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

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I hope we get Twelve... or Thirteen

now lets dances giez!!
twelve-ts-stance.gif
 
People complaining about proximity normals when they're in most 2d fighters. You just have shitty spacing, sorry.

I mean you might not like them, but saying that they affect the game so much that you can't do simple shit means you're just bad.

Ahhhh, this shit again. I'm just some salty scrub for pointing out the fact that it's bullshit that I can't have control over half my buttons due to proximity. Can you imagine how fucked Dhalsim would be if his back+MP was a proximity normal?

I mean, most moves that hit at that angle are proximity, so why not make his? I'm bad because I want control over Ibuki's close standing HK? Or Cammy's close standing HP? (which capcom has in fact changed to command now) Thanks, dude.

Simply put, very good anti air buttons forced to be proximity makes defending easy and obvious cross up situations unreliable. If you don't have an auto correct DP you pretty much have to low profile or crouch MP trade to get out of a situation that should be easy as fuck to snuff out. Or you could use the slow walk speed to try and walk under or keep losing space with jump back HK.

Maybe some players like to stand their ground.
 
I mean, most moves that hit at that angle are proximity, so why not make his? I'm bad because I want control over Ibuki's close standing HK? Or Cammy's close standing HP? (which capcom has in fact changed to command now) Thanks, dude.
No, you're bad because you do have control over those normals, you're just not good enough to exercise it. This is just scrubby complaining, get better at the game.
 
I think Proximity is good when it depends on the game. like I fucks with it in 3rd, but that's also because the game is target combo heavy and outside of that normals can be used for pokes and linking into other combos. (juggles as well depending on property).

I can see why it might be a problem in IV since 1-frame links are the bnb of all the characters thus it can get in the way.
 
I ain't lying.

I think Proximity is good when it depends on the game. like I fucks with it in 3rd, but that's also because the game is target combo heavy and outside of that normals can be used for pokes and linking into other combos. (juggles as well depending on property).

I can see why it might be a problem in IV since 1-frame links are the bnb of all the characters thus it can get in the way.

Complete myth.
 
So I got fightcade working and played third strike and alpha. Didn't know they arcade ports thought it would be the console versions. Had fun wish there was a training mode so I could practice combos and moves. I'm not sure yet which one of them feels closer to V.
 
So I got fightcade working and played third strike and alpha. Didn't know they arcade ports thought it would be the console versions. Had fun wish there was a training mode so I could practice combos and moves. I'm not sure yet which one of them feels closer to V.

which alpha? i'm in the middle of a move but i'd be down to get a little FightCade group going and get some matches in soon. let me know
 
Complete myth.
Either way I don't play IV, so my opinion isn't valid by default.
So I got fightcade working and played third strike and alpha. Didn't know they arcade ports thought it would be the console versions. Had fun wish there was a training mode so I could practice combos and moves. I'm not sure yet which one of them feels closer to V.

I might be on later tonight depending on my university workload after I get off of work. I can help you learn some of the basics-intermediate stuff when I get a chance. That way you won't have to deal with punishment from the players.

Met some toxic asshat in the Super Turbo room the other day who won with Classic Sagat then had the nerve to talk shit and put me on ignore. Those guys are the worst.

which alpha? i'm in the middle of a move but i'd be down to get a little FightCade group going and get some matches in soon. let me know

I'm in. I need to participate in the OT more however. Look for Young Anti whenever you get a chance.
 
which alpha? i'm in the middle of a move but i'd be down to get a little FightCade group going and get some matches in soon. let me know
Alpha 3. But I really stink at it and it was my first time playing both. The air blocking really threw me off lol. I need to read up on that version some more. Between alpha 3 and third strike which do you guys feel is a good warm up for V?
Either way I don't play IV, so my opinion isn't valid by default.


I might be on later tonight depending on my university workload after I get off of work. I can help you learn some of the basics-intermediate stuff when I get a chance. That way you won't have to deal with punishment from the players.

Met some toxic asshat in the Super Turbo room the other day who won with Classic Sagat then had the nerve to talk shit and put me on ignore. Those guys are the worst.



I'm in. I need to participate in the OT more however. Look for Young Anti whenever you get a chance.
Ok cool :)
 
OP Would you mind if I borrowed some of your images to make my Street Fighter V app?

This is it so far: https://play.google.com/store/apps/details?id=com.code.mufausa.sfvmoveslist

I haven't seen IntelliHeath post in here in a sec. Might wanna send a PM.

Alpha 3. But I really stink at it and it was my first time playing both. The air blocking really threw me off lol. I need to read up on that version some more. Between alpha 3 and third strike which do you guys feel is a good warm up for V?

I'd say 3rd for a couple of reasons
-No Air Block
-No Guard Gauge
-Stun Meter (Stun Combos will become the end all meta mark my words)

But Alpha 3 still has some things to offer.
-No Proximity
-The Alpha Characters are there
-V-ism activation in regards to counter
-Some other shit I haven't considered.
 
Alpha 3. But I really stink at it and it was my first time playing both. The air blocking really threw me off lol. I need to read up on that version some more. Between alpha 3 and third strike which do you guys feel is a good warm up for V?

Not gunna lie to you. Super Turbo is the one to go with. SFV takes a lot from that game.
 
I might be on later tonight depending on my university workload after I get off of work. I can help you learn some of the basics-intermediate stuff when I get a chance. That way you won't have to deal with punishment from the players.

Met some toxic asshat in the Super Turbo room the other day who won with Classic Sagat then had the nerve to talk shit and put me on ignore. Those guys are the worst..

EU player here so depending on where you are I can play too. According to pof, a ping of 150 is the threshold for playable.

Toxic asshats are present everywhere better just shrug it off and not wasting time on thinking about it. In case of O.Gat you might want to learn Boxer, since he can demolish him pretty well.

Personally I prefer Alpha 2 over 3, because there is no v-ism shenanigans. Too bad it lacks players :(.
 
I haven't seen IntelliHeath post in here in a sec. Might wanna send a PM.



I'd say 3rd for a couple of reasons
-No Air Block
-No Guard Gauge
-Stun Meter (Stun Combos will become the end all meta mark my words)

But Alpha 3 still has some things to offer.
-No Proximity
-The Alpha Characters are there
-V-ism activation in regards to counter
-Some other shit I haven't considered.
Yeah one of the reasons I got it was to try mika and Nash even though he's no longer a charge character.But 3rd strike has Alex who I'm also interested in. Ah decisions lol
Not gunna lie to you. Super Turbo is the one to go with. SFV takes a lot from that game.
Interesting I may look at that as well
 
Toxic asshats are present everywhere better just shrug it off and not wasting time on thinking about it. In case of O.Gat you might want to learn Boxer, since he can demolish him pretty well.

I know but I'm still a bit salty, especially considering I never spoke with this person. He just hit ignore then dissed me in that order. Like I can put up a good fight with Claw but I struggle like hell in ST overall. So I really want to get better.

But I can definitely play against EU players. If I can withstand the lag of a Pakistani player it's all good. lol Yesterday's battle against this guy's Cody/Ken was ridiculous with all the netcode corrections due to lag.
 
I'd actually not recommend any conventional classic 2d Capcom fighter after playing a ton of SF5.

I made several initial comparisons of early SF5 builds to SF3: New Generation and Super Turbo. And while there is concepts and mechanics that are similar, the actual feel of the game comes much closer to something like Street Fighter 4/Omega mode.

The game is made by Dimps and it absolutely retains the feel of a Dimps style fighter. Playing any SF will make you feel better about playing SF5. But the hitbox collisions, hitstun & blockstun all behave like a 2.5d game. Street Fighter 5 really plays like Street Fighter 4, with way less mechanics to use...or abuse.
 
Is it just me or does anyone else find the 2d background/stages to look better than what we have today?
I'd actually not recommend any conventional classic 2d Capcom fighter after playing a ton of SF5.

I made several initial comparisons of early SF5 builds to SF3: New Generation and Super Turbo. And while there is concepts and mechanics that are similar, the actual feel of the game comes much closer to something like Street Fighter 4/Omega mode.

The game is made by Dimps and it absolutely retains the feel of a Dimps style fighter. Playing any SF will make you feel better about playing SF5. But the hitbox collisions, hitstun & blockstun all behave like a 2.5d game. Street Fighter 5 really plays like Street Fighter 4, with way less mechanics to use...or abuse.
Thanks for this max!
 
Really?? Elaborate.

I'd say ST is good for fundamentals, due to the lack of multiple gameplay systems and being very basic.

Eventually, there is no definitive answer. I'd just recommend working on fundamentals and basic logical thinking on how to approach new games. Getting into a new game without preconceptions would be the most optimal state.
I saw a lot of people carrying over the bad habit of trying to link llghts into mediums, which is something you'd need to shake off.
 
"3d fighters certainly have issues with depth and scale. Sadly, this comes down to artistic prowess, and not as much graphical horsepower. It's kind of odd that 2d stages have more depth that current 3d ones."


ArcSys is much better at capturing the same kind of skewed perspectives that 2D fighters have in their backgrounds. I'm sure Capcom could manage if they tried, but....
 
"3d fighters certainly have issues with depth and scale. Sadly, this comes down to artistic prowess, and not as much graphical horsepower. It's kind of odd that 2d stages have more depth that current 3d ones."


ArcSys is much better at capturing the same kind of skewed perspectives that 2D fighters have in their backgrounds. I'm sure Capcom could manage if they tried, but....

True. Daiskue and crew are the gods of creating 2d with 3d.
 
Street Fighter 5 really plays like Street Fighter 4, with way less mechanics to use...or abuse.

This mirrors my thoughts as well. Like a more "pure"/"honest" version of SF4. This also explains why some, like Infiltration and Sanford, find the game a little stale.

People who disliked the way SF4 feels but love this game are going to be singing a different tune in a few months I feel. Especially when the honeymoon of thinking they're hot shit because of the under-developed noobs swarming the beta wears off.

I'm down, though.
 
3d fighters certainly have issues with depth and scale. Sadly, this comes down to artistic prowess, and not as much graphical horsepower. It's kind of odd that 2d stages have more depth that current 3d ones.

I totally agree, for example most of Samurai Shodown backgrounds (specially IV, man, was that game bleak and dark) are empty but they create a very strong impression on you. On the other hand, Soul Calibur backgrounds are mostly equally empty but they do nothing for the player (at least for me).

In the depth department I think it's a "limitation" of 3D, I mean, a 2D background is a static image with some frames of animation and "that's it" (I know it implies a lot of work), in 3D you need to model a lot of shit, animate every object and plan the camera movements. For example the SFIV backgrounds are way bigger than they appear and there are a lot of hidden objects and animations (I remember a video showing that), I guess that takes a lot of work. To create a very complex multi-layered stage you would need to dedicate a lot of resources.
 
Doesn't seem all that less to me.

SFV may not have FADC but it has V-Skills and V-Triggers.

It may not have invincibility on back dash but it does have alpha counters.

Aside from that it still has all the usual ex moves, supers etc. Not to mention that new Crush Counter mechanic, normals doing white health damage, no chip death outside of supers etc.
 
I'd actually not recommend any conventional classic 2d Capcom fighter after playing a ton of SF5.

I made several initial comparisons of early SF5 builds to SF3: New Generation and Super Turbo. And while there is concepts and mechanics that are similar, the actual feel of the game comes much closer to something like Street Fighter 4/Omega mode.

The game is made by Dimps and it absolutely retains the feel of a Dimps style fighter. Playing any SF will make you feel better about playing SF5. But the hitbox collisions, hitstun & blockstun all behave like a 2.5d game. Street Fighter 5 really plays like Street Fighter 4, with way less mechanics to use...or abuse.

Alright, that's not bad since I actually kinda like Omega, but a little sad to know that it is indeed a Dimps style fighter to an extent. Does it feel as "off" as SFIV? Or are there some improvements to the feel of control?
 
Neither would I. The correct word would be "fewer"
lol

Seriously though, it's not really a matter of numbers. The biggest difference between SF4 and 5 is Focus and FADCs plus its variations, but it's not like SF5 has this void where those mechanics should be. V-Trigger activation serves a similar, situational purpose as FADCs, we have Alpha and Fatal Counters now plus character specific mechanics. It more or less evens out if we just talk about the amount of mechanics.
 
I totally agree, for example most of Samurai Shodown backgrounds (specially IV, man, was that game bleak and dark) are empty but they create a very strong impression on you. On the other hand, Soul Calibur backgrounds are mostly equally empty but they do nothing for the player (at least for me).

In the depth department I think it's a "limitation" of 3D, I mean, a 2D background is a static image with some frames of animation and "that's it" (I know it implies a lot of work), in 3D you need to model a lot of shit, animate every object and plan the camera movements. For example the SFIV backgrounds are way bigger than they appear and there are a lot of hidden objects and animations (I remember a video showing that), I guess that takes a lot of work. To create a very complex multi-layered stage you would need to dedicate a lot of resources.

Agreed. Most 3d stages feel to empty, while others feel to full to the point of them just throwing things all over the place. SF5 feels like they keep throwing a ton of visual information everywhere just so it doesn't feel empty. Birds, exploding signs, cars, people, sheep, etc. It's not bad per say, it's just much different.

Only decent example I can currently think of is TJ Combo's stage in KI 2014.

Alright, that's not bad since I actually kinda like Omega, but a little sad to know that it is indeed a Dimps style fighter to an extent. Does it feel as "off" as SFIV? Or are there some improvements to the feel of control?

From the E3 build, to the Beta(which might be the same build), SF5 does have a very heavy and clunky feel. This is mostly due to extreeeeeeeme amounts of hitstop/blockstun, but you get used to it. However, I played some matches of Super Turbo with a friend while waiting for the SF5 beta to come online, and ST comes across as feeling about 50% faster.
 
Doesn't seem all that less to me.

SFV may not have FADC but it has V-Skills and V-Triggers.

It may not have invincibility on back dash but it does have alpha counters.

Aside from that it still has all the usual ex moves, supers etc. Not to mention that new Crush Counter mechanic, normals doing white health damage, no chip death outside of supers etc.
Even if it turns out more simple, there are still playstyles and match-ups. The constant (maybe) inflow of new characters will keep that part interesting for a long time.
 
Sfiv and sfv stages are very forgetable i feel, when you see them you don't think "omg serious shit is about to go down in this place" or even just "what a beautiful scenery".
Almost every stage having something very silly or badly drawn and animated compared to the fighters doesn's help either.
I think this is part of the reason why people didn't care and picked the training stage so often (the other part being ofcourse that people are using the squares for spacing and the suspicions for less lag).
Some alpha stages where really nice, the xrd stages are also very beautiful and full of atmosphere.
It is a shame because the character models and the animations look amazing in sfv.
 
From the E3 build, to the Beta(which might be the same build), SF5 does have a very heavy and clunky feel. This is mostly due to extreeeeeeeme amounts of hitstop/blockstun, but you get used to it. However, I played some matches of Super Turbo with a friend while waiting for the SF5 beta to come online, and ST comes across as feeling about 50% faster.

UGGGGGHHHH This is killing my hype a little. =___=

But then again, recent builds kinda made it look like they've made appropriate changes to the gameplay recently so that might be worth considering, with the nnew characters, counter hit properties, and whatnot.

Random thought, why doesn't Capcom emphasize on gamespeed anymore? Is that because of Dimps development?

Despite that I'm still interested and plan on pre-ordering V for the PC Beta as soon as possible.
 
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