Street Fighter V Roster Discussion |Thread 2| Deal with it & place your hope for DLC

If they intend on keeping the game going for the length of the gen, I'm sure they'll work in graphical upgrades like KI is doing. KI got a resolution bump for S2 and they're redoing the lighting system for S3.

To be fair the Xbox one had several bigger (at least for consoles) updates which allowed to use more resources of the console (Kinect 2 reserved a big chunk and some other stuff). From laughable 720p to decent 900p.
 
SFV stuff doesn't start until another 7-8 hours. Before that is the SF2 and SF4 tournaments that Topanga had scheduled a while back. SFV launch party is after that.
 
To be fair the Xbox one had several bigger (at least for consoles) updates which allowed to use more resources of the console (Kinect 2 reserved a big chunk and some other stuff). From laughable 720p to decent 900p.
Oh that makes sense then.

If you look at the life of SF4 on PS3 it technically had graphical updates between vanilla and super. In vanilla on ps3 the resolution dynamically dropped to sub-720p for command grabs, cinematic ultras , and winposes. For super, it was always 720p.

I know that's a real stretch but hope springs eternal.
 
What are you referring to?

Available: February 16
This game will unlock in approximately 5 days and 17 hours


is

10am PST on Tuesday Feb 16th

Preordered at gamestop, asked about midnight launch, lady told me they actually open at 9pm because they have to be at the same time as EST folks.
 
Oh sweet! Yo that is awesome for west coast peeps getting to play at 9pm instead of starting at 12am

I'm curious if Steam will unlock at the same time then. If it doesn't that means PS4 owners get a 10-12 hour head start haha!
 
Very very short. It's quite nice actually, the padding between the fights is minimal, you get some absolutely gorgeous cutscenes with some beautiful art (God I'd buy the shit out of a 2D hand-drawn style SF game with that look) and there's no pre-match versus screen or results, just fighting and story. 2-3 one-round matches for each character.

What the. That's abysmally short. I feel like this game is on early access at this rate.
 
Very very short. It's quite nice actually, the padding between the fights is minimal, you get some absolutely gorgeous cutscenes with some beautiful art (God I'd buy the shit out of a 2D hand-drawn style SF game with that look) and there's no pre-match versus screen or results, just fighting and story. 2-3 one-round matches for each character.

I do not like unnecessary padding, especially when it comes to fighting game stories. It's like a cheap way to increase the length without actually doing something interesting. So this is a plus for me.
 
I tried SF4 during a free weekend but decided against buying it because combos were so hard to pull off, I'd input them correctly but because my timing wasn't frame perfect nothing happened, this made the game very frustrating to play. My question is will SF5 be more of the same or will it be accessible to new players?
 
I tried SF4 during a free weekend but decided against buying it because combos were so hard to pull off, I'd input them correctly but because my timing wasn't frame perfect nothing happened, this made the game very frustrating to play. My question is will SF5 be more of the same or will it be accessible to new players?

Oh, you'll definitely be more at ease with SFV.
 
I tried SF4 during a free weekend but decided against buying it because combos were so hard to pull off, I'd input them correctly but because my timing wasn't frame perfect nothing happened, this made the game very frustrating to play. My question is will SF5 be more of the same or will it be accessible to new players?

I'm still pretty new to SF (only been playing for ~6 months), but from my scrubby perspective, it was so much easier to pull off combos in the SFV beta tests, like almost night and day. In Ultra, I really do have a difficult time pulling off combos because it's really hard to get the timing down. In V I was able to do them much more consistently.

So, from my completely non-expert view, yes, SFV is a lot more accessible.
 
I tried SF4 during a free weekend but decided against buying it because combos were so hard to pull off, I'd input them correctly but because my timing wasn't frame perfect nothing happened, this made the game very frustrating to play. My question is will SF5 be more of the same or will it be accessible to new players?

There's an input buffer (2-3 frames I think?) so combos should be easier to do. It doesn't mean you won't drop combos though but they're far more lenient than SF4.
 
I tried SF4 during a free weekend but decided against buying it because combos were so hard to pull off, I'd input them correctly but because my timing wasn't frame perfect nothing happened, this made the game very frustrating to play. My question is will SF5 be more of the same or will it be accessible to new players?

The links aren't as tight in SF5 but it also sounds like you were doing something wrong. While links certainly exist in sf4 a lot of characters can get by without them and a bunch of combos don't require links (timing) to pull off.
 
I was playing Evil Ryu and trying to replicate combos from guides and just couldn't get them to work, maybe once every blue moon. In comparison I can pull off huge combos in Mortal Kombat X with enough practise, in that game I knew why my combos would fail but in SF4 I said to myself more than once "that should have worked" and from what I read it was due to the very strict timings.
 
I was playing Evil Ryu and trying to replicate combos from guides and just couldn't get them to work, maybe once every blue moon. In comparison I can pull off huge combos in Mortal Kombat X with enough practise, in that game I knew why my combos would fail but in SF4 I said to myself more than once "that should have worked" and from what I read it was due to the very strict timings.

SF4 has incredibly strict combos. If you're doing the regular BnB for E.Ryu, you're probably stuck with Cr.MP after Axe Kick. That is a 1 frame link, and a second has 60 frames (That's why some games are said to run at 60 Frames per second) so you only have a 1/60 input window to nail the combo, which is basically impossible to get consistently.
 
Halfway through the character stories and having a blast with this. I didn't play much IV and I'm pretty much the definition of casual, but this just feels like such a tight package. I miss Akuma though, used to play him whenever I did load up IV.

Oh did it break street date where you are? Been waiting for it all week myself XP
 
I tried SF4 during a free weekend but decided against buying it because combos were so hard to pull off, I'd input them correctly but because my timing wasn't frame perfect nothing happened, this made the game very frustrating to play. My question is will SF5 be more of the same or will it be accessible to new players?

The 1 frame links and people linking high damage combos off peppering out crouching lp/lk were all shitty. You will enjoy sfv alot more. Its a game of no risk no reward.
 
I never did 1 frame links in sf4
Just do whatever combos u can do and work off that

I was always consistent with 2 frame links. So I just used Cr.LP after axe kick for Evil Ryu.

I mained Rufus in SF4, there was no escaping those horrid one frame links.
Any of this frame link stuff in SFV?

I never got that deep into SFIV. Those trials were brutal. I just played it like it was SFII.
 
Any of this frame link stuff in SFV?

I never got that deep into SFIV. Those trials were brutal. I just played it like it was SFII.

I believe the smallest frame link is a minimum of 3 frames in SFV (might be wrong)

Pulling off combos in SFV is a hell of a lot easier in general as compared to IV.
 
Knowing the game is 5 days away is all that matters. I've been waiting for this game before it was even announced. Probably about 3-4 years ago just getting spent on playing SF IV after a while. The refresh/rebirth feeling that will happen when this shit drops will be very hype.
 
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