Dark Ninja
Member
Jesus 10 hour server maintenance breaks. Capcom forcing people to sleep.
Initial roster for beta 3 is
Ryu
Birdie
Cammy
Necalli
Nash
Laura
gief and dhalsim will be added later
more info
http://gematsu.com/2015/12/street-fighter-v-third-beta-fully-detailed
Hey guys, I just signed up for Final Round. Who here should I expect to meet? I've never been to a tournament like this before.
Damn, no Ken. Looks like I'll be just playing as Laura for the full three days then.
Same. 9am exam fri, 9am exam sat. Then degenerate time3rd Beta Details is up on Capcom Unity
12/18 00:01 PT (12/18 08:01 GMT) SFV 3rd beta starts for PS4 and PC users
12/18 08:00 PT (12/18 16:00 GMT) Servers down for 10 hour maintenance
12/18 18:00 PT (12/19 02:00 GMT) Servers back online, play resumes
12/19 18:00 PT (12/20 02:00 GMT) Servers down for 10 hour maintenance
12/20 04:00 PT (12/20 12:00 GMT) Servers back online, play resumes
12/20 22:00 PT (12/21 06:00 GMT) SFV 3rd beta concludes
Probably won't be able to play until Saturday :/
3am,What time does it start for us?
3rd Beta Details is up on Capcom Unity
12/18 00:01 PT (12/18 08:01 GMT) SFV 3rd beta starts for PS4 and PC users
12/18 08:00 PT (12/18 16:00 GMT) Servers down for 10 hour maintenance
12/18 18:00 PT (12/19 02:00 GMT) Servers back online, play resumes
12/19 18:00 PT (12/20 02:00 GMT) Servers down for 10 hour maintenance
12/20 04:00 PT (12/20 12:00 GMT) Servers back online, play resumes
12/20 22:00 PT (12/21 06:00 GMT) SFV 3rd beta concludes
Probably won't be able to play until Saturday :/
I also will miss tighter links. I enjoyed the difficulty that SFIV brought in with having very difficult combos and having fairly easy ones. James Chen mentioned that he finds it exciting to see players do extremely difficult but max damage combos because you know how much time they had to put into training mode to get their execution that high. And I agree with him, when you see Sako do a Sako Combo most people (or at least myself) immediately go into training mode and try to grind out that combo until you can get it down, then you find out how difficult it is and you realize how amazing that players execution is. In SFV.. I don't think you'll be seeing much of that. I mean, you'll see a combo, go into training mode and be able to replicate it in maybe 1 or 2 tries since the execution overall is a lot easier. Can't believe you can actually just mash buttons and still hit the combos lol, don't even need timing, just mash.(or at least once shiiiet)
Ken was in the mini test the other night... he's probably one of the "surprise" characters mentioned on the Unity post
I'm apathetic towards all this either way just so long as we don't get something like Rufus's main bnb having a 1 framer link. However can anyone explain why the bold is bad for the game or any game?I don't believe that having harder to do combos will lead to a more enjoyable game and it certainly won't lead to a more complex game.IMO combo execution in this game is gonna be 99% in confirming counterhits since counterhit combos seem to be so important in this game, but even that is a good deal easier than it is in 4 for the most part.
But yeah, really dislike the lax execution requirements in this game. Like I agree with b&bs like Rufus cr.lk > st.hp not being 1f, but it's worrying to not see potential for much of a skill cap in anything but decision making and spacing.
I'm apathetic towards all this either way just so long as we don't get something like Rufus's main bnb having a 1 framer link. However can anyone explain why the bold is bad for the game or any game?I don't believe that having harder to do combos will lead to a more enjoyable game and it certainly won't lead to a more complex game.
There's a couple of gaffers that go to Final Round. I know rice-eater went to Final Round last time.
Aww mangoing off the mini test and the files currently visible in the PC version we can determine that Chun, Rashid, FANG, and Karin will probably not be in this test.
People are just worried about spectator SF and the 'wow'-factor of hard combos. Because it's so easy to do combos in the game, people might get bored watched high level play because they don't understand the nuance. Hard combos are fun and exciting to see.
this maintenance is brutal this week
People spectate tcg tournaments, I think street fighter is fine.People are just worried about spectator SF and the 'wow'-factor of hard combos. Because it's so easy to do combos in the game, people might get bored watched high level play because they don't understand the nuance. Hard combos are fun and exciting to see.
People are just worried about spectator SF and the 'wow'-factor of hard combos. Because it's so easy to do combos in the game, people might get bored watched high level play because they don't understand the nuance. Hard combos are fun and exciting to see.
I'm starting to think beta testing has been a huge mistake.
On paper, it's REALLY awesome that Capcom is doing this. But, the FGC really doesn't have the right mentality for it.
People have gotten way too accustomed to being closely involved with the development process...to the point that we're taking it for granted.
Most FG companies don't do anything even REMOTELY as inclusive and transparent as this. Hell, ArcSys, for example, barely even acknowledges its overseas audience (Exhibit A: that character poll they administered exclusively in Japanese arcades that get Dizzy in the game). Most Japanese FG companies don't give a crap about their western audiences until it's time to release the port, and here Capcom is actively engaging multiple parts of the world for feedback before the game is finished.
I listed reasons why I found the recent tests boring in a previous post. Guess what: it's not because they nerfed my character.If there had been no beta, no worldwide exposure to the game, no first hand knowledge of the constant "nerfs" and "buffs" that commonly happen in ALL fighting games pre release, people wouldn't be whining about any of this. No one would be complaining about Ryu losing a few combos here and there. People would still be going bonkers over the fact that Ryu has a parry. OMG Zangief has a vacuum and an air SPD! Vega isn't charge anymore! Mika has a frickin' assist!? This game is OUTRAGEOUS!!!
But, instead, here we are calling the game "boring" because some combos from a previous built don't work anymore.
People spectate tcg tournaments, I think street fighter is fine.
For the back jump tatsu it probably had similar issues that it had in SFIV. Builds meter in a pretty safe way and changes backward momentum enough to make it a very strong escale and defense option that some of the cast has a very hard time dealing with. Neutral jump probably got eliminated for the same reasons.You seem to be under the delusion that Capcom is doing these tests as an act of kindness. You do know they're part of the game's marketing strategy, right? They drive preorders. They provide a wide pool of free testers. They fuel hype for the game, and, for some really gullible people, trick them into thinking they're closely involved with the development process. Sorry, I don't think we're contributing much beyond mashing through 2100 errors.
The way ArcSys handled that character poll had the same motivation: making money. Because ArcSys, like Capcom, is a business, and businesses like to make money. Why hold a poll (or beta) for free when you can get people to pay for it? If ArcSys could milk the hundreds of Western Xrd players in a similar way I'm sure they'd be all over it, but they don't have Sony in their corner or a franchise 1/10 as popular as Street Fighter so their options are a bit more limited.
I listed reasons why I found the recent tests boring in a previous post. Guess what: it's not because they nerfed my character.
I'm not sure why people offering feedback on a product many of them already paid for bothers you so much -- if you really believe we're closely involved with the development process that feedback is worth more than HYPE. Yes, this style of development is unprecedented in the genre, but if you let the player behind the curtain they're going to ask questions. There would be considerably less whining if many of these changes didn't seem completely arbitrary. Like, can anyone give me a good reason for removing neutral and back tatsu? I've followed plenty of loketests and I can't think of a tweak as odd and seemingly pointless as that.
I don't doubt that.more people play tcgs
IMO combo execution in this game is gonna be 99% in confirming counterhits since counterhit combos seem to be so important in this game, but even that is a good deal easier than it is in 4 for the most part.
But yeah, really dislike the lax execution requirements in this game. Like I agree with b&bs like Rufus cr.lk > st.hp not being 1f, but it's worrying to not see potential for much of a skill cap in anything but decision making and spacing.
The focus on the neutral is exciting though, but I think the game might suffer a little bit from SFxT syndrome where it's not as good for casual viewers to spectate because of the focus on the neutral game. That's not as easy for the uninformed to follow as "Hey he knocked him down and hit him again."
The focus on the neutral is exciting though, but I think the game might suffer a little bit from SFxT syndrome where it's not as good for casual viewers to spectate because of the focus on the neutral game. That's not as easy for the uninformed to follow as "Hey he knocked him down and hit him again."
Much lower baseline "skill" barrier to entry. (tho def not price-wise)more people play tcgs
It's also hype when players drop combos and lose because of it. I'm going to miss those aspects of the game when you confirm a hit or have a opportunity to punish and you know your 1f link/awkward link is coming up and if you drop it then you'll be negative 1 million and lose because of it. But you go for it anyways and whatever happens happens.
Much lower baseline "skill" barrier to entry. (tho def not price-wise)
The focus on the neutral is exciting though, but I think the game might suffer a little bit from SFxT syndrome where it's not as good for casual viewers to spectate because of the focus on the neutral game. That's not as easy for the uninformed to follow as "Hey he knocked him down and hit him again."
I'm gonna tell you guys a secret. I used to play SFII on arcades when I was 6yo. I used to play A LOT. When I went to bed I kept listening to Ryu's HADOUKEN and Dhalsim's stage elephants. This haunted me for months. I haven't played a SF game ever since because I was afraid of listening those damn hadoukens![]()