, then they could do it in a crossover, a dream match, a bonus hidden or DLC character, or do another run set earlier in the timeline like Alpha.

If you look at the series as a whole, Chun-Li has herself moved from little girl to adult, though she has largely stayed the same in the process.

Capcom has rewritten Street Fighter's story from game to game, so they could even try something for one game and then revert it in the next if they didn't like it.





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"Re(7):SFV: I wanna take you for a ride editio" , posted Thu 28 Jan 03:12post reply

quote:
I think Capcom really missed out on not aging Sakura. Character development and growth isn't a bad thing even in a fighting game. She doesn't need to be an eternal school girl. She can become an adult, and we can see whether she sticks with trying to become like Ryu or moves on to something else. If Capcom wants to revisit schoolgirl Sakura, then they could do it in a crossover, a dream match, a bonus hidden or DLC character, or do another run set earlier in the timeline like Alpha.



The real answer to this is money. When a character that people like changes too much, it loses its brand value. Changes have to be handled very carefully. I don't watch the show, but I think a good example is young Naruto to older Naruto, at least from a visual standpoint.

I would be very interested in college or mid 20s versions of these younger SF female characters, but I imagine aging Chun-li into her 40s wouldn't go over very well. Just ask Hollywood :)





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"Re(8):SFV: I wanna take you for a ride editio" , posted Thu 28 Jan 07:09post reply

More Bengus artwork at 4gamer
It certainly does look like he's drawing a lot.





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"Re(7):SFV: I wanna take you for a ride editio" , posted Thu 28 Jan 08:15post reply

quote:
SNK tried to come up with elaborate explanations for keeping Nakoruru around and they turned her backstory into an incomprehensible mess that completely missed the point of what made her popular in the first place. Having Sakura stay in school longer than Kyo Kusanagi may not make much sense but it's an obvious and simple way for her not to lose the fighting schoolgirl shtick that makes her character memorable.



I like how SNK "ages" its characters and progresses its storylines. Your example of Rugal is spot on.

I wonder if its tougher for Capcom to do this though. Their character designs steer towards the iconic and stereotypical. Whereas SNK is more relatable and "grounded."

Regardless, I agree that aging characters is a very helpful thing in keeping interest in fans. Again, SNK is not (or was not) afraid of constantly making small and big changes to their characters in KOF. New moves added, old moves are lost, etc. Capcom does that to a degree but it doesn't feel as prominent or interesting (IMO). I loved how characters got a new move or new trick from CE to HF to SSF to ST. It almost seemed like progression and it was always exciting anticipating what new move someone would get.

I suppose there are changes but Ryu always seems like boring Ryu with a small change in-between games.

This is why SFV has me very excited because a lot of characters have gotten big and interesting overhauls. Keep it up Capcom. Don't let me down-- revamp Guile. At least a little.





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"Re(9):SFV: I wanna take you for a ride editio" , posted Thu 28 Jan 08:23post reply

quote:
I can't help but think that while Bengus is surely challenged to draw a huge amount of art, his peculiar approach is a purposeful experiment.


Upon reflection I agree with you; Bengus may or may not be working under a deadline but this art style is a deliberate choice. To pick on poor Chun-Li again this reminds me of the time he turned her leg into a wet noodle. Seeing as how Bengus seems to be cranking out a lot of art for SF5 I guess we will soon have plenty of material to judge whether or not his art choice for this game is successful or not.

quote:
Nakoruru's backstory isn't that complicated. She sacrificed herself in the second game, then came back as a forest spirit thingee that might have been based on an Ainu fairy tale. And she may have gained the ability to incarnate as a regular person.


Huh, so that's what happened? Is Rimururu still her sister? Is there any explanation why Nakoruru shrank down to the size of an orange in that awful PS1 game? For a series that's ostensibly about sword fights there certainly are a lot of magical characters running about. At this point I'm hoping the SS movie in which Haohmaru was Moses and/or Superman is canon.





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"Re(10):SFV: I wanna take you for a ride editi" , posted Thu 28 Jan 18:48post reply

quote:
Nakoruru's backstory isn't that complicated. She sacrificed herself in the second game, then came back as a forest spirit thingee that might have been based on an Ainu fairy tale. And she may have gained the ability to incarnate as a regular person.

Huh, so that's what happened? Is Rimururu still her sister? Is there any explanation why Nakoruru shrank down to the size of an orange in that awful PS1 game?


I think the sacrifice from the end of SS2 is what changed her nature into that of the sort of forest spirit she appears as in SS Warriors' Rage, but the connection to Rimururu remained unchanged.

quote:
For a series that's ostensibly about sword fights there certainly are a lot of magical characters running about. At this point I'm hoping the SS movie in which Haohmaru was Moses and/or Superman is canon.



Well, the first game did have Gen-An, teleporting ninjas and a wizard as a final boss.
I'm not sure about Haohmaru as Superman, but SS5 had no problem giving him his own Bizarro...





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"Re(6):SFV: I wanna take you for a ride editio" , posted Fri 29 Jan 19:41post reply

OK, I took a break from playing the SFV beta -thank you again Professor for the directions ^^- to take a look at this thread and share my very first impressions with you.

From the perspective of an unskilled player, it sure feels great. Smooth, responsive controls -I felt SFIV stiffer...-, everything feels intuitive to me. Did I get it right that there are less links than in SFIV? Or is my timing off? Oh, and the in-game art style definitely looks superior to SFIV to me. I'd preorder it even if it had the same graphics as SFIV -don't remember if I already mentioned I preordered the Hot! Package...THAT BOXART *_*-, but seeing Capcom has stepped away (a bit) from that style is a relief to me. Music? Don't get me started about how better SFV stage themes sound to me compared to the SFIV ones xD Same for character themes.

If you like the idea of beating a Ken scrub easily, KyoKusanagi84JA is my JP PSN account and MicheleKusanagi is my CFN ID, LOL I'll make another JP account as soon as my 2 days trial expires, so that I can take advantage of another trial and play the beta till the end. I'd buy a 1 month JP Plus membership from a certain site I found these days, but I'm not sure I can trust it...





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"Re(7):SFV: I wanna take you for a ride editio" , posted Fri 29 Jan 21:09:post reply

quote:
OK, I took a break from playing the SFV beta -thank you again Professor for the directions ^^- to take a look at this thread and share my very first impressions with you.

From the perspective of an unskilled player, it sure feels great. Smooth, responsive controls -I felt SFIV stiffer...-, everything feels intuitive to me. Did I get it right that there are less links than in SFIV? Or is my timing off? Oh, and the in-game art style definitely looks superior to SFIV to me. I'd preorder it even if it had the same graphics as SFIV -don't remember if I already mentioned I preordered the Hot! Package...THAT BOXART *_*-, but seeing Capcom has stepped away (a bit) from that style is a relief to me. Music? Don't get me started about how better SFV stage themes sound to me compared to the SFIV ones xD Same for character themes.

If you like the idea of beating a Ken scrub easily, KyoKusanagi84JA is my JP PSN account and MicheleKusanagi is my CFN ID, LOL I'll make another JP account as soon as my 2 days trial expires, so that I can take advantage of another trial and play the beta till the end. I'd buy a 1 month JP Plus membership from a certain site I found these days, but I'm not sure I can trust it...




No problem'. You might want to check on when the trial ends; you should be able to switch console language to English to browse through things even in JP account except when you go in really deep into the menu (the last part of disabling PSNPlus might be in JP; if you need help just send snapshots).


As for gameplay, SFV doesn't seem link-intensive as IV was. The combos for the general part seems pretty simple and it seems to emphasize more on hitting opponents after a counter (they'll be opened up to attacks).





[this message was edited by Professor on Fri 29 Jan 21:12]

Micky Kusanagi
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"Re(8):SFV: I wanna take you for a ride editio" , posted Fri 29 Jan 21:38post reply

quote:
No problem'. You might want to check on when the trial ends; you should be able to switch console language to English to browse through things even in JP account except when you go in really deep into the menu (the last part of disabling PSNPlus might be in JP; if you need help just send snapshots).


As for gameplay, SFV doesn't seem link-intensive as IV was. The combos for the general part seems pretty simple and it seems to emphasize more on hitting opponents after a counter (they'll be opened up to attacks).


I set my system language to English as soon as I hooked my PS4 up because certain games have horrible Italian translations xD I don't remember if I had specified it, but this 2 day trial doesn't require any payment option set in your PSN account, so it's gonna expire on its own without any chance of being charged, but still, I'll definitely check my Plus settings to familiarize with them -for when I buy a membership- and with the Japanese language -I'm taking a break from my studies to enjoy the SFV beta to the fullest, but as soon the beta ends I'll get back to study.

So, my impressions about links were right...besides, after reading your post, I had a little vs CPU training and got a few Crush Counters, and I remembered counters should play a big role in SFV.





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"Re(9):SFV: I wanna take you for a ride editio" , posted Sat 30 Jan 06:15post reply

I'll be jumping on at least for a little bit this weekend. PS4, PSN Name: KTallguy :)





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"fists will fly at this location" , posted Sat 30 Jan 16:37post reply

Beta! The gang's all here, which is nice.

The versus screen still takes too long to load, and you can't press random buttons to make characters taunt each other while you wait like in Soul Calibur II. Why?

Laura is fun. I actually won a round online. This never happens.

This seems like as good a place as anywhere: what are people doing for controllers? I'm in a minority in that I prefer them to joysticks, but the beta at least won't recognize my PS2 Saturn pad (via USB converter) on Steam. Maybe this will change with the final, but if not, I'd love to hear any reviews. Madcatz's directional pad looks slippery and awful, and Hori's looks like the SFC's deficient four-directional pad from 20 years ago...huh?





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"Re(1):fists will fly at this location" , posted Sat 30 Jan 17:05post reply

quote:
Beta! The gang's all here, which is nice.

The versus screen still takes too long to load, and you can't press random buttons to make characters taunt each other while you wait like in Soul Calibur II. Why?

Laura is fun. I actually won a round online. This never happens.

This seems like as good a place as anywhere: what are people doing for controllers? I'm in a minority in that I prefer them to joysticks, but the beta at least won't recognize my PS2 Saturn pad (via USB converter) on Steam. Maybe this will change with the final, but if not, I'd love to hear any reviews. Madcatz's directional pad looks slippery and awful, and Hori's looks like the SFC's deficient four-directional pad from 20 years ago...huh?




I don't have room for a stick these days, I now use one of these.

It feels solid, it feels smooth. The first thing I did with it was 10 hooligan consecutive hooligan rolls, easy peasy.


Is the one you're disparaging based on looks? Sure, the Saturn d-pad was/is great, but just because a d-pad is connected in that fashion doesn't make it superior to the classic SNES/SFC design. Just try using the god-awful Xbox 360 d-pad for anything. It's got the circular mono-button but it is absolutely horrible to use. Looking at looks won't give you a feel for the feel.





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"Re(2):fists will fly at this location" , posted Sat 30 Jan 19:04:post reply

Maou: Joy2key might be the easiest solution for you; I hear players are using it for SFV although I haven't used it myself since I'm on PS4. Keep in mind you need to change the control settings on SFV since the program converts joystick inputs into keyboard presses.


Wow the final beta still doesn't allow players to hook up to friends, only random matches!





[this message was edited by Professor on Sat 30 Jan 19:06]

Micky Kusanagi
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"Re(1):fists will fly at this location" , posted Sat 30 Jan 21:14post reply

quote:
This seems like as good a place as anywhere: what are people doing for controllers? I'm in a minority in that I prefer them to joysticks, but the beta at least won't recognize my PS2 Saturn pad (via USB converter) on Steam. Maybe this will change with the final, but if not, I'd love to hear any reviews. Madcatz's directional pad looks slippery and awful, and Hori's looks like the SFC's deficient four-directional pad from 20 years ago...huh?



HRAP Hayabusa "Version 2", the one with the matte buttons. I have a PS2 full Sanwa stick and I really didn't wanna give up on it -I'm still using it on my PS2-, but touchpad is getting more and more support...I mean, it has THREE pressure points in SFV. I can't believe Hori and Madcatz ripped us off so hard by releasing PS4 sticks without a built-in touchpad -do I remember well the first PS4 Hori sticks don't have it?-...good thing I waited for the Chassis C model to buy a PS4.

Besides, I must admit Hayabusa lever and buttons are better than JLF and OBSFs, at least for my taste.





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"Re(2):fists will fly at this location" , posted Sat 30 Jan 23:59post reply

I still don't know what I'm doing, but for the moment I really like Laura. If FANG gets added tomorrow I'll move to him, if not I may try Rashid.

One thing that often get overlooked in the "SF5 so ugly" rants is how naturally and beautifully the body of each character is animated. Unfortunately, it's merely "the body" since the hair and accessories are still a clipping clusterfuck even on the selection screen, but seeing Rashid arching forward for a few steps before moving his shoulders, or Cammy keeping her fingers straight and wide spread while Laura has them dialling in the air... Many characters have long circles of idle animations, they remind me of Blue Mary's. They all express subtly the personality of the character, it's just beautiful and charming. This is all the scenario Street Fighter characters need to have, really. Tell me who this person is by showing me how she moves.
One of the things I hated in SF4 was the barebone animation of most characters, and while some of the later additions received a better treatment (and the Tekken characters from SFxT, even more), SF5 treated its current 15 characters beautifully. The way Vega moves his fingers finally makes me forget the terrible animation he used to have until last year.

Meanwhile, I just learned MK was more popular than SF in the US. Did MK vs DC sell more than MvC3 as well? Do comic book fans not care about the way their favourite characters animate? The personal animations of most MvC3 characters was so charming and telling, even without knowing the character, that I cannot understand how anyone would prefer his fanservice game animated like everyone moves with a broom stuck deep up his butt.
Different strokes, I guess.





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"penguins will fly at this location" , posted Sun 31 Jan 01:54post reply

quote:
Looking at looks won't give you a feel for the feel.
Mosquiton: U Rappin': GOOD
I may have been remiss in recoiling at the strangely misshapen Hori controller. Your experience sounds great! I'm baffled that you can get good results just from a cross-shaped directional pad. As a reference, I never had particularly good results with SFII on SFC, and of course I've never done a Final Atomic Buster in my life on a PS pad. Will I fare better here?

Prof: Great point, thanks! I'm new to playing on PC since...what would I do with a PS4? Strange thing is, my PS2 Saturn pad works just fine on other Steam games using a USB converter. Maybe the beta just hasn't bothered with full support yet?

Micky: Hayabusa is gorgeous. Too bad I've never been very good on joysticks!

Iggy: I also love the attention to detail, which feels very "Street Fighter" to me. People complain about crowded stages, but I also propose that the most important detail of all is on the best stage: the takahe, a creature (nearly) as magnificent as the penguin!

Actually, besides Necalli, I keep forget what we are complaining about, art-wise. Was it the backgrounds? In an ideal world I would be able to play SF Zero 2 and Vampire all day on a modern console with you all via the internet and/or SFV would look like Guilty Gear Xrd, but thinking back on the dreariness of Marvel 3 or the consistent ugliness of SFIV, I can't think of a Capcom fighter that looks better that isn't from...1999?


OTHER ADVENTURES: Ever since SFII, it's been continuous Hitchcockian suspense whether in a new release Chun-li will be mostly a motion character (hooray!) or a have a charge Kikouken (argh!). This choice hurts me.





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Micky Kusanagi
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"Re(1):penguins will fly at this location" , posted Sun 31 Jan 05:59post reply

quote:
Micky: Hayabusa is gorgeous. Too bad I've never been very good on joysticks!

Me neither xD Right now, I'm slightly better on stick than I used to be on pad -so you can guess what my skill level was on pad LOL-, but I still have a long way ahead of me before my execution gets optimal. Great stick as for both parts and features indeed.





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"Re(1):fists will fly at this location" , posted Sun 31 Jan 06:54post reply

quote:
PS2 Saturn pad (via USB converter)


May I ask which USB converter you are using? I've had bad experiences with a few of them and haven't found a good one for a reasonable price.

Also, I play various fighting games on Fightcade with a USB Saturn pad so I'm wondering why you're using the PS2 version with a converter.





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"Re(1):penguins will fly at this location" , posted Sun 31 Jan 09:38:post reply

quote:
charge or motion kikoken


Motion Kikoken is more "fun" but it tends to work out oddly. The general rule of "motion = slower startup and/or recovery" and the fact that Chun shouldn't be winning fireball wars with Ken and Ryu means that the motion Kikoken usually has to have really slow startup and really long recovery and is much less safe on block. It can be used as combo filler, to somewhat stave off other fireballs, or to provide a wall she can advance behind, but it's always felt kind of awkward.

In games where it doesn't make sense for her to have a hugenormous fireball for normal use (i.e. Vs. Series), she's so outclassed projectile-wise that no attempt at improving the startup and recovery of it can fix it short of giving it no recovery at all and turning her into a bullet hell, which has never been her archetype. Still, I really like how in MvC3, they took the idea of "higher strength = shorter range" all the way and turned heavy Kikoken into a point-blank range palm strike that crumples the opponent.

quote:
takahe


I am 100% sure that the first time the NZ stage was unveiled, I mentioned that the takahe were what tipped me off that it was in NZ more than any geographical feature shown!

Personally, I hope that it makes more people interested in the incredible and awesome/adorable birds of NZ. I've gotten to meet a bunch of them upclose, and I can assure you that if it weren't for the Kiwi bird the Weka would be a favourite. The Takahe sounds like a goose and eats grass... though common pasture grass isn't indigenous to NZ! Pukeko is the skinner, angrier, more aggressive, more flight-capable bird that is colored just like a Takahe. Kakapo is an enormous... budgie, I guess. Keas will open your bags and eat your foods, like raccoons, except that they don't destroy and ruin everything because seriously ground-dwelling mammals are like RPG min-maxed monstrosities. Kereru is a giant pigeon that eats leaves and makes spaceship noises when in flight.

Also, New Zealand has penguins.

In short, New Zealand is the best.





[this message was edited by Spoon on Sun 31 Jan 09:45]

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"Re(1):penguins will fly at this location" , posted Sun 31 Jan 09:56post reply

quote:
Looking at looks won't give you a feel for the feel. Mosquiton: U Rappin': GOOD
I may have been remiss in recoiling at the strangely misshapen Hori controller. Your experience sounds great! I'm baffled that you can get good results just from a cross-shaped directional pad. As a reference, I never had particularly good results with SFII on SFC, and of course I've never done a Final Atomic Buster in my life on a PS pad. Will I fare better here?



Unlike the SNES pad and like the Saturn pad, the d-pad on the Hori is actually concave. Meaning the outside edges are higher than the middle. This makes it easier to "roll" and circular motions are easier.

You can kind of tell in this image.

It's kind of like how people sometimes look better in person than they do in photographs. It's often beneficial to examine things from different angles.

Think about it.





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"Juan's penguins will fly at this location" , posted Sun 31 Jan 13:57post reply

Red Knight: My converter was just an inexpensive Chinese-made PS2-to-PS3 USB converter which probably couldn't have cost more than six US dollars. No brand, nothing meaningful written on it. It's always performed well using a PS2 Saturn pad on a PS3 and on Steam PC games (except SFV so far). They're cheap enough on Amazon and the like that trial and error may net you one that works for your setup. The main reason I've kept using it is that the PC (USB) official Saturn pad is expensive, out of print, and rare, and I have little confidence in the highly inexpensive copies that are widely available, often labeled "Retro" or similar. Also: in some other thread, we should talk about Fightcade and other confusing media through which I gather I can play old 1990s Capcom games online with people...easily, legally, maybe?

Mosquiton: That's highly appealing! I hadn't thought about the shared indentation of the pad and at first was thinking you were referring to the strange American version of the Saturn pad. But, but...I'm scared not to have the eight-way design! In all seriousness, if you can 720 as effortlessly as on Saturn, that should be good enough for me.

Spoon: At first, I was wowed with the thoughtful Advanced Kikouken Theory
quote:
The general rule of "motion = slower startup and/or recovery" and the fact that Chun shouldn't be winning fireball wars with Ken and Ryu means that the motion Kikoken usually has to have really slow startup and really long recovery and is much less safe on block.
but then you floored me with the second half with
quote:
Kereru is a giant pigeon that eats leaves and makes spaceship noises when in flight.
I couldn't have written a better description if I were Juan himself. People, I meet you and the takahes online in 18 days on the New Zealand level, and only ever the New Zealand level. I would also play Angry Pukekos IOS.





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TheRedKnight
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"Re(1):Juan's penguins will fly at this locati" , posted Sun 31 Jan 15:07post reply

quote:
Red Knight: My converter was just an inexpensive Chinese-made PS2-to-PS3 USB converter which probably couldn't have cost more than six US dollars. No brand, nothing meaningful written on it. It's always performed well using a PS2 Saturn pad on a PS3 and on Steam PC games (except SFV so far). They're cheap enough on Amazon and the like that trial and error may net you one that works for your setup. The main reason I've kept using it is that the PC (USB) official Saturn pad is expensive, out of print, and rare, and I have little confidence in the highly inexpensive copies that are widely available, often labeled "Retro" or similar. Also: in some other thread, we should talk about Fightcade and other confusing media through which I gather I can play old 1990s Capcom games online with people...easily, legally, maybe?


I also have a few inexpensive PS1/2 to USB converters and haven't been happy with the input lag. And there are actually official Saturn USB pads for the PC and Mac made by SLS.

I have this thing about playing fighting games online. Because I don't want to take it seriously I use characters that I would not normally use. Like Sean in 3S. I only use Sean online.





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"Re(1):Juan's penguins will fly at this locati" , posted Sun 31 Jan 20:53:post reply

Maou: could it be that your converter doesn't support XInput? Even though I'm playing the SFV beta on PS4, I've read tons of warnings about how mandatory an XInput controller is for the PC version.

I'm DISGUSTED at the input lag that gets added when I'm challenged online. Of all the matches I lost, I could've won half of them if controls were more responsive. I've even set my network stuff to PS4 only and 5 only!! I only get European opponents, but still, I get significant lag that I don't have during my endless training sessions.

Is there anyone tech savvy enough here at the Cafe to tell me whether my only issue is that I can't get an open NAT?* My connection is nominally a 20Mb/1Mb ADSL, download actually fluctuates between 16Mb and 18Mb, upload is very, very close to 1Mb. My ISP is changing cables and stuff in the streets around my house so they should switch my connection to fiber for free next month.

*My ISP gives you a private IP by default, you must contact them on their FB page if you want a static, public IP, which is crucial in getting an open NAT for online gaming as far as I know. It's free of charge and I asked for it yesterday, but hey, it's still a pain in the ass.

EDIT: since the Japanese beta ends way sooner than the US one, does any of you happen to have a US PS4 spare beta key? I'd really be grateful to you if you gave me one. I really need some extra hours of training, especially now that some simple links -like Ken's "dash" V-skill into LK Tatsu and cr.MP into back+MP- are slowly turning into second nature to me...it's the first time I take a fighting game so seriously, and the Cafe definitely has a role in this.

If the beta ends in Europe at the same time as the US, an European key is fine as well.





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Sun 31 Jan 21:20]

Professor
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"Re(2):Juan's penguins will fly at this locati" , posted Sun 31 Jan 23:35:post reply

For anyone enjoying the Beta on a JP account, the test has been extended by 12 hours to Feb 1 noon JST so have fun fiddling around!
Also, Fang reportedly won't be available at this beta.


Maou: Like Mickey said, it's pretty likely that your converter only supports the classic DirectInput format from the 32bit era and not Xinput. It's like that with a lot of USB controllers so not really surprising.

Also the official USB Saturn pad doesn't work out-of-the-box with newer Windows OS so it might not nessesarily be the best choice. I have it but it needs some energy saving options changed via windows registry which I'm not really fond of.


Micky Kusanagi- Quick reply: Yes you need an open NAT. Aside from that, other things that make a difference is

1- Don't use wireless connection, it makes everything really choppy and laggy
2- Don't connect using doubled up routers (if you have a router modem, don't connect another router to it if you're splitting your internet connection to your PC, PS4, etc. Use a hub instead. Not a problem if you have a bridge modem)

Btw your connection bandwidth (**MB) doesn't have relation to how good a gameplay you'll get since it's only a measurement of data volume per second-- what you need to know is your ping speed, which tells you how fast a connection you have (** ms/milliseconds).





[this message was edited by Professor on Sun 31 Jan 23:57]

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"Re(3):Juan's penguins will fly at this locati" , posted Sun 31 Jan 23:56:post reply

quote:
Micky Kusanagi- Quick reply: Yes you need an open NAT. Aside from that, other things that make a difference is

1- Don't use wireless connection, it makes everything really choppy and laggy
2- Don't connect using doubled up routers (if you have a router modem, don't connect another router to it if you're splitting your internet connection to your PC, PS4, etc. Use a hub instead.)

Btw your connection bandwidth (**MB) doesn't have relation to how good a gameplay you'll get since it's only a measurement of data volume per second-- what you need to know is your ping speed, which tells you how fast a connection you have (** ms/milliseconds).



Supportive like always, thank you :) My ISP contacted me a while ago via FB -I was surprised since it's Sunday O_O-, and they're already handling my static IP request, so things should go for the better in a couple days, at least for the NAT issue.
If I remember my latest speed tests well, my ping is 50-60 ms. I'm already on a wired connection. My modem should be a simple modem as far as I know, it's called ADB DA2200 (ADB is the brand, DA2200 is the model).

EDIT: I've just seen your edit, thank you for the news on the JP beta schedule :D I'm a bit sad F.A.N.G isn't in, but at least I could enjoy trying out all the other chars ^_^

EDIT 2: it's amazing how different Ryu and Ken's outfits look from each other -besides the obvious change of making Ken keep the top of his gi around his waist-: Ryu's is all torn and dirty, there are even white borders all around his belt -you know what they say, you're a true martial arts master when your black belts reverts to white-, whlist Ken's is in mint condition, as if he bought a brand new one for each fight. What a spoiled brat x'D





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Mon 1 Feb 01:04]

Spoon
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"Re(4):Juan's penguins will fly at this locati" , posted Mon 1 Feb 07:59post reply

Having tried some of the beta, I have to say that the automatching (that cannot be disabled because it's a network test after all) makes the Training Mode absurd. You'll spend like 10s loading into training mode, 10s loading into the match that just got made, immediately after the match ends you can either go back to the main menu in like 5s or wait 10s to go back into the training mode character select screen from which you can wait another 10s to go into training mode.

I just want to look at the movelist and try them out!

Damage for really simple combos feels very high in this game. A super basic Karin combo of j.HP, d.HP xx QCB+LP, d.K deals like 25%. On the other hand, the timing/hitbox for jumping attacks versus crouchers, or maybe just the hitbox for crouching characters, feels quite weird to me so far. It's unusually difficult for me to land a crossup on a character that's crouching; it just whiffs sometimes! I get the feeling that the way the characters are animated for their crouching animations is much much larger than their vulnerable box is, so what at first glance seems like a move that should be a hit instead is a miss.

Weird things beat things in this game, and by "weird things" I think I really just mean "mash crouching normals!". Karin's QCB+P gets beaten by d.HK by a number of characters, even when Karin is cancelling into the QCB+P on block. I get that it shouldn't be safe, but it seems like the kind of move that should crush lows, not get beaten by them!

Rounds end really fast even for beginner players because of the overall high damage that is immediately accessible. Like, if your go-to upon seeing "Crush Counter" is just to mash d.HK, it already means your successful counter-hitting of somebody with a heavy normal is doing like 180% of normal damage. The super basic combo of "heavy jump in, heavy normal xx special" does quite a lot of damage for seemingly everybody.

Super dumb trick to making damage in a game seem higher:
Make the health bar take up a longer amount of the screen, especially with a wider aspect screen. Losing 25% of your health on a 16:9 where your life bar is 7.3 of the 16 is much more impressive than losing 25% of a 4:3 where your lifebar is 1.3 of the 4.





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"Re(5):Juan's penguins will fly at this locati" , posted Mon 1 Feb 13:37post reply

I enjoyed what I played of the beta today, scrubby play but fun!

I agree that the constant loading in and out of matchmaking is absurd, really they should drop in/out of your match... and the loading should be behind the scenes. It feels like they are throwing everything out constantly, which is safe but there are better ways to handle it.

On the other side I'm enjoying juggling (lol) SFV with The Witness... two polar opposites that somehow really fit...





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"Juan's penguins will fly at this location" , posted Mon 1 Feb 14:37:post reply

Prof and Micky: Thanks a million! It was indeed a Direct Input issue, though why Capcom couldn't be bothered to include Direct Input support I can't imagine. JoyToKey works perfectly!


BETA'S OVER (REALLY)

Character department: I sure saw a lot of...Ryus and Kens! I didn't mind having my final round be a loss to a Nash, just for the variety. Vegamoto feels shockingly fast! He felt as nimble as he first did in SFII, even with his Zero series bulky design.

Sound department: In the final version, it will be fun if we can select whether the character theme or regular stage music plays when playing online. It will also be fun if the same mad genius who made a SFZero 3 announcer mod for SFIV on Steam will do the same for V. V's guy is borrrring.

Pain department: Will the final version have as incredibly long loading as the beta? The "here comes a new challenger" segment takes as long as the versus screen, which also takes forever.

Assets department: The good news on the versus screen is that the bounce on the 2P side remains, proving that the real glitch is on the 1P side.

Namco department: The unique character-specific attacks (not hissatsuwaza/specials) are still such an odd Namco-like input in Street Fighter, but kind of fun. It's such a joy that Chun-li's is a maddening little auto-crossup kick that shoots you over to hit people in the back of the head. I look forward to getting railed on by similar tricks from other players.

Attention to detail department: I adore how there's brief animation for Chun-li's bounce-jump off the corner of the screen, where she grabs onto the surface and launchs herself. Twenty years later, the bounce-jump looks natural at last.

takahe takahe takahe takahe takahe





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Mon 1 Feb 14:41]

Micky Kusanagi
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"Re(1):Juan's penguins will fly at this locati" , posted Mon 1 Feb 17:34post reply

quote:
Prof and Micky: Thanks a million! It was indeed a Direct Input issue, though why Capcom couldn't be bothered to include Direct Input support I can't imagine. JoyToKey works perfectly!
-- Message too long, Autoquote has been Snipped --

Maou: no problem ^^ I suspect the PC gaming industry is trying to phase Direct Input out, but luckily there are these workarounds.
I've never got my hands on a Saturn as of now...a Jap Saturn is gonna be one of my first purchases as soon as I get half decent at Japanese, if not my first one. Its game library is astonishing and varied, and i'm also very curious about the controller everyone talks wonders about.





Ore no...kachi da!!

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"Re(5):Juan's penguins will fly at this locati" , posted Mon 1 Feb 20:40post reply

Spoon: it's far too late now (sorry) but actually there was a way to play training mode in the beta at will: simply set your dummy to record. While you record, you couldn't be interrupted.





Mosquiton
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"Re(1):Juan's penguins will fly at this locati" , posted Tue 2 Feb 03:57post reply

quote:

Namco department: The unique character-specific attacks (not hissatsuwaza/specials) are still such an odd Namco-like input in Street Fighter, but kind of fun. It's such a joy that Chun-li's is a maddening little auto-crossup kick that shoots you over to hit people in the back of the head. I look forward to getting railed on by similar tricks from other



So... same as the original Street Fighter II?

They actually nerfed the cross-up for this move in HD remix. A true scrub-slayer.

I haven't messed around with Chun much at all in V but I hear she still needs moar power.





/ / /

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"Re(6):Juan's penguins will fly at this locati" , posted Tue 2 Feb 03:59post reply

quote:
Spoon: it's far too late now (sorry) but actually there was a way to play training mode in the beta at will: simply set your dummy to record. While you record, you couldn't be interrupted.



Dang, I wish I could have done his.

I'm interested in getting that hori pad now...





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Spoon
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"Re(6):Juan's penguins will fly at this locati" , posted Tue 2 Feb 08:52post reply

quote:
Spoon: it's far too late now (sorry) but actually there was a way to play training mode in the beta at will: simply set your dummy to record. While you record, you couldn't be interrupted.



If only I had known this secret technique!





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"Re(2):Juan's penguins will fly at this locati" , posted Tue 2 Feb 09:07:post reply

quote:

Chun-li's

So... same as the original Street Fighter II?

They actually nerfed the cross-up for this move in HD remix. A true scrub-slayer.

Ha! My SFII memories have been entirely overridden by the Zero series, where it's a weird foot-first attack that looks totally different. Chun-li was a joy to play in this round of beta, even if I only got my Saturn pad online after it was done. Though the junk controller I was working with didn't help me with the dreaded charge Kikouken, I enjoy the weirdness of her Hyakuretsukyaku burst kick being K now and thus more useful in cancels. Making it usable in the air? I just don't know what to think yet. I felt like my Spinning Bird Kick was getting pounded too easily by my opponents, though.

I'm still stunned by Speedy Dictator.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Tue 2 Feb 09:08]

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"Re(3):Juan's penguins will fly at this locati" , posted Thu 4 Feb 01:07post reply

quote:
Chun-li was a joy to play in this round of beta, even if I only got my Saturn pad online after it was done.



Which pad did you buy? I'm looking for one now.





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"Re(4):Juan's penguins will fly at this locati" , posted Thu 4 Feb 10:26post reply

quote:
Chun-li was a joy to play in this round of beta, even if I only got my Saturn pad online after it was done.

Which pad did you buy? I'm looking for one now.



Considering my own experience I would be remiss if I didn't give some fair warning: if you have Windows 8.1 you may have some trouble getting a Saturn USB pad to work. For whatever reason the 8.1 update messed up some the HID USB device functionality and it just won't recognize half of the controller inputs.

I believe this thread is what helped me in the end, though I may be remembering wrong as I had to sift through a lot of stuff.

Of course if you have anything else I think it'll be fine. Not sure about Windows 10, but considering this problem only happened after the 8.1 update I'm guessing it will work fine with 10.





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"Re(4):SFV: I wanna take you for a ride editio" , posted Thu 4 Feb 11:52post reply

quote:
That reminds me though, the Ryu-in-a-breif artwork was originally from a Capcom Secret File if I recall correctly. That stuff was full or artwork that wasn't used commercially, either because it was stuff that the artists drew on their free time or because they couldn't find any good product use.

I can't help but to wonder if the artists at Capcom even draw stuff like that any more.


Holy Zen! There was also a She-Blanka but she looks like she wandered in from a DeviantArt page.





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"Re(4):Juan's penguins will fly at this locati" , posted Thu 4 Feb 13:48post reply

quote:
Chun-li was a joy to play in this round of beta, even if I only got my Saturn pad online after it was done.


Which pad did you buy? I'm looking for one now.

Oh, thanks to the JoyToKey application, I just used the abovementioned PS2-to-USB converter to plug in my old Street Figther anniversary Saturn pad by Nuby, the very some one that the Cafe recommended for me years ago! Start and Select are in dumb places, and you're stuck with Udon art, but at least mine is Chun-li kicking her skirt up. Shoryuken had a review, too. The directional pad is outstanding and works on Windows 10 for me. I wouldn't pay any MORE for this one than I would for Sega's official Saturn USB pad (not the knock-offs), but quite nice. Alternately, if you're on a PC, the previous generation of Madcatz SFIV pads were servicable and of course require no converters for PC. Art's even worse, though.





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nobinobita
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"Re(5):SFV: I wanna take you for a ride editio" , posted Thu 4 Feb 15:23post reply

quote:
That reminds me though, the Ryu-in-a-breif artwork was originally from a Capcom Secret File if I recall correctly. That stuff was full or artwork that wasn't used commercially, either because it was stuff that the artists drew on their free time or because they couldn't find any good product use.

I can't help but to wonder if the artists at Capcom even draw stuff like that any more.

Holy Zen! There was also a She-Blanka but she looks like she wandered in from a DeviantArt page.


Haha that Blanka is fun. Here is my favourite gender swapped Street Fighter art ever (you will never be able to unsee Granny Oro):
http://goblog-gobi.blogspot.com/2010/12/street-fighteuses.html

From the excellent French artist Baptiste Gaubert (aka Gobi) of Catfish Deluxe who recently did the amazing opening for a fake (I wish it was a real full series) cartoon series called Sidera:

https://vimeo.com/113507665






www.art-eater.com

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"Re(6):SFV: I wanna take you for a ride editio" , posted Fri 5 Feb 01:48post reply

That female Necro gives me some odd feelings...

And sadly I need a pad that is really good but also compatible with PS4. I do not have a computer that could run SF5... :(





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"Re(6):SFV: I wanna take you for a ride editio" , posted Fri 5 Feb 04:33post reply

quote:

Haha that Blanka is fun. Here is my favourite gender swapped Street Fighter art ever (you will never be able to unsee Granny Oro):
http://goblog-gobi.blogspot.com/2010/12/street-fighteuses.html



I want that Hugo and Poison in the next Street Fighter!





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"Re(7):SFV: I wanna take you for a ride editio" , posted Fri 5 Feb 04:37post reply

quote:

Haha that Blanka is fun. Here is my favourite gender swapped Street Fighter art ever (you will never be able to unsee Granny Oro):
http://goblog-gobi.blogspot.com/2010/12/street-fighteuses.html


I want that Hugo and Poison in the next Street Fighter!



Should be renamed Helga and Pom( of Finland).





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"Re(8):SFV: I wanna take you for a ride editio" , posted Fri 5 Feb 06:17:post reply

Rule 63 is so much fun :D [OT] Miss X gets mentioned here from time to time IIRC LOL [/OT]

I'm really missing SFV...I know it's a bad thought on my part, but part of me secretly hopes Play-Asia ships pre-orders 7 days earlier than February 18th -it's my first preorder from Play-Asia-, so that I get it the same day it's releases in Japanese stores (I preordered the Hot! Package, that's why I'm thinking about February 18th and not 16th). Are there any exceptions to street date enforcement for online sellers, taking delivery time into account? Or must I live with getting the game a week later because I chose not to buy it from a brick and mortar store? (the boxart alone justifies the wait though :D





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Fri 5 Feb 15:43]

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"Re(7):SFV: I wanna take you for a ride editio" , posted Fri 5 Feb 06:59post reply

quote:
That female Necro gives me some odd feelings...

And sadly I need a pad that is really good but also compatible with PS4. I do not have a computer that could run SF5... :(



KTallguy, have you looked into one of these? I want to pull the trigger, but not sure how it'll run with my SteamLink. For PS4 though it's a safe bet!
http://www.amazon.com/gp/product/B018WMRUEQ?colid=3J2SJ1V434HIQ&coliid=IXBV5ECG0PS2W&psc=1&ref_=wl_it_dp_o_pC_nS_ttl





Steam ID: ungenesis

Micky Kusanagi
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"Re(9):SFV: I wanna take you for a ride editio" , posted Fri 5 Feb 15:41:post reply

(double post)





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Fri 5 Feb 15:42]

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"Re(8):SFV: I wanna take you for a ride editio" , posted Sun 7 Feb 06:00post reply

quote:
KTallguy, have you looked into one of these? I want to pull the trigger, but not sure how it'll run with my SteamLink. For PS4 though it's a safe bet!
http://www.amazon.com/gp/product/B018WMRUEQ?colid=3J2SJ1V434HIQ&coliid=IXBV5ECG0PS2W&psc=1&ref_=wl_it_dp_o_pC_nS_ttl



I want to hear reviews first... I know they have better stuff nowadays but I'm still a skeptic at heart... :)





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"New Trailer" , posted Tue 9 Feb 01:53:post reply

https://www.youtube.com/watch?v=fJAuNd7cuu4&feature=youtu.be

I enjoy the blur effect. Necali seems SUPER IMPORTANT.





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[this message was edited by KTallguy on Tue 9 Feb 01:54]

Micky Kusanagi
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"Re(1):New Trailer" , posted Tue 9 Feb 02:44post reply

I'm getting the "Necalli is Ryu" vibe again...or, more probably, Necalli's power is very closely connected to Ryu's. Seeing Capcom going all out with a plot inside the game itself feels strange, but I like it. LOL at the Mister 2 (F.A.N.G) bit xDDDDD





Ore no...kachi da!!

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"Re(1):New Trailer" , posted Tue 9 Feb 03:00post reply

quote:
https://www.youtube.com/watch?v=fJAuNd7cuu4&feature=youtu.be

I enjoy the blur effect. Necali seems SUPER IMPORTANT.


I rather enjoyed the surprising amount of time given to Mr. Shadaloo suiting up backstage. Usually villains are shown with their evil plans in full swing, not in the quiet moments before they begin a conflict.

Oh, and Nash's given name is actually Charlie? Not Charles, but Charlie? That, and it looks like -at least for today- Chuck officially died in SFA2.





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"Re(2):New Ramen" , posted Tue 9 Feb 11:14:post reply

quote:
I rather enjoyed the surprising amount of time given to Mr. Shadaloo suiting up backstage.
I am calling it the "Mr. Vega goes to work" trailer. I also like how it runs with the goofy Franken-Nash design aesthetic. Where's Simon Belmondo?

Now listen up, and I will tell you something you have never heard before: I used to figure that Necalli was just a lame "angry" character meant to "appeal to Americans" or something, but then I realized! It's brilliant continuity: Necalli=Gill! Gill is the only Street Fighter character (not introduced in SFIV) in history who looks remotely as stupid, right down to the hair. Tell me you don't see it!

Per Professor's newest post, the SFV Ramen Shop reminds me of the very first SFV trailer, and in turn of how I sure didn't get to knock noodles onto anyone's head in the beta. Wasn't this going to be a feature? I want it to be a feature.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Tue 9 Feb 11:18]

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"Re(3):New Ramen" , posted Tue 9 Feb 11:26post reply

quote:

Per Professor's newest post, the SFV Ramen Shop reminds me of the very first SFV trailer, and in turn of how I sure didn't get to knock noodles onto anyone's head in the beta. Wasn't this going to be a feature? I want it to be a feature.



I wish that feature was around for other stages too! The Hong Kong stage was the only location that seems to have that feature-- I guess the devs decided it's not important, but IMO it's what really makes fighting games fun.





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"Re(3):New Vega(s)" , posted Tue 9 Feb 15:24post reply

When the trailer is redubbed with appropriate music, it's hard to not shake the feeling that Vegamoto is the actual main character.





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"Re(2):New Trailer" , posted Tue 9 Feb 21:18post reply

It was all fine with Necalli, FANG and Rashid, until I noticed someone was missing and I had to play "Where is Laura".
I wonder if Rashid and FANG are supposed to be rivals... or if they just ended up interacting with each other because their design was finalized at a later stage, so the team who did the movie had to leave them aside while working on the characters whose design was ready (that would explain Laura's subliminal appearance too, I guess).
I also wonder if Cammy and Chunli's 3D models are 1:1 reused from the SSF4 opening movie

As for Necalli: yeah, I guess the hair made everyone think "Is that Gill?" for a while. That's also the only way to rationalize the stuttering and the fact he's so obviously stupid (or rather, wild?) while being pushed so much as "the important new character": at some point, he will become supremely intelligent and full of himself, so they are over-emphasizing the "before" part to make the gap more obvious. I didn't quite foresee that he would become intelligent by swallowing Ryu's "dumb&evil" persona, though.

Makes you wonder what they'll do with Urien, though. Was Urien always a smart asshole or did he also evolve?
Or maybe we're wrong and Necalli is nothing more than Santana.





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"Re(4):New Ramen" , posted Tue 9 Feb 21:44post reply

quote:

Per Professor's newest post, the SFV Ramen Shop reminds me of the very first SFV trailer, and in turn of how I sure didn't get to knock noodles onto anyone's head in the beta. Wasn't this going to be a feature? I want it to be a feature.


I wish that feature was around for other stages too! The Hong Kong stage was the only location that seems to have that feature-- I guess the devs decided it's not important, but IMO it's what really makes fighting games fun.



This. I love when there's some kind of stage interaction in fighting games, which manages to be fun without adding to the actual gameplay -I don't remember if smashing objects on the sides gave you additional damage or something in SFIIWW-, such a nice touch.

Maou, Iggy: some minutes after sending my previous message in this thread, I found myself thinking about how much Necalli looks like Gill xD The resemblance is just too obvious not to hint at some Necalli-Illuminati connection, and with Necalli's Aztec armor and Urien's planned inclusion in the roster, we got a nice potpourri of esoteric stuff and elements from ancient civilizations :D

After being sold on the gameplay as soon as I started playing the beta -this game almost has the same feel as 3S plus the V-stuff IMO, and I love this-, I'm getting more and more curious about what crazy stuff Capcom's coming up with story wise.





Ore no...kachi da!!

Spoon
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"Re(5):New Ramen" , posted Wed 10 Feb 04:20post reply

I'm glad because I don't have to shell out another $200 for something which by design won't do anything that my previous thing didn't, but poor MadCatz.





Lord SNK
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"Re(6):New Ramen" , posted Wed 10 Feb 04:29:post reply

quote:
I'm glad because I don't have to shell out another $200 for something which by design won't do anything that my previous thing didn't, but poor MadCatz.



Wait...
quote:

5.9 GB update that adds support for PlayStation 3 peripherals



...surely a driver for a peripheral can't be this big!
What the heck are they doing with almost 6GB of new data?
They replaced the full ISO of the game??





[this message was edited by Lord SNK on Wed 10 Feb 04:30]

kofoguz
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"Re(3):New Trailer" , posted Wed 10 Feb 04:34post reply

quote:
Or maybe we're wrong and Necalli is nothing more than Santana.

I say Bingo! Didnt follow that much SF4 but I wouldnt be surprised If Necalli, Urien, and Gill is something of a Bison clone body like Seth and Abel? Maybe formula for Urien had too much salt and too much chilli and mint for Gill. They overcooked Necalli and forget it in some cave, which they tend to do that to their experiments ala Nash?





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"Re(7):New Ramen" , posted Wed 10 Feb 04:50post reply

quote:
Wait...

5.9 GB update that adds support for PlayStation 3 peripherals


...surely a driver for a peripheral can't be this big!
What the heck are they doing with almost 6GB of new data?
They replaced the full ISO of the game??


Backwards compatibility is good news but, yikes, that's a big update! I wonder if the PS3 support was planned from the beginning or was a last minute decision when Capcom saw just how badly Mad Catz was floundering?





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"Re(7):New Ramen" , posted Wed 10 Feb 04:59post reply

quote:
...surely a driver for a peripheral can't be this big!
What the heck are they doing with almost 6GB of new data?
They replaced the full ISO of the game??

I think 5.9 Go is the full game (and the full game is a different thing from the beta).
Which is quite commendable if that's the case, because the beta was around 8Go.

I may be totally wrong, as always.





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"Re(4):New Vega(s)" , posted Thu 11 Feb 02:46post reply

quote:
When the trailer is redubbed with appropriate music, it's hard to not shake the feeling that Vegamoto is the actual main character.

MR. VEGA IS THE ONLY TRUE STAR OF SFV

just don't do his Psycho Crushaaa too hard

I look forward to replacing all cinema music in the PC version with Indestructible/The Door.

What a shame about Madcatz! Shadowloo may not have been the most trustworthy business partner...





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"Re(5):New Vega(s)" , posted Thu 11 Feb 22:33post reply

Unlockable costumes for everyone.
http://www.famitsu.com/news/201602/11099224.html
FANG is great, Chunli is fine, Birdie is obvious and cool (and it will keep Rufus even further away from this game), and most of the others are EWWWW.
Hopefully, the paid costumes (of which we know Hot Ryu&Chunli&Vega, as well as unrecognizable haircut Cammy) will be better.
Surprising that Ryu, Ken and Nash are "classic designs", yet Dhalsim is a very minor variation of his current one. Why didn't they take off his bear and turban? Not that it matters as the default version is great, but for the sake of completion.

Also, battles with NPC (Hi Abel!) and more alternate versions of stages (hopefully all stages will have an alternate version without bystanders).

Alex before steroids.
http://i.imgur.com/AJEpFbL.jpg





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"Re(6):New Vega(s)" , posted Thu 11 Feb 23:29:post reply

Karin understands that it's absolutely vital to have a little black dress in your wardrobe. Considering the slobs that usually show up in fighting games it's good to see someone with a modicum of sense.

Speaking of sartorial choices, Alex is amazing. The flannel shirt tied around the waist is a nice touch. His entire storyline is going to be about how he chafes his shoulders by wearing those suspenders, isn't it?

FADC EDIT: With what is possibly the loopiest bit of merchandising I've seen in awhile, Daigo Umehara is going to be sold as a plastic diorama. At 1/4 scale that sucker is going to be over 40 centimeters tall.





[this message was edited by Ishmael on Fri 12 Feb 00:08]

Micky Kusanagi
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"Re(6):New Vega(s)" , posted Fri 12 Feb 00:21post reply

Wanna get the bad things out of my way first: I'm baffled at the amount of stuff not included in the game disc. Cinematic story mode, spectator mode, trial mode...that's all stuff I'd rather get without any waiting. Whatever...



Spoiler (Highlight to view) -
Boring (but optimistic) Fight Money rate rambling. At least, according to my calculations, getting additional chars for free should be easy and fast. When I played the last beta, I set my challengers search to "PS4 only" and "5 only" to limit my amount of matches because of my not so great skills, and I managed to get 3500 Fight Money in 3 days (I seriously hope I didn't misread some other value for fight money in my player profile). Who knows how much fight money will we be able to get if we set any ranked match search restriction to off?

End of Spoiler



Dress Karin turns my eyes into hearts Not so much as Hot! Chun Li, but she's still something. Policewoman Chun Li looks good as well. Rufusized Birdie is brilliant, and I like casual(-ish?) Rashid cause, like Karin, he's a nice change from Capcom's preference for costumes that would be impractical -what a huge understatement xD- in everyday life. Venice Carnival Claw is great!! I acknowledge Bonita Laura a shameless lewd factor, but besides that her alternate isn't among my faves.





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"Re(7):New Vega(s)" , posted Fri 12 Feb 01:13post reply

I'm really curious to know where they are going fight-money wise.
They said you will be able to win some FM in solo (I guess finish all scenario modes to earn a certain lump sum? Maybe some challenges will give you pocket money?). And then you have the daily challenges, about which we know next to nothing. Also, we don't know if they'll keep the same FM earnings we had in the beta (50 per win, 10 per loss?) into the final game.
Finally, I'm curious on everything else that will be available. How many costumes? How many backgrounds? Will there be more backgrounds later? Will there be anything else (alternate announcers, alternate special effects...)?

At least, all the DLC characters will come with 1 set of alternate costumes similar to the base 16, so it's something.





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"Story Mode stuff popping up on Youtube" , posted Fri 12 Feb 02:15post reply

Someone got the game early and is uploading Story Mode stuff.

I am unsure if there are multiple parts, but it appears story mode may just be 3-4 one round fights with Bengus drawings in between.

He is the Karin one

I wanted to show that as I feel it shows the absolute best and absolute worst Bengus work I have seen so far.

There is a part where Karin's butler's head is an outline of a face and outline of glasses frames. It makes him look like the classical Grey Alien.

Then there is a drawing of Zangief that is great, like he didn't miss a beat from Alpha 3.





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"Re(1):Story Mode stuff popping up on Youtube" , posted Fri 12 Feb 02:38:post reply

quote:
Someone got the game early and is uploading Story Mode stuff.

I am unsure if there are multiple parts, but it appears story mode may just be 3-4 one round fights with Bengus drawings in between.

He is the Karin one



No big deal as story modes go, but it's at least appropriately silly and over the top for Karin - while referencing Oro, Ibuki (or Geki?...) and Sakura - considering how long Capcom wants this to last, perhaps they're already warming up people's expectations for the 2nd batch of DLC characters...

I wonder if that master butler might qualify...


Edit: aand the rest of the scenes appear to already be available at the same account...





...!!

[this message was edited by Loona on Fri 12 Feb 02:41]

Maou
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"Art Week" , posted Fri 12 Feb 03:07post reply

While Nobi may have my head for my forgiveness of the in-game visuals on the grounds that they're better than Capcom fighters have done in years, I'm utterly delighted by the overall art situation surrounding SFV.

Bengus' kamishibai-style picture dramas, even with some strange individual shots, are leagues beyond the SSFIV story mode's dreary (semi-)animations in terms of a recognizable personal style.

And given that Street Fighter is iconic enough to be able to experiment with art styles, I can't get enough of the bizarre look that newcomer (?) Kiki brings. It's Street Fighter's pop art-cubist phase! Even if on a technical level it probably isn't on par with 1990's Capcom (correct me if not), there's something striking about these concept sketches---women's angular smiles have a very "American comics" look to them, exemplified in this marvelous take on Chun-li, and Fang's look is just full of personality.





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Micky Kusanagi
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"Re(8):New Vega(s)" , posted Fri 12 Feb 05:07:post reply

Iggy: as far as I know, Capcom promises you'll get enough fight money to unlock Alex by completing all the character stories, and logging in everyday and completing every daily challenge -don't know if there will be just one per day or more- should be enough to get all the additional chars as they are released.
I hope I get enough motivation to play ranked matches regularly, they should be the best way to boost fight money...besides messing with your save file or something if you have the PC version x'D

EDIT: a major Italian site claims they reviewed the "complete and final" build of the game, but F.A.N.G isn't in the char select screen and the guys reviewing it claim he needs to be unlocked during gameplay. Is it true? Please keep in mind I didn't see that Youtube channel with the SFV character stories because I wanna avoid spoilers, so I don't know if that player uploaded F.A.N.G videos and shared info of any kind on him.





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Fri 12 Feb 06:11]

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"Re(1):Story Mode stuff popping up on Youtube" , posted Fri 12 Feb 06:27post reply

quote:

He is the Karin one

I wanted to show that as I feel it shows the absolute best and absolute worst Bengus work I have seen so far.

There is a part where Karin's butler's head is an outline of a face and outline of glasses frames. It makes him look like the classical Grey Alien.

Then there is a drawing of Zangief that is great, like he didn't miss a beat from Alpha 3.



Hah! Looking a little alien while observing Dhalsim right? I've been playing some XCOM2 lately.

Also, man. That dialogue.





/ / /

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"Re(2):Story Mode stuff popping up on Youtube" , posted Fri 12 Feb 08:11post reply

That's a lot of artwork from Bengus! Just as we guessed; probably too much work to place details into every piece.

Just out of curiousity, which characters are everyone interested in playing?





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"Re(3):Story Mode stuff popping up on Youtube" , posted Fri 12 Feb 11:07post reply

I am not a big Chun-Li player but that Policewoman-of-the-80s cosplay is too cute to resist.

Speaking of which, are you forced to play as a specific character to unlock their "free" alternative costume?
Because if so, I will also play a lot of Ken early on to make sure Ugly Face Ken disappears from my copy of the game.
In any case, I won't be able to play the game until March...





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HokutoAndy
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"Re(5):SFV: I wanna take you for a ride editio" , posted Fri 12 Feb 12:06post reply

quote:


Holy Zen! There was also a She-Blanka but she looks like she wandered in from a DeviantArt page.



THat's actually Laura in her secret ending, where JCVD is unable to stop Bison from turning her into a monster.


End of Spoiler



... it'd make my month right now if Harada unveils Q for Tekken 7 and gives him an elaborate ending with the Dr., Fury, and Yoshimitsu.





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"Re(1):Art Week" , posted Fri 12 Feb 12:39post reply

quote:
Even if on a technical level it probably isn't on par with 1990's Capcom (correct me if not), there's something striking about these concept sketches---women's angular smiles have a very "American comics" look to them, exemplified in this marvelous take on Chun-li, and Fang's look is just full of personality.



This art has been successful in reminding me of how much I want more Ghost Trick in my life.





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"Re(4):Story Mode stuff popping up on Youtube" , posted Fri 12 Feb 12:51post reply

quote:
I am not a big Chun-Li player but that Policewoman-of-the-80s cosplay is too cute to resist.



To me, that uniform is immediately identifiable as the "HK police uniform", possibly as a result of having been around too many Cantonese programs decades ago. That uniform design is still in use!

Though I wish the subject matter of these photos and this article wasn't quite so unfortunate...





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"Re(2):Art Week" , posted Fri 12 Feb 13:48post reply

quote:
Just out of curiousity, which characters are everyone interested in playing?
It's got to be Chun-li! I will overcome my dislike of charge characters to have someone beautiful on my screen at all times, and I haven't seen Chun looking this great since Third Strike, which was an appearance so good as to make me almost put up with...playing Third Strike. Laura has a great sense of impact even if I don't get why she has an input throw. Speedy Vegamoto is so speedy that I might forget he's a charge character and use him, too. Sorry, Papa Chun-li.

ACTUALLY POSTING REAL INFORMATION NOW

You can pre-download the game for PC now, and my computer tells me it's 6.4 gigs. That's less than...Ori and the Blind Forest?! Spoiler: Alex's download alone will be 55 gigs to punish the small but vocal cast of confused people always yelling for his return. You heard it here first.
quote:
This art has been successful in reminding me of how much I want more Ghost Trick in my life.

Holy mackerel, that's it, I knew that angular style was reminding me of something! Turns out it was my subconscious guilt about never playing Ghost Trick, let alone finishing Last Window.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

Micky Kusanagi
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"Re(3):Story Mode stuff popping up on Youtube" , posted Fri 12 Feb 17:03post reply

quote:
That's a lot of artwork from Bengus! Just as we guessed; probably too much work to place details into every piece.

Just out of curiousity, which characters are everyone interested in playing?


Ken!! Even with his abnormally shortened normals which require you to relearn him from scratch, he was my main in the last beta -and man I sucked hard because I didn't expect such a change xD- and he's gonna be my main in the full game. I found some interesting videos suggesting how you should use the new Ke, and they actually got me interested in getting "technical" at SFV, something that I didn't expect and had never happened before, not even with KOF which is my favorite franchise ever.

I really hope somebody lends me the game during its first days or there are some rental chances, cause it looks like Play-Asia won't get the Hot! Package in stock before the actual release date, and I'll end up getting my copy delivered by the very end of February...





Ore no...kachi da!!

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"Re(4):Story Mode stuff popping up on Youtube" , posted Sat 13 Feb 00:08post reply

quote:
In any case, I won't be able to play the game until March...


Seeing as how bare bones the initial release is you're probably going to be better off waiting a few weeks since more content will be out by then.

As for which character I would like to try, it's a bit hard to say. With some games I have obvious favorites; for example in KoF I head straight to the FF team and ignore the rest of the cast. But with SF I tend to play the field, so to speak.

Still, my first choice is going to be Zangief. I like grapplers and he looks like a hoot. With Zangief, R.Mika and Alex in the game SF5 is shaping up to be something I'll like.

Alternate choices will be Bison/Vega/Whatever since he puts me in mind of his CvS1 incarnation. Also F.A.N.G is probably going into rotation as well. I don't know if he will be good but he looks weird and annoying so I need that in my life.





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"Re(5):Story Mode stuff popping up on Youtube" , posted Sat 13 Feb 01:29post reply

My order is in preparation. YAY!!
Just for the record, it includes Persona 4 Ultimax (Jap version for the story dialogue and navigator voices...sorry for being a weaboo xD).

I need somebody to lend/rent me a copy of SFV anyway, there's a tournament at the nearest video game store next Friday and I wanna train in order to suck as less as possible LOL





Ore no...kachi da!!

Professor
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"Re(6):Story Mode stuff popping up on Youtube" , posted Sat 13 Feb 01:56:post reply

quote:
My order is in preparation. YAY!!
Just for the record, it includes Persona 4 Ultimax (Jap version for the story dialogue and navigator voices...sorry for being a weaboo xD).


The PS3 game? You might want to cancel if it's available for your local PlayStation Plus.

I think the voices in Ultimax can be switched between Eng and Jp-- or at least that was the case for the previous game. I can check tomorrow.





[this message was edited by Professor on Sat 13 Feb 01:58]

Micky Kusanagi
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"Re(7):Story Mode stuff popping up on Youtube" , posted Sat 13 Feb 02:39post reply

quote:

I think the voices in Ultimax can be switched between Eng and Jp-- or at least that was the case for the previous game. I can check tomorrow.


Thank you for the advice Professor :) I did try Persona 4 Ultimax for 2 days via a free PS Plus trial, but I want my games on physical disc, and I did my research about voice tracks: sadly for me, only the Japanese version (and maybe one of the two Asian versions) has full dual audio, whlist NA and EUR versions only have dual audio for battles, English dub only for story mode and navigator. Sorry in case my description is confusing.

In Persona 4 Ultimate -the first one-, the NA and EUR versions have full dual audio, so I bought the EUR version for my convenience.





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Maou
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"Top-tier" , posted Mon 15 Feb 14:42:post reply

Woah, look what Professor added to the tier chart for us! Here is the exact information you've all been waiting for.

Big thanks!





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Mon 15 Feb 14:50]

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"Re(1):Top-tier" , posted Mon 15 Feb 17:03post reply

I tried making one, but the metrics still aren't fully worked out yet.

Thanks for the speedy updates, Professor!





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"Re(1):Top-tier" , posted Mon 15 Feb 17:52post reply

Thanks for introducing me to that HFIL nonsense creative editing kung-fu. The parallel universe of "proper US adaptations of Japanese animated series" is an endless source of bewilderment. I understand better where the NES-era culture of censoring crosses and other random statues came from.





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"Re(1):Top-tier" , posted Mon 15 Feb 21:03post reply

quote:
Woah, look what Professor added to the tier chart for us! Here is the exact information you've all been waiting for.

I do not understand why Laura is in the loser category, or why are there any character equal to Vegasama in the seiyu category.
Please explain yourself.





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"Re(2):Top-tier" , posted Tue 16 Feb 01:28:post reply

quote:

I do not understand why Laura is in the loser category, or why are there any character equal to Vegasama in the seiyu category.
Please explain yourself.

Lord Vegamoto, forgive me! In an effort to avoid overlapping icons, I erred in placing him below Chun-li rather than off the charts where he belongs. The situation has been improved. Please also accept these supplicatory SFZ2 sketches as penance.

Laura is fantastic, but her actress drains all the energy out of the character for me. At least she doesn't speak in English like Christie.

Chaz: Ha, I fortunately just remember hearing about it from friends who knew the American version, so we must give true credit to those who actually suffered through it.

Spoon: In addition to amusing me, your chart (as well as Rashid's pseudo-Twitter in story mode) reminds me of how much better SF would be served by resetting real-world timelines like Bond and Lupin in each episode.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Tue 16 Feb 01:33]

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"Re(3):Top-tier" , posted Tue 16 Feb 03:50post reply

quote:
Lord Vegamoto, forgive me! In an effort to avoid overlapping icons, I erred in placing him below Chun-li rather than off the charts where he belongs. The situation has been improved.
This is much better. And your offering was much appreciated!
It's true that Laura's VA is a bit too low-tension for the character (we are talking about the Japanese one, are we?), but as someone expecting to use her a lot, I think it might be for the best. A long, long time ago, I was playing Yuri in KOF98, until a friend of mine couldn't bear her screams anymore and started using Athena in retaliation. I quickly understood the errors of my way...
So I'll take a little weak but tolerable performance in this specific case.
As for Christie, I remember she was one of the character I changed to English because the Japanese voice was ridiculous. The English one was mostly good (I really liked the "Too bad, so sad" line, but there was no saving to "This is my specialty").

I still think Karin's "Hohoho" is weak in this game. Hopefully I won't hear it too often.





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"Re(3):Top-tier" , posted Tue 16 Feb 04:01post reply

This may be my favorite picture of Ryu in some time.

quote:
Spoon: In addition to amusing me, your chart (as well as Rashid's pseudo-Twitter in story mode) reminds me of how much better SF would be served by resetting real-world timelines like Bond and Lupin in each episode.


I guess some people enjoy trying to pin down exact dates for fictional street fights but it always seemed like a lot of work to me for little to no result. Besides, it seems like Capcom has always been perfectly happy to reset timelines and continuity whenever necessary anyway. For example, Ono recently tweeted that Sakura will always be a schoolgirl. So sorry to those folks who wanted an old Sakura but she's never going to show up without wearing a skirt. Nor should she.

Maybe tomorrow after I've spent some time with SF5 I might have something useful to post but I doubt it.





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"Re(4):Top-tier" , posted Tue 16 Feb 04:54post reply

Iggy-nton: Right you are about Karin's weak laugh, and she's been graded accordingly. It's not like the ojousama is an unfamiliar archtype, so I'm not sure how they got someone so unimpressive. I can only imagine how awful she must sound in English (available female voice acting modes: "angry yelling" or "valley girl").

Laura is just so blah...not deep enough a voice, I think. When I mentioned Christie, I guess it revealed that the last Tekken I played was 4 (ick), wherein I think she only ever spoke in English, though equally as poorly as Laura's Japanese actress. Though yelling doesn't have to be bad! 1990s SF voice acting was great, especially in Zero---friends endured hours of Sakura yelling without it being (I think) particularly annoying.

Ish: It's true that there's only so much point in timelines, though the redesigns did make me think they might update Sakura (you can still have a short pleated skirt and not have it be sailor fuku, not that I care). Then again, while the Zero series had a remarkably cohesive story that was just the right amount of fun and seriousness, I stopped expecting anything once IV seemed to ignore everyone's ages and/or previous deaths. Better at that point to just ignore the story entirely or reset it...IV was sort of a weak spot in between. Not that there's any reason to connect III's non-characters to its non-story, SFV Urien be damned.





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Spoon
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"Re(4):Top-tier" , posted Tue 16 Feb 05:43post reply

quote:


I guess some people enjoy trying to pin down exact dates for fictional street fights but it always seemed like a lot of work to me for little to no result. Besides, it seems like Capcom has always been perfectly happy to reset timelines and continuity whenever necessary anyway. For example, Ono recently tweeted that Sakura will always be a schoolgirl. So sorry to those folks who wanted an old Sakura but she's never going to show up without wearing a skirt. Nor should she.

Maybe tomorrow after I've spent some time with SF5 I might have something useful to post but I doubt it.



Really, it's just an amusing tidbit, mainly because in SF2 they actually put down specific years in the character profiles. SF2X wasn't the first game for them to not do that, but by the time SFA1 hit they had certainly stopped, because it really was needlessly dating the characters. Sakura being an eternal schoolgirl and others always being around the same age, heck, even characters attached to characters always being the same age, like Ken's son Mel never aging, doesn't particularly bother me.

Terry aged a bit in Garou, and that turned out fine. Plenty of Samurai Shodown characters I think could age and still be totally cool, except that Sen makes me wonder if they can pull it off, however far SNK is removed from Sen.





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"Re(5):Top-tier" , posted Tue 16 Feb 16:14post reply

quote:


I guess some people enjoy trying to pin down exact dates for fictional street fights but it always seemed like a lot of work to me for little to no result. Besides, it seems like Capcom has always been perfectly happy to reset timelines and continuity whenever necessary anyway. For example, Ono recently tweeted that Sakura will always be a schoolgirl. So sorry to those folks who wanted an old Sakura but she's never going to show up without wearing a skirt. Nor should she.

Maybe tomorrow after I've spent some time with SF5 I might have something useful to post but I doubt it.


Really, it's just an amusing tidbit, mainly because in SF2 they actually put down specific years in the character profiles. SF2X wasn't the first game for them to not do that, but by the time SFA1 hit they had certainly stopped, because it really was needlessly dating the characters. Sakura being an eternal schoolgirl and others always being around the same age, heck, even characters attached to characters always being the same age, like Ken's son Mel never aging, doesn't particularly bother me.

Terry aged a bit in Garou, and that turned out fine. Plenty of Samurai Shodown characters I think could age and still be totally cool, except that Sen makes me wonder if they can pull it off, however far SNK is removed from Sen.



Anyone follow the Lupe vs Daigo fiasco?

My friends who play competitively swear that Daigo threw the match as he whiffed stuff like "a super basic V trigger combo." I don't know the game well enough to tell if Lupe is just awesome, the game is just LOLsy (like Tekken where a friend of mine who plays competitively was once knocked out of a Gamestop tournament by a random 9 year old mashing buttons) if Daigo has just lost it, or he took a dive at Capcom's behest.

What do you guys think?






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"Re(6):Top-tier" , posted Tue 16 Feb 18:59post reply

quote:

Anyone follow the Lupe vs Daigo fiasco?

My friends who play competitively swear that Daigo threw the match as he whiffed stuff like "a super basic V trigger combo." I don't know the game well enough to tell if Lupe is just awesome, the game is just LOLsy (like Tekken where a friend of mine who plays competitively was once knocked out of a Gamestop tournament by a random 9 year old mashing buttons) if Daigo has just lost it, or he took a dive at Capcom's behest.

What do you guys think?



Probably an old story with bigger names involved this time...

I figure they really want to push the idea that the game isn't the domain of a few really hardcore devoted guys most people have no chance to beat - but in that case, wouldn't it be more effective to have people not famous for playing games playing with each other while making the match interesting to follow?

Has SF5 turned out that hard to extract interesting moments from?... I have little interest in the game, but FANG's poison mechanic (Lin says "Hi!") could at least create some interesting situations where an opponent could try and snag a victory right before the poison KOs him - or is it impossible to be KOed from that?...





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"Re(7):Top-tier" , posted Tue 16 Feb 20:25post reply

quote:
FANG's poison mechanic (Lin says "Hi!") could at least create some interesting situations where an opponent could try and snag a victory right before the poison KOs him - or is it impossible to be KOed from that?...

It is impossible to be KOed from that, AS WELL AS from any chip damage.
So while FANG can poison the enemy all he wants even without touching them, he still needs to score the final blow.





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"Re(8):Top-tier" , posted Tue 16 Feb 20:28post reply

quote:
FANG's poison mechanic (Lin says "Hi!") could at least create some interesting situations where an opponent could try and snag a victory right before the poison KOs him - or is it impossible to be KOed from that?...
It is impossible to be KOed from that, AS WELL AS from any chip damage.
So while FANG can poison the enemy all he wants even without touching them, he still needs to score the final blow.



What? No death from Chip damage?? I mean, everyone hates dying that way but ... that's the point!






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"Re(9):Top-tier" , posted Tue 16 Feb 21:29:post reply

quote:

What? No death from Chip damage?? I mean, everyone hates dying that way but ... that's the point!

You can still die from Chip Damage off of a super. But I think it makes more sense now to not be able to die from chip. Blocking already has more downsides here than usual with white damage, especially helped by the more aggressive rushdown style of SFV. And there is no universal mechanic to avoid chip damage (no parries or focus attacks). So dying from chip might feel even more annoying since it's harder to avoid now than before.

quote:
Just out of curiousity, which characters are everyone interested in playing?

I've always been I guess a Sonic Boomer fan. Nearly all my mains in most fighting games have charge shots (aside from KOF oddly enough). And well, despite Nash being a motion character now I'm still playing him. Sure he lost his flashkick and doesn't have a good all around anti-air reversal move (although EX-Genocide cutter works really well as anti-air), but limitations like these obviously are made to offset other things he exceeds at now. And I really like his V-Trigger teleport. I think I prefer the fact that it's a single use, rather than one than puts you in a specific hyper mode of sorts. Makes it easier for me to know exactly when it's best to use it. He also has some weird stuff like that meter-sucking move, one that I (and apparently a lot of Nash players) are not using as much as we should. His half-zombie design still looks weird to me. I might pick up his classic outfit when it comes out.

I might get back to playing Rashid because well I feel like I have to, haha. But honestly he's neat and I like trying out newcomers generally. Might check laura too because I like fast grapplers.





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[this message was edited by badoor on Tue 16 Feb 21:49]

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"Re(4):Top-tier" , posted Tue 16 Feb 21:33post reply

quote:
For example, Ono recently tweeted that Sakura will always be a schoolgirl. So sorry to those folks who wanted an old Sakura but she's never going to show up without wearing a skirt. Nor should she.



Really? That's weird. There was a trailer showing Sakura's life, and considering how she's shown as quite a famous fighter in it and her best friend from high school days seems to be married, I just assumed Sakura had graduated and just kept wearing the schoolgirl uniform as her trademark (you know, like Baby Spice from the Spice Girls wearing childish pink dresses and pigtails even though she was in her twenties).

Well, then, I guess Sakura has just been failing in her school exams every year. Kinda like Athena and Shingo in King of Fighters (at least Karin and Kyo managed to graduate in their respective franchises)...





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"Re(7):Top-tier" , posted Tue 16 Feb 21:37:post reply

quote:

Anyone follow the Lupe vs Daigo fiasco?


I figure they really want to push the idea that the game isn't the domain of a few really hardcore devoted guys most people have no chance to beat - but in that case, wouldn't it be more effective to have people not famous for playing games playing with each other while making the match interesting to follow?

Has SF5 turned out that hard to extract interesting moments from?... I have little interest in the game, but FANG's poison mechanic (Lin says "Hi!") could at least create some interesting situations where an opponent could try and snag a victory right before the poison KOs him - or is it impossible to be KOed from that?...




Thanks for the link Nobi! I'll need to check it out.
[edit] Saw it. He's completely playing around. Either that, or he's been boozing non-stop on his flight.

As for chip damage KO, SFV only allows it with supers. On the flip side though, not only special moves but normal fierce attacks do chip damage in the game.


The game of all things doesn't have a lobby function yet, so perhaps interested cafe members can have a gathering once the patch comes around.





[this message was edited by Professor on Tue 16 Feb 23:03]

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"Re(8):Top-tier" , posted Wed 17 Feb 00:32post reply

quote:

Thanks for the link Nobi! I'll need to check it out.
[edit] Saw it. He's completely playing around. Either that, or he's been boozing non-stop on his flight.

As for chip damage KO, SFV only allows it with supers. On the flip side though, not only special moves but normal fierce attacks do chip damage in the game.


The game of all things doesn't have a lobby function yet, so perhaps interested cafe members can have a gathering once the patch comes around.



I only saw the first match, and to me, the action looks scripted, at least in part, like the almost specular Shoryukens in the last round of the first match. LOL at the booze joke, I guess we all thought about it xD

Cafe lobby after the 8 players patch comes? Count me in!! I'm gonna use my definitive Jap PSN account, MickyKusanagi, and my CFN ID will be the same.





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"Re(10):Top-tier" , posted Wed 17 Feb 01:16post reply

Daigo was most certainly having a goof out there. Even if he is unfamiliar with the intricacies of SF5 he knows enough about the fundamentals of fighting games to never do some of the things he was tossing out during that match. This is a far cry from Daigo at the start of SF4 who mercilessly pummeled a cute girl into the dirt because he only knew how to play at one speed. This should make an exciting storyline in his manga since that's an impressive character arc Daigo has gone through!

quote:
You can still die from Chip Damage off of a super. But I think it makes more sense now to not be able to die from chip. Blocking already has more downsides here than usual with white damage, especially helped by the more aggressive rushdown style of SFV. And there is no universal mechanic to avoid chip damage (no parries or focus attacks). So dying from chip might feel even more annoying since it's harder to avoid now than before.

The accumulation of white life in SF5 puts me in mind of KI or Vampire Savior where you have the possibility of either a second wind or a great deal of fast, brutal damage. I don't know how much the new life bar mechanics will actually factor into matches but it looks like an interesting idea on paper.





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"Re(2):Re(10):Beta-tier" , posted Wed 17 Feb 01:44:post reply

Urgh, four betas later, what a botched PC launch. I...don't think I've ever had an EULA crash on me. Ah well. I was okay with them basically releasing it first as an online fighting game with no meaningful single player options yet, but server crashes left me with an offline online fighting game---that's even less fun than offline online RPG Final Oiyoiyo XII!

They'd better get those servers robust soon for the pros, because casual players sure aren't going to be having any fun. I've heard this needed to come out soon to make it for e-sports and things, but I'd really like to see what financial model justifies getting it into a small number of pros' hands while convincing the casual public it's junk. I assume you only have one chance to get the attention of the latter, and isn't over-reliance on the former the symbol of the bad old days of 2D fighting games' post-90s decline? "Check back in a month when it's a full game" isn't going to cut it for non-fans when reviews and ads have already come and gone.

The plus side: the game is still great fun, and even if Story Mode is a joke with only three single-round mindless AI fights per character, I still like Bengus' kamishibai picture show. Is no-pants Cammy the true successor to Sakura? First man who tells me how to extract the Bengus pictures which might get obliterated by future updates gets 1000 zeny. I guess if we think of it as "extended beta" until March, things will feel better.

Oddly enough, I was most exasperated not with the lack of arcade mode or lobbies or story or servers even, but by the PC version's seeming inability to switch text/language interfaces as promised in the store. Changing Steam's language doesn't do it. Any PC players seeing differently?

Edit: While I'm baffled that Capcom is selling a product on Steam that claims to have multiple interfaces accessible yet has no Language tab available on the Steam menu, I can't imagine it's at the front of the line of many problems to fix. Happily, the friendly maniacs of Neogaf helped me out: on Windows, in-game text interface is tied to your computer's Time and Date settings (!?!). You can also change the interface through the process at the end of this first post, substituting "culture=ja" for Japanese, etc. as appropriate.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Wed 17 Feb 02:43]

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"Re(3):Re(10):Beta-tier" , posted Wed 17 Feb 02:54post reply

quote:
Edit: While I'm baffled that Capcom is selling a product on Steam that claims to have multiple interfaces accessible yet has no Language tab available on the Steam menu, I can't imagine it's at the front of the line of many problems to fix. Happily, the friendly maniacs of Neogaf helped me out: on Windows, in-game text interface is tied to your computer's Time and Date settings (!?!). You can also change the interface through the process at the end of this first post, substituting "culture=ja" for Japanese, etc. as appropriate.

So, would that be enough to have Vegamoto called by his real name?





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"Re(3):Re(10):Beta-tier" , posted Wed 17 Feb 02:58post reply

From the subreddit Maou linked to





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"Re(4):Re(10):Beta-tier" , posted Wed 17 Feb 03:26post reply

quote:
So, would that be enough to have Vegamoto called by his real name?
I knew we were kindred spirits! You bet it is, get hackin'! The settings explanations and text all actually make sense now, too. I cannot believe that this idiotic a workaround is required, but the only thing more idiotic would be having a game-starved Japanese Steam account that wouldn't have to do this.
quote:
From the subreddit Maou linked to
Canceling Neogaf into a Reddit link combo was bound to inflict serious user damage.





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"Re(4):Re(10):Beta-tier" , posted Wed 17 Feb 03:51:post reply

Maou, let me toast to your marvelous discovery.
I had to suffer my Bio 4 HD shouting RESIDENT EVIL... FOUUUUR every time I launched it, but having a fake Vegamoto in my game would have been worse.
Plus, a friend of mine only plays Balrog and I wouldn't have wanted to confuse him.
quote:
From the subreddit Maou linked to


Is this real life? Who is the kind soul I should thank for this?

EDIT AFTER TRYING THE GAME
Wow, that's pretty bad. 2 hours and not a single match. How come even the first beta worked better? I think I even had some tearing that wasn't there during the beta!

The good:
*Maou's trick worked! Vegasama and Balrog are saved!
*The survival mode is GREAT. It re-uses the rule from Jojo on DC, where you could pick a bonus at the end of the round for the next one. This is all the single-player mode I need, really.
*Bengus's sketches are better than I thought. Yes, they are rough, but Karin and Ken actually look good there. The amazing power of strong fundamentals: whatever sketch this guy draws has more life and sense of purpose than any of the finalized art the goons of Udon spit on a regular basis. His sketches even make the 3D models look even worse!
*Many stages have alternate versions (that are yet unavailable, but they'll probably be on sale later?) AND some of them have no bystanders. Kanzuki Estate by day without anyone is the best stage of the game so far.
*FANG is great to play. Rashid's personality is charming (I wonder if his butler may be added to the game, or if he's just for fluff?). Laura is basically Makoto but not constipated.
*Speaking of, cameo characters (not counting those on posters in backgrounds, or on Rashid's twitter feed) include Oro, Viper, Sean, Sakura, Gouken, and various dolls (as well as Sagat in Shadoloo's alternate background). Probably the blonde boy in Nash's story counts as well? I guess those are the strongest contenders for season 2. Strange that Ibuki, Juri, Guile and Bison appear, but neither Alex nor Urien. I thought he was the one who resurrected Nash?
*The scenarios are all totally stupid and pointless. This is how you write some good Street Fighter!

The bad:
*Laura's alternate costume is an abomination, worse than Cammy's more pandering stuff. At least it will save me some fight money!





[this message was edited by Iggy on Wed 17 Feb 09:29]

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"For me it was Tuesday" , posted Wed 17 Feb 10:58post reply

The game isn't out in Japan yet for the PS4 so I've just been reading a bit about it, but so far it seems like it's is getting pretty badly hammered down, but not on its graphics or gameplay. I wouldn't have expected either that the game would be released half-baked like how many PC game publishers do-- after all, this is Capcom, a console game developer with a respected history.

The general consensus is that Capcom's development schedule didn't have the whole game intended to be ready by February, just the multiplayer/online parts for the hardcore scene because they needed the game out before their worldwide "Capcom Cup Tour" tournament series which is starting soon.

Otherwise I think the game wouldn't have been done until June or July, which is when the cinematic story mode rolls out.





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"Re(1):For me it was Tuesday" , posted Wed 17 Feb 21:56post reply

ORDER SHIPPED!! Scheduled for delivery next Tuesday -LOL- in the morning. I had a dreadful -yet brief- moment when my order status changed from "preparing" to "packing", the most ambiguous, controversial Play-Asia order status (and the only one not documented in their order status description page, of course), but thank God it soon shifted to "shipped".

The store hosting the tournament next Friday should get it today in the afternoon. No rentals where I live, so I'm limited to play at the store to get my training. On the bright side, the store owner is determined to start a SFV scene with regular gatherings every Friday afternoon, something that has never happened before for a Japanese fighting game in this city.

My only disappointment so far is that the game is an "always online" thing: you get your Survival playthrough reset if servers have issues or your connection fails? No way!! You should only need connection to play online versus, to get your daily challenge assigned (when Targets mode gets patched into the game) and to buy stuff in the shop. And to download patches of course.





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"Re(1):For me it was Tuesday" , posted Thu 18 Feb 00:21post reply

quote:
The general consensus is that Capcom's development schedule didn't have the whole game intended to be ready by February, just the multiplayer/online parts for the hardcore scene because they needed the game out before their worldwide "Capcom Cup Tour" tournament series which is starting soon.


I very much believe the Pro Tour is why SF5 was released as a skeleton of a game. I don't know if Capcom knew from the start how little they'd have ready, or if they'd hoped to have more of the game done than they managed.

On PC, people are calling it an Early Access title.

quote:
My only disappointment so far is that the game is an "always online" thing: you get your Survival playthrough reset if servers have issues or your connection fails? No way!! You should only need connection to play online versus, to get your daily challenge assigned (when Targets mode gets patched into the game) and to buy stuff in the shop. And to download patches of course.


The speculation that I've seen is that the "always online" requirement is because Capcom is letting people buy paid content with the free in-game currency. If people could do stuff online and have it save, then it would make it easy to manipulate or hack your amount of Fight Money.





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"Re(2):For me it was Tuesday" , posted Thu 18 Feb 00:24post reply

quote:
On PC, people are calling it an Early Access title.

It really is, and I support it because Early Access is a great tool when used right (and I think they are using it right here if you position the "real" release of the game this summer).
Unfortunately, you cannot really do EA on PS4... and even less with a physical release...





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"Re(2):For me it was Tuesday" , posted Thu 18 Feb 00:30post reply

I got it yesterday and didn't get a match all day. Apparently they fixed the issue right as I went to bed (server maintenance). I just played story and survival for hours on end. Got a bunch of trophies to pop, but something weird happened with my "complete story mode with all characters" where it didn't pop until I went back and replayed one I had already completed.

Story mode is so weird. There really isn't a narrative, just a bunch of random events. I don't understand why this was considered a better alternative to a more traditional arcade mode with static prologue intro art and ending art. They probably could have saved on Bengus since he would only have to draw the two "cutscenes" per character (intro/ending) instead of before and after every fight.

I know that the proper story mode is coming in a few months, but what we have now is barely serviceable as a prologue. We get a bit of info on F.A.N.G and Nicali, but everything else is so helter skelter.


It is obviously a rushed package to get it out early enough for the Capcom Pro Tour/end of the fiscal year, but the core gameplay is great.

I have noticed some frame drops from time to time. It may be stage related as I saw it on the right side of the Brazil stage when the fruit stand would bounce around, but it was in other stages too.

I will try to play some after work tonight. I just hope there isn't any server maintenance going on.

quote:

My only disappointment so far is that the game is an "always online" thing: you get your Survival playthrough reset if servers have issues or your connection fails? No way!! You should only need connection to play online versus, to get your daily challenge assigned (when Targets mode gets patched into the game) and to buy stuff in the shop. And to download patches of course.



You can technically take it offline for that stuff, but I don't think you will earn any fight money so it is pretty much pointless to do survival/story without being online as you get A LOT of fight money for your first time through story mode and doing a few survival runs. I am close to 200,000 and I think that is enough for two DLC characters. I know you also buy costumes with fight money, but I think I will hold off on that.

But yeah, I was reading stuff yesterday about how people were kicked out of survival because they were also kicked out of the server.


I would hate to be doing the 100 character "Hell" level survival for fight money just to be kicked out near the end.

I hope server issues don't have a deleterious effect on tournaments. Like I hope DLC doesn't have to be validated every so often that it would pop up in the middle of a tournament.





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"Re(2):For me it was Tuesday" , posted Thu 18 Feb 00:32post reply

quote:
The speculation that I've seen is that the "always online" requirement is because Capcom is letting people buy paid content with the free in-game currency. If people could do stuff online and have it save, then it would make it easy to manipulate or hack your amount of Fight Money.


Oh right, Story Mode earns you Fight Money. Is Fight Money a reward in Survival as well? I remember Capcom said "unlock colors, titles and other stuff", without mentioning Fight Money.





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"Re(1):For me it was Tuesday" , posted Thu 18 Feb 00:39post reply

quote:
The game isn't out in Japan yet for the PS4 so I've just been reading a bit about it, but so far it seems like it's is getting pretty badly hammered down, but not on its graphics or gameplay. I wouldn't have expected either that the game would be released half-baked like how many PC game publishers do-- after all, this is Capcom, a console game developer with a respected history.

The general consensus is that Capcom's development schedule didn't have the whole game intended to be ready by February, just the multiplayer/online parts for the hardcore scene because they needed the game out before their worldwide "Capcom Cup Tour" tournament series which is starting soon.

Otherwise I think the game wouldn't have been done until June or July, which is when the cinematic story mode rolls out.


The drubbing SF5 is taking is well deserved. While the initial idea of the game was to include a deeper single player experience SF5 actually features the worst SP modes in the franchise's history. How could something as basic as arcade mode or 1P vs. CPU be left out? These options could easily be added using CPU that is already built into the game so their omission is baffling. The story mode feels like a hastily assembled last-minute addition and survival mode is a tedious bore. Why does UNIEL have a far more robust single player experience when it was made with a fraction of the budget?

This frustration might have been alleviated somewhat if I could have any online matches but that was far from a sure thing. I managed to connect with one other player last night which is really sad for launch day.

On the rare occasions when SF5 will let me participate it turns out the underlying game is colorful and fun. Also, I have heard the promises that there will be so much more to the game in the future. But I'm not playing the SF5 of the future, I'm playing the wildly incomplete SF5 of today. Right now this is the worst SF console release I've ever played and I played EX3.





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"Re(3):For me it was Tuesday" , posted Thu 18 Feb 03:41post reply

quote:
Oh right, Story Mode earns you Fight Money. Is Fight Money a reward in Survival as well? I remember Capcom said "unlock colors, titles and other stuff", without mentioning Fight Money.

It does.
According to basic calculations from people who can look at numbers without crying from the repressed memories, finishing the story mode and the survival in easy and normal difficulties for all characters should be enough to buy all 6 characters from the first wave if you don't buy anything else. And that would be without even going online.
Which makes me wonder, if that's true, how Capcom is going to get any money out of this all.





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"Re(4):For me it was Tuesday" , posted Thu 18 Feb 04:01post reply

quote:
Oh right, Story Mode earns you Fight Money. Is Fight Money a reward in Survival as well? I remember Capcom said "unlock colors, titles and other stuff", without mentioning Fight Money.
It does.
According to basic calculations from people who can look at numbers without crying from the repressed memories, finishing the story mode and the survival in easy and normal difficulties for all characters should be enough to buy all 6 characters from the first wave if you don't buy anything else. And that would be without even going online.
Which makes me wonder, if that's true, how Capcom is going to get any money out of this all.



Some people aren't going to do all of that, and will just pay money for new characters.

Some people are going to want both the costumes and the characters, which will take rather a bit more Fight Money.

Some costumes will only be available through real money.

Presumably more characters will be added after this first season. That cushion of excess Fight Money earned from the first sixteen characters will eventually be eaten away.

If Capcom is unhappy with the way that people are obtaining new items, then they could just alter prices and/or at what rates Fight Money is obtained.





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"Re(4):For me it was Tuesday" , posted Thu 18 Feb 05:27post reply

quote:
It does.
According to basic calculations from people who can look at numbers without crying from the repressed memories, finishing the story mode and the survival in easy and normal difficulties for all characters should be enough to buy all 6 characters from the first wave if you don't buy anything else. And that would be without even going online.
Which makes me wonder, if that's true, how Capcom is going to get any money out of this all.


That's way more than I thought (Fight Money from single player modes=Alex only).
Judging from this trailer, looks like Capcom is promoting the possibility to earn additional characters for free as a selling point for the game, so maybe they're confident SFV will sell a shit-ton copies and Zeny-only costumes will equally be a success...





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"Re(5):For me it was Tuesday" , posted Thu 18 Feb 05:45post reply

On the flip side of the "just beat single player and you'll get enough for the characters!" is that it seems winning matches gives you like 50 fight money (need to get this number revised once I actually play online), which means to earn the 100,000 fight money for a new character if there is no new single player earnings it will take literally 2000 wins to earn a new character.

To put that into perspective, to earn a new character every month, you'd need to win 67 matches every day for 30 days straight. If you are a mostly winning player, and say, win at a rate of 2 wins : 1 loss, and each match took you 1 minute, you'd need to play for 3.5 hours every day for 30 days straight.





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"Re(6):For me it was Tuesday" , posted Thu 18 Feb 23:19post reply

quote:
On the flip side of the "just beat single player and you'll get enough for the characters!" is that it seems winning matches gives you like 50 fight money (need to get this number revised once I actually play online), which means to earn the 100,000 fight money for a new character if there is no new single player earnings it will take literally 2000 wins to earn a new character.

To put that into perspective, to earn a new character every month, you'd need to win 67 matches every day for 30 days straight. If you are a mostly winning player, and say, win at a rate of 2 wins : 1 loss, and each match took you 1 minute, you'd need to play for 3.5 hours every day for 30 days straight.



Haha spoken like a true veteran of freemium games!






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Micky Kusanagi
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"Re(6):For me it was Tuesday" , posted Fri 19 Feb 00:45post reply

I played SFV at the nearest store, and while we obviously focused on versus, we also tried story and survival, and we verified the amount of fight money given by story mode is generous in an Alex-only perspective. I hope clearing Targets day by day nets you enough FM for all the characters and a couple costumes.

Please help me on voice settings: why were story mode voices in English and versus/survival voices in Japanese at the store? The owner told me he had set Japanese voices in the option menu -he's one who only watches both anime and American shows subbed because he wanna enjoy the original voice acting-, so I'm afraid your PS4 system language must be set on Japanese to get full Japanese audio...





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Maou
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"Re(7):For Capcom it was Doomsday" , posted Fri 19 Feb 01:47post reply

Micky: you may want to double-check language options in Story Mode. For some bizarre reason they are separate from the rest of the game, at least on PC.

Ishmael's post brings up the interesting point on what exactly everyone is reviewing, the robust SFV of the future and the laughably incomplete SFV we have in our hands today. I'm interested in this in two ways: first, as a showcase for exactly how much downloadable updates have changed the view of what's acceptable on release day even in the console world now---the current SFV on a console is unimaginable in past generations.

Second, I'm interested in what this tells us about "review theory." Putting aside the general uselessness of the gaming press, its positive reviews are made possible by a long-term perspective shared by many people here who know they will enjoy SFV when it's complete and who see it's got a great foundation even if the package now is shoddy. This "hypothetical" review structure is made possible by industry knowledge of what's to come, which is pretty strange, though there's reason to expect it will be accurate.

But what about people right now? Users have overwhelmingly focused on this, and across multiple continents it's about two stars out of five. Amazon US, Amazon UK, Amazon Japan, Steam, Metacritic

Do these user reviews matter for the average person? Are people who don't love fighting games ready to buy a hypothetical fighting game? Will Capcom need to hire the guy who turned around the botched FFXIV launch to get non-fans to buy the game?





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"Re(8):For Capcom it was Doomsday" , posted Fri 19 Feb 04:09post reply

Maou: I suspected there was a separate voice option, thank you for confirming ^^ I'll tell the retailer as well :D

While I'm having a blast in versus and I love Street Fighter mindlessly enough to buy each new iteration day one, just like KOF, I do admit SFV is severely poor in single player content right now. That really disappointed me. Did Capcom develop single player content so late on purpose? I think they did.

At least, we aren't getting another Soul Calibur V as far as single player content is concerned.





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shin ramberk
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"Re(9):For Capcom it was Doomsday" , posted Fri 19 Feb 06:32post reply

quote:
Maou: I suspected there was a separate voice option, thank you for confirming ^^ I'll tell the retailer as well :D

While I'm having a blast in versus and I love Street Fighter mindlessly enough to buy each new iteration day one, just like KOF, I do admit SFV is severely poor in single player content right now. That really disappointed me. Did Capcom develop single player content so late on purpose? I think they did.

At least, we aren't getting another Soul Calibur V as far as single player content is concerned.



I probably won't get SFV until tomorrow night but I agree with Capcom's decision to emphasize the online play/tournament route. It is the future and it maximizes the viability of the franchise. I'm actually amazed at how Capcom really has stepped up to take the whole "pro competition" seriously.

I also see it as a step-by-step process. Things will continue to get refined and improved. The bare bones single player game is a disappointment but the game needed to be ready for the year-long tournament season.

I'm optimistic and excited. This game already looks a lot more exciting then the poke-poke-poke-combo-vortex-knockdown-repeat of SF4. This looks like a much more exciting starting point then vanilla SF4.

Lastly, "forcing" players to play online for fight money does not sound like a bad thing if you want to have a lot of available competition.





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"Re(8):For Capcom it was Doomsday" , posted Fri 19 Feb 06:44post reply

Even if the art direction is disagreeable in places, it is still a top-notch production effort. The characters gameplay-wise are well-designed and distinct from each other (including one of the more obvious differentiations of Ken and Ryu we've ever had), the feeling of the fighting is very good, and the cast size is not small (16 characters). Strictly on terms of its fighting, it is a good game. I don't think anybody can reasonably take that away from it.

That it has less single-player content and features, some of which are valid and useful to beginner players like CPU match, features that were normal for literally more than 15 years, doesn't feel good.

That the game is designed for online multiplayer and the online multiplayer hasn't worked out of the gate is grievously bad, but is a problem that we actually do just have to wait and see on. It might be that we never have problems this bad for the rest of the game's lifespan, which would be forgivable, or it might be that it never settles down for the rest of the game's lifespan, which would be mostly unforgivable.

The SFV that you can't actually play when you want to is a 0/10. The one that you can play but doesn't have the mode you want to play is 5/10. The one that you can play that has the mode you want to play is 8.5/10.





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"Re(9):For Capcom it was Doomsday" , posted Fri 19 Feb 12:07post reply

quote:
Even if the art direction is disagreeable in places, it is still a top-notch production effort. The characters gameplay-wise are well-designed and distinct from each other (including one of the more obvious differentiations of Ken and Ryu we've ever had), the feeling of the fighting is very good, and the cast size is not small (16 characters). Strictly on terms of its fighting, it is a good game. I don't think anybody can reasonably take that away from it.

That it has less single-player content and features, some of which are valid and useful to beginner players like CPU match, features that were normal for literally more than 15 years, doesn't feel good.

That the game is designed for online multiplayer and the online multiplayer hasn't worked out of the gate is grievously bad, but is a problem that we actually do just have to wait and see on. It might be that we never have problems this bad for the rest of the game's lifespan, which would be forgivable, or it might be that it never settles down for the rest of the game's lifespan, which would be mostly unforgivable.

The SFV that you can't actually play when you want to is a 0/10. The one that you can play but doesn't have the mode you want to play is 5/10. The one that you can play that has the mode you want to play is 8.5/10.



King of Fighters XII - 57/100 on Metacritic
http://www.metacritic.com/game/playstation-3/the-king-of-fighters-xii

"With 22 fighters, this stands as the worst-attended KOF game to date"

"The core gameplay of King of Fighters XII is quite good, a thing which is quite hard to mess up nowadays. But the total content of the game is seriously dissapointing,"

"not everyone is going to enjoy the pixilated graphics."

"Next time around there better be more stages, characters, modes – more everything. "


Street Fighter V - 88/100 on Metacritic
http://www.metacritic.com/game/playstation-4/street-fighter-v

"Street Fighter V is ambitious. Capcom expects it to last a whole generation and that's why they bet for new content that will be rolling for the next few years."

"Even with the lack of an Arcade mode and temporary server issues, though, Street Fighter V manages to shine."

"Street Fighter 5 is deep, endlessly fun, and immensely inviting, but local competitive play is currently the primary way to enjoy it."

"Despite the incomplete launch, SFV makes some bold moves gameplay-wise, and it really succeeded in evolving the combat system formula."

"awesome graphics"

HURT ME MORE CAPCOM






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Iggy
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"Re(10):For Capcom it was Doomsday" , posted Fri 19 Feb 19:52post reply

Comparing to KOF12 doesn't make sense, though.
Even if you don't trust Capcom into delivering what they promised (and really, you shouldn't: it's a company, it wants you to buy their products and can say anything as long as it tricks you into giving them money. They should only be judged on what they actually delivered, not what they may do in the future), you cannot ignore the fact SF5 is a by-the-book game-as-service, meaning it will evolve (if only by getting a bunch of elements which are already budgeted for, and then, according to the results, either get more, or less with smaller budget, or becoming full free to play for a while, before getting pulled unceremoniously when the steam would have run out). How it will evolve is of course to anyone's guess, but the game will unmistakably grow wider, not narrower.
Compare with KOF12, which really could have been the last of the series. There was no indication on any further plans from SNKP, or even any continuation (and that continuation came with a brand new game to buy anew, not an expansion). Was there even online play in 12? I don't remember.
Also, of course KOF12 looked amazing compared to SF5. There is no disputing that.
But it also played like utter trash. In terms of pure game play, I'd rank it below 2001 and 99, around 94 (and maybe even below, because the silliness of 94 has its charm). SF5, from a pure gameplay perspective, might be my favourite since Zero 2.

Ah, and also, 12 came after 11, which had its share of problems but also a sizable plate of qualities. Those weren't huge shoes to fill, yet 12 failed in almost all regards.
On the other hand, the first thing SF5 did before even getting released it to kill SF4. That alone should balance any negative will the botched launch created.





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"Re(2):Re(10):For Capcom it was Doomsday" , posted Sat 20 Feb 00:53post reply

I don't envy the people working on SF right now since they probably aren't getting much sleep or have much stomach lining left. That initial blueprint of staggered content and fan-built advertising from the Capcom Pro Tour must have made SF5 look like a perpetual motion machine. Too bad it only works if everything is done on time. Deciding to release or delay SF5 was a no win situation for Capcom but I guess they are hoping they can catch up while somehow sticking to the rest of the schedule. Odds are a lot of this current frustration will be glossed over once some more content is released and a few hype matches get streamed but even then the people making SF5 aren't going to have a chance to rest for a long, long time.

But as for Maou's questions, any review that recommends SF5 based on what is currently available is, in my view, off base. At the moment the game is only for nuts like me who have to play every fighter they see or the fanatics who fly to Las Vegas to play video games. So right now SF5 is a game made for, what, 3,000 people? Trying to sell the game around the idea that you could someday be on stage losing to Infiltration is nice but that's like only selling basketballs to players in the NBA. In it's current state SF5 is not a game I could recommend to anyone. In the future I hope things will be different but for now I would say that prospective buyers should hold off until that day comes. Thing is, I'm not a professional reviewer so no one listens to me.

This leads into Maou's second question about press reviews. In truth, I don't have anything against game reviews but I don't view them as make or break for a game. Instead, I see them as another point of conversation. This continuing discussion often leads to a much better understanding of the game since it involves how people interact with a game instead of focusing on something like the draw distance or how shiny the backgrounds are. Not only does this lead to more viewpoints that enrich the critique of the game but it's probably a more appropriate way to approach the constantly evolving modern game. Perhaps "game reviews" should be replaced with something like "game impressions" or something that shows the opening review is not the final word in what the game might eventually become. As Nobi's faulty apples and oranges comparison demonstrates the old style of reviewing games simply isn't adequate for how games are now released. KoF XII is a fixed point in time while the SF5 of today is already a bit different from the SF5 that was released on Tuesday. In six months the conversation about SF5 could be utterly different from what it is now. I have no idea what that talk could entail but I guess we'll find out in 180 days.

Random Thoughts:

I love that "Our Man Flint" thing F.A.N.G's theme has going on.

The backgrounds are nice.

Now that I've able to get in a few matches I'm a little less frustrated with SF5. The fact that I won most of those matches is even better. If anyone wants to go a few rounds against my questionable Zangief or my two minute F.A.N.G I'll be around.





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"Re(3):Re(10):For Capcom it was Doomsday" , posted Sun 21 Feb 11:37post reply

R.Mika has the single best pro-wrestling thing you can do in any SF game, heck, in any non-wrestling 2D fighter game in recent history that isn't 100% hard scripted (i.e. so not her SFA3 stuff).

Her f/b+MP, f/b+MP chain sees her do a combo where she claps the opponent and then does a hammer throw / irish whip. Now, the 100% scripted behaviour part is that the opponent does a special forced run animation, and if they hit the screen edge (NOT THE ARENA EDGE!), they bounce off it and turn around and do another scripted run. Both of those scripted runs have a maximum distance, after which the character just stumbles over and falls.

So you really, really want them to hit the screen edge, because it sets up combos.

So what you do is that if you land it right in the middle of the arena, you backdash to pull the screen edge closer to them and make them bounce off it. But since you've backdashed, you're now quite far away, so you have to use a move that will get you to them in time before they stumble and fall. So you can do a Shooting Peach or charged st.RH dropkick. If you do a Shooting Peach, you create for yourself the experience of doing an Irish whip, having the opponent bounce of the ropes, you back up and bounce yourself off the opposite ropes, and do a flying attack on them as they rebound towards you. It is sublime. My only regret is that she doesn't have a genuine singular clothesline move for this. Her Hogan-style punch rush ending done by EX Shooting Peach just isn't quite right.

The way that the shoto cr.HP has unique recoil animation on hit against grounded opponents is a relative novelty in the SF world. While Nobi and co. will often talk about the importance of follow-through on an attack animation, there are few instances which portray the weight of the victim upon the attack such that the force transfer prevents the attack from fully completing its normal motion.

Ken's 3S-esque st.MP st.HP chain causing a knockdown feels weird to me after 3847574256387824 hours of 3S. Ryu has absolutely monster damage just by doing j.HP st.MP cr.HP xx DP+HP xx super. It's like 500 damage. In fact, among simple BnB combos, Ryu seems to be a little on the higher end this game, which is a novel position for him to be in. I like that SF4 took a cue from CvS2 in that everybody has a lot of normal link combo options, including characters like Ryu, such that in SF4 Ryu felt like he was a character with more combo options than just normal xx fireball. Having so much combo damage on Ryu with just basic stuff... that's a whole nother story, though.





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"Re(3):Re(10):For Capcom it was Doomsday" , posted Sun 21 Feb 18:47:post reply

quote:
The backgrounds are nice.


I had such a good laugh at this thing...and I wonder whether the amount of stuff you normally don't get to see in stages is secretly the cause for SFV's rushed launch LOL.

quote:
Mika's pro wrestling awesomeness


That single-handedly makes me wanna try Mika as much as I can when I get my copy. For some reason, Alex is the only "wrestling type" character I've ever managed to have some fun with in a fighting game, because I felt him a little bit faster, more dynamic than the majority of wrestlers. How Mika could fall off my radar in the Zero 3 days is completely beyond me.

A character I had already set my eyes on during the beta is Karin. Besides my preference for fire users, I tend to like rushdown heavy characters practicing an Asian martial art -real or fictional- with no elemental powers nor projectiles, to the point they easily become my second/third favorite character in a fighting game.

EDIT: sorry for nitpicking, but this one irritated me quite a bit. One of the sites I regularly visit to get my fighting game news fix spoilered that in SFV

Spoiler (Highlight to view) -
Necro sends Rashid a message

End of Spoiler

. Right in the article title. What about people who couldn't get the game day one for one reason or another? I know this story bit isn't necessarily an indication of something important in the big picture of the plot, but still, I'd like to get some kind of spoiler warning. During my first hands-on at the store, I was undecided for a moment between picking that character's story and Laura's...I wish I didn't give in my weakness for Latinas xD





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Mon 22 Feb 05:02]

Professor
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"Re(4):Re(10):For Capcom it was Doomsday" , posted Mon 22 Feb 09:40post reply

quote:
The backgrounds are nice.

I had such a good laugh at this thing...and I wonder whether the amount of stuff you normally don't get to see in stages is secretly the cause for SFV's rushed launch LOL.


Hah that's interesting! Karin's stage has a train station that's marked as "KR", which is a nice knockoff of the "JR" train service.

I'm hoping to finally play some games today. Is everyone having fun?





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"Re(5):Re(10):For Capcom it was Doomsday" , posted Mon 22 Feb 12:13post reply

By the way, I might have missed it but I assume nothing was announced for a potential arcade version of SF5 at JAEPO ?





Même Narumi est épatée !

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"Re(6):Re(10):For Capcom it was Doomsday" , posted Mon 22 Feb 13:32post reply

The netcode is killing me now. It is about to give me an brain aneurysm. I set it to 4-5 star connection and the roll back was still very evident. I changed it to 5 star only and it was still there.

It is horrible to get hit by a hadoken and it never appeared on your screen or to try and read high low mix ups when you see the animations reset every second.

Beta 4 was no where near this bad for me. I see they are going to do maintenance tomorrow so I hope when I get home things are a bit better.





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"Re(5):Re(10):For Capcom it was Doomsday" , posted Mon 22 Feb 17:17:post reply

quote:
I'm hoping to finally play some games today. Is everyone having fun?



Soon!! My copy is on the vehicle for delivery ^^ Meanwhile, I've been reading and watching videos about techs and whatever. SFV surely sounds more and more exciting to me, and I'm gonna have a great time training at home for the Friday afternoon fisticuffs at the store ^^





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Mon 22 Feb 18:42]

Spoon
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"Re(6):Re(10):For Capcom it was Doomsday" , posted Mon 22 Feb 19:09post reply

The single highest damage combo I've found so far with Karin is:

j.HP, d.HP xx V-Trigger, d.HP xx QCF+LK~LP, QCF+P->d.P->d.P xx super

It does 519 damage.

It is kind of amazing how much easier Ryu gets his 500 damage.

Karin's totally-not-hooligan-throw which comes from her QCB+P special and from one of the Guren chains is kind of curious in that it is not only avoided by crouching, but mashing crouching normals will often straight up beat it. It's only a particular subset of crouching normals which it will actually evade. It's an incredibly bizarre mixup move in that it's such an easily countered by default actions (e.g. holding down-back will avoid it entirely) that for it to work your opponent has to be totally convinced that somehow it's a good idea to NOT crouch. Even funnier, the other follow-up is a low-hitting knockdown hit that does less damage than it, and is blocked by crouching, and I don't think is safe on block. The overhead is dubiously safe on block in the first place. The whole thing is countered by turning your brain off and mashing. I don't understand.





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"Re(7):Re(10):For Capcom it was Doomsday" , posted Tue 23 Feb 00:26post reply

quote:
Karin's totally-not-hooligan-throw
This is what I don't understand. She can do it out of her RessenHa but there really is no point to doing it unless you think your opponent had a mental lapse enough to just stand up and do nothing, because as you've noted, there isn't any reason to not crouch to avoid it since the only other followup option is a sweep. I don't know what Capcom was thinking, but it needs to be a truer block string, at least when canceled into either of those followups. At the same time, not following it up shouldn't go to > or = 0 frame advantage for Karin or she'd just be nuts in the offensive, and same idea for the GurenKen and its followups, too. Also, there should be some reason to actually stand up and block after a RessenHa, or they should just change the properties of NotHooligan.





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"Re(3):Re(10):For Capcom it was Doomsday" , posted Tue 23 Feb 07:58post reply

quote:

The backgrounds are nice.

Now that I've able to get in a few matches I'm a little less frustrated with SF5. The fact that I won most of those matches is even better. If anyone wants to go a few rounds against my questionable Zangief or my two minute F.A.N.G I'll be around.




That's a great BG video. I've made FG stages before so it's nice to see what they've accomplished. Really good use of lighting and flat planes.

I'm playing SFV at lunch with coworkers, but my copy should arrive... today! Maybe online will be fixed by then...





Play to win... or to have fun too! :)

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"GET READY FIGHTERS" , posted Tue 23 Feb 08:20:post reply

GO FOR BROKE! Since SFV will presumably actually be fun to play online in about a week's timeone day be fun to play, I'll gather our SFV-specific Fighter IDs here. I will see you at the New Zealand stage, and only the New Zealand stage.

TRIUMPH OR DIE!

MMCafe ID - SFV Fighter ID
Gekiganger V - gekijmo
Gojira - Gojira
Iggy - Iggywata
Ishmael - Ishmael26b
Karasu - MrKarasu
KTallguy - KTallguy
Maou - zonepharaoh
Micky Kusanagi - MickyKusanagi
Zepy - zepysf





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Thu 10 Mar 05:49]

Spoon
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"woeful sanity, nothing but monsters here" , posted Tue 23 Feb 11:48post reply

Still not on the level of SF4 Chun as Sagat, though.





Spoon
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"Re(1):woeful sanity, nothing but monsters her" , posted Tue 23 Feb 18:27post reply

New biggest Karin combo:

j.HP, d.HP xx V-Trigger, d.HP xx QCF+KKK~P, QCF+P->d.P->d.P xx super

Does 556 damage.

SFA3 Karin was possibly too complete in having both a counter and a command grab as well as the SFA3 universal airthrow, but having none of those in SFV but having more moves that move her forward makes Karin a possibly more gimmicky rushdown character. Her standing and crouching MK are... surprisingly crappy, in that they trade in situations you don't expect them to, and her crouching one is surprisingly disadvantageous on block: if done perfectly meaty, d.MK is -2, and is usually -4. She has exactly one special move that naturally advantageous on block, which is the first d.P follow up to her V-Trigger rekka. Her QCF+K->d.P not-Yun-shoulder-ram can go through projectiles and is safe or even advantageous on block, but the general lesson with Karin is that if you ever block a special move of hers that isn't those, you should really respond by crouching and mashing jab.

Meanwhile, R.Mika is ironically possibly LESS gimmicky than Karin, even though she actually is a pro wrestler and pro wrestlers must have a gimmicky. R.Mika's body splash is hella gimmicky, but sadly does not reach the current most interesting 2D fighting game body splash out there, Kanae's body splash from Akatsuki Blitzkampf. People should steal more things from that game, seriously.

Zangief having a wrestling buddy from back in the day, Azam, is actually an interesting story point. Laura's story mode features Brazillian BBQ, which is totally awesome. I like to imagine that in some distant past storyline when Gief and Azam were wrestling versions of Ken and Ryu, their Gouken was the Great Gama (and Capcom somehow uses that as an excuse to bring back SFEX characters).





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"Re(1):GET READY FIGHTERS" , posted Tue 23 Feb 21:22post reply

quote:
MMCafe ID - SFV Fighter ID
Maou - zonepharaoh


Iggywata, PC.

I have a huge gaming time problem: SF5, XCom2, or Megaten 4F?
Maybe this could be the answer.





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"Re(2):GET READY FIGHTERS" , posted Tue 23 Feb 23:46:post reply

Talk about Eldritch abominations...there's some gross stuff in those two mod videos xD

I cleared story mode with all characters, so no more spoiler whining from me LOL Though I admit the current story mode is very short, I enjoyed it a lot. Fangirl Mika is fantastic!! :D

Good thing Easy Survival gives you 6000 Fight Money per character on first completion, Capcom's FM policy looks fair to me by now...more than colors unlock rules xD According to what I saw, colors are unlocked per costume...you want all the colors for an alternate costume instead of the default one? You must choose that costume in Survival. It's a bit too much of a grindfest -_-

I don't have an active Plus membership right now, but still, I'm interested in the player listing thing because I will get Plus in a few days. CFN ID MickyKusanagi, plain and simple.

Looks like I'm not the only one passionately attached to a certain stage...after trying them all for a couple minutes, I only trained at Kanzuki Estate during beta 4 :D





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Tue 23 Feb 23:53]

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"Re(3):GET READY FIGHTERS" , posted Wed 24 Feb 01:29post reply

I really need to investigate the more technical characters like Karin but punching people in the face with Zangief brings me such joy it's hard to step away.

Oh, and if you're looking for some easy wins I'm: Ishmael26b, PS4.





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"Re(4):GET READY FIGHTERS" , posted Wed 24 Feb 02:15post reply

My CFN is Gojira. On PS4. (Yes, I managed to grab it before anyone else. I'm special like that.)

Main is Laura, sub undecided. My execution is awful because I'm trying to tough it out with a PS4 pad instead of fishing my dusty PS3 Hori out of the closet.

I like that you can set your BGM while you wait for matches. FANG's theme is naturally ideal for building a relaxing waiting-room atmosphere.





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"Re(5):GET READY FIGHTERS" , posted Wed 24 Feb 05:35post reply

This is a channel that has a lot of Topanga streams archived on it, and some other videos.

If you didn't have a chance to catch this year's edition of the always-sublime Cooperation Cup, there's a nice highlight reel on that site, too!
Worth watching just for Masa's Q vs. former SBO champ Roshikari's Yang at 8:29





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"Re(3):GET READY FIGHTERS" , posted Thu 25 Feb 00:11post reply

quote:
I cleared story mode with all characters, so no more spoiler whining from me LOL Though I admit the current story mode is very short, I enjoyed it a lot. Fangirl Mika is fantastic!! :D


A few random thoughts on non-online stuff:

I like that Zangief and others belong to an international society of muscled people. There also appears to be a fraternity of combat butlers.

It was a nice touch to have Sagat in the Four Kings of Shadaloo statue during flashback sequences.

Speaking of kings, it appears that Karin has learned King haki. Zangief also appears to have figured out Muscle haki which is pretty much the same thing only more sweaty.

Survival mode is grindy garbage.

While I like the very sparse stuff in SF5's story mode I hope they add some more single player content soon since I don't always want to spend my time playing random chuckleheads online.





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"Re(4):GET READY FIGHTERS" , posted Thu 25 Feb 02:11post reply

Being a huge One Piece fan, I had a good laugh at Karin's Haki when I got to that scene :D I appreciated both that and the wrestlers circuit thing. I'd have finished all stories in one sitting on Monday if it wasn't for the maintenance thing -don't remember how many characters I had played, but more than half for sure- because I actually enjoyed all the prologues. Did I remember well that Capcom somewhat teased the possibility of a story expansion each year if there's enough demand? *thinks about the Vampire revival thing and gets sad at Capcom's concept of "enough demand"

As for single player stuff, trials should be included in the March update IIRC.





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"Re(6):Re(10):For Capcom it was Doomsday" , posted Thu 25 Feb 22:24:post reply

quote:
By the way, I might have missed it but I assume nothing was announced for a potential arcade version of SF5 at JAEPO ?



Taito's booth ad Jaepo was an unfortunate disappointment: I was hoping there'd be at least some sort of hint to a TypeX4, but absolutely nothing. So at least for the next year, I strongly doubt that SF5 will make its way to the arcades.

Also, this probably means there's going to be no next-gen arcade board until 2017 at the earliest; publishers will have to continue using 720P boards like how GGXrd is doing.



On a competely different note, so Street Fighter V's launch week sales in Japan was 46K which is scary for such a major title. Its sales was practically the same as Ultra SF4. The PSVita port of Kantai Collection sold about 3 times as much on the same week, and it's more or less a slapped on project.


The packaging of SFV is queer-- it says the game features "a rich story mode, and also a tutorial mode that so that beginners have nothing to worry about" ...holy.





[this message was edited by Professor on Thu 25 Feb 23:11]

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"Re(7):Re(10):For Capcom it was Doomsday" , posted Fri 26 Feb 03:25post reply

quote:
By the way, I might have missed it but I assume nothing was announced for a potential arcade version of SF5 at JAEPO ?


Taito's booth ad Jaepo was an unfortunate disappointment: I was hoping there'd be at least some sort of hint to a TypeX4, but absolutely nothing. So at least for the next year, I strongly doubt that SF5 will make its way to the arcades.

Also, this probably means there's going to be no next-gen arcade board until 2017 at the earliest; publishers will have to continue using 720P boards like how GGXrd is doing.



On a competely different note, so Street Fighter V's launch week sales in Japan was 46K which is scary for such a major title. Its sales was practically the same as Ultra SF4. The PSVita port of Kantai Collection sold about 3 times as much on the same week, and it's more or less a slapped on project.


The packaging of SFV is queer-- it says the game features "a rich story mode, and also a tutorial mode that so that beginners have nothing to worry about" ...holy.



Ouch, that's terrible! I would expect that even KOF XIV's sales could surpass that number... I hope this doesn't mean that SFV is doomed - but if it is, oh well, maybe Capcom will learn that it's a terrible idea to rush a product the way they did.

It's not even a matter of content, but of whether this content is working properly. I mean, Killer Instinct was launched with even less characters and it also didn't have an Arcade Mode at first - but what little content they did deliver was working well enough.





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"Re(7):Re(10):For Capcom it was Doomsday" , posted Fri 26 Feb 03:32post reply

quote:
On a competely different note, so Street Fighter V's launch week sales in Japan was 46K which is scary for such a major title. Its sales was practically the same as Ultra SF4. The PSVita port of Kantai Collection sold about 3 times as much on the same week, and it's more or less a slapped on project.

I expected sales to be bad, but losing to Vita Kancolle is like losing to a failed kickstarter project

also i'm playing birdie and my CFN is zepysf but i don't get to play much





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"Re(7):Re(10):For Capcom it was Doomsday" , posted Fri 26 Feb 04:26:post reply

Professor, you reminded me of something: when I first completed the so-called tutorial, I expected to find an ArcSys style tutorial option in the menus, only to find out there's no such thing in the game...such a disappointment. Why didn't Woshige suggest the inclusion of a thorough tutorial? It could have featured Rashid as the player character, busy in a complete street fighting class under Ryu's guide, in order to prepare himself to take on Shadaloo :D

The lack of a new Taito arcade board...as a lifetime fighting game fan, I'm sad enough about it I'd rather not to talk about it at all.





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Fri 26 Feb 04:31]

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"Re(8):Re(10):For Capcom it was Doomsday" , posted Fri 26 Feb 09:37:post reply

quote:
Professor, you reminded me of something: when I first completed the so-called tutorial, I expected to find an ArcSys style tutorial option in the menus, only to find out there's no such thing in the game...such a disappointment. Why didn't Woshige suggest the inclusion of a thorough tutorial?


Because he stood up before realizing something important? WOSHIGE NOOOO!





[this message was edited by Professor on Fri 26 Feb 09:38]

Micky Kusanagi
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"Re(9):Re(10):For Capcom it was Doomsday" , posted Fri 26 Feb 23:33post reply

The analogy is creepy: that time he left his seat with one more round to go, as for SFV he wrapped up his battle planner duties without giving the game (or suggesting, I don't know if tutorial design is among a battle planner's tasks) a proper tutorial mode LOL





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"Re(10):Re(10):For Capcom it was Doomsday" , posted Sat 27 Feb 04:47post reply

The tutorial mode feels extremely dated. I hope that they blow me out of the park with story mode, because the "Prologue Mode" is very basic.

I really wish the writing was more interesting, but in the context of a fighting game, I guess you can't avoid "hey I heard you were strong, can I fight you?" scenarios.





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"Re(2):Re(10):Re(10):For Capcom it was Doomsda" , posted Sat 27 Feb 06:45post reply

I think the challenge mode is supposed to be rather tutorial-ish, but we'll see. If it is then it's too bad they had to release the game before that was ready.

I'm not a fan of the modern overlarge tutorials to be honest. A lot of them like Xrd and KI are just bloated beyond recognition by edge cases and baffling situations that you wouldn't even know unless you had experience with the game to begin with. The excuse that they help new players is just smoke; they're more commonly used as an exercise for experienced players to outline those few degrees of difference from what they've been used to. Rather than attracting new players I think tutorials like these turn them away and create an illusion of difficulty.





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"Re(3):Re(10):Re(10):For Capcom it was Doomsda" , posted Sat 27 Feb 10:26post reply

quote:
I think the challenge mode is supposed to be rather tutorial-ish, but we'll see. If it is then it's too bad they had to release the game before that was ready.

I'm not a fan of the modern overlarge tutorials to be honest. A lot of them like Xrd and KI are just bloated beyond recognition by edge cases and baffling situations that you wouldn't even know unless you had experience with the game to begin with. The excuse that they help new players is just smoke; they're more commonly used as an exercise for experienced players to outline those few degrees of difference from what they've been used to. Rather than attracting new players I think tutorials like these turn them away and create an illusion of difficulty.



The very start of the Xrd tutorial is ok, but I agree once it goes into safe jumps that's waaaaay too deep for raw new players. Having "advanced tutorials" that make you aware of deeper possibilities that do exist and things you can do about them is all well and good, but that's pretty far removed from just getting people to terms with the game.

Just coming to grips with "there are all these chain combos, and if you don't chain to a special move you don't know about or can't execute reliably or a particular other normal, you will be hit back" is hard enough for a raw beginner to fighting games.

I'm flabbergasted that no tutorial is out there that tells players different ways to get out of cross-up situations that they don't have to block. Walking forward/forward dashing under isn't an option that immediately comes to mind to a lot of newer players, but many aren't aware that normal movement is a way through or around attacks.

It would be really interesting if you could review replays of your own games, and at moments when the opponent hurts you, or puts you in the corner, the replay would highlight it and slow it down, and show you the inputs and attack properties. So you could see things like "ah, this unfamiliar move needs to be blocked high" or "oh, no button I press will get me out of there" or "oh, this move I use isn't actually safe on block", or even "you got hit by a lot of crossups that led to big combos, so you need to work on defending yourself from those".





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"Re(4):Re(10):Re(10):For Capcom it was Doomsda" , posted Sat 27 Feb 16:09post reply

I finally unwrapped my copy of SFV last night. This has to be the most thinnest manual I've ever seen for a fighting game. Just one sheet of paper. Is this only for the Japanese version, or is the English version the same as well?


The game is fun so far!
But as far as it being an 8000-9000 yen "product", there's a lot of complaints I can make.

quote:
I'm flabbergasted that no tutorial is out there that tells players different ways to get out of cross-up situations that they don't have to block.


Just out of curiousity, aside from walking/dashing, low profiling and DPing, what other universal ways are there to get out of them? I'm in the midst of making a beginner's tutorial.





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"Re(5):Re(10):Re(10):For Capcom it was Doomsda" , posted Sat 27 Feb 18:34:post reply

According to this video, you could get away with a back jumping normal, but as the author says, it takes a lot of prediction. There are also a couple character specific suggestions.





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Sun 28 Feb 00:10]

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"Re(5):Re(10):Re(10):For Capcom it was Doomsda" , posted Sun 28 Feb 08:04:post reply

quote:

Just out of curiousity, aside from walking/dashing, low profiling and DPing, what other universal ways are there to get out of them? I'm in the midst of making a beginner's tutorial.



DP'ing isn't universal, but the others you've pretty much got, as far as I know in SFV. Forward-moving moves can also be used to get out of non-meaty cross-up situations. If this were KOF, for instance, rolling forwards might be an option, but this is SFV.

In SFV, a thing to notice is that a goodly number of characters have the ability to link standing strong into many others normals, usually including another standing strong or a crouching strong. The mentality really seems to be that MP is the combo button, as opposed to LP and LK. So for these characters, it seems like common theme is "the pushback of two MPs exceeds the reach of MK". This is true for Ryu, Ken, Karin, R.Mika, Dictator... The thing about this is that for a number of characters, this puts them at about the right distance to try for a cross-up jump-in. Now, this isn't like a situation where the other guy has been knocked down or reset, but it is soon enough and close enough and coming off of enough frame disadvantage that your regular AA normals still might not work well. But unlike a knockdown or reset situation, you have plenty of time to move. You have plenty of time to dash under. Some characters can use moves with a lot of horizontal movement, like Karin's QCF+K, to create more distance if they wish. You can scoop up lots of easy wins against players unfamiliar with how to get out of this situation by just continually doing a cross-up jump in that goes into a hit confirmable MP string because if the string is blocked, you're at about the right distance to try for another cross-up, and if it hits, you go into a knockdown/reset combo that sets up another such jump-in.

Walking forward into an enemy attack is something that feels weird to consciously do for newer players. In 3S, you'll notice that a really excellent anti-air option, in a game where anti-airing is a decision that often requires a lot of mental gymnastics, for the characters that have it is to dash/walk under. One of Makoto's best anti-airs is to just dash under. Dudley can do Ducking Under, but he can also super cancel it if he wants. Yang can just walk under sloppy jump ins because of his fast walk speed. Hugo, however, can't really do any of these.

In the world of SF, most characters also have relatively limited ability to combo off of anti-air hits. This is less true in anime fighting games like GG or French Bread fighters, where being able to juggle an enemy is the usual expectation, and NOT being able to juggle the enemy is the exceptional case. So in SF, if you successfully walk under a jump attack, you usually get rewarded with a much larger punishment opportunity. Even taking into account the ability to juggle from Crush Counter anti-airs, being able to land a full BnB combo is huge.

You can see Sako go for this against Daigo here. Daigo jumps against Sako at medium range in neutral using j.MK with the intention of connecting a crossup, and Sako just keeps walking forward and does a d.MP. I don't know if tripguard is a thing or not in SFV. A little while later in the same set, Daigo tries for another cross-up in neutral, which Sako attempts to AA with d.HP.

The sequence of play on the second moment is that Sako closes the distance with a shoulder (a move which is safe on block and has safety ranging from -2F to +2F), which Daigo blocks and does as everybody should do against Karin after blocking a non-Guren special and mashes crouching jab. Sako does a standing MP which whiffs, which means he's exactly at cross-up jumpin range, which you can see Daigo recognizes because he immediately jumps forward to capitalize on the recovery that Sako has as well as the perfect spacing. Daigo does NOT counter by pressing d.MK or d.HK, which is what most people including myself probably would on reflex.

But this time, Sako decides to try countering the cross-up with Karin's standing HP, which hits on both sides of her. It fails, likely because Sako doesn't have the specific SFV knowledge of whether or not that would work; he just tries it because it seems like a thing that should work. No harm done, though, because Daigo does a raw QCB+K (?!?!?!) which goes right over Karin (and which Sako tries to hit by pressing d.HP, again, because it seems like a thing that should work, but it misses because Sako got the timing wrong, or maybe he thought about it and didn't commit to it until it was too late, or maybe he thought d.HP would move her more forwards, or....). There are a lot of little things in that set which you can see Sako trying out (note the multitude of times Sako tries to anti-air with d.HP and standing HP and fails, even though the timing seems good superficially), and you can also see little things which indicate Daigo knows something that Sako doesn't. Daigo always crouching jabs shoulders he blocks that are close, and doesn't crouching jab the blocked shoulder that is distant, whereas Sako doesn't press as hard as he could on those blocked distant shoulders because he likely doesn't know that he has advantage or is uncertain of the advantage.





[this message was edited by Spoon on Sun 28 Feb 09:26]

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"Settei Fighter V" , posted Sun 28 Feb 12:35:post reply

My PS4 just arrived, and some friends at Capcom very kindly sent me a copy of SF5's eCapcom limited edition. I need a few more days for high speed Internet, a TV and a PS4-compatible arcade stick to join the new flat, and Chun-Li's Police Story costume is not available yet anyway so the game is currently worthless, but meanwhile, there is something important to address which I have not seen reported anywhere (maybe I missed it).

I think everyone here is aware of the "Visionary" artbook that came with the (Japanese) eCapcom edition, as some scans/photos appeared on Twitter and message boards soon after the release of the game, showing researches for the returning characters' new designs and costumes, as well as researches on other potential but ultimately scrapped new characters. It's indeed a fantastic book, especially for something thrown into a limited edition. It was even printed properly! To contrast, I just bought the Bloodborne artbook for a hefty price and while it's a great testament to From's skill at transposing excellent artwork reference in a real-time 3D environment, it has less interesting research and development stuff inside than this complementary SF5 artbook.

Here is what I have not seen mentioned anywhere on Western blogs and should interest the MMC very much: there is a new character relationships/connections chart inside! Sorry no scanner here at the moment so you'll have to cope with a crude collage of two low-def pictures. I find quite interesting that neither Alex nor Urien are mentioned although we already know they will soon appear in the game. It's not a SF3 problem: Ibuki and Elena are mentioned in the schoolgirls instagram posse on the top left, Oro is part of the Curry loving club and directly tied as an acquaintance of Dhalsim AND challenged to a fight by Karin (uh?), and Sean is of course closely tied to Laura.

Everybody in Dic's crew hate each other, Sagat is officially out of the group as we already knew, and CAPTAIN SAWADA GETS A MENTION! I was wondering the other day if Capcom erased him from the cannon to avoid a potentially blurry copyright situation. Maybe Capcom USA would disagree with that mention, actually.





Même Narumi est épatée !

[this message was edited by chazumaru on Sun 28 Feb 12:37]

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"Re(1):Settei Fighter V" , posted Sun 28 Feb 12:49post reply

quote:
naval cartography


Who is the "Edo" character mentioned in the Shadoloo box? It doesn't have any connection to any other box and is just there... which isn't a wholly unique condition, seeing as how that's also true for T.Hawk and Hugo in their respective zone. New/old/obscure character?





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"Re(2):Settei Fighter V" , posted Sun 28 Feb 13:22post reply

"Ed"is that kid, apparently.





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"Re(3):Settei Fighter V" , posted Sun 28 Feb 16:09:post reply

quote:
"Ed"is that kid, apparently.



Which would make him this character in Charlie/Nash/"Charlie Nash"/"Nash Charlie"'s prologue. Evidently boxer Balrog did the wrong thing and the kid grew into a cocky punk. Boxer needing to fix his mistake and put his wayward protege in his place would actually be an entertaining change of pace for the usually simple dumb thug/goon role that Boxer has. Actually, maybe it would just be the plot of Rocky V.





[this message was edited by Spoon on Sun 28 Feb 16:10]

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"Re(3):Settei Fighter V" , posted Sun 28 Feb 21:47:post reply

Chaz, you rock! So, Gouken is officially alive and well, now? And why is there a question mark at Dic "killing Chunli's father"? Will they bring him back from the dead as well? At least Dan's dad is still dead.

The Oro things are stuff that happen in the scenario mode of SF5, and the fact he appears in two scenarios strongly hints that he'll be in the next set of characters (I'd be curious to know how he'd translate, though). He's my current highest bet for batch 2 along with Ed.
The fact Alex and Urien are out of the picture is also interesting, since they are also the only characters out of the first batch to NOT appear in the scenario mode (while it has Oro, Sakura, the dolls, Viper, and it even spoils Juri's new costume).
Could it be that Oro was considered in the first batch, but got swapped with Urien at a later stage? That wouldn't make much sense, but then, many things don't in this game. Contrary to everyone's expectation, Nash was also seemingly resurrected by a russian-looking girl called Helen instead of Urien. Maybe she's Urien's own private Corin?

WTF at Dan, Honda and Hakan in a 'roud-the-world gourmet trip. And I'm crying at Hawk not having any link with anyone (not even Juli/Julia) except "he's one of those big grappler types".
They also left Poison out, surprisingly.

It's almost march and we haven't seen any image of Alex yet. Should I start to be worried?





[this message was edited by Iggy on Sun 28 Feb 21:52]

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"Re(4):Settei Fighter V" , posted Mon 29 Feb 05:25post reply

I'm glad I'm not the only one who hasn't been impressed with some of the more advanced tutorials that have popped up in games lately. Didn't Xrd go off into some twiddly digression about option selects when it was trying to describe something as basic as a throw? Gojira is right; this is the illusion of difficulty in a game about two characters punching each other. Most players who want to have Ken do his thing aren't interested in frame data.

quote:
Sawada


Now this is what people want out of a game! Thanks for posting this Chaz. If this is the mentality with which Capcom is approaching Story Mode I'm now looking forward to the update.

quote:
It's almost march and we haven't seen any image of Alex yet. Should I start to be worried?


After the release of SF5 Capcom pretty much turned off all the excess power on the submarine and is currently hiding deep at the bottom of the ocean. I'm certain they had hoped to take a victory lap at this point but for now they appear to be waiting until some of the customer screaming dies down.





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"Re(4):Settei Fighter V" , posted Mon 29 Feb 05:31post reply

quote:
Chaz, you rock! So, Gouken is officially alive and well, now? And why is there a question mark at Dic "killing Chunli's father"? Will they bring him back from the dead as well?



Unlike the dimensional/timeline traveler approach, Capcom decided to have Nash stitched back together from corpse parts and have his attitude and moveset change as a result. I wonder if they will adopt this same approach to other "revived" characters, because even if FrankenNash looks kind of silly, it's more interesting than just saying that they were never actually dead and popping them out exactly the same as before.

Of course, Chun Li's father has never been a playable character, so it's not as though there's a template for him to change.

I wonder if Capcom will officially acknowledge the arcade or console or both versions of the moveset Captain Sawada had in SF:The Movie:The Game.





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"Re(1):Settei Fighter V" , posted Mon 29 Feb 05:47:post reply

Thank you Chaz!! I saved your chart photos right away ^^ Now I'm really curious about the "killing Chun Li's father?" thing. While playing her story in SFV, after Balrog states her kicks are like her father's, I actually thought "I'd like to see her father in action...", only to feel guilty for desiring the nth head bodyswap character in SF xD Now imagine if Capcom is retconning his death, and both him and Ed are DLC chars in 2017...EX versions of Chun Li and Vegamoto respectively? As much as I'd like to see them in the roster next year, it's not a great idea after all ^^;

Let's try to shake off the shame of thinking such nonsense about SFV roster additions. Tomorrow or Tuesday could be the day I go Plus, after playing story and survival only for a week (I tried to clear as much characters as I could for fight money cause I'm afraid Capcom could patch the survival AI in March, it looks quite dumb on Normal once you figure its flaws out). Anyway, you'll know because I'll add my PSN nickname to my MMCafe profile. I'm not that much of a challenge, but I still look forward to have some matches with you guys ^^





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Mon 29 Feb 17:36]

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"Re(2):Settei Fighter V" , posted Mon 29 Feb 11:44post reply

I have nothing to add the the conversation (except "yay Captain Sawada!'') but I finally got around to getting Capcom ID set up, and because I'm lame/late, it's MrKarasu. Some horrible human being stole karasu out from under me.





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"Re(1):Settei Fighter V" , posted Mon 29 Feb 22:23:post reply

quote:
Here is what I have not seen mentioned anywhere on Western blogs and should interest the MMC very much:


Zarazof and Colt from MuscleBomber are mentioned in Zangief's section! I wonder if they were translated accurately in the English version of the fan book too, if that relationships chart is in there to begin with. They were renamed to Biff and Gunloc I think.


A bit off-topic, Hori's Real Arcade Pro no longer uses arcade-standard parts and it's been giving me problems since SFV's beta period, particularly when I'm trying to use Chunli. I recently got a new stick lever so I've tried swapping parts... I'll probably write a quick review on it later.





[this message was edited by Professor on Mon 29 Feb 22:27]

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"Re(2):Settei Fighter V" , posted Tue 1 Mar 04:00post reply

quote:
Alex is not present


quote:

Zarazof and Colt from MuscleBomber are mentioned in Zangief's section! I wonder if they were translated accurately in the English version of the fan book too, if that relationships chart is in there to begin with. They were renamed to Biff and Gunloc I think.



Considering that Zarazov's first name is "Aleksey" and he looks like this, maybe there's a reason for it all...

(something something Alex birther conspiracy)





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"Re(3):Settei Fighter V" , posted Tue 1 Mar 08:07post reply

quote:
Alex is not present


Zarazof and Colt from MuscleBomber are mentioned in Zangief's section! I wonder if they were translated accurately in the English version of the fan book too, if that relationships chart is in there to begin with. They were renamed to Biff and Gunloc I think.


Considering that Zarazov's first name is "Aleksey" and he looks like this, maybe there's a reason for it all...

(something something Alex birther conspiracy)



That would be perfect if it turned out he was employed as a young indie wrestler with a Russian gimmick during the original SF2 timeline. I'd love to see Alex with Muscle Bomber mullet for an alt, especially if they went the extra mile and gave him the full Tetsuo Hara face and proportions.





GekigangerV
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"Re(4):Settei Fighter V" , posted Tue 1 Mar 10:49post reply

Thanks a lot for the chart Chaz.

So many names I don't recognize near Sean/Laura. Fabio? Brenda? Maybe more will be revealed in the extended story mode.

It also looks like they talk about some other characters are doing. It appears is say DeeJay is recording and Fei-Long is shooting a movie. I cannot make out what it says by Blanka (bottom left of the image).

I am glad Capcom is still recognizing Muscle Bomber.





Micky Kusanagi
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"Re(2):Settei Fighter V" , posted Tue 1 Mar 18:22post reply

quote:
A bit off-topic, Hori's Real Arcade Pro no longer uses arcade-standard parts and it's been giving me problems since SFV's beta period, particularly when I'm trying to use Chunli. I recently got a new stick lever so I've tried swapping parts... I'll probably write a quick review on it later.



Don't you like Hori's Hayabusa joystick? I love it, but I personally experienced how getting diagonals consistently takes some adjusting, which can get frustrating. What lever did you buy? The new Seimitsu one revealed at JAEPO?

Back to SFV, Ayano was vague and a tease in a recent interview when asked if DLC chars are gonna get their own trials when trial mode is added to the game...is Capcom so slow to learn SFV's fatal flaw is the lack of single player content and taking the BlazBlue approach for DLC chars -did I remember well that Makoto, Valkenhayn and Platinum even didn't have arcade mode in the first Continuum Shift?- only makes things worse? And that's coming from someone who's genuinely enjoying SFV even in its current barebones state...





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Professor
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"Re(3):Settei Fighter V" , posted Thu 3 Mar 00:23:post reply

quote:
A bit off-topic, Hori's Real Arcade Pro no longer uses arcade-standard parts and it's been giving me problems since SFV's beta period, particularly when I'm trying to use Chunli. I recently got a new stick lever so I've tried swapping parts... I'll probably write a quick review on it later.


Don't you like Hori's Hayabusa joystick? I love it, but I personally experienced how getting diagonals consistently takes some adjusting, which can get frustrating. What lever did you buy? The new Seimitsu one revealed at JAEPO?

Back to SFV, Ayano was vague and a tease in a recent interview when asked if DLC chars are gonna get their own trials when trial mode is added to the game...is Capcom so slow to learn SFV's fatal flaw is the lack of single player content and taking the BlazBlue approach for DLC chars -did I remember well that Makoto, Valkenhayn and Platinum even didn't have arcade mode in the first Continuum Shift?- only makes things worse? And that's coming from someone who's genuinely enjoying SFV even in its current barebones state...



Yes the Hayabusa stick. There's actually two models and I have the older one; the new model was released just in December so I don't know much about it.

Personally, the Hayabusa stick is light on my arm so it felt really good in the beginning. It actually made my diagonals easier, especially compared to the standard sanwa stick that Hori used in their past products. However the Hayabusa stick recognizes diagonal inputs a bit too much when held in wine-glass style, so when I do a , it actually inputs as .

It's not a problem for KOF13 since the input actually helps in various situations, but in SFV, this causes a problem where Chunli ends up doing a spinning bird kick instead of lightning legs from crouching position-- the game is really, really lenient on special move inputs. There's also another problem: the stick's spring is so light that if you hold on to a direction with the stick and let go, it'll sometimes bounce to the other direction. So for example if you hold down and then let go, it'll make the character jump.

And yes, I have the new stick from Seimitsu. I'm surprised you know about it, considering that Seimitsu is sort of shadowed by other manufacturers.




Btw, I just realized that for costumes, the in-game fight money can only be used to unlock the stuff from story-mode; they can't unlock the other DLC costumes like beard Ryu and sexy Chunli.





[this message was edited by Professor on Thu 3 Mar 00:36]

GekigangerV
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"SFV Stat look up website" , posted Thu 3 Mar 04:19post reply

http://sfv.fightinggame.community/
As of this post the stopped the ability to add yourself, but you should be able to by clicking the "don't see yourself" button on the top right.

But you can look up the character match ups on the upper left part of the site. Overall a lot of matches are 5-5 or 6-4. The worst match up seems to be Zangief-Dhalsim that is 3-7.

If you want to look me up or play me the name is

"gekijmo"

I can only play on weekends for a bit.

Random SFV bits after playing for a bit.

I cannot believe they aren't tracking those stats in the fighter profile section even though they have the stuff kind of outlined ("connect a 4 hit combo", "block a cross-up", etc) They started doing that stuff in the Iron Galaxy ports of SF3 and MvC. MKX has been doing that stuff. Just weird that it is there, but not tracked from day one.

Also, Hard and Hell survival are so frustrating. The monotony of it is just not engaging.





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"Re(1):SFV Stat look up website" , posted Thu 3 Mar 05:00post reply

quote:
Also, Hard and Hell survival are so frustrating. The monotony of it is just not engaging.


Capcom has managed to create perhaps the worst survival mode that I can recall for a fighting game, and that is a pretty low bar to crawl under considering how bad survival modes are in general.

Even Normal is horribly overlong and monotonous. You face 30 rounds, where only the last 5-10 rounds matter. The first 20-25 rounds are just there to act as time sinks.

I failed my first attempt at Normal difficulty entirely because I became so bored during the run. I expected it to end at round 12 (two more than Easy), then 15 (5 more than Easy), then 16 (the number of playable characters), then 20 (10 more than Easy), and it just kept going with no end in sight. When I saw that it was going past 25, I didn't even care anymore.

I just don't see why they didn't make it 10-20 rounds for every difficulty (with no repeated match-ups, at least not once enough DLC characters release), with the difficulty selecting instead just setting the starting AI difficulty.

With the current set up, the game pretty much needs an option to save progress (where the save is deleted upon loading.) It also pretty much needs an option to spend score to pay for continues upon losing. As currently designed, the mode is just horribly unfair. Success depends too much on whether the game offers sufficient healing.





Gojira
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"Re(2):SFV Stat look up website" , posted Thu 3 Mar 06:38post reply

I have no problems with Easy or Normal survival, but Hard survival is exceedingly annoying. The AI has some ridiculous reactions, even early on. It can jump command throws on startup, tech all normal throws, and reversal DP your 3-frame jabs with insane randomness. I'm pretty sure I have yet to see anyone online using a color in the 7-10 range and that's clearly not an indication of skill.

Being able to "buy" continues is a good idea, since I usually have at least 200,000 points near the end of Hard and all I can do is hope I never get gimped on life. Even if one continue cost 50,000 points that would be a huge improvement.

Of course, that's assuming you don't get "disconnected from server"

Well at least tournaments are going wel- oh... uh... yeah





Professor
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"Re(3):SFV Stat look up website" , posted Thu 3 Mar 07:24post reply

What a way to start off the morning, seeing this on my Twitter which I rarely use.

It says:
AGA Protein-- it'll turn you into a Zangief but with tougher hair





Micky Kusanagi
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