Street Fighter V Beta 3 Thread: For when Star Wars is sold out.

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fundamentals like footsies are obviously very important in this game, just look at birdie, jab to headbutt to super deals like 40-50% of your health

Headbutt is punishable, so...yeah, you're right.

Only good confirms and whiff punishes are going to get you that 40+ percent.
 
Just add another jab for easier confirm, pretty sure it still deals tonnes of damage

Funny thing is, I bet a bunch of people are going to try and build meter with Birde all round when there are far better usages of his time. Like after a while, only casual players are gonna be caught with that shit.

During the second beta, that's all I'd do (because I'm a scrub lord), and got my ass reamed for trying to put in any work getting meter without using it and doing jabs all day. Plus, aren't you fucked if someone throws out a heavy before your light due to the priority system?
 
Funny thing is, I bet a bunch of people are going to try and build meter with Birde all round when there are far better usages of his time. Like after a while, only casual players are gonna be caught with that shit.

During the second beta, that's all I'd do (because I'm a scrub lord), and got my ass reamed for trying to put in any work getting meter without using it and doing jabs all day. Plus, aren't you fucked if someone throws out a heavy before your light due to the priority system?

Only matters if it was going to be a trade. One trade, stronger normals beat weaker normals, but if the light hits a frame sooner, it still wins. The priority system isn't as big of a deal as some make it out to be (it'll still have some impact though).
 
Only matters if it was going to be a trade. One trade, stronger normals beat weaker normals, but if the light hits a frame sooner, it still wins. The priority system isn't as big of a deal as some make it out to be (it'll still have some impact though).

If it dissuades people from mashing jab all the time it's a pretty big deal to me!! :-) But they'll still do it anyway won't they?? -(
 
Only matters if it was going to be a trade. One trade, stronger normals beat weaker normals, but if the light hits a frame sooner, it still wins. The priority system isn't as big of a deal as some make it out to be (it'll still have some impact though).

I don't believe it'll be a big game changer. But it will help with jab pressure. It's not like throwing out jabs all day is a good idea in this game without knowing why you are doing it or having a reason.
 
I posted this in the FGW thread, but since some posters here don't go there:

Question.

Overall how do you guys feel about SFV having a magic pixel? I spoke about it a bit on discord and in the beta thread.

It looks like there's a bit of gray health left over from attacks that would normally KO you. I'm not exactly sure how much extra health it is, but I've found it really noticeable.

That mixed in with higher scaling closer to death and no chip kills is pretty much your comeback factor also with V-Triggers.

Personally I never really cared for the magic pixel especially when used against me BabyRage. While it's not nearly as bad as Vanilla Marvel, it reminds me of how the last like 15 shots of Dante's super wouldn't kill even though they have no health :/.

It seems to promote offensive play (which is the direction the game has been going in) but I think it'll overall negatively affect a character like Dhalsim. Say you're in a situation where you already earned your last hit but it doesn't kill, fireballs won't chip kill them and you either don't have the meter for a CA or don't want to spend all your meter on a CA to end the round. So now you're in a position where you have to earn (again) that last hit. The opponent can just keep walking forward without fear of being chipped. Sim can't do a regular fireball trap because the opponent is no longer forced to jump out of the way of a fireball.

While this does promote the player with the life lead to continue playing solid and the losing opponent to never give up, it feels like a defensive character archetype like Dhalsim or (and potentially Guile depending on how he plays) is a bit negatively affected by this mechanic.
 
Can you elaborate on what causes a magic pixel a bit? ie,

It looks like there's a bit of gray health left over from attacks that would normally KO you. I'm not exactly sure how much extra health it is, but I've found it really noticeable.

I know chip damage won't kill you (outside of a CA) but where does this magic pixel come in?
 
Magic Pixel means you have a bit of health behind the life bar. So the life bar might look 100% empty, but you actually have 20 HP left or something.
 
Magic Pixel means you have a bit of health behind the life bar. So the life bar might look 100% empty, but you actually have 20 HP left or something.

I see, wouldn't a visual bug fix address this? It seems like while playing you just need to keep in mind everyone has a hair of health more than it looks like.

Or is there a design decision I'm still not getting?
 
No chip kills feel honest.

If you don't want to worry about your opponent making a come back make use of the ex meter/ super/vskill at the right time in your combos or hit confirms.

i.e I see Nash players do it often where a hit confirmed combo turns into a teleport chain or super for that extra damage finisher.

An example of saving your resources for the right time. If your opponent forced you to use meter or vreversal to escape, we'll darn, you just might of lost a great tool to close the match later on.

It forces everyone to make decisions about how and when they spend their meters.
 
No chip kills feel honest.

If you don't want to worry about your opponent making a come back make use of the ex meter/ super/vskill at the right time in your combos or hit confirms.

i.e I see Nash players do it often where a hit confirmed combo turns into a teleport chain or super for that extra damage finisher.

An example of saving your resources for the right time. If your opponent forced you to use meter or vreversal to escape, we'll darn, you just might of lost a great tool to close the match later on.
I am cool with no chip kills. However, I am concerned about Bison. He's the only character in the game with no overhead AND no command grab except for (maybe?) FANG. I thought Capcom's tradeoff was that he would have good pressure and chip to wear people down, but struggle at the end, but now he's bad at both...

This is my issue with it. It especially hurts a character like Dhalsim, I think.
Eh. I played Dormammu throughout vanilla Marvel, and that game had a magic pixel system (removed in Ultimate). You learn to account for it in your play, and you adjust your damage and gameplan as you adjust to the life bar. Ultimate actually threw me off by removing it, and I had to re-acclimate.

That said, I am really not a fan of variable damage based on remaining health %. That messes with my head all the time in Street Fighter.

I see, wouldn't a visual bug fix address this? It seems like while playing you just need to keep in mind everyone has a hair of health more than it looks like.

Or is there a design decision I'm still not getting?
It's not a bug, it's a design decision to create hype. "Oh man, he has no health left! Anything will kill him!"

I thought Capcom losing the magic pixel between Marvel updates was them learning that it's unnecessary, but I guess not...
 
Nobody seemed to mention it but they've done away with staying on whatever side you won the round on. Was in Beta 1-3, was taken out in this latest version.
 
Which makes me wonder if they're keeping stuff like the destructible walls on some stages. That could actually become your disadvantage if you switch sides later.
 
GAF help.

I'm broke as a joke due to saving up for a new home, but I tucked away some funds for next month for possibly a Fight Stick Alpha from MadCatz.

I have a old 360 TE that still has buttons and a stick I could, hopefully, put into the alpha.

Anyone know how hard this process is? I'm worried I'll pay 80 bucks, not be able to transfer correctly or at all, and have a $80.00 dust collector.
 
GAF help.

I'm broke as a joke due to saving up for a new home, but I tucked away some funds for next month for possibly a Fight Stick Alpha from MadCatz.

I have a old 360 TE that still has buttons and a stick I could, hopefully, put into the alpha.

Anyone know how hard this process is? I'm worried I'll pay 80 bucks, not be able to transfer correctly or at all, and have a $80.00 dust collector.

We don't know how hard it is, only that it's possible. Gummo mentioned that you have to crimp or solder the quick disconnects in the stick.

Markman says he's going to post some info about it after he's done playing the world warrior.

Eh. I played Dormammu throughout vanilla Marvel, and that game had a magic pixel system (removed in Ultimate). You learn to account for it in your play, and you adjust your damage and gameplan as you adjust to the life bar. Ultimate actually threw me off by removing it, and I had to re-acclimate.

That said, I am really not a fan of variable damage based on remaining health %. That messes with my head all the time in Street Fighter..

As a Chipp main, fuck variable damage based on health. Fuck it.

Fuck it.

No, really. Fuck it.
 
Played dhalsim a bit on 3 and that lost me like 2 matches, but then I started getting offensive and random just going for crossups to people who didn't want to anti air.

I know that won't work on launch but it's all I had.
 
Guys do we know if in the full game all stats, ranking, unlockables, currency, etc will be shared between the PC and PS4 versions if you have both? I'm in a situation where I may be switching between versions frequently.
 
Which makes me wonder if they're keeping stuff like the destructible walls on some stages. That could actually become your disadvantage if you switch sides later.

The broken walls don't expand stages. The left and right corners simply change when a wall comes down. It's completely visual with no impact on gameplay.
 
If it doesn't kill then you haven't earned the last hit.

Say if you're Dhalsim. The opponent seems to have 100HP left, you hit him with a st.HP which does 100 damage. This should KO him.

Oh but wait, there's now a bit of grey health that'll keep him alive for one more hit and now you have to re-earn your last hit and open them up again which can be difficult for Sim without chip kills

Wouldn't you say that you earned the kill with the first st.HP?.
 
Eh. I played Dormammu throughout vanilla Marvel, and that game had a magic pixel system (removed in Ultimate). You learn to account for it in your play, and you adjust your damage and gameplan as you adjust to the life bar. Ultimate actually threw me off by removing it, and I had to re-acclimate.

That said, I am really not a fan of variable damage based on remaining health %. That messes with my head all the time in Street Fighter.

Xrd makes SF's scaling looks tame.

Say if you're Dhalsim. The opponent seems to have 100HP left, you hit him with a st.HP which does 100 damage. This should KO him.

Oh but wait, there's now a bit of grey health that'll keep him alive for one more hit and now you have to re-earn your last hit and open them up again which can be difficult for Sim without chip kills

Wouldn't you say that you earned the kill with the first st.HP?.

Except that st. hp won't do 100 dmg cause of the scaling :p
 
The broken walls don't expand stages. The left and right corners simply change when a wall comes down. It's completely visual with no impact on gameplay.
Wait, really? Guess I got that wrong, since you literally get kicked through a wall on the Hong Kong stage.
 
Xrd makes SF's scaling looks tame.

Hitting someone with Sin's Beak Driver follow up 'I gotta hit something' (or something) and praying that they actually die from it when they have no health.

I just start mashing HS like plsplsplsplsplsplsplsplspls

Wait, really? Guess I got that wrong, since you literally get kicked through a wall on the Hong Kong stage.

In the first beta it seemed like the stage was extra long, I noticed on the newer builds that the bus on the right side moves up a lot closer so overall the stage is the same length.
 
Say if you're Dhalsim. The opponent seems to have 100HP left, you hit him with a st.HP which does 100 damage. This should KO him.

Oh but wait, there's now a bit of grey health that'll keep him alive for one more hit and now you have to re-earn your last hit and open them up again which can be difficult for Sim without chip kills

Wouldn't you say that you earned the kill with the first st.HP?.


I don't think you understand how 'magic pixel' works. You're not ACTUALLY getting more life than you should. It's just a graphical representation of less than whatever one 'blip' of life is. So let's say one 'blip' of health is 100, and you have a magic pixel you just have less than 100 health.

So in your example the person likely had 110 health or something but the graphical representation only shows 100 health.

In SF4 I believe the damage scaling is more severe at lower health but I think that only kicks in during combos. Raw hits don't scale more to the best of my knowledge which would mean a character like Sim doesn't really suffer badly from it.

Althought I suppose it's entirely possible that *I* don't understand how any of this works.
 
It seems to promote offensive play (which is the direction the game has been going in) but I think it'll overall negatively affect a character like Dhalsim. Say you're in a situation where you already earned your last hit but it doesn't kill, fireballs won't chip kill them and you either don't have the meter for a CA or don't want to spend all your meter on a CA to end the round. So now you're in a position where you have to earn (again) that last hit. The opponent can just keep walking forward without fear of being chipped. Sim can't do a regular fireball trap because the opponent is no longer forced to jump out of the way of a fireball.

This is my issue with it. It especially hurts a character like Dhalsim, I think.
It didn't really gimp Dhalsim's playstyle I found, partially because he's not combo-oriented enough for the magic pixel to kick into effect as much as it does with other characters and with his EX special move options being more valuable to his game plan than the Critical Art, low health damage scaling won't be as prevalent either. The magic pixel 'mechanic' also doesn't really undo his space control if he's already in a position to poke from afar, so eh.

Then again, I'm also quite bad at him in V currently in spite of having mained him for ages, so my word doesn't mean a whole lot until I wrap my head around his intricacies / match-ups.
 
SF4 has combo scaling and vitality scalling.

51-100% life, your attacks do full damage
16-50% life, your attacks do 90% damage
1-15% life, your attacks do 75% damage

I'm sure SFV has something similar.
 
I don't think you understand how 'magic pixel' works. You're not ACTUALLY getting more life than you should. It's just a graphical representation of less than whatever one 'blip' of life is. So let's say one 'blip' of health is 100, and you have a magic pixel you just have less than 100 health.

So in your example the person likely had 110 health or something but the graphical representation only shows 100 health.

In SF4 I believe the damage scaling is more severe at lower health but I think that only kicks in during combos. Raw hits don't scale more to the best of my knowledge which would mean a character like Sim doesn't really suffer badly from it.

Althought I suppose it's entirely possible that *I* don't understand how any of this works.

Yea I'm not totally sure how it all works either. For the example you might be right that they actually have 110 health but it looks like 100. You can actually see the smidgen of grey health on their life bar on an attack that normally should've killed them.

In SF4 raw attacks do still scale when the life is lower outside of combos.
 
Hitting someone with Sin's Beak Driver follow up 'I gotta hit something' (or something) and praying that they actually die from it when they have no health.

I just start mashing HS like plsplsplsplsplsplsplsplspls

It's specially bs cause there are different damage scaling values for different characters.
 
b) GGPO and 3D engines apparently causes a lot of resource issues due to the way GGPO is implemented.
No, that one is misinformation by devs that ought to find better excuses. Keep in mind the way it works is completely unrelated to graphics, only the game state. Rollback-based networking actually finds its origin in Quakeworld, which was as 3d as you can get.
 
No, that one is misinformation by devs that ought to find better excuses. Keep in mind the way it works is completely unrelated to graphics, only the game state. Rollback-based networking actually finds its origin in Quakeworld, which was as 3d as you can get.

Apparently there is a GGPO3 built specifically for 3D engines.
 
Yo that Mike Ross Combofiend team tourny was hype, Combofiend's Laura is ridiculous. Mike actually looks really good. SFV looks so much hyper than it did a month ago.
 
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