First Street Fighter 5 Gameplay - Ryu vs Chun-Li

Yo.. yo yo yo yo yo yo...


GIVE THIS TO ME! NAAAAAOOO!!

Also, leave Chun Li as charge. Pretty Please?

I'm the opposite. I'd love if they took away her charge moveset. There is something about charge that I just can't wrap my mind around at all. I just can't get it. But I adore Chun Li
 
I'm the opposite. I'd love if they took away her charge moveset. There is something about charge that I just can't wrap my mind around at all. I just can't get it. But I adore Chun Li
I think best Chun is the one with all the inputs

HCF Kikouken, mash legs, charge SBK...
Fuck charge supers though
 
Not new mechanics but a lot of mechanics from either other SF games or fighting games in general which makes it a different game than SF4.

Guard crushes, just defends, chip on normals, no death from chip, powered up states etc.

I am very interested in this SF because for once it actually doesn't feel bloated with a ton of mechanics. No FADC or Parries to worry about. Probably going to be easier to play as well but we'll see.

Not bloated? You just listed alot of stuff. Why would fadc put it over the edge, haha. I thought people wanted new things.
 
Cross-posting from FGW:

So, I'm pretty floored by what we've seen from SFV today, and my negative initial reaction has pretty much inversed.

Some thoughts:
  • The more I look at it, the more it doesn't look like SFIV. Textures are so much better, animations are more fluid, particle and lighting effects are leagues ahead etc. While I think it evolves the SFIV art style, and that's a bit disappointing as a radical change would have been preferable, it does so well. The game looks gorgeous.
  • Not sure how I feel about the stage interactions as of yet. Of course, they're not as crummy as in Injustice quite yet, but if there is a variety of them I'm curious if we'll actually see stuff that benefits different characters. Not a fan of the movement in this direction, but overall the stage feels much more alive and really does make it feel more immersive, especially when it juxtaposes who distinct vibes
  • Ono's comments about every character being more unique than ever has me feeling like we won't see multiple grooves or much character customization, but of course this is super early, and Capcom has revealed pretty significant changes to gameplay while closing in on release with their last two Street Fighter related projects.
  • Hitstop is a bit off-putting, but it's like a tamer version of what we got in SFxTK, which is a pretty good balance. Combined with the hit effects and sounds, everything feels like it packs weight.
  • Ryu still has a goofy face.
  • The Charlie cutscene was in-engine, as you can see from the reflections spazzing out a bit, which is interesting, and gives a bit of credence to the French rumour that said they're not playing around with story mode stuff this time around, and kind of echoes similar comments Ono made about learning from NRS a while ago.
  • Ryu's elements seemed to disappear right after he does a hadouken, or gets hit (happened in both cases, neither close in terms of proximity to activation). Maybe it's a physical hit power up? Seems pretty risky, I wonder if it can be activated mid-combo, because the entire game freezes when it happens. Then again, if it's a full out offensive modifier, that would explain why if you are able to lay down constant pressure you can guard break your opponent. Chun's element, in comparison, does not go away when she uses specials or gets hit, and she doesn't appear capable of a guard break.
  • Seems like activating elements consume all of your meter.
  • EX moves still exist, as evidenced by Ryu's shinshoryu, no yellow flash though, just seems they get inkier.
  • Leaning towards there being no chip kills but normals doing chip now. Not sure how to feel about this, don't like the idea of normals doing chip
  • Seems like the health bar is a bit wonky in general, when Chun does her super it doesn't chip away health for all of her kicks until later, like it's delayed.

That looked kind of dull. I am not sure why people are so impressed.

It didn't seem to have any interesting new mechanics.
You don't find Ryu's new all-offensive mode interesting? Adds some interesting risk management IMO, especially when he has to juggle that with two EX bars that fill up relatively quickly. Do you bet on your pressure to guard break or save it for a combo?
 
Game is already bloated guys. SF going full anime fighter with all these mechanics and systems.

I really hope hitstuns and reelbacks aren't done like SF4 and more like they were done in the past.
 
[*]Seems like the health bar is a bit wonky in general, when Chun does her super it doesn't chip away health for all of her kicks until later, like it's delayed.
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You don't find Ryu's new all-offensive mode interesting? Adds some interesting risk management IMO, especially when he has to juggle that with two EX bars that fill up relatively quickly. Do you bet on your pressure to guard break or save it for a combo?

In old SNK fighters like KoF 94 if you did a Ranbu super you won't see health decreasing until the very last hit, either the same is here or...well it is an early build :P
 
From Joe's stream- the install appears to end when you get knocked down, Chun has hers going for a long-ass time even when getting hit.
 
Not bloated? You just listed alot of stuff. Why would fadc put it over the edge, haha. I thought people wanted new things.
I meant mechanics as in stuff to execute. Aside from Just defend nothing is new in terms of execution. FADC brought in its own set of execution as did Parry.

I wouldn't be surprised if the motion for the Ultras was easier as well.
 
You don't find Ryu's new all-offensive mode interesting? Adds some interesting risk management IMO, especially when he has to juggle that with two EX bars that fill up relatively quickly. Do you bet on your pressure to guard break or save it for a combo?

I was wondering about the Guard Break, since I was looking for bars for an indicator or something. In KOF13 you can see how close you are and your opponent to being guard broke and I didn't catch anything in SF5. It also makes me wonder if there is a way out of block strings like Alpha counters in this one. Block strings and pressure happen a lot even in SF4, and if there is no way out, guard crush could come too easily (in KOF you can guard cancel roll or guard blowback to get out of situations like that but it costs meter. In the Alpha games you can alpha counter).
 
i think i've figured out how this ex mode works
it's basically the fadc of this game, i think i saw ryu cancelled his shoryuken into this ex mode, and after that you probably can denjin hadouken from it
 
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Man. Can this game come out 2015? I need a fighter! T7 is not looking like a 2015 console release but this....c'moooooooooooon. What the hell is left for Ultra other than more balances? PS4 version can't be that demanding eh?

Buy guilty gear, ultra and skullgirls.

Very happy with what im seeing. Only worried about the game speed.
 
Really, REALLY loving this:

-THE MUSIC. SF IV had a terrible OST, they remixed the songs way too much, it was hard to identify them. The track in this stage was really fitting and had a clearer beat

-The artstyle. It has a real clear identity and its another step further in making Street Fighter in 3D look like 2D art. Every element adds to the scene and the flavor of Street Fighter.

-The animations. Obviously the quality is consistent with the great animations in IV, but the new tech gives you nice cloth physics and the shaders are much improved and weaved into the gameplay much more seamlessly

-Gameplay changes. Controls and mechanics wise, this seems like a much tighter, precise game. The OTG stuff seems like its there for the advanced player, not crazy like in Tekken or VF. The element activation and variable EX bar length will go a long way in making each character feel unique. The flow of gameplay seems to have been streamlined a bit more to make the fights flow a lot better so that even if you drop a combo, it looks natural. The more constant guard breaks, or semi guard breaks will improve the offensive flow of the game as well, which will give us some really, REALLY cool tournament moments

Overall, my only fear now comes with roster construction (I want more new stuff, not relying on old characters) But regardless, this is going to be a huge game for me.

In the GIF above? They all have sparks.

The intensity of the VFX changes depending on the hit. First hot, barely any, but the two hits after that got huge sparks. Is it because they blocked a stronger attack, or is it an indication of something else?

Lots of clipping with her dress.

Youre ... not very familiar with how games look like in the middle of production, right?
 
The gif is ryu jHP sHK crHK. The last 2 sparks seem bigger.

Imo, I think its showing off the attack stopping on block instead of passing through. Think blocking circulars in vf vs blocking a sweep in sf2 or sf4.
 
Where the Webms at though? I thought GAF was still all about that?

Give me barren stages any day.



Not every game needs a bunch of guys in the BG jumping up and down and falling over.

Agreed 100%. Tons of Skullgirl backgrounds are annoying because of all the background clutter.
 
The intensity of the VFX changes depending on the hit. First hot, barely any, but the two hits after that got huge sparks. Is it because they blocked a stronger attack, or is it an indication of something else?
That's not a significant enough of a colour difference to be functional in gameplay IMO, and it would have been more distinct I feel if there was a difference. Plus the first hit's origin is within Chun's model, so you don't get to see the circle origin of the spark, whereas the particle coming out of it are white in all the cases.

I think we're just getting confused because of the clipping.
 
I think parries may be back, but does anyone else think they've changed it somehow?

I'm watching the vid of Chun supposedly parrying but....there's way too much recovery on her for that to be a parry. What I'm thinking is either:

>Parries, if they're back, work differently now. They probably only just give you blocking w/o typical chip damage and you have to use meter or cancel them into a neutral state or specific attacks.

Or...

>She was actually Just-Defending ;)

Give me barren stages any day.



Not every game needs a bunch of guys in the BG jumping up and down and falling over.
Yes please! That last one reminds me of Gato's stage from MOTW.

Man I love that game so much...
 
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