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Street Fighter V |OTVIII| New Delayed Generation - Controversial Inputs

mbpm1

Member
I think its his v-skill. I haven't had a chance to really try it out, but his v-skill being safe on block means you can have these block strings that push you out end in v-skill, letting you get right back in for free. i dunno. I haven't had a chance to try him as much as i'd like to yet.

21 frame startup and tons of recovery is pretty rough.

Right now it feels hard to really use
 
I love dipping my head into a battle lounge to get an idea of the player connection quality, only to get sucked into spectating mode before I can escape.
 

Blueblur1

Member
I've probably played this game everyday for over a year and never have I noticed the shadows. More power to the people that have the highest of standards.

Remember when ultra came out for PS4 and people went insane over the lines in the training stage?

I'm far from a graphics whore, but the muddy, checkered shadows are shockingly egregious, especially on certain stages. They ruin the game's visuals for me.

killu4what, maybe you play on 720p? The shadow dithering is more visible when playing the PS4 ver at 1080p and higher (when PS4 Pro upscales). My friends have been hardcore SF players for years and they didn't notice the shadow dithering until I changed one of their monitors to 1080p and pointed it out.
 
killu4what, maybe you play on 720p? The shadow dithering is more visible when playing the PS4 ver at 1080p and higher (when PS4 Pro upscales). My friends have been hardcore SF players for years and they didn't notice the shadow dithering until I changed one of their monitors to 1080p and pointed it out.


No my friend I am definitely playing on 1080p. And I am positive it can pointed out to me how "bad" the AF or shadow dithering is. My simple point was after a year it is just something I didn't notice or really cared about. I guess you can say ingorance is bliss. But it stills seems pretty silly when I hear it ruins the game or the graphics.

The more I lurk neogaf the more I find that things the average person doesn't know about or noticed drive other people batshit crazy.
 

ElFly

Member
Here's one from one of the most problematic stages.

C_o05wQUMAA6ZLQ.jpg


I'll get an image from Shadaloo Base in a few minutes.

haven't played in a while -blame persona 5- but dang

Urien skin looks _bad_
 

Edzi

Member
In some ways, this beta has made me lose all remaining hope I ever had in Capcom since it proves that they legitimately don't know what they're doing. Either they're intentionally putting in jab aas after saying they were removing them, or they're intentionally nerfing jump in attacks to the point of being susceptible to even jabs. Either way, it's a really annoying way to solve the jumping problem which is what I'm assuming they're trying to address.
 

myco666

Member
Almost at 5k lp in the beta. Maybe I should try ranked again eventually. Then again most of my wins are against day 1 Eds.

DP change means Ken players are going wild

And fuck me I never want to fight a Vega again. They buffed the wrong character.

As if they weren't going wild already. What is wrong (or rather what is good) with Vega now?

She said something about "your opponent is using their main character" or at least that's what I thought I heard.

Can't you increase the volume for announcer and drop others in the settings?
 

Pompadour

Member
In some ways, this beta has made me lose all remaining hope I ever had in Capcom since it proves that they legitimately don't know what they're doing. Either they're intentionally putting in jab aas after saying they were removing them, or they're intentionally nerfing jump in attacks to the point of being susceptible to even jabs. Either way, it's a really annoying way to solve the jumping problem which is what I'm assuming they're trying to address.

I don't think jab AAs ever completely went away, they just became worse. They still work, though.

They need to get rid of jab AAs across the board, give everyone a medium or above AA that's slowish but still doable on reaction, and finally give a lot of characters cr.H AAs that CC automatically if it hits the opponent's startup or active frames (I can't see how CCing just the startup would do anything). So if you predict your opponent is going to jump in you can AA and launch them into a follow-up combo.
 

Edzi

Member
I don't think jab AAs ever completely went away, they just became worse. They still work, though.

They need to get rid of jab AAs across the board, give everyone a medium or above AA that's slowish but still doable on reaction, and finally give a lot of characters cr.H AAs that CC automatically if it hits the opponent's startup or active frames (I can't see how CCing just the startup would do anything). So if you predict your opponent is going to jump in you can AA and launch them into a follow-up combo.

They nerfed a couple characters, and then proceeded to give all the new DLC characters the best AA jabs. Makes no sense.
 

Kashiwaba

Member
Hope we will get the new cfn update soon, going back to the main game with the old cfn is so depressing with all the errors, long leading and lag.
 

FluxWaveZ

Member
Ed's trials: https://www.youtube.com/watch?v=npARs7LCMoo
Hitboxes: https://www.youtube.com/watch?v=k1kGlz9lmfY

Feel like it says something that most of those are either jump-ins or start with a crush counter. I'm worried about this character. Was really excited at the concept of playing this dude, but I can't wrap my head around his approach, and I'm starting to worry that it's not because there's a lot more to discover. At this point, I feel like Kolin had a lot more hidden potential, with tools like command dashes, hail setups and the counters.

It's still day 2, not gonna freak out just yet. I forgot that he had a Hold version of his air grab V-Skill, too.
 

Edzi

Member
Ed's trials: https://www.youtube.com/watch?v=npARs7LCMoo

Feel like it says something that most of those are either jump-ins or start with a crush counter. I'm worried about this character. Was really excited at the concept of playing this dude, but I can't wrap my head around his approach, and I'm starting to worry that it's not because there's a lot more to discover. At this point, I feel like Kolin had a lot more hidden potential, with tools like command dashes, hail setups and the counters.

It's still day 2, not gonna freak out just yet. I forgot that he had a Hold version of his air grab V-Skill, too.

lol, what? Since when have trials ever been a good indication of how you're supposed to play a character? Don't most of them start with jump ins just because?

I think V-skill is going to be how a lot of his offense starts, just gotta condition them to not expect it and then they're caught in a mixup.


I remember saying Kolin felt unfinished when I played her the first time but Ed feels even worse to me. People are probably going to figure shit out and prove me wrong again but something about this character doesn't feel right to me.

I think he's limited by what they decided to do with his controls. Having no variations on any of his specials (except for the fireball apparently) really hurts him.
 

kobu

Member
I remember saying Kolin felt unfinished when I played her the first time but Ed feels even worse to me. People are probably going to figure shit out and prove me wrong again but something about this character doesn't feel right to me.
 

FluxWaveZ

Member
lol, what? Since when have trials ever been a good indication of how you're supposed to play a character? Don't most of them start with jump ins just because?

No, the trials are typically useless to show off the strength or optimal combo routes for a character. But they have shown off typical hit confirms for grounded combos. When you see a jump-in for an Ed combo in these trials, there isn't a hit confirm that can be sussed out if you ignored the jump-in altogether, while you can actually do this for other characters.

l think V-skill is going to be how a lot of his offense starts, just gotta condition them to not expect it and then they're caught in a mixup.

But what's the mixup? Tech a throw or not? You're thrown far away from him if you manage to not tech and it's not a lot of damage. Anyone would just eat the throw if they really needed to decide withholding the delay tech. The thing has crazy startup and recovery, along with limited range. I don't think it will be feasible for his game plan to actually revolve around using it outside of extending combos or as an (okay-ish) AA.
 

mbpm1

Member
I remember saying Kolin felt unfinished when I played her the first time but Ed feels even worse to me. People are probably going to figure shit out and prove me wrong again but something about this character doesn't feel right to me.

I mean, I thought the same when I started her but now she just makes sense to me. Ed feels worse though for sure

it would be cool if you can cancel his vskill. Thats not possible right? Havent played him

You can't
 

Edzi

Member
No, the trials are typically useless to show off the strength or optimal combo routes for a character. But they have shown off typical hit confirms for grounded combos. When you see a jump-in for an Ed combo in these trials, there isn't a hit confirm that can be sussed out if you ignored the jump-in altogether, while you can actually do this for other characters.

I see what you mean, and yeah, he's super limited with his confirms outside of a jump in. That's why I think most he'll have to end up relying on setting up the held v-skill.

But what's the mixup? Tech a throw or not? You're thrown far away from him if you manage to not tech and it's not a lot of damage. Anyone would just eat the throw if they really needed to decide withholding the delay tech. The thing has crazy startup and recovery, along with limited range. I don't think it will be feasible for his game plan to actually revolve around using it outside of extending combos or as an (okay-ish) AA.

Aren't you +3 or something after the v-skill? That let's you mix them up with more than just a throw, right?
 
Almost at 5k lp in the beta. Maybe I should try ranked again eventually. Then again most of my wins are against day 1 Eds.



As if they weren't going wild already. What is wrong (or rather what is good) with Vega now?



Can't you increase the volume for announcer and drop others in the settings?

Farming Da y 1 Edz is nice. My Birdie will be ready for him.

And Vega seems to be able to confirm a lot more stuff now. And his reach feels like it's back. Dude is fire.
 
Idk Ed seems cool and has potential.

Also I think they updated npcs on more than just the air Force Base. The NPCs on high roller casino we're doing something I've never seen before.

@Lucebuce FANGs poison cloud doesn't stop Ed's fireball. Only nishikyu can stop it.
 

Vice

Member
Ed feels one buff away from being much stronger. Just a little more range on his uppercut or upkicks. I like him though, his normals remind me a bit of Rose in SF4. Mostly the crouching heavy punch.
 

FluxWaveZ

Member
Aren't you +3 or something after the v-skill? That let's you mix them up with more than just a throw, right?

Yeah, the word is that he's +3 after that. But how I see it, this is what follows:

1. Ed attempts a throw. Opponent either techs or throw lands.
2. Ed attempts a shimmy. Opponent either tries to tech or escapes.
3. Ed attacks with either st.MP or cr.MP to beat 3f moves. Opponent either blocks or gets (CH) hit.
3*. If the first attack landed, you could follow-up with cr.MK. If the st.MP > cr.MK hit... that's the end of your pressure?

The way I see it, if there's no real way to convert after the +3 ground V-Skill if an attack lands, I'd either just hold back or just eat the throw. Despite plus moves, his frame traps don't seem to be powerful in a way that can lead to big damage or knock downs, like the strong characters in this game. Maybe his cr.HP will need to be used more or something in them? But that doesn't sound right.
 

mbpm1

Member
Despite plus moves, his frame traps don't seem to be powerful in a way that can lead to big damage, like the strong characters in this game. Maybe his cr.HP will need to be used more or something in them? But that doesn't sound right.

That's the thing. Everything is plus but conversions are iffy even with an eyeball on the stun meter for single hits at the end of strings. We'll have to see how it pans out. Maybe people will have to introduce a lot of microwalks to get things to work
 

Edzi

Member
I think they need to buff his f.mp so that it connects from far ranges, so at least we can finish a combo instead of just getting nothing outside of point blank range.

I can also already see people getting used to his V-Skill and reacting to it for a huge punish.
 
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