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Street Fighter V Beta 2 Thread: Welcome, future 21007s! Now on PC!

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Skilletor

Member
Right, but it also has a good trajectory for getting behind a fireball throwing Ryu... Was hoping to use it for the purposes of punishing an ill advised hadouken...
Oh well, guess not.

Would be pretty silly for a move that already has a lot of utility to have the added benefit of mobility option with no/little recovery, especially on a character that is super dangerous once she gets in.
 

Nephtes

Member
I was messing with Mika in training and I saw HCB+K has really short range. Like, possibly shorter than her normal throw.

That's basically my complaint... If whiffs... When it looks like it shouldn't ...
Her HCB+P throw seems to have a longer range...
After two live matches, I stopped attempting the HCB+K throw...
 

Nephtes

Member
The kick throw is fucking scary if you land it because you can do nasty cross over setups afterwards. It needs to be risky.

I think they need to change the animation then to show it's short range, because the animation now absolutely looks like she's grabbing her opponent when it the move doesn't connect.
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
All 3 command throws have their uses.

HCB+P - most range and most damage; puts opponent on the opposite side and far away
HCB+K - short range and low damage; keeps opponent on same side and close
QCF+K - anti-air; seems to lose out to most air attacks but can be comboed into and has the distinction of being the only meterless way to combo into a mic boost
 

Seiniyta

Member
So, if anyone's SFV is crashing (PC) seemingly at random times. If you have a Wacom, disable the drivers and unplug the tablet. That seems to fix it. I read it on the steam forum for it and so far it seems to be working. No crash yet. Will report if it still crashes after all
 

Nephtes

Member
So, if anyone's SFV is crashing (PC) seemingly at random times. If you have a Wacom, disable the drivers and unplug the tablet. That seems to fix it. I read it on the steam forum for it and so far it seems to be working. No crash yet. Will report if it still crashes after all

... But how will I draw SFV fan art while waiting for my next match??? D:
 

Gren

Member
Got a new TV and the beta made my toaster PC cry at native 1080p, lol. Looks like I'm gonna have to build a new one :p
 

Ferrio

Banned
That's basically my complaint... If whiffs... When it looks like it shouldn't ...
Her HCB+P throw seems to have a longer range...
After two live matches, I stopped attempting the HCB+K throw...

All 3 command throws have their uses.

HCB+P - most range and most damage; puts opponent on the opposite side and far away
HCB+K - short range and low damage; keeps opponent on same side and close
QCF+K - anti-air; seems to lose out to most air attacks but can be comboed into and has the distinction of being the only meterless way to combo into a mic boost

I did a post that broke down her throw ranges and damage in beta 2.

http://www.neogaf.com/forum/showpost.php?p=182805374&postcount=4074

Curious if it's changed.
 

enzo_gt

tagged by Blackace
Is this up?

I didn't delete and redownload my beta that one time they told us to, do I still have to after subsequent updates?
 

Nephtes

Member
I did a post that broke down her throw ranges and damage in beta 2.

http://www.neogaf.com/forum/showpost.php?p=182805374&postcount=4074

Curious if it's changed.

This was the first SFV beta I participated in, so I can't say if it changed or not, but damn is the range on that throw short. You can have her hands overlapping her opponent's ankles and it doesn't connect. Frustrating.

Is this up?

I didn't delete and redownload my beta that one time they told us to, do I still have to after subsequent updates?

Seems like it's over ... But it starts up again next weekend...
 
These past two testing made me realize how SF4 made me bad at fighting game. I have 9.5k and 3k with Decapre but I never properly do crouch techs and punishes because they never work online. But once i go back to playing 5. I'm able to do all of those automatically because I know I can pull them off.
 
These past two testing made me realize how SF4 made me bad at fighting game. I have 9.5k and 3k with Decapre but I never properly do crouch techs and punishes because they never work online. But once i go back to playing 5. I'm able to do all of those automatically because I know I can pull them off.

Crouch techs have been removed from SFV tho
 

Pachimari

Member
Are there any videos out there that shows me top level play from good players of Street Fighter V? I want to see how they are using the different characters and how I am supposed to play the game.
 

Vice

Member
Are there any videos out there that shows me top level play from good players of Street Fighter V? I want to see how they are using the different characters and how I am supposed to play the game.
Look for character demonstrations with Combofiend and Mike Ross.
 

Pompadour

Member
My favourite match from PSX

Probably the highest level you could get at the moment.

I was watching that video and the commentators were discussing the safety of Vega's roll on block and I was thinking that Capcom should implement a "Punish" indicator when you are hit during the recovery frames of a move. As a Counter Hit is tagged on start up frames of moves (except for specific instances like the recovery frames of DPs) so they wouldn't occupy the same function. Plus, I wouldn't add a bonus to Punish hits, it would just be a quick indicator to new players that the move you chose can punish the move they used on block. It would be like the Cross-Up indicator in that it just gives players more information about what's happening. I do sometimes wonder if the player just didn't block and my punish isn't actually a legit punish.

Any thoughts? Is there something in the game already that covers this that I overlooked?
 

Nachtmaer

Member
I was watching that video and the commentators were discussing the safety of Vega's roll on block and I was thinking that Capcom should implement a "Punish" indicator when you are hit during the recovery frames of a move. As a Counter Hit is tagged on start up frames of moves (except for specific instances like the recovery frames of DPs) so they wouldn't occupy the same function. Plus, I wouldn't add a bonus to Punish hits, it would just be a quick indicator to new players that the move you chose can punish the move they used on block. It would be like the Cross-Up indicator in that it just gives players more information about what's happening. I do sometimes wonder if the player just didn't block and my punish isn't actually a legit punish.

Any thoughts? Is there something in the game already that covers this that I overlooked?

Isn't this already in training mode? I remember seeing it somewhere, or maybe I'm thinking of a different game (Tekken perhaps). Not sure if I'd want it in a real match though.
 

Skab

Member
Isn't this already in training mode? I remember seeing it somewhere, or maybe I'm thinking of a different game (Tekken perhaps). Not sure if I'd want it in a real match though.

KI has it/will have it. Was part of the UI update they revealed recently.
 

Filter

Member
I was watching that video and the commentators were discussing the safety of Vega's roll on block and I was thinking that Capcom should implement a "Punish" indicator when you are hit during the recovery frames of a move. As a Counter Hit is tagged on start up frames of moves (except for specific instances like the recovery frames of DPs) so they wouldn't occupy the same function. Plus, I wouldn't add a bonus to Punish hits, it would just be a quick indicator to new players that the move you chose can punish the move they used on block. It would be like the Cross-Up indicator in that it just gives players more information about what's happening. I do sometimes wonder if the player just didn't block and my punish isn't actually a legit punish.

Any thoughts? Is there something in the game already that covers this that I overlooked?


I think this is a great idea.

I'd also like for there to be extensive frame data in the moves list, or at least an optional graphic on screen during training mode that says if you are plus or minus on block, as in VF5.
But Capcom seems resistant to adding frame data.
Hell, I'd like the otion to turn on visible hit boxes while playing, so that you can really understand what's going on in the game and learn much faster. I heard that option was in the vita version of SFxT.
 

Pompadour

Member
I think this is a great idea.

I'd also like for there to be extensive frame data in the moves list, or at least an optional graphic on screen during training mode that says if you are plus or minus on block, as in VF5.
But Capcom seems resistant to adding frame data.
Hell, I'd like the otion to turn on visible hit boxes while playing, so that you can really understand what's going on in the game and learn much faster. I heard that option was in the vita version of SFxT.

I'd be fine with all of that in training mode. Maybe they're afraid PC players would be able to mod hitboxes into regular play (not like that would be that big of a deal, anyways).

I think Capcom is hesitant to reveal hitboxes because it inevitably draws ire from the really wonky looking ones. Even if the hitbox is displaced from the visual aspect of a move (like a hitbox extended way, way past a fist) is for a very good and balanced reason, it still pisses people off.
 

Filter

Member
I'd be fine with all of that in training mode. Maybe they're afraid PC players would be able to mod hitboxes into regular play (not like that would be that big of a deal, anyways).

I think Capcom is hesitant to reveal hitboxes because it inevitably draws ire from the really wonky looking ones. Even if the hitbox is displaced from the visual aspect of a move (like a hitbox extended way, way past a fist) is for a very good and balanced reason, it still pisses people off.

I think they are more pissed off when there is no way for them to see what's actually going on. Some understanding is much better than 'wait, why doesn't my kick reach?', especially when you add the opponents wonky hit box into the mix as well.

I remember with ssf2:T there was a Japanese guide book called 'yoga book hyper', with hit box pictures on pretty much all attack sprites for all characters, that was a real eye opener. And later on you could get a hit box plugin for Emulated ST.

If they really want this to be beginner friendly, letting the user see behind the curtain will let them figure out how the game is meant to be played much faster. It seems they are adding quite a bit to training mode with different recording actions etc. hit boxes and frame data should be the next step.

And I guess vita SFxT shows it's a possibility at least.
 
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