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

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RedBoot

Member
Holy butts, Rashid is fun to play. I was getting a lot more matches this time than the last beta, so there wasn't much time in Training mode, I kind of had to learn him on the fly. Everyone I played was either Karin or Ryu. I beat every Karin and lost to every Ryu. :p

So far I've spent time with Birdie, Mika, and Rashid in these betas, and I love all three of them. Not sure who I'll stick with (leaning Rashid right now).
 
Well that was fun while it lasted, managed to get to Lvl 8 before it ended. After playing Laura, definitely thinking of having her as a main alongside Necalli. Can't wait for the 3rd beta test whenever it comes and see how Fan plays if he's in there.
 

LakeEarth

Member
Laura was alright. I still don't get how a lot of pieces of offense fit into her game plan, like her forward fierce punch, or her mp mk chain. I'd love a way to confirm into her qcf punch move without a crush. I had some success playing her as a low rent Abel though.
 
Sorry Karst, just played you as Rashid because the game refuses to let me be Karin, so I just did nonsense
It's all good. I don't know any of these characters, so I was a bunch of nonsense myself.

You pick Karin by going to the Battle Settings and setting your "Favorite Character" as Karin.
 

Zissou

Member
See ya'll next beta

brazildance3c4reh.gif
 
Not feeling the new characters much, or combos being removed... Was way more hyped after the 1st beta than the 2nd or 3rd (considering this probably is the 3rd)..
 

SAB CA

Sketchbook Picasso
Ok, well, there ends this stress test, and my 15 game win streak with Laura. Probably had more consistent wins with her than I did with Karin, but I don't know what that really says.

People REALLY liked walking into Medium P -> Fireball frametraps. Playing her successfully felt like it was born from the same "eternal pressure" school Rashid comes from. Neither are all that safe against the right tools, but if the opponents doesn't know the tools, they get kinda blown up and frustrated.

A nice combo for her involves any attacks that lead to her EX Projectile. If it hits in corner, you can get a free QCF+HP, or attack to reset. Outside of corner, you can actually land her sweep off the juggled opponents, which felt great to start setting up fireball shenanigans again.

LP Fireball is a Fun anti-air, and can combo into QCF+HP attack grab too. Along with her s.MP, she feels like she has a nice variety of anti-jump tools, and she recovers quick enough from projectiles to easily punish people who try to jump over them.

QCF+LP seems to recovery quick enough on block or hit to "tick" into a HCB+LK command throw. I'm kinda surprised how few people would try and get out of it. It's solid damage, and more importantly, leave them at a nice range for more projectile setup shenanigans.

She's really boring and patient on her own wakeup, though. Nothing seems to have invulnerability, and the angles on things are bad. She seems to rely simply on mobility and solid defense. nothing that gets her outta jail free.

Oh, and I think her taunt instantly probably turned Sean off every wanting to practice Matsuda style with her, lol. "Wanna be a grappling bud? A-GRAP-LING-BUD?:

Did anyone get much traction out of her V-Trigger? Any documentation to HOW it buffs her moves exactly? More Stun Gauge, more Hitstun for new combos, or just pretty effects and maybe more damage? I find myself not really enjoying the idea of her trigger, unlike Mika, Karin, or even Cammy's triggers.
 

Femto.

Member
It's over?

Damn it I just got home :(

Edit: Less combos? So things got nerfed?
Ugh, is this game just going to be all footsies?

I'll still get it anyway but ew.
 
Laura was alright. I still don't get how a lot of pieces of offense fit into her game plan, like her forward fierce punch, or her mp mk chain. I'd love a way to confirm into her qcf punch move without a crush. I had some success playing her as a low rent Abel though.
Mp, mk, V-Trigger cancel and hit confirm into CA or elbow
 
No one likes things that they're used to being removed, but that's game dev and it's a beta.
Um ok I know that, but how does that make me like the game better? And the new characters being uninspiring to me is not going to change. Someone can be against what current direction the game is going even if it is still in development.
 

SAB CA

Sketchbook Picasso
Laura was alright. I still don't get how a lot of pieces of offense fit into her game plan, like her forward fierce punch, or her mp mk chain. I'd love a way to confirm into her qcf punch move without a crush. I had some success playing her as a low rent Abel though.

EX QCF+P Goes very far, so you can use it as a whiff punish.
Charged Projectiles work as confirms. See one hit? Go for it!
Second hit of Forward and Fierce Confirms into the QCF + HP variant. Do it after Dizzy-> tossing a charged HP projectile. EX QCB+P also confirms into QCF+HP in corner. Standing FP has pretty nice range, and can work well too while playing some frametrap footsies. Unlike HK, it's also cancellable!

Also note that QCF+LP combos off a standing Light Kick. Nice way to get in, land that command throw, and start the fireball wakup pester game.
 

GorillaJu

Member
Um ok I know that, but how does that make me like the game better? And the new characters being uninspiring to me is not going to change. Someone can be against what current direction the game is going even if it is still in development.

No idea what you're going on about here. I didn't say you should like the game more, I was sympathizing with you.
 
Probably the best connections i've had in all of the stress tests/betas. Hope the final release holds up under the stress.

Feel like I started to get the hang of Karin. Not sure she was designed to be played super lame, but I was having fun regardless.
 

Uraizen

Banned
It's over?

Damn it I just got home :(

Edit: Less combos? So things got nerfed?
Ugh, is this game just going to be all footsies?

I'll still get it anyway but ew.

They did say it would be a love it or hate it game. Maybe this is what they meant?
 
Did anyone get much traction out of her V-Trigger? Any documentation to HOW it buffs her moves exactly? More Stun Gauge, more Hitstun for new combos, or just pretty effects and maybe more damage? I find myself not really enjoying the idea of her trigger, unlike Mika, Karin, or even Cammy's triggers.

I quite liked using the VTrigger cancelled from her mp,mk target combo then linking sweep for a knockdown. Since VTrigger lets her charge her fireballs faster I tried to charge that then empty jump over them into cr.lk to knock them into the 3-hit fireball then HP x whatever.

I'm not sure how it affects her other moves really.
 
I'm started to get worried about this game. I'm not the biggest fan of SF4, but even compared to that game it just looks so uninspired. It's kind of hard to describe what's not right. Maybe it's the ultras(which I kind of hated) that often led to some interesting back and forth, where the v-trigger stuff in this seems rather dull. I still think SFA3 had the most robust systems(even with bullshit v-ism) and wish they could bring that level of options to SF
 

nded

Member
I'm started to get worried about this game. I'm not the biggest fan of SF4, but even compared to that game it just looks so uninspired. It's kind of hard to describe what's not right. Maybe it's the ultras(which I kind of hated) that often led to some interesting back and forth, where the v-trigger stuff in this seems rather dull. I still think SFA3 had the most robust systems(even with bullshit v-ism) and wish they could bring that level of options to SF
I honestly can't agree with anything you're saying here.
 

Razzorn34

Member
Yeah. Tons of systems don't make for a better game IMO. This is still why my favorite fighter of all time is still SF2 Turbo(Not Super Turbo). It's just you vs your opponent, with no funny business.
 
I'm started to get worried about this game. I'm not the biggest fan of SF4, but even compared to that game it just looks so uninspired. It's kind of hard to describe what's not right. Maybe it's the ultras(which I kind of hated) that often led to some interesting back and forth, where the v-trigger stuff in this seems rather dull. I still think SFA3 had the most robust systems(even with bullshit v-ism) and wish they could bring that level of options to SF
What, specifically, do you miss?
 
I'm started to get worried about this game. I'm not the biggest fan of SF4, but even compared to that game it just looks so uninspired. It's kind of hard to describe what's not right. Maybe it's the ultras(which I kind of hated) that often led to some interesting back and forth, where the v-trigger stuff in this seems rather dull. I still think SFA3 had the most robust systems(even with bullshit v-ism) and wish they could bring that level of options to SF
The V-triggers are hit or miss (don't like the ones that are just power ups). But at least V-skill is trying to vary system mechanics among the individual fighters rather than everyone sharing a universal mechanic (ala focus attack or parry).

Hopefully in a couple years they add multiple V-triggers/V-skills ala multiple ultras and you basically would pick different flavors of a character.
 

Uraizen

Banned
I'm started to get worried about this game. I'm not the biggest fan of SF4, but even compared to that game it just looks so uninspired. It's kind of hard to describe what's not right. Maybe it's the ultras(which I kind of hated) that often led to some interesting back and forth, where the v-trigger stuff in this seems rather dull. I still think SFA3 had the most robust systems(even with bullshit v-ism) and wish they could bring that level of options to SF

I kinda get where you're coming from. This is the SFV I wish we had, just with the current v-skill and v-trigger mechanics and how they work.
 
What, specifically, do you miss?

I guess it boils down to the available mechanics being too basic and not particularly interesting. I've watched match vids, though, so maybe it's more fun to play than to watch

Hopefully in a couple years they add multiple V-triggers/V-skills ala multiple ultras and you basically would pick different flavors of a character.

Yes, this is exactly the kind of thing it needs. Sort of like the different V-isms in alpha. Really opens up variety
 

Vice

Member
I'm started to get worried about this game. I'm not the biggest fan of SF4, but even compared to that game it just looks so uninspired. It's kind of hard to describe what's not right. Maybe it's the ultras(which I kind of hated) that often led to some interesting back and forth, where the v-trigger stuff in this seems rather dull. I still think SFA3 had the most robust systems(even with bullshit v-ism) and wish they could bring that level of options to SF
I think it's too early to say. The game is still being played in a way that doesn't take advantge of the systems in place or the pace of the game. In most of the matches I've played,online and off, people aren't taking advatange of v-reversals, crush counters or the v-skills or triggers outside of a few scenarios for combo extension.

Even with the better and more experienced players you can tell that it's mostly them experimenting to getba feel for the game rather than knowing how things work at a high level. It took awhile for SF4 to get figured out and its initial clunkiness to disapear. Same for MVC3 and SFxT.
 
The game is fun to play but is it fun to watch? That's the question, I'm constantly worried if this game will bring the hype.

At some point viewers in general need to either learn and develop an appreciation for overall good play or get fucked. Shit thrown in "because people will think it's hype!!1!1" is part of how we got Ultras.
 

jbug617

Banned
LPN went to the Capcom thing today and tweeting about the build they have there right now.

@oooitzLpN: Ken's run is slower. Cr.mk extended hit box. This Ken feels weaker then beta 2. RIP ;_; #SFV

@oooitzLpN: Nash no longer has bazooka knee juggle after HK scythe . Dmg is still good . Still a strong character #SFV

@oooitzLpN: Bison psycho pillar is qcb + p again. Really good to whiff punish -> critical art! Cr.mk is cancelable but really negative on block #SFV

@oooitzLpN: Karin can't late cancel cr.mk no more . perhaps was too good before to confirm into dorya. She plays a bit different now #SFV
@oooitzLpN: LAURA feels beautiful as usual. Needs a little bit more hit/block stun on her normals to really dive into mixups. She's good not great #SFV
@oooitzLpN: no more running with Ken. More walking and dashing now for mobility. Karin and LAURA just does it better than him :/ #SFV
 
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