Street Fighter V Beta 2 Thread: Welcome, future 21007s! Now on PC!

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There is a heavy blur effect that can't be turned off. I wish it gone!

Apparently that's related to vsync or something, and messing with that is a no no for online matches.

You mean the motion blur when characters throw punches, jump, etc? Or just blurry screen? The former is adjustable by the post processing setting, the latter is the resolution scale, anything below 100 means it will downscale from the resolution the game is running.

I finally caved in an bought the game. If the stutter continues I'll have to be content with offline play/story mode, LOL.
 
Only time will tell but don't expect any miracles.
Did you try to turn down the settings?
Anti aliasing and post processing are impacting performance and I personally turned down and got better performance on my little brothers prebuild pc.
Yeah, performance is actually fine on my PC, but no matter the settings, 1080p + Chun's Ultra + Forgotten Waterfall = slowdown. So I'm okay with higher settings at 900p.

BTW the blurry effect is probably the anti aliasing, it's super strong in this game and it looks quite bad in high IMO.
 
Why would disabling vsync affect online matches?

IIRC, it's something with the timing? I don't remember. Might actually be offline too.

You mean the motion blur when characters throw punches, jump, etc? Or just blurry screen? The former is adjustable by the post processing setting, the latter is the resolution scale, anything below 100 means it will downscale from the resolution the game is running.

I finally caved in an bought the game. If the stutter continues I'll have to be content with offline play/story mode, LOL.

I'll fuck with the post processing settings. What else does that mess with besides the blur?

And the latter is something I don't use. Barely seems to help.

My biggest issue comes from the longer I play the game, the worse it runs. But that could be a myriad of factors with the beta.
 
IIRC, it's something with the timing? I don't remember. Might actually be offline too.



I'll fuck with the post processing settings. What else does that mess with besides the blur?

And the latter is something I don't use. Barely seems to help.

My biggest issue comes from the longer I play the game, the worse it runs. But that could be a myriad of factors with the beta.

Honestly, I don't know if it drops other effects. Setting it to medium turns the motion blur off.
 
Gief is weird in this. Right now lariat is super trash, even as a deep AA. His c.hp, you have to do very early. Not sure if you can even rely on his f.hp as one.

Spd range is farther than sf4, don't think it's quite CFJ range though.

Sim is nice. His movement and animation is hard to read. Oh yeah, his super disappears if he gets hit.
 
Gief is weird in this. Right now lariat is super trash, even as a deep AA. His c.hp, you have to do very early. Not sure if you can even rely on his f.hp as one.

Spd range is farther than sf4, don't think it's quite CFJ range though.

Sim is nice. His movement and animation is hard to read. Oh yeah, his super disappears if he gets hit.
But cr.lp cr.lp xx ex spd guy
 
Was watching the crush counter compilation vid posted recently on SRK, and I'm really wondering what the point of Chun's crush counters are...
 
Was watching the crush counter compilation vid posted recently on SRK, and I'm really wondering what the point of Chun's crush counters are...

For serious hurting people who mash buttons or miss reversals?

Her b+HP is plus on block, has a nice hit box, and it's great for frame trapping people.

Chun's normals in general are among the best in the game right now.
 
For serious hurting people who mash buttons or miss reversals?

Her b+HP is plus on block, has a nice hit box, and it's great for frame trapping people.

Chun's normals in general are among the best in the game right now.
You can get a sweep off b+HP, at least in Beta 2.

The Crush Counters seem to be designed primarily to let you blow V-Trigger if you see one hit.
 
For serious hurting people who mash buttons or miss reversals?

Her b+HP is plus on block, has a nice hit box, and it's great for frame trapping people.

Chun's normals in general are among the best in the game right now.

Her combos off her crush counters kinda suck though. Like if you're looking to punish a blocked/whiffed DP, you're probably better off doing a non-crush counter punish. Her b.HP was probably better before it was a crush counter.
 
Young Ken and Ryu look nice. Hopefully they are selectable alts in the final game, unlockable at least. I really like the inclusion of a tutorial like this.
 
randomly trying the game after update, i'm in the tutorial now lol
edit: can't login after tutorial, i guess it's because servers aren't up
 
Im not a fan of the... hairworms

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So to everyone who has put in some serious time in SFV beta, how approachable do you think this game will be to someone with little SF experience? I'm sure the learning curve is fairly steep, but I've always been interested in fighting games and would love to get into one on the ground floor.
 
So to everyone who has put in some serious time in SFV beta, how approachable do you think this game will be to someone with little SF experience? I'm sure the learning curve is fairly steep, but I've always been interested in fighting games and would love to get into one on the ground floor.

Very approachable by beginners. It's a type of game that relies more on basic stuff instead of high level tools.

The execution isn't that hard and you should go far if you can learn the basics like zoning, spacing and others. I would recommend picking up SF2, it would give you a course on the basics and you would adapt yourself quite fast to SF V.
 
So to everyone who has put in some serious time in SFV beta, how approachable do you think this game will be to someone with little SF experience? I'm sure the learning curve is fairly steep, but I've always been interested in fighting games and would love to get into one on the ground floor.

They made a big effort to reduce complexity of controls, ie. make links easier, change inputs for certain moves, etc. You'll still need to know how to do the standard stuff like fireballs and SRKs.

Facing people online will be a challenge though, lots of people get disheartened after a while. My opinion is to find others in the same boat and play player matches with them to build experience. Then taking it to ranked and seeing how you do.
 
Very approachable by beginners. It's a type of game that relies more on basic stuff instead of high level tools.

The execution isn't that hard and you should go far if you can learn the basics like zoning, spacing and others. I would recommend picking up SF2, it would give you a course on the basics and you would adapt yourself quite fast to SF V.

They made a big effort to reduce complexity of controls, ie. make links easier, change inputs for certain moves, etc. You'll still need to know how to do the standard stuff like fireballs and SRKs.

Facing people online will be a challenge though, lots of people get disheartened after a while. My opinion is to find others in the same boat and play player matches with them to build experience. Then taking it to ranked and seeing how you do.

Cool! Is Madcatz going to release an inexpensive stick like they did with SF4 (iirc)? I definitely want a stick, but don't want to drop $200 off the bat.
 
I wish the beta was back on and stays like that until a month before the game releases or something. Been playing SF4 online for the first time since a week before the beta and that shit is almost impossible to play now. T Hawk is such a broken character online.
 
I wish the beta was back on and stays like that until a month before the game releases or something. Been playing SF4 online for the first time since a week before the beta and that shit is almost impossible to play now. T Hawk is such a broken character online.

Yeah, getting tastes of gameplay changes and better netcode make going back to Ultra a depressing reminder until the next beta.
 
You can connect LL's, sweep or pretty much any normal after her b.HP CC. You can confirm into super too.

I'm saying if I block an SRK and either don't have to don't want to spend v-trigger, doing a crush counter to punish them will do less damage. With no meter, crush counter st.HK into st.HP or crush counter b.HP into cr.HK both do less damage than doing a standard cr.HP (1 hit), light legs, cr.LP, light SBK punish. For one bar, crush counter b.HP or st.HK into ex legs does less damage than just doing v-skill, stomps, ex air legs. Unless you're going to burn v-trigger, using super is the only case where using a crush counter to begin your punish combo makes sense.

You can also super off it or just vskill in to stomps.

You still need to v-trigger to get v-skill into stomps, no?
 
I'm saying if I block an SRK and either don't have to don't want to spend v-trigger, doing a crush counter to punish them will do less damage. With no meter, crush counter st.HK into st.HP or crush counter b.HP into cr.HK both do less damage than doing a standard cr.HP (1 hit), light legs, cr.LP, light SBK punish. For one bar, crush counter b.HP or st.HK into ex legs does less damage than just doing v-skill, stomps, ex air legs. Unless you're going to burn v-trigger, using super is the only case where using a crush counter to begin your punish combo makes sense.



You still need to v-trigger to get v-skill into stomps, no?
No.
 

No as in "you can do CC st.HK and/or b.HP and combo into v-skill without cancelling into v-trigger"?

edit: specifically, I'm asking when Chun's CCs are useful for punishes. So far it seems:
1) if you want to burn v-trigger mid-combo to get max damage.
2) if you're going to combo into super.

Otherwise, use other combos, right?
 
I never had any problems against T Hawk but when I go against one who's hurtbox disappears after getting up for a split second as well the condor dive after landing and mashes reversal in a combo string, fuck everything.

That's not broken mate. That's just you getting your ass handed on a silver platter, git gud.
 
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