First Street Fighter 5 Gameplay - Ryu vs Chun-Li

Ugh, I just wanna see more of this game already. More characters and their expanded/altered move sets. More stages. More everything,
 
Getting down and dirty and looking at the little touches... game looks seriously good this early. The weight behind everything combined with the animation makes this look very good. Looking forward to seeing more. =)
 
I came away quite impressed by the gameplay, more so than after the initial reveal. Love the animations and elemental effects. Can't wait to find out more about the specifics and see people like Maximilian indulge us with a full breakdown video soon.

I liked the stage design with all the things that break and move when characters hit each other. I do miss having some onlookers in the scene though. I liked the music you can hear softly in the background as well. If this is the final type of music their going with, i.e. world music style music with some voices / singing etc., I'd be happy with that.

And while I'm not an especially big fan of Charlie, I have nothing against him being in as long as they don't go full Alpha/Zero mode instead of using more people from III (Alex!) or new characters altogether.

(And please Capcom, don't make it a full on tag team game, please...)
 
Looks good. Chains >>> links

I will say that I don't like the fact that the "revenge" and EX meters are in two different spots. I wanna be able to look at one area for that kind of info
 
I liked the stage design with all the things that break and move when characters hit each other. I do miss having some onlookers in the scene though.

I may be remembering wrong but I'm sure that there were no/fewer onlookers in SF4's early screens compared to the final game. Details like that are probably added late in development since they would be dependant on the final performance, since a solid 60fps is the priority for fighters.
 
Looks good. Chains >>> links

I will say that I don't like the fact that the "revenge" and EX meters are in two different spots. I wanna be able to look at one area for that kind of info
I wonder what the combo system will be like, definitely didn't look like the SF4 "jab jab link into medium/heavy and cancel" system.
 
Wonder if the music is indicative of what they're going for? I thought it was alright except the vocals sounded weak.

I'm all for customizing meters/gems/whatever but I really hope they don't make anything gameplay related dlc. Also make it quick and simple and thus tournament viable.

The more realistic presentation makes me wonder about crossovers. Those models would be closer to fitting into a Street Fighter vs Mortal Kombat than SF4's.

Ultra SF4's character roster is so sprawling and the game is still strong that I hope SF5's roster complements it. Pulling for a lot of new characters and ones that didn't make it into SF4. Charlie being revealed with maybe Urien teased makes me happy about that.
 
I will say that I don't like the fact that the "revenge" and EX meters are in two different spots. I wanna be able to look at one area for that kind of info

I'm pretty sure that's not final so there's no need to worry. SF4 vanilla went thru the samething, if you look for early build images it drastically changed. It's early so they're toying around as we speak with the look, currently it's pretty plain but that's going to change as development moves forward.
 
Looks good. Chains >>> links

I will say that I don't like the fact that the "revenge" and EX meters are in two different spots. I wanna be able to look at one area for that kind of info

Oh believe, links are still in there. And FWIW I find them more impressive. IV's problem was the absolute insanity of one-frame links that were required to even be competitive. Hopefully SFV tames that back down to around a cross btwn III and CvS2 levels.
 
It's sad that Seth made a point about there an emphasis on "Making the game less about crazy button inputs in less than a fraction of a second."

...

Oh Seth

black-guy-laughing-on-boat-gif.gif
 
It's sad that Seth made a point about there an emphasis on "Making the game less about crazy button inputs in less than a fraction of a second."

...

That was 80% of SF4's marketing: laying on the populist gamer bribery bullshit first and then making a good, functional game behind that scene.

Some peoplejust lap that junk up.
 
I'm happy there seems to be less bars.

2 seems decent.

1 builds when you get hit and the other when you do damage right?

I just hope they don't start adding in more later on. Makes it too random and an inelegant race to fill the bar.

/a casual's input

--okay lol, there's always been two bars. But that ultra meter was too distracting and powerful. It felt like too many things to worry about with ultras and supers and whatever else I've forgotten.
 
I'm happy there seems to be less bars.

2 seems decent.

1 builds when you get hit and the other when you do damage right?

I just hope they don't start adding in more later on. Makes it too random and an inelegant race to fill the bar.

/a casual's input
Are you referring to SFIV or a different game? There are only two bars in SFIV and they fill the exact same way as they do in SFV.
 
That was 80% of SF4's marketing: laying on the populist gamer bribery bullshit first and then making a good, functional game behind that scene.

Some peoplejust lap that junk up.
It wasn't all empty talk. SFIV is lenient, almost to a fault, when it comes to special inputs. But the emphasis on 1-2 frame links in a game that's so focused on online multiplayer seemed like a questionable decision.

"C'mon Sony, give me particle effects and better texture details."


Leave those dogshit particles in Killer Instinct.
Aesthetics aside, particle effects would be less obscuring than the water color esque hit sparks. But in a fighting game you have to sell a move with animation, not particles.
 
There are some things in SF4 that are clearly designed for the casual audience (lenient reversal windows, easy to perform SRKs, Ultra comeback mechanics) yet there are other things that are only designed for high level players (one frame links, FADC mechanics).

I feel that SFV is going to be the same.
 
Are you referring to SFIV or a different game? There are only two bars in SFIV and they fill the exact same way as they do in SFV.

Man I've forgotten a lot about the game. Edited it a bit late.

But I remember with that Ultra bar and the rest it felt like there were so many specials you weren't really focusing on the moves and fights.

Maybe it was just the design, drew so much attention with the fire.

Filling up the revenge bar doesn't give you an ultra does it? [I guess it will lol, otherwise not much point to it].

I like it looking clean. No stun bar makes it feel a little less mechanical too, I prefer it.

Let me fire it up and remember the mechanics real quick :P


--Yeah it's good, just the crazy fire effect I think is what annoyed me. Really distracting.
Damn it's fun too. Guess I should practice before SFV. Any ideas for when it'll release?

Ultra bar fills up kinda quick though.

---Nice. I can get rid of the fire mostly by changing hud position. Also watercolour looks pretty good.
 
But MK has impact. It feels like I'm beating the crap out of someone. SF IV feels pretty limp in comparison.

It has good sound effects, but outside of the X-Ray moves the hits don't look very convincing. The character getting punched just sort of flails around and juggles in particular look ridiculous.
 
It has good sound effects, but outside of the X-Ray moves the hits don't look very convincing. The character getting punched just sort of flails around and juggles in particular look ridiculous.

Yeah it's probably 90% the audio to be honest. They did a good job there.

What's the point of impact if it feels like you're playing with action figures?

I need me some impact in a fighting game :-). Action figures bother me less than the lack of impact.
 
Just spent about half an hour practicing, trying to do Blanka's second ultra. Was thinking I just couldn't pull off that delta move.
Didn't realise I had to select it when I chose him at the start lol.

Went to the garage to get my arcade stick and everything.

Was wondering why the Ultra was saying 1 but you couldn't charge it up more.
 
I always felt "impact" on hits with Capcom vs SNK 1. It was completely lost in Capcom vs SNK 2 though due to their choice in effects.

Anyone else ever felt this?
 
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