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Spoon 3293th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):SFV Pt. Alpha 3" , posted Mon 21 Mar 14:50:|
One of the signature systems of SFV has to be Crush Counter. SFV certainly isn't the first game to have unique counter hit properties, what with SF2 granting variable damage bonuses (like the infamous counter-hit a Blanka ball and Blanka loses half his life), and many contemporaries/successors with their own approaches to the subject.
I like to think that it was the 3D games that pioneered crumple stun states, but I could be wrong. Nevertheless, it is something that has been thoroughly embraced by major 2D fighting games of recent times, such as Blazblue with Fatal Counter, SF4 with Focus Attack, etc. I vaguely recall that in KOF98, landing a counterhit jump CD gave you a free juggle afterwards or something like that.
So SFV has Crush Counter, which among all the counter hit systems, is by far the most like SFA3. For one, it is a universal system solely triggered by counter hits scored with HP/HK normals. It doesn't require the use of a unique system move, <REDACTED THIS PART IS WRONG WTF WAS I ON WHEN I WROTE IT>, and does not change the cancelability properties of the counter-hitting move. Footsies with heavy normals are hugely rewarding, with the exception of sweeps, which are only slightly more rewarding than normal.
It's not as extreme of a counter-hitting system as, say, Koihime Musou's (wherein most characters have extremely weak combo damage until they score a counter-hit with the right move, which then causes the opponent to bounce off walls, become juggleable in all sorts of ways, etc.), and it makes these juicy counter hits immediately accessible with a single button press, on the buttons that most beginners probably want to press all the time already (heavy attack!). SFV is an unusual SF game in that pressure/rushdown is more heavily rewarded universally with systemic incentives (e.g. blocked normals cause white damage, all of which is cashed in the moment a move hits), basic damage is high, and stun is high (but not ST high, where people could get dizzied in literally two hits). Zoning/keepaway/poke-oriented styles of play don't really get to take advantage of that part of the system. If Karin or Rashid get in on you, even if you manage to successfully block for awhile, even if you alleviate the pressure by trading with the opponent, they cash in the white damage and you could wind up with a much bigger deficit than you'd like; indeed, if you are low on life and they get in on you, your options to get out shrink, because a trade that would ordinarily not be lethal now might be. This intensifies the pressure on the defender, and as the white damage mounts, gambles for the aggressor gradually become more and more rewarding. If Karin makes you block j.MK, d.MP, MP and then does f.MK, the f.MK goes from 60 damage to 90 damage. If Zangief makes you block a body splash and an MP, he gets like 30 bonus damage as well. 30 doesn't sound like much, indeed, it's like a jab worth of damage, but it builds up fast. When people talk about how the high damage allows for quick momentum shifts in this game, I like to think that this system helps that as well. It also makes players with sophisticated frame advantage on block tactics much more deadly; even if the number of hits that connect are the same between two players, the one who's been blocking more up until the hit is scored literally dies faster.
But the real hint that this game has a big piece of SFA3 influence is that Ryu's b+HK is really, really good. It still might not be SFA3 fast, but it's really good. I can't think of a time since SFA3 that Ryu's b+HK has been this good. MAKE BACK ROUNDHOUSE GREAT AGAIN!
So all that said, it's worth looking at one of the key things which helped Infiltration win Final Round 19 using Nash: the fact that he used Nash's V-Reversal liberally, and nobody really had a reliable way of punishing it even when they knew he was going to do it. Infiltration did it over and over again to escape pressure and quickly get out of corners. In a game where sustained pressure and momentum lead to quick KOs in the corner, Infiltration played in a way that allowed him to bypass that. Now, another aspect of the way he played is that in the neutral he could very suddenly shift from a tentative, throw-projectile-and-see-what-happens mode into sudden rushes. You can see how these two aspects of his playstyle are strongly complementary and make it seem like he's the one dictating the flow of the match. Even when Infiltration is backing off, he's not really on the run. You can see in the grand finals match how much trouble Tokido's Ryu has in chasing him down, and how when trying to do so, Infiltration can suddenly switch from running away to dashing in and attacking, or punishing attempts to zone him with the use of Nash's super. Some have said that this seems to clearly be an evolution of his Decapre playstyle from USF4, where he could switch between a lame-out runaway and rushdown offense suddenly, and this keeps the opponent off-balance.
[this message was edited by Spoon on Sat 26 Mar 06:12]
| "Re(5):SFV Pt. Alpha 3" , posted Wed 23 Mar 03:59|
It's not a big surprise, as Ono had said multiple times that he was trying to convince the executives to go foward for a alpha4, but i agree that's a lot of alpha3 in sfV:
-the traditional close version of normals becoming a command normal activated by pressing backwards (exactly like v-ism).
-alpha counters are done in the same way as alpha3 (foward + 3k or 3p depending on char), as oposed to alpha2/other fgs style (b b/d d + p or k).
-the "white damange" may be a thing from vampire savior, but it seems like a less extreme alternative to alpha3 guardbar (in A3 everytime you inflict a guardbreak, the guardbar of the opponent becomes shorter).
-the 4 non-sf2 and non-new characters are from alpha series (nash, karin, mika, birdie).
-alpha alt costumes for ryu, ken and nash are in the game.
With that said, it's obvious that the executives didn't agree to go all the way down. Sf4 was the most recent comercial sucess, and a lot that is in SfV came straight from there or as a correction to things perceived as mistakes in Sf4.
Hundreds of other people were involved in sfV development too, including Woshige...crush counters might have been heavily influenced by Woshige experience in ASW titles...
Platinum Carpet V.I.P Requiem
| "Re(8):SFV Pt. Alpha 3" , posted Fri 25 Mar 02:11|
Well, sucks for the Easter break...
We have some exciting news to share today: the long awaited March update that contains Alex will be releasing next week in two separate drops. Hit the jump for more details!
The first drop will take place on March 28 (MON) and contains the following content:
Demonstrations: Learn the ins and outs of Street Fighter V through helpful demonstration and tutorial content. Contains content for each of the 16 characters, as well as advice geared towards players of all skill levels:
Beginner Tutorials: 12 lessons covering, movement, normal attacks, special attacks, V-System, throws, counter hits, chip/recoverable damage, etc.
Intermediate Tutorials: 11 lessons covering projectiles, invincibility frames, armor and armor break, recovery, cross-up attacks, anti-air options, etc.
Advanced Tutorials: 4 lessons covering back dashing, frame advantage/disadvantage, combo potential, button priority, etc.
Character Tutorials: 16 lessons covering each individual character.
Trials: Put your skills to the ultimate test with combo trials for all 16 characters, ranging from basic to pro combos. Completing Trials will also earn you some extra Fight Money.
Online Rematch Option
Salty from a close loss online? Want revenge? Players can now play a 2/3 set in Ranked Match and Casual Matches, provided both players accept the rematch.
Battle Lounge Improvements
Enjoy up to 8 person lobbies, complete with match spectating.
Bug fixes and gameplay balancing
Various game bugs have been fixed, along with minor gameplay balancing. For more details please see the previous post.
The second drop will take place on March 30 (WED) at 10AM PT and contains the following content:
Alex + related character story content
Fight Money Expenditure: Spend your hard earned Fight Money to purchase extra game content, such as DLC characters (100,000 FM each) and the Story Mode Costumes (40,000 FM each).
One feature that will not be making it into the March update will be the Zenny (real money) functionality of the in-game shop. We have taken a long hard look at this part of the store, and after much review, have decided it is not ready to launch just yet. As Zenny is purchased with real money, we wanted to be extra careful and make sure itís fully tested and optimized before launching it. There is currently no ETA on the Zenny store and we will release it as soon as itís ready.
We realize that this causes an inconvenience to fans who want to purchase the DLC characters, such as Alex, but do not have enough Fight Money or own the Season Pass. To address this, we will be making Alex available for free as a trial period to all players, until the Zenny shop launches. This also will apply to any future DLC character that releases prior to the Zenny shop launching. Once the Zenny shop launches, the free trial for any DLC characters that released prior to the Zenny shop opening will end, and players will need to either use Fight Money, Zenny, or the Season Pass to access those characters.
Any DLC character related content (such as costumes) that is purchased with Fight Money during the trial period will remain in your account once the trial period ends, but youíll need to purchase Alex to use that content. The same goes for colors and character progress, etc. that are earned during the trial period; everything will be saved, youíll just need to purchase the character to resume your progress once the trial period ends.
As a special bonus to our Season Pass users, they will be the only ones who will be able to access the premium costumes of the DLC characters until the Zenny shop launches, and they also get to keep character access once the free trial period ends. Additionally, we will be giving all Season Pass users a free, brand new stage in the near future!
Finally, as a way of saying thanks for everyoneís patience and understanding throughout the beta phases and game launch we will be making Ryu and Chun-Liís story mode costumes available for free to all users on March 30 as well. This is an 80,000 Fight Money value, almost the full value of a DLC character.
Thank you for continuing to support Street Fighter V and we promise that the game will continue to improve from here on out. More new updates, fixes and support for other pressing issues like rage quitters are in the works and we hope to have more information to share soon.
Until next time!
| "Re(10):SFV Pt. Alpha 3" , posted Sat 26 Mar 14:40|
I do agree that while SFV has a lot in common with the Alpha / Zero series, I think SFV has actively tried take an approach that is "opposite of everything SF4" was.
From a gameplay standpoint, SFV is very offensive oriented and fast paced, while SF4 is very defensive and slower paced. The Focus Attack system allowed players to use it as a damage buffer. Sure, it was also used as FADC cancelling into a combo, but its core design was as a temporary sacrificial damage in exchange for a better position / maneuvering. This made for players trying to 'buy time' as they tried not to take damage while the 'temp damage' regenerated. It made for some very interesting and chess-like play at high level, but I think it also affected the pace of the game significantly. SF4 is still a very 'mental' game, but in comparison, feels much defensive. In SFV, every character has some sort of offensive push / mechanic within their moveset. Rushdown is very common, due to weaker anti-airs and easier hit links.
And while SF4 tried very hard to (initially) avoid SF3, I think SFV tried very hard to include all aspects of the Street Fighter lore (whether they succeeded is another conversation I think). And this includes the Alpha / Zero series. I think I recall Ono did make a mention that he wanted to start with a clean slate gameplay-wise, where SF4 pros were on the same level as the new comers starting out?
Just my 2 cents!
Platinum Carpet V.I.P- Board Master
| "Re(7):Re(10):SFV Pt. Alpha 3" , posted Wed 30 Mar 15:32|
Norcal Regionals wrapped up not so long ago, and once again, #1 and #2 are Infiltration and Tokido. Unfortunately, it isn't so much a rivalry as it is a champion and an underdog, which is a pretty amazing thing to consider Tokido being! Infiltration's Nash is on a whole different level from everybody else, with his bizarre ability to either dictate or roll with the tempo of the match. Tokido's no stranger to optimizing the hell out of a gameplan and developing/abusing the cheapest stuff to the limit, but Infiltration just seems to have all the answers no matter the situation. In the Winner's final, Tokido took one game, and in the grand final, Tokido got beat 3-0. It's well worth watching, because it's not often that you get to see Tokido utterly baffled. Just look at Tokido's face!
So what everybody is eager to see will of course be Daigo vs. Infiltration. SFV's Ryu is one of the strongest that Ryu has been in an SF game, and while Tokido hasn't managed to solve the myriad puzzle of Infiltration's neutral game, it will be fascinating to see what Daigo's approach will be. Maybe Daigo's more intuitive approach to fighting will bring answers that Tokido's more calculated approach haven't been able to.
It's great to see that Alex has not only his stomp, but also the dashing elbow! So I'm happily wrong in my estimation that the clothesline from hell would replace the elbow. Alex looks like he'll be a lot of fun to use!
| "Re(7):Re(10):SFV Pt. Alpha 3" , posted Wed 30 Mar 20:52:|
Demonstrations are utterly disappointing, you can't even practice what the tutorials explain, unlike ASW games and even the ridiculously barebones, sorrow excuse for a tutorial from KOFXIII. Character tutorials only tell you some stuff about some special moves -not even all of them for some characters- and their V-techniques, as if characters didn't have normals...but in hindsight, I admit I was expecting way too much thinking character tutorials would give you a breakdown of their most useful normals. You definitely have to rely on videos from expert players for that.
Trials on the other hand feel more user friendly. I barely had the time to clear Ken's trials before the servers went into maintenance and I'm positively impressed, no more insane combo ordeals from the SFIV days.
When I saw Alex actually has that stuff that wasn't mentioned in the Capcom Unity blog I was so happy, but I was afraid Capcom was waiting as long as possible before unlocking him like they did with the first part of the update, I mean, 5PM PDT is 2AM or so on the next day in Italy ^^; (at least now with DST active here).
Good thing they chose a better time LOL (EDIT: no Alex and no shop at the moment...)
Lagfest?Let's give it a shot Professor :D Just keep in mind I live in Italy, if my ADSL connection is of any hinderance (my typical ping is between 30 and 40ms within my country, so I guess it should get abysmal cross-continent) I'd step out of the lounge for the sake of keeping the experience acceptable.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Wed 30 Mar 21:14]