Street Fighter V Beta IV Thread: Jan 30-31

I know, but I figured, "ok I can't be that 1-dimentional" so I'm trying to use s.lk, st.mk st.mp, and of course any chance i get to land a HP because good things happen after that with Ken.

st.mk is actually pretty good, a nice frame trap if you whiff, it knocks people out of the air if they are trying to jump, and of course you can hit confirm the second hit into nice damage. But yeah, as far as safely applying pressure and being able to seamlessly move in and out of defense, c.mp is Ken's BUTTON. OMG, one match I literally just blocked, c.mp, and dash back n'forth with different variations of the same button mixed with lights. Super, solid button!

I hope he gets a little boost in 2 weeks, but can't wait to get my hands back on Ken. I heard Momochi canceled his step kick into V-trigger-SRK-Super -_- and after sweep, you can do a RH for timing, then a mk Tatsu that will cross up/juggle and you follow up with a HP.DP -_-

Guys, let me see these things during the beta next time!! lol...I can't wait 2 weeks man, I needz MOAR
I just want Ken to get some of his combos back from beta 2 and I will be fine. It seems they are insistant on Ken having to spend meter to get good damage, like giving you the option for mk tatsu xx ex srk. I want my HP xx v-skill xx s.lp back. And HP xx v-skill xx back s.Mp in v-trigger.... Also those corner ex fireball combos and the lp srk to hp srk.
 
Final thoughts on the beta

-Fucking love it. I'm more excited than ever to play Street Fighter.

-Hadn't played since beta 1 (after it worked), and the game has only seemed to get better.

-Nash is my jam.

-Netcode is far better than SFIV and actually pretty impressive, maybe the best online fighting game I've played when it works. But when it lags, it lags bad.

-Matchmaking seemed to work well.

-Every character I played was fun and interesting. Highlights being Nash of course, Gief, Rashid, and Laura.

-The next 16 days are going to be excruciating.
 
I never thought Birdie would be my main when I first started playing the betas, but made it to just over 1k with him. Can't wait until release.
 
This beta was a success, I only hope that Capcom keeps improving the netcode.
Despite SFV being at such an early stage I can see the community moving away from 4. The game is like a mix of Street Fighter 3 and Alpha 2.
 
I just want Ken to get some of his combos back from beta 2 and I will be fine. It seems they are insistant on Ken having to spend meter to get good damage, like giving you the option for mk tatsu xx ex srk. I want my HP xx v-skill xx s.lp back. And HP xx v-skill xx back s.Mp in v-trigger.... Also those corner ex fireball combos and the lp srk to hp srk.

I didn't play him in previous betas but I found him fine.

Removing the combo extensions from v-skill make sense, since that's the point of his v-trigger. I mean he does a shit ton of damage, I don't know really why he'd need more combo extensions from his v-skill.
 
I think the most important thing for me to do at launch is play every character. All of my recent losses were just because I don't know what I can or can't punish. Common sense only takes you so far as I learned against a Ken earlier.
 
Damn. Missed the beta. Guess it's safe to delete it now, right? They didn't say they were gonna do another one between now and launch did they?

It's only a little over 2 weeks anyway.
 
Aww man I just got home from work and was looking forward to getting some more time in with the beta. :( Somebody's got some 'splainin to do
LLShC.gif
 
I just want Ken to get some of his combos back from beta 2 and I will be fine. It seems they are insistant on Ken having to spend meter to get good damage, like giving you the option for mk tatsu xx ex srk. I want my HP xx v-skill xx s.lp back. And HP xx v-skill xx back s.Mp in v-trigger.... Also those corner ex fireball combos and the lp srk to hp srk.
Seems they want his damage and fancy stuff to come from V-trigger mode, and he is arguably one of the better characters in the game in that state. But yeah, I would really like to not have to get beat up to play as the superior Ken lol Maybe make his step kick a little safer on block so on hit isn't the only way to earn meter for V-trigger.

Looks like we're gonna have to live with HP xx lk Tatsu instead of being able to throw a lp in there. But on CC it's friggin God-like anyway. In fact, just about all of Ken's CC are potentially round enders. it's not low skill level tech, but some of the stuff Momochi was doing was awe inspiring. Ken's potential is still high, he just doesn't have super useful buttons like Chun and Bison.

https://www.youtube.com/watch?v=YUxXMxXdsyQ&feature=youtu.be

Still going to be hard not having that Ken tho! -_-
 
I was hoping they would free fang towards the end. Guess they're staying silent on him.

First time a beta has gone without maintenance. Let's hope the servers don't shit the bed on launch day.
 
So excited. Ended up with about 1500lp with my Chun. She's good stuff in this game :D. Will definitely be back on Feb 16
 
Final thoughts on the beta

-Fucking love it. I'm more excited than ever to play Street Fighter.

-Hadn't played since beta 1 (after it worked), and the game has only seemed to get better.

-Nash is my jam.

-Netcode is far better than SFIV and actually pretty impressive, maybe the best online fighting game I've played when it works. But when it lags, it lags bad.

-Matchmaking seemed to work well.

-Every character I played was fun and interesting. Highlights being Nash of course, Gief, Rashid, and Laura.

-The next 16 days are going to be excruciating.
Have you played Skullgirls online? Because it's netcode takes a big dump on this game.
 
Too bad it's done. I had just started getting into Zangief. He's still no Hugo, and the air 360 is a little goofy and nowhere near as cool as Shootdown Backbreaker, but I can see myself using him for sure.
 
His name was Mike_Ross. It may or may not have been him. I'll just assume it was, because playing against known players is cool.
Sorry to be the bearer of bad news, but it couldn't be Mike as he was in Vegas for a SFV event. He and Combofiend were playing and talking to people about the game.
 
I really hope they continue to make some adjustments to characters at the moment. I feel like nobody is bad but some characters are way too OP.
 
I had fun with it! I dIdn't play the earlier betas and haven't really played Sreet Fighter since the SNES, so I mostly got owned. But I got slightly better over the past couple of days and one some matches this evening with Cammy.

I also took the plunge and pre-ordered the TE-S+ stick. It will be my first fight stick. Looking forward to learning it with this and MKX.
 
Right there with you. Didn't really care about SF5 -> R. Mika announcement video and early match footage of her gets me really hyped to play her -> Finally get to play Mika in beta 2 -> Don't like playing Mika nearly as much as I expected to -> Beta 3 starts without Mika available, so I am forced to try out Birdie -> Fall head over heels in love with Birdie and get super excited to play SF5 after a ~12 year retirement from competitive Street Fighter.

Haha, welcome back then. Hopefully Birdie stays great = w=

Have you played Skullgirls online? Because it's netcode takes a big dump on this game.

Skullgirls netcode is crazy great
 
I really hope they continue to make some adjustments to characters at the moment. I feel like nobody is bad but some characters are way too OP.

Lets see how long it takes capcom to break the promise of buffing characters to complete with top tiers instead of nerfing good characters.
 
Lets see how long it takes capcom to break the promise of buffing characters to complete with top tiers instead of nerfing good characters.

Seriously, I just feel like too many characters have moves that are way too safe when they should be punishable, Ken and Cammy I'm looking at you.
 
After playing for most of the day I've finally decided on my main. Going with Bison, because I always rep charge characters, and because he's really fun to play with.
 
Lets see how long it takes capcom to break the promise of buffing characters to complete with top tiers instead of nerfing good characters.

I've rarely seen this done successfully in a game of any genre. Marvel Heroes comes to mind as one where they made a valiant effort which resulted in YEARS of constant character reworks.

Easier to hammer down one nail than pull up a bunch of them. But to be honest how many fighting games are even this balanced at launch? I can't think of any absolutely useless characters and I'm sure if I said 'nash is OP' there wouldn't be unanimous agreement.
 
I'm pretty much dead set on using Karin. I feel like I have a tool to handle any situation, a fistful of reliable combos and setups, and she's just overall fun and freaking satisfying to destroy lifebars with.

I'll show you the divide in my math!
 
I've rarely seen this done successfully in a game of any genre. Marvel Heroes comes to mind as one where they made a valiant effort which resulted in YEARS of constant character reworks.

Easier to hammer down one nail than pull up a bunch of them. But to be honest how many fighting games are even this balanced at launch? I can't think of any absolutely useless characters and I'm sure if I said 'nash is OP' there wouldn't be unanimous agreement.

I agree. I don't think anyone in the roster is bad. I bitch and complain as much as the next guy about some things but in all honestly I'm not a fan of ruining anyone's fun. I think when the devs change a character and everyone who played them jumps ship, well then you did a shitty job with your rebalancing. I like the fact that there's a good crop of really strong characters right from the jump. Hopefully they didn't put the bat to anyone's knees for the actual release.
 
All other Dhalsim players I played other than arturo were awful, so that vid's not too surprising.

St.mp beats chun's b.hp at round start, the rest is just timing.
 
Or Arc System Works games.
Or Namco games.
Or KI.

Arc Sys games use input delay. Input delay in GGXrd = good luck, buddy.
No, thanks. Rollback, please.

As for Namco games, didn't Harada say they sorta fudged their online by adding artificial input lag OFFLINE?

Found it:
http://www.eventhubs.com/news/2015/...magic-tekken-7s-low-lag-techniques-explained/
Harada: For instance when the player hits the punch button or perform other actions, we put in a brief buffer period between the button press and when the punch move or action actually starts happening on-screen, as a measure to reduce the perception of lag.

Subsequently, if there is lag online, what the game can do in theory is to skip over certain frames or parts of the move's animation. In other words, in order to keep the amount of time elapsed -- between when the player hits a button and when the move actually hits -- consistent, the game makes adjustments to the move animations accordingly.

I don't think that would work for Street Fighter. Moves in Tekken and Soul Calibur have a lot more start up than moves in Street Fighter.

Never played KI. No Xbox and I use a Mac *shrug*
 
Yikes, there's so much broken shit in this game right now. But hey that's what every vanilla fighting game is like. We all know shit's gonna change.

That sim didn't do anything but feed into it..

If it was crushing low and medium/high pokes then that shit is broke. Didn't see him go for the low.
 
Yikes, there's so much broken shit in this game right now. But hey that's what every vanilla fighting game is like. We all know shit's gonna change.

It's a new game. People are gonna get wiped by dumb shit they don't know how to deal with sometimes and McLovin is a good player from what I know.

But yeah, b+hp is p good against Sim all the same.
 
Turn back around and stay over, say you were just kidding. You'll make her day.
But I don't want either of us to get too attached, it's supposed to be a friends with benefits thing lol. Anyway, beta is dead and it's going to be hard waiting for 2 more weeks :( I'll miss Nash.
 
Arc Sys games use input delay. Input delay in GGXrd = good luck, buddy.
No, thanks. Rollback, please.

As for Namco games, didn't Harada say they sorta fudged their online by adding artificial input lag OFFLINE?

Found it:
http://www.eventhubs.com/news/2015/...magic-tekken-7s-low-lag-techniques-explained/


I don't think that would work for Street Fighter. Moves in Tekken and Soul Calibur have a lot more start up than moves in Street Fighter.

Never played KI. No Xbox and I use a Mac *shrug*
Oh wow this is what exactly Smash 4 has a couple or so frame input buffer (developed by Namco). No wonder netcode feels good in that game, crazy...

Looks like we're gonna have to live with HP xx lk Tatsu instead of being able to throw a lp in there. But on CC it's friggin God-like anyway. In fact, just about all of Ken's CC are potentially round enders. it's not low skill level tech, but some of the stuff Momochi was doing was awe inspiring. Ken's potential is still high, he just doesn't have super useful buttons like Chun and Bison.

Still going to be hard not having that Ken tho! -_-
Oh yah his CC confirms with v-skill are amazingly fun and addicting.. I go for them too much though which is my downfall. But yah the struggle is real against characters with good normals.
 
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