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

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It would make sense that SFV feels more like SFIV Omega Mode, since they've flat out admitted Omega Mode was essentially a sandbox they were using for V's ideas. Haven't they?

I remember way earlier in this guessing game people were actively running games of Omega pretty much JUST to see what moves/characters might be viable based on how that game played.

(for what it's worth I thought Omega mode was pretty fun)
 
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.
Fighting game stages still have lots to offer if you play other fighters. Skullgirls, Blazblue and KOF have some nice stuff to look at.
 
I agree that a lot of SFIV and V stages are underwhelming, but to be fair, I think it has become much harder to make stages after the transition to 3D. Having to model a huge 3D environment seems much more challenging than with 2D sprite layers and perspective tricks since you actually have to model most or all of it. Also I assume the stage can take a much bigger toll on game performance, and can very much more widely from stage to stage since it all has to be rendered in 3D.

I do hope though, that Capcom finds a remedey for some of the choppy background animations in SFV.
 
I agree that a lot of SFIV and V stages are underwhelming, but to be fair, I think it has become much harder to make stages after the transition to 3D. Having to model a huge 3D environment seems much more challenging than with 2D sprite layers and perspective tricks since you actually have to model most or all of it. Also I assume the stage can take a much bigger toll on game performance, and can very much more widely from stage to stage since it all has to be rendered in 3D.

I do hope though, that Capcom finds a remedey for some of the choppy background animations in SFV.
I think the choppy background animations are intentional for the game to maintain a 60fps framerate.
 
I think the choppy background animations are intentional for the game to maintain a 60fps framerate.

Yeah, I assumed that to be that case, and that's fine if absolutely necessary, but still unfortunate.

I wonder if this would be remedied on PC?

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

It's 26% off at GMG. Probably the biggest discount you'll get pre-launch, and they said you should have beta keys in time. I'm getting it for PS4, but am tempted to get it there too just to play the beta on PC.
 
Fighting game stages still have lots to offer if you play other fighters. Skullgirls, Blazblue and KOF have some nice stuff to look at.

In terms of visuals

XII > XIII

It's 26% off at GMG. Probably the biggest discount you'll get pre-launch, and they said you should have beta keys in time. I'm getting it for PS4, but am tempted to get it there too just to play the beta on PC.

youtherealmvp.jpg


EDIT: Holup, it stills says $59.99.
 
I agree that a lot of SFIV and V stages are underwhelming, but to be fair, I think it has become much harder to make stages after the transition to 3D. Having to model a huge 3D environment seems much more challenging than with 2D sprite layers and perspective tricks since you actually have to model most or all of it. Also I assume the stage can take a much bigger toll on game performance, and can very much more widely from stage to stage since it all has to be rendered in 3D.

I do hope though, that Capcom finds a remedey for some of the choppy background animations in SFV.

There is only one solution for this. Do it like Forza 5 and add jpg of people. PogChamps and EvoMindBlown for everyone!
 
I think Xrd has awesome stages, and those are 3D.

Oh, also I hate proximity normals. It has nothing to do with being bad at games or whatever. I'm totally adjusted to them and can use them just fine, thank you.

For me, I hate not having full control over my character and having the computer select which attack I'm going to be doing.
 
I think the amount of 3D depth in the new SF V stages is what's making them labor intensive in terms of processing power. If you look at them, the depth goes pretty far back, which is really cool but probably taking up a lot of resources.
 
It would make sense that SFV feels more like SFIV Omega Mode, since they've flat out admitted Omega Mode was essentially a sandbox they were using for V's ideas. Haven't they?

I remember way earlier in this guessing game people were actively running games of Omega pretty much JUST to see what moves/characters might be viable based on how that game played.

(for what it's worth I thought Omega mode was pretty fun)

Stuff like the new input buffer are in Omega mode, except the buffer in SFV is two frames larger.

SFV feels heavier because of the input buffer, on top of the aesthetic differences. Stuff comes out if you graze the buttons. You need to be very deliberate with your inputs (Though not nearly to the extent of a game like MKX). You're going to find that it's easier to frame trap intermediate and new players.

These changes also remove a lot of the option-selects involving counterpokes, and completely obliterates OS tech. You'll find that there are still OS's to be had, like V-Reversal/Throw Tech, but most of the complex minutia of close range scrambles is out the window. No Momochi OS DP/Throw/Block/FADC/Everything.

The game is looking to be less about high-execution option-selects, and more about mid-range neutral game. I think intermediate players are going to get a lot of mileage in high-level play if they make certain rushdown options too braindead, as offense is very simple and very damaging in SFV. I should say that I really like what they're doing with SFV as a whole. It's accessible, it going to hold up better online and it's looking to favour footsies over anything right now.
 
It would make sense that SFV feels more like SFIV Omega Mode, since they've flat out admitted Omega Mode was essentially a sandbox they were using for V's ideas. Haven't they?

I remember way earlier in this guessing game people were actively running games of Omega pretty much JUST to see what moves/characters might be viable based on how that game played.

(for what it's worth I thought Omega mode was pretty fun)


Alright, I know some people said that they spotted some people's moves came from Omega Form. Which characters and what moves? I forget.

All I could remember is that Necalli = Omega T.Hawk.
 
I think Xrd has awesome stages, and those are 3D.

Oh, also I hate proximity normals. It has nothing to do with being bad at games or whatever. I'm totally adjusted to them and can use them just fine, thank you.

For me, I hate not having full control over my character and having the computer select which attack I'm going to be doing.

Are they so bad that they make "easy punishes bat shit hard" and create impossible to antiair crossups? Because if they aren't my point wasn't aimed at you.
 
"I think intermediate players are going to get a lot of mileage in high-level play if they make certain rushdown options too braindead, as offense is very simple and very damaging in SFV."


I'd argue to the contrary. Neutral play is the biggest difference between intermediate and advanced players. Being able to just grind muscle memory for some OSs and 50/50 setups shortens the gap. Neutral being the nuanced concept that it is makes difference in skill level that much more apparent.
 
The thing I typically hate from SFIV and SFV stages is that the people in the background look poorly made: poorly textured, too low poly, badly animated. I'd like to have more detailed people.

In addition to that, I'd add a bigger amount of people, to really feel that there is a crowd cheering, or at least to include more animated part. It improves the game feel, makes it feel full of life. Many times in recent games stages feel lifeless, too static and empty.
 
"I think intermediate players are going to get a lot of mileage in high-level play if they make certain rushdown options too braindead, as offense is very simple and very damaging in SFV."


I'd argue to the contrary. Neutral play is the biggest difference between intermediate and advanced players. Being able to just grind muscle memory for some OSs and 50/50 setups shortens the gap. Neutral being the nuanced concept that it is makes difference in skill level that much more apparent.

Totally can't argue with that. My only worry is that the dev team puts in a character that shits on the mid-range game a little too hard.
 
I think the amount of 3D depth in the new SF V stages is what's making them labor intensive in terms of processing power. If you look at them, the depth goes pretty far back, which is really cool but probably taking up a lot of resources.
This is also why tournaments stick to the Training Stage, to prevent any potential slow-down.
 
I got the game off Amazon that came with all DLC release on PC, alas it lacks some console costumes but otherwise game runs really well and the combo system is nice.

By playing it you get an idea of how they went about making SF5's combo system.



Are you talking about the PSP one or the PSOne game? Cuz the PSP one is based on the Naomi SFA3 release-
www.youtube.com/watch?v=l2iSJm3n3Dk

PSP ver. should be close to arcade quality, you can tell by playing as Gief and seeing his victory animation with Blanka, among other things.
SFA3 Max is the PSP version, which has extra characters compared to the arcade (both CPS2 or Naomi) or home console versions.
 
Isn't Carlos the spanish equivalent of Charles?
Yes, Carlos is Charles in Spanish. Charlie would be Carlitos in Spanish. But in Brazil they don't speak Spanish, they speak Brazilian Portuguese.

I'd bet Charles is Carlos in Brazilian Portuguese, and Charlie would be Carlinho.
 
I like the look of SFV's Brazil stage, but knowing Capcom they'll eventually fill it with low-poly people jumping around and acting like they're in a Buster Keaton flick.
 
Didn't a character get Oro's fireball in omega mode? I thought it was rose, but apparently not. Someone help me out here.
 
Is omega chun li similar to v? Or omega cammy?

No, Omega Chun is pretty weird and is completely different to her V version imo. Her EX lightning kicks has an extra kick at the end and her EX hazenshuu has extra hits in the beginning. Pretty bad imo. But on the plus side, she did have Yang's palms for fireball nullification, and a dive kick.

Vega looking fun in V.
 
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