Street Fighter V Roster Discussion: P-P-P-P-PATTERN BREAKER

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With all this music talk I really hope we get a new rendition of Karin's theme.

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Just fun to listen to.

We should be getting one, I liked what they did with Nash's theme. I'd love to see Karin's get an update too, albeit something more similar to the original as she hasn't changed much compared to Nash.

Zen could be a female, but I think we'll be getting another guy.

Not really a balance obviously, but still the highest female to male ration of a starting SF roster, so they are moving forward in that respect.

Yeah I'm kind of hoping Zen is female actually. As I stated prior I think they did a much better job with female characters in SF4 than males (The ones in 5 I think are good so far). Honestly though I think Zen is a pretty bad name and the character isn't going to turn out that great, but I'd love to be wrong.

I miss old school sf stages. Karin's new stage is the first hint of anything approaching a good stage in forever.

Yeah, her stage is what I feel SF stages used to be and should try to match. Generic stages just feel out of place considering the series history.
 
dp fadc utlra is as easy to me at this point as a jump-in link combo in SFV. both do about the same damage and require similar meter investment but one is definitely more groan inducing than the other. combos are easier but you have to earn your opening all the same.
 
Sf5 combo system is definitely not as open and creative as 4's was which is not a bad thing but I feel like the system is at a weird middle ground. 3s had the whole single button confirmed into super thing which I loved and then 4 had what was probably the most open combo system in an sf game with the possible exception of games with a lot of cc's. V is just kinda neither. It's not about the player having great confirms like 3s and it's doesn't require the kind of meter management and proficiency with links that 4 demands. It has fairly high damage and chip but without the urgency and sense of danger of a game like st.

Maybe I'll eventually appreciate what it does have.
 
Sf5 combo system is definitely not as open and creative as 4's was which is not a bad thing but I feel like the system is at a weird middle ground. 3s had the whole single button confirmed into super thing which I loved and then 4 had what was probably the most open combo system in an sf game with the possible exception of ccs. V is just kinda neither. It's not about the player having great confirms like 3s and it's doesn't require the kind of meter management and proficiency with links that 4 demands. It has fairly high damage and chip but without the urgency and sense of danger of a game like st.

Maybe I'll eventually appreciate what it does have.
All of this is pretty spot on. I really like the game, I just feel it's missing...something. Still gonna put hundreds of hours in, no doubt.
 
Sf5 combo system is definitely not as open and creative as 4's was which is not a bad thing but I feel like the system is at a weird middle ground. 3s had the whole single button confirmed into super thing which I loved ...

Sarcasm? That was by far the worst thing.

3S's combo system was pretty open when it came to juggling.

Also I wouldn't equate creative combos = good. That thinking gave us CCs.
 
I don't think I'll comment about what sf5 is actually like until the game is out and I have had ample play time against good players with all of the characters.
 
I don't think I'll comment about what sf5 is actually like until the game is out and I have had ample play time against good players with all of the characters.

yeah, I have things I like and things I'm not sure about, but it's all a wash until I can get in some offline crack sessions. the beta was nice but didn't really inform me to the extent that I'd like, especially with the game constantly being tweaked.
 
I like high damage. makes the stakes and pressure higher overall. SF4 is on the tedious side.

Vanilla SF4 was high damage..... lets see how SF5 fares after 4 balance updates.... Oh and if enough casuals cry about getting stunned and killed in two-3 combos they will lower dmg and stun in V just like they did in Super....

It's like people forget that Rufus Jumping HK to Ex Snake strike was like nearly 400 dmg alone (oh and if you're in the corner you can add an Ultra to get it to like 700+)

I really missed the dmg from Vanilla as well as the blocking sounds from SFIV Arcade (sucked they changed it for console, wonder if I can mod it back on steam...), SFV blocking sounds are ass....
 
well, the damage in vanilla sf4 felt pretty imba/dumb because only a few chars had access to high damage and FADC wasn't really well thought out in terms of its usefulness to the entire cast. sagat's pumping out 600 damage left and right and claw's overhead isn't even an overhead. good times.
 
I really missed the dmg from Vanilla as well as the blocking sounds from SFIV Arcade (sucked they changed it for console, wonder if I can mod it back on steam...), SFV blocking sounds are ass....
This is funny, I hate SFV's blocking sounds because they sound like Vanilla SFIV's arcade blocking sounds. >_<
 
That's pretty higher than my expectation. I would guess about 4-6 characters. Yes, I love to set my expectation low as possible.

You're doing it wrong then. My expectation is that they'll never add any new characters and it will just be the starting 16 for the entire life of the game.

I'm thinking they're gonna have a couple DLC characters ready to go right at launch, or shortly after, so I think the first year will have a fair amount.

If they truly want this to be a game that has long legs, they'll need to keep the content coming. This is a big experiment for them, and doing it half way won't win them any favors.

In all seriousness I think there will be at the very least a pre-order DLC character and the first couple of months will be a bit top heavy in releases. Maybe the first 6-9 months will get a new character every 3-4 weeks then it will drop to 6-8 weeks between releases.

I think it's really funny people are denying Urien because of some extremely vague statement that didn't even rule him out. Most people on here are feeling the crush though, so that's good.

It's hard to discount the statement entirely. I believe the Siliconera leak, it's been accurate, but I'm less confident about it with that statement in mind.

Then again I believed a "leaked" list that had Eagle on it too.

Yeah, I got to grandmaster a few times, won 90% of my matches. I played to a point where I just rather play USF4.

Not everyone is going to like the new game as much as the old ones unfortunately. Personally I wasn't crazy about a lot if the design choices in SF4, although not to say there was anything wrong with it, but it wasn't my preferred flavor of Street Fighter.

It's a shame, back in the old days we could have multiple sub-series going (Alpha, 3, Vs) to fit people's tastes better, but the market likely would not support that now.

I'm so glad this game is nothing like SF4. I have no desire to play it ever again.

Yeah to me the changes are welcome, I'm really impressed with the game so far.
 
Yeah, the blocking sounds in SF V sound too metal like or something. I'm assuming their reasoning is so every sound is more of a unique gameplay cue for the player but it just comes off as a bit weird sounding. Doesn't bother me too much, but definitely was something I had to get used to.
 
SF5's combo system seems lenient to me; EX moves can be used to extend combos.
In addition normals can be canceled into V-Triggers, which could reset you and allow to extend combos too.
 
I'm fine without the 10 second combos to be honest. Go play Marvel if you wanna put your controller down -_-

There is a difference between possible long combos that cost a lot of resources and scale heavily so it's not worth it, and the marvel combos that does great damage for 20 sec straight and builds meter. I just want the possibility to continue and go in to resets etc.

And yes, Karin seems to have this with her ex shoulder, but not many other characters have this.
 
Sf5 combo system is definitely not as open and creative as 4's was which is not a bad thing but I feel like the system is at a weird middle ground. 3s had the whole single button confirmed into super thing which I loved and then 4 had what was probably the most open combo system in an sf game with the possible exception of games with a lot of cc's. V is just kinda neither. It's not about the player having great confirms like 3s and it's doesn't require the kind of meter management and proficiency with links that 4 demands. It has fairly high damage and chip but without the urgency and sense of danger of a game like st.

Maybe I'll eventually appreciate what it does have.
This quote is blowing my mind.

Define open/creative.
 
Laura trailer ends with close of Alex's eyes and you can faintly here "At ease, losah!"
oh my god
lawd.png
 
+1 player who prefers shorter combos. Not a fan of relying on execution-heavy combos like SFIV.

I'm so glad this game is nothing like SF4. I have no desire to play it ever again.

preach. trading meter for CA alone is a huge step in the right direction.
 
+1 player who prefers shorter combos. Not a fan of relying on execution-heavy combos like SFIV.

Isn't execution heavy just the way links are in SF4? I've played fighters with easier links that still lead to respectably damaging combos.
SF5 looks to incorporate the usage of EX moves for extended and stronger combos IMHO.
 
The main thing about SFV's damage is that unlike SF4 you will likely not eat 30/40% damage off low starting 3framer meterless bnbs. Most of SFVs high damage comes from heavy punishes and frame traps so far.
 
The main thing about SFV's damage is that unlike SF4 you will likely not eat 30/40% damage off low starting 3framer meterless bnbs. Most of SFVs high damage comes from heavy punishes and frame traps so far.

yeah, that's the way i like my SF.

you commit to a move, can't FADC out of it, and get punished if you made a bad call.
 
SF5 being a high damage game is really good for casual players since it means matches will go quicker, thus requiring less execution. SF4 was hard on casuals because it was so-execution based and didn't have a lot of damage, so it was a perfect storm of them needing lots of execution to be good that it made unapproachable for a lot of people.
 
The main thing about SFV's damage is that unlike SF4 you will likely not eat 30/40% damage off low starting 3framer meterless bnbs. Most of SFVs high damage comes from heavy punishes and frame traps so far.

This is also what I hated in KoFXIII, and was even worse due to lights confirm to HD of hell. I even felt bad for my opponent doing nothing for more than 10 seconds depending of the character.

I also like what they're doing with SFV so far. We had enough combo simulators in the last years...
 
This is also what I hated in KoFXIII, and was even worse due to lights confirm to HD of hell. I even felt bad for my opponent doing nothing for more than 10 seconds depending of the character.

I also like what they're doing with SFV so far. We had enough combo simulators in the last years...
KoFXIII is funny because the tier placement is not "how bad you are" but "how balanced you actually are".

That game would have been so much better than it already is if every character was Leona.
 
+1 player who prefers shorter combos. Not a fan of relying on execution-heavy combos like SFIV.
Combo length and execution don't always go hand in hand. I have an easier time doing 40 hit combos with 5+ characters in Skullgirls than I do with 10 hit combos in SFIV. I can't even do a single 20 hit combo in KOF XIII, but I can do 20 hit combos in an 18 year old game like Vampire Savior. Simplicity lies in how the designer approaches combo design.
 
Combo length and execution don't always go hand in hand. I have an easier time doing 40 hit combos with 5+ characters in Skullgirls than I do with 10 hit combos in SFIV. I can't even do a single 20 hit combo in KOF XIII, but I can do 20 hit combos in an 18 year old game like Vampire Savior. Simplicity lies in how the designer approaches combo design.

that's really what i mean - i'm just glad tight 1-frame windows and FADC whackiness are long gone.
 
Maybe they'll announce a KOF character @ the Mexico event

Terry or bust;
V-Skill can be Burning Knuckle
V-Trigger would be Buster Wolf super that deals like 250 damage
In this case his V-gauge would be 3 stocks

Whoa. Is it really "at ease" and not "that easy, loser" as in beating you was that easy

Oh It sounded as 'At ease, loser!' to me, sort of a military way of saying it :P
 

There's no way there is going to be a character reveal at every one of these events he is attending, is there? We would know the launch roster by the end of October.

Does anyone remember Ono going to an event and not unveiling a character?
 
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