Street Fighter V Beta IV Thread: Jan 30-31

『Inaba Resident』;193300061 said:
FANG is not in the current beta build that received an update recently. and likely won't be playable. The WSO streams have had him on the character select in the build they use but they aren't allowed to pick him.

Damn.

Well as long as they got Ryu and Laura then I'm good.
 
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Wasn't able to play much of the other. I mained rose and I'm thinking Karin might be the best fit. Not sure tho.
 
Hmm. I might go out of my comfort zone and play everyone I wouldn't normally play this beta.
Good way to learn the matchup, even if it's just a basic grasp of their buttons and attacks. I hope to play Birdie, yet to try him.

Mike Ross' has got me interested in him.
 
I pre ordered last week through PSN. According to the site I won't receive a code, I'll just be able to download the beta. I can't find the client for download though. Does it show up only when the beta is up ?
 
I pre ordered last week through PSN. According to the site I won't receive a code, I'll just be able to download the beta. I can't find the client for download though. Does it show up only when the beta is up ?

US PSN? When I preordered mine I got the client a few days before the beta. But that was beta 1 so I don't know if it's different now. Might be worth asking a Capcom/Sony rep.
 
US PSN? When I preordered mine I got the client a few days before the beta. But that was beta 1 so I don't know if it's different now. Might be worth asking a Capcom/Sony rep.


I'm in Canada but yeah, NA PSN. Ill check frequently this week to see if it pops up.


Edit: I was just able to find it on the website. Remote downloading it to my ps4 now!
 
Some changes were posted on Shoryuken going into Beta 4.

Few chars:

(?) - Means he wasn't sure

Laura
Throw range increased - Combofiend saw my video? Lol
Forward Throw - Stun 150 -> 200
Back Throw - Stun 150 -> 170
V-Reversal - On block -3 -> -2
V-Skill - Counterhit now causes a spin knockdown (?)
5MP - Hitbox expanded downwards - Would've liked for it to be a bit more + on hit, but a good change tbh.
5HP - On hit +2 -> +3
5HK - Damage 80 -> 90
2MP - On block +1 -> +2
2HK - Damage 90 -> 100, on block -8 -> -12
Thunder Clap (All) - Hurtbox now moves backwards during startup
Critical Art - +10 damage on one hit, Now fully invincible through active frames (previously lost invincibility same frame it became active)

Chun Li
Throw Range reduced
Forward throw - Damage 130 -> 120, Stun 150 -> 170
Back Throw - Damage 130 -> 140, stun 150 -> 200
5HP - Hitbox reduced (less likely to hit lower profile hurtboxes)
5MK - Lowerbody and leg hurtbox nerfed (hitbox no longer passes hurtbox)
2MP - On hit -2 -> -3
2MK - active frames 3F -> 2F, hurtbox (and throw hurtbox) increased in width during startup.
2HK - damage 90 -> 100
Yokusen - On counterhit +4 -> +5, lower body hurtbox added during 9~20F (less likely to low crush)
3HK - on hit +6 -> +4, on block +2 -> 0, hitbox size reduced
4HP - Lower body hurtbox expanded during active frames
VT 2LK - CH +4 -> +5
VT Tenku - CH +2 -> +4
LK Lightning Legs - Some change to active frames / frame advantage
Critical Art - Chip damage change (?)

Ken
Neutral jump height reduced (frame changed too?)
Forward Throw - Stun 150 -> 170
Back Throw - 150 -> 200
5MP - On hit +2 -> +3, lowerbody hurtbox expanded during startup
5HP - On block -4 -> -3F
2MP - On block +2 -> +1
2HK - Damage 90 -> 100, hitbox expanded forward, hurtbox expanded forward 7~8F
4MK - On block -6 -> -4
Target Combo (4HP) - On block -7 -> -13
V-Skill(?) - Damage 90 -> 70, on block -6 -> -7
V-Reversal - Damage 60 -> 40, On block 0 -> -2
V Trigger MK Tatsu - 50 Perhit -> 40
V Trigger Shoryukens (all versions) - forward movement reduced (?)
V Trigger Hadoken - Recovery increased 1F(?)
HP Shoryuken - Hitbox reduced in height on 6F, Hurtbox increased in size 6F~ (no longer passes hurtbox )
EX Shoryuken - Forward movement reduced (?), Juggle potential changed (?)
MK Tatsu - 40 damage -> 30 damage, 80 stun -> 50, first hit hitbox expanded forward, juggle potential changed (?)
EX Air Tatsu - Now causes proximity block
Critical Art - Damage 120 -> 130 (not sure which hit. last maybe?), First hit on block -16 -> -19, Juggle potential changed (?)

Ryu
Backwards Walk speed - 0.034 -> 0.032
Forward Throw - Damage 110 -> 120, Stun 150 -> 170
Back Throw - Damage 130 -> 140, Stun 150 -> 200
V-Reversal - On block -3 -> -2
5HP - On block -2 -> -1, hitbox expanded upwards
5MK - Hurtbox expanded forwards during startup, hitbox reduced in width
5HK - Damage 80 -> 90, no longer causes proximity blocking during recovery
2MP - hurtbox during active frames expanded slightly upwards, lower body reduced. Hitbox lower portion reduced, less likely to hit lower positioned moves. Hurtbox during recovery reduced in size and retracts sooner
2HP - Damage 60 -> 70 (later frames)
2MK - On hit 0 -> +1, on block -4 -> -3
2HK - Damage 90 -> 100
6MP - On block -7 -> -5 (?) (Old frame data says -6 originally), 2nd hitbox reduced downward in height, hitbox on 2nd active frame of 2nd hit reduced in width (less reach) hurtbox on 2nd hit reduced forward on first active frame, hurtbox during recovery remains extended longer
6HP - Hit/Block stun changed on first hit (?), lower body hurtbox added during early startup frames
TC5HK - Juggle mechanics changed (?)
8MK - Hitbox moved upward (Maybe makes crossups more difficult? Seems to overlap pushbox more now)
8HK - Hitbox reduced in height
Fireball (All) - Lowerbody hurtbox expanded during recovery frames, Arm hurtbox expanded in height and very slightly reduced in width during active recovery frames
LK Tatsu - Juggle mechanics changed (Looks like it might be able to juggle after now?) - ex DP after LK Tatsu back?

Nash
Forward Throw - Stun 150 -> 170
Back Throw - Stun 150 -> 200
V-Skill - Damage 50 -> 60, Stun 70 -> 100, Juggle potential added (?) - This sounds cool, I didn't try it out in the stress test though.
Sonic Move (air) - Invincibility increased 2F, Position he appears changed (?)
5HP - Damage 80 -> 90
2MP - lower body hurtbox expanded
2MK - hurtbox takes longer to retract during recovery
2HK - Damage 80 -> 90, recovery 22 -> 23, on block -10 -> -12
8HP - Hurtbox expanded downward
4MK - Hurtbox expanded 1F before active
Overhead target combo removed (?) - Didn't even know that was a TC
Something with somersault DP, looks like it was removed (?)
HP Sonic Boom - Hurtbox positions altered during 3~15F

Overall it seems like they're still tinkering with how much damage/stun regular throws should do. They've buffed everyone's fwd or back throw to 200 Stun.
 
Is Gief's Fierce Command throw range still bad on large characters like Zangief and Birdie?

Because this

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Worse than Laura's grab range imo.
 
If anyone has a steam beta key I'll take it if there aren't any other people who didn't preorder. I've been playing on ps4 but I'm curious how well my PC handles things. I also had 2 beta keys left in ps4 but I've just realized they didn't come through PSN messages and I only photographed the one I gave to a friend , if they're still there in the updated beta this weekend I can share them first come first serve. Sorry for not clarifying that earlier , it's my own dumb fault there.
 
Isn't the beta 3 days long?

The email from Playstation JP tells me it starts on Friday 29 15:00 and ends Sunday 31 23:59 JST.

Anyway I hope they'll add support for Playstation sticks on the PC version this time.
 
Vframes is being developed by my friend AndyG and some members of his team. He's working to make it as accurate as possible. Once the game goes live, it will be updated with frame data.
 
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