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

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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 :/
 

vulva

Member
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 :/
Same. 9am exam fri, 9am exam sat. Then degenerate time
 

SephLuis

Member
I'm for Laura. I'm sad that neither Chun, Mika, Karin, Rashid won't be in the beta >.>

Also, no FANG ? I am not looking foward to use him, but it's a bit odd to have a character that wasn't in any beta.
 

jett

D-Member
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 :/

How come these betas only last a couple of days.
 
going 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.
 

Lost Fragment

Obsessed with 4chan
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
(or at least once shiiiet)
, 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.

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."
 

Infinite

Member
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.
 

Mendoza

Member
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.

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.
 
There's a couple of gaffers that go to Final Round. I know rice-eater went to Final Round last time.

Don't forget, I nearly killed Daigo lol

I don't know if I can but I'm going try and go again. This is SFV's first major and it's the beginning of the 2016 CPT. I expect all the killers to be there so I want to be there as well.
 

TheOGB

Banned
I mean, the schedule kinda coincides with my work schedule, but that's not a lot of time either way. Damn you, 10 hour maintenance

going 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.
Aww man
 
Also keep in mind just because we only have 12 characters on our drives from the last update... that isn't set in stone. They tested data delivery in the last beta... I know Karin was added mid-beta with an update... think Rashid was too. We could see upwards of 12, but I doubt the full 16.
 
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.

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.

I think part of the reason Capcom removed so many links form the game is because of how much easier it is to land them because of the 2f buffer. Easy confirms into easy links means people have all day to confirm stuff without the fear of getting punished. So the focus is on 1 hit confirms and recognizing counter hits so players will have to step it up a bit to land combos in this game.

I can't tell you how many times I landed a mashed jab and just kept jabbing. When I have a opponent knocked down, one of my bnb's is cr. LK, cr. LP, SRK(chain canceled). So if my reflexes are good enough to recognized that and go into SRK, then I should be able to do the same when I'm counter poking someone who is trying to pressure me. I just have to keep that in mind instead of just thinking that I need to mash jab to push my opponent away. I think we'll see more of this in the future when people become more accustomed to the game.
 

Swarna

Member
You don't need flashy combos to entertain people. Get some good match analysis/replays going between games and the audience will naturally start understanding better.

Someone like this standing in front of a green screen or something. lol

https://www.youtube.com/watch?v=uFLVuPsg9gE

Analysis desk at Capcom Cup was a joke (even intentionally).
 

Infinite

Member
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 spectate tcg tournaments, I think street fighter is fine.
 

Producer

Member
Dammit, I have a date on Saturday.

image.php
 
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 is true, but casuals don't know which combos are 1 frame links, nor do they understand how hard 1 frame links are.
 

Kei-

Member
So do we know if this last beta will have player lobbies? Also dam, 20 hours of maintenance for a 2 day beta just about makes it a one day beta...

Edit: Also got some message last time i signed into one of the mini stress tests about giving an extra code to a friend, but I didn't see the code anywhere. What's that about?
 
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.

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.

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.
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.
 

LifEndz

Member
Damn. Planned on having my cousin who is an X1 only owner and the biggest SF fan I know over on Saturday night after I get home from work for some SFV, but damn...those maintenance windows are brutal. Hope I'm doing the time conversion wrong (NYC time).
 

Vice

Member
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.
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.
 
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."

But that skill cap is large. Someone had a good point in the other topic - it's going to be harder for newcomers to get into SFV because it's based on fundies and not how long you can grind out combos. Decision making and zoning aren't things you can just learn in a few days or weeks. That shit takes large amounts of real play time, and even then, nothing is assured. People still drop shit all the time in SFV. One of the tournies had a dude completely falter his Mika combo and he paid dearly for it.

SF4 had too many get-outta-jail-free cards, and while execution was big, actual footies suffered from it. I can't wait to see people sweat and start having to think about what that person is going to do, their options, and how fucked they'll be if they screw it up.

We are going to see more clutch victories like that Mika round, where a dude pulls some crazy shit that's absolutely hype and takes the round or the win.
 
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 think this is more of a legitimate concern than what CountBlackule suggests. There are plenty of games that are difficult in terms of execution but that doesn't make them spectator friendly. You have to already be an enthusiast to appreciate something like that.
 
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.

People will still drop combos in SF5.

Just because there's an input buffer doesn't mean people will be 100% on their combos in an actual match.

Even in SF4, people dropped easy 3+ frame links in the heat of battle.

Also, link timing isn't the only important aspect to landing combos. Misjudging distance, not reacting to a hit confirm fast enough, messing up juggle timings and heights...input buffer will do nothing to make any of these easier.

Plus, there are one frame links in SF5 that require you to take a tiny step forward before pressing the button. Input buffer will not help with these types of combos, either.
 
Beta is just for those who preordered it?

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 :(
 

BadWolf

Member
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 honestly don't think that will be an issue with SFV.

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 :(

Turn off the sfx :p
 
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