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

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kirblar

Member
Man that's one of my biggest complaints. I really enjoyed beta 1 Ryu because he had plenty of options. Good max damage up close, light confirms, combos against crouchers, meaty overhead, combos when your opponent isn't right next to you and so on.

Since then they've removed most of it. And honestly I can live with that, but I hate the fact that they continued to lower damage, stun, and remove novelty options like neutral jump tatsu which is gimmicky at best. I just rather everybody be very good instead of everybody being equally bad or mediocre. So I really hope that some character that needs buffs gets them and maybe 1 or 2 changes system wide(like throws going back to 200 stun maybe?).

As for Ryu, I don't need all the combos back, I would just like to see some of the changes reverted for Ryu. If they were to give Ryu back his MK tatsu hitting crouchers and SRK's doing full damage on later frames(and yes, give that to everybody with a DP as well) then I'd be pretty happy with that as the final version.
Damage and stun has been lowered for everyone across the board. The game felt a LOT like SF2 at the start, now the damage is closer to SF3/4. I'm not a fan of this, but I think this has contributed to a lot of people's issues with the "nerfs".
 
Here's a speculation-

Maybe they're intentionally making the game dumbed down/limited at release as a strategy to bring in new players and give them a more even playing field when playing online matches.

They can always add in more layers of complexity as the years go on as we've seen with Super/Ultra. If they removed stuff from the "finished" product... there would be a huge backlash.

The FGC has a hard time growing because to the average kid/player sees the barrier to entry on these games are just way too high. I think that's why Smash does so well... really that's probably one of the most execution heavy fighting games ever at a high level... but it's also very easy just to pick up and play casually.

Capcom/Sony is playing the long game with this title... don't write it off if it's not exactly everything you want it to be right out of the gate.

That's wishful thinking. Are you willing to play the long game and wait until this game becomes just the way you want it to be?

I feel like anyone who doesn't like the game in its current form will get bored if you're playing this game for multiple years, regardless of what past build or potential build we're referring to right now.
 

LeMaximilian

Alligator F*ck House
That's wishful thinking. Are you willing to play the long game and wait until this game becomes just the way you want it to be?

I feel like anyone who doesn't like the game in its current form will get bored if you're playing this game for multiple years, regardless of what past build or potential build we're referring to right now.

Fighting games gotta leave an impact early on to hook you. The farther down the line you wait to play or for the game to be in a state that you'll enjoy, you'll get wrecked by the existing players...and most likely quit. Unless you're super dedicated, it's the circle of fighting life.
 

invisibleB

Neo Member
Got a question for you guys about PS4 beta I know the codes are region locked but say i get USA account beta code then download on my USA psn account, log back into my UK account and play on my main uk account. Do you think beta will be locked into USA servers? Or will it put me in EU servers when im playing from my UK psn account. or is that just a way they are blocking codes as lots more U.S codes about than EU ones......
Dont wana waste a code if going to be locked into USA servers!???........ thoughts?
 
Fighting games gotta leave an impact early on to hook you. The farther down the line you wait to play or for the game to be in a state that you'll enjoy, you'll get wrecked by the existing players...and most likely quit. Unless you're super dedicated, it's the circle of fighting life.

I agree FGs needs to hook you from the start. Start with bad impression and your game fails right there. SFxTekken is the prime example. They tried fixing all the issues it had beside the whole DLC fiasco and it was too late. SFV at this current stage i wish it luck. I am sure it will have people playing due to the money capcom putting into the tournament scene. If there was no money in it I just don't see it lasting like SFIV.
 

Infinite

Member
Okay, this is much better than what came to mind at "priority system". I thought they were attaching priority values to normals or something.
Yeah Melty Blood Actress Again used a similar system which ended up stopping people from spamming 2aaa like they did in previous versions of the game. I welcome this
 
With crush counters, this priority system coupled with the neutered combos in general practicing counterhit combos will be a necessity now. In SF4 it was kinda whatever honestly I never practiced counterhit combos but in this game it will be mandatory I feel.
 

blackadde

Member
i think mostly pressure will end up requiring you to memorize lots of strings that

a) are safe on block
b) cannot be thrown after the first block
c) combo on counterhit
d) leave exactly the right number of frames for your opponent to press an abare button that will lose (everything is buffered like crazy, so no more 'off beat' or non-reversal buttons)

this whole thing would be a lot scarier with kara throws, or advancing normals that leave you + on block (like cody's fwd+mp, or makoto fwd+mp, so blocking 2 normals won't get you out of trouble) but i guess they thought that would be too hard for new players to grasp for some reason.
 

oroboros

Member
I agree FGs needs to hook you from the start. Start with bad impression and your game fails right there. SFxTekken is the prime example. They tried fixing all the issues it had beside the whole DLC fiasco and it was too late. SFV at this current stage i wish it luck. I am sure it will have people playing due to the money capcom putting into the tournament scene. If there was no money in it I just don't see it lasting like SFIV.

Didn't a lot of people think SF4 was fucking lame when it first came out too? But as Capcom tweaked it through all the versions it was able to keep interest so long. Ultra is a pretty different game from vanilla. They should be able to do the same for V. SFxT was fucked as soon as people found out about the on-disc DLC and dumb ass gems and shit. I wish it came out as just solid game with less nonsense strapped onto it, people would have gave it more a chance.
 
Didn't a lot of people think SF4 was fucking lame when it first came out too? But as Capcom tweaked it through all the versions it was able to keep interest so long. Ultra is a pretty different game from vanilla. They should be able to do the same for V. SFxT was fucked as soon as people found out about the on-disc DLC and dumb ass gems and shit. I wish it came out as just solid game with less nonsense strapped onto it, people would have gave it more a chance.

i agree with you on the SFxTekken part gems and residentsleeper mode AKA timeouts killed that game. IF that game came out they wait it was after patching it would have fared better imo.
 

Ferrio

Banned
this whole thing would be a lot scarier with kara throws, or advancing normals that leave you + on block (like cody's fwd+mp, or makoto fwd+mp, so blocking 2 normals won't get you out of trouble) but i guess they thought that would be too hard for new players to grasp for some reason.

I'm going to be a small minority on this, but fuck kara throwing. What's the point of establishing throw ranges if you're just going to bypass them anyways?
 
That's wishful thinking. Are you willing to play the long game and wait until this game becomes just the way you want it to be?

I feel like anyone who doesn't like the game in its current form will get bored if you're playing this game for multiple years, regardless of what past build or potential build we're referring to right now.

Well to use Smash as an example again... if the new game fails to grab most of the established player base... the previous title will be the one that gets played ala Melee. We've already seen that to an extent with SFxT.

I've personally had a lot of fun playing the game... played for hours during the mini test tuesday night and was not bored at all. Of course I only have about 30 hours in from playing online and have not played the game at any event. There's still a lot of the cast I haven't explored yet so I don't see getting bored any time soon.

Whether or not the game needs "fixing" will really depend on the community at large... which is what these tests are a part of. Obviously they want this game to succeed where SFxT failed and we've seen willingness on their part to change.
 

blackadde

Member
I'm going to be a small minority on this, but fuck kara throwing. What's the point of establishing throw ranges if you're just going to bypass them anyways?

the actual throw range of your character is your kara-throw range.

ken and vega have huge throw ranges in sfiv because of this (vega has a slightly longer non-kara throw, too).

characters with short or non-existent kara-throws have shorter practical throw ranges, the end. it's a byproduct of sloppy input leniency, but it's functionally no different than characters in sf2 having wildly different throw ranges.

capcom seems to shy away from that old style of having different ranges for throws, but i like it because it forces situations where you HAVE to press a button to stop offense, and not just try a defensive throw attempt.
 

Ferrio

Banned
the actual throw range of your character is your kara-throw range.

That's my point. If you want Ken to have a certain throw range, set his default that way. Don't go "oh he has this range unless he does this pretty simple trick". It undermines the default values, and it makes the game harder to balance.
 

blackadde

Member
That's my point. If you want Ken to have a certain throw range, set his default that way. Don't go "oh he has this range unless he does this pretty simple trick". It undermines the default values, and it makes the game harder to balance.

how does it make it harder to balance? it's not like it was some unknown bug that only cropped up after the game made it to market. i bet the very first loke tests found his kara throw range in the first half-hour. it was well known forever, so you can take that into consideration when you make character adjustments.

kara throws also have 2 disdvantages - one, they start slower (going from 3f to ~6-7-8-9f startup is a huge difference) and two, you can't defensively kara-throw (otherwise, ken would just mash a huge 3f throw defensively to beat tons of offensive options the moment you're out of jab range).
 
Didn't a lot of people think SF4 was fucking lame when it first came out too? But as Capcom tweaked it through all the versions it was able to keep interest so long.

It's more like the amount of new players SF4 brought in drowned out anyone who was naysayer.

It's not as if the newer versions of SF4 changed those players' minds.
 

blackadde

Member
X.

They got taken out for a reason- everyone gets to play by the same rules now.

what does this even mean? were you unable to do it somehow?

some characters had good kara throws. some characters had uppercuts. some characters had 3f normals. that's just character diversity.
 
On Ps4 where do I see the beta codes?
Top left where the notepad is click on that, should be in the list.
maxresdefault.jpg
 

kirblar

Member
what does this even mean? were you unable to do it somehow?

some characters had good kara throws. some characters had uppercuts. some characters had 3f normals. that's just character diversity.
There's no reason for them to be in- if you want to give someone a bigger throw range, just give them a bigger throw range.
 

Gbraga

Member
So we're still not getting 2/3 matches for ranked are we? Such a simple change would improve the game so much.

I'd rather just have a rematch button, honestly. I love it in theory, but being stuck with 2/3 when the connection sucked in Rising Thunder was so painful.
 
Don't forget that karas also mean special moves, not just throws. Sagat players enjoy having twelve ranges to hit people out of the air with Tiger Uppercuts.

Also, Vega would be even more ass without a kara throw.
 

pizzacat

Banned
So we're still not getting 2/3 matches for ranked are we? Such a simple change would improve the game so much.
I can see someone being salty as shit when the run back doesn't go their way and the third is going even worse. I don't want to force a rematch on someone who doesn't want to
 

Ferrio

Banned
I'd rather just have a rematch button, honestly. I love it in theory, but being stuck with 2/3 when the connection sucked in Rising Thunder was so painful.

Rematch would be abusable unless the rematch doesn't count toward stats.

I can see someone being salty as shit when the run back doesn't go their way and the third is going even worse. I don't want to force a rematch on someone who doesn't want to

Then they can quit and take the L if they're that big of a baby.


edit: I wonder if anyone has shown Ono this:

http://imgur.com/AIFJam6
 

Pachinko

Member
Beta is up at such odd hours for me tomorrow, 1AM to 9 AM ? Then it comes back at 7pm ? I guess that first block is aimed at Japan though, it would start at 5pm for them and run until 1am.

I'll also echo the "best 2/3 hopefuls". Killer Instinct actually had a nice way of handling this - once you hit Killer tier (hahah not me obviously) ALL matchups with other killer level players became best 2/3.

I think they could offer up various options in ranked depending on your skill level. So you get to have ... I don't know maybe 10-20 matches to determine your starting level of play (E-D-C-B-A-S) , these would all be standard play rules - that is 1 game with 3 rounds. From here you would get your letter grade and maybe grade E and D fighters are stuck with the same 1 game per matchup rules but once you get to grade C you get a salty run back option where you could challenge whoever just beat you a second time to earn your points back. This could continue into rank B but maybe , once you hit rank A - whenever you meet up with another rank A opponent it's a mandatory best of 3 match to determine who wins with no salty run back button.

Rank S could then perhaps be reserved only for players with 1000 matches under their belts who are also in the top 10% with their chosen character , S vs S would become best of 5 games. Also , perhaps they could make it so once you rank up you wouldn't rank down but you might be stuck with very little points if you keep losing. Just like the beta !
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
When I'm playing online against strangers I rarely if ever feel like playing more than 1 game against the same person anyway.
 

Csr

Member
Rematch would be abusable unless the rematch doesn't count toward stats.



Then they can quit and take the L if they're that big of a baby.


edit: I wonder if anyone has shown Ono this:

http://imgur.com/AIFJam6

I want a remach for every 1v1 mode. If someone wants to boost they can do it in sfiv also and to me making the process of having a remach a lot easier for legit uses is a lot more important that making boosting harder.
 

Pompadour

Member
I think all the people in this thread saying Street Fighter V isn't going to last to because it's too simplistic and tailored for casuals must not have been around in 2008 when people first played Street Fighter IV. They said the exact same things and numerous pro players called the game garbage and said they were going to go back to CvS2/3S/MvC2.
 

petghost

Banned
one thing i noticed about sfv training mode is that it doesnt have a reset button ala arcys game training modes. maybe im wrong? i think thats a must for training modes nowadays.
 
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