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Post by Nyu Nozomi Hyuga on Apr 8, 2016 16:26:05 GMT -5
Time for some unused stage ideas from eventhubs:
Haggar was going to be trapped in an elevator? Street Fighter 5 dev team explains cuts they made to the game's stages
There were all sorts of stage elements cut from Street Fighter 5's backgrounds.
In a recent blog post, the development team spoke about things they dropped from the game, and their thought process behind these decisions.
Some of the more notable items that ended up on the cutting room floor included Haggar being featured on Karin's Kanzuki Estate stage, but he would have been trapped inside an automatic elevator.
Also, dinosaurs would have been featured in the New Zealand stage, but that went against one of the team's design directions.
China stage
Two people were going to be holding pets on leashes on the China stage, one with a tiger and the other with a duck.
When the crowd got excited, the tiger would eat the duck, but then the waterfowl would later escape and the process would repeat.
Capcom said they wanted to include that tiger in the background, but they didn't because they felt sorry for the duck.
Also, there was supposed to be a festival going on in the China stage, but it was too distracting so they cut it.
Kanzuki Estate stage
Haggar was going to featured on Karin's stage via an elevator that would automatically go up and down, which was a super cramped fit for the Mayor of Earth, but Capcom felt that it was too random, so they dropped it.
They were also going to have a sushi machine at Kanzuki Estate, and they say they were super hyped for it, but they could not remember why that was cut.
There was supposed to be some sort of contraption coming out of the dragon's head, but it was too much work for something inconsequential, so they dropped it.
Other stuff
Capcom wanted to include dinosaurs on the New Zealand stage, but they've made a rule that unless they have a very special reason, they're not going to include stuff that doesn't exist in current times.
An American military base stage was planned, where you go through an elevator and find huge robots and aliens kept there (as you can see in the pictures), but was cut because it had nothing to do with the story at all.
They were also planning a Shadaloo Submarine stage, but once they started conceptualizing it, they realized it wasn't actually very cool and dropped it, but fans should know that the Shadaloo sub actually does exist.
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Post by Nyu Nozomi Hyuga on Apr 9, 2016 17:42:22 GMT -5
Here is a bug that revert characters to their original state from eventhubs:
Bug in Street Fighter 5 reverts characters to previous version, workaround discovered
TOOLASSlSTED and Dantarion have documented a bug in Street Fighter 5 which will revert the character you're playing as to the previous version of the game.
Version 1.02 is the current release of the characters in SF5, but it's possible to revert them back to v1.1.
The whole matter can be resolved by NOT having Alex as the default character selected — and everything should load up properly. But if Alex is the default character on screen, you'll run into some issues, depending on the mode you're using.
TOOLASSlSTED created these handy images to show what's going on.
Alex character select bug explanation, and workaround by Dantarion
Every character has their v1.01 and v1.02 files. The v1.01 files are in a folder labeled 000 and the v1.02 are in a folder labeled 001.
Except for Alex. Alex only has one version of himself available, and that is in a folder labeled 000. The bug seems to be that when the selection screen cursor starts on Alex, the game loads from the 000 folders for everything, thus getting the v1.01 files when you switch from Alex to someone else.
The solution is to have the game decide which version to load based on who is picked, not on who the cursor starts on.
The workaround is to never have Alex set to your favorite character unless you are playing ranked, or battle lounge with no character select.
In the event that Alex is selected, you will need to do more than go to character select before the next match. Going from playing as Alex, to character select, and then into a match triggers the bug, so you need to go from playing as Alex, to character select, to playing as a different character, to character select, and then its all good, or go all the way back to the Main Menu or Battle Settings menu.
Basically, if Alex is highlighted automatically when character select loads, IT IS BUGGED.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 10, 2016 1:41:55 GMT -5
They definitely need to work on getting this fixed along with other things.
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Post by Nyu Nozomi Hyuga on Apr 10, 2016 22:01:46 GMT -5
Here is a set of official guides from eventhubs:
Zangief's V-Skill is difficult to use and he has a big hitbox, but he's strong almost everywhere else - check out his official Street Fighter 5 guide
The Street Fighter team has released another of their very useful Street Fighter 5 character guides. This time, we get to learn the ins and outs of the Red Cyclone -- Zangief.
In this guide, we learn that Zangief might not be quite as bad as people think. Taking a closer look at his skill set, we find that Gief only really suffers from a slow walk speed, a difficult-to-use V-Skill, and a big hitbox.
If he's at mid-range or closer, he's got everything he needs to take on most any opponent. And if the opponent tries to run away, Zangief's V-Trigger can bring them right back in. Click the image for an overview of Zangief in Street Fighter 5.
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Does Laura's high damage justify her minimal combos and a hard to use V-Trigger? Her Street Fighter 5 character breakdown explores her pros and cons
The official Street Fighter 5 character guides continue to roll out, and today we bring you Brazilian fighter Laura Matsuda and her shocking Brazilian jiu-jitsu.
More often than not, Laura is classified as "not the strongest" character on the roster. This isn't to say she's not viable, or even low tier, but simply that people feel it's a little harder to rack up wins with her than some of the other fighters.
The guide covers all of her normal moves, specials and a few combos, but also explores the overall pros and cons of Laura as character in SF5. Here they are listed below:
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F.A.N.G and Dhalsim have a hard time dealing with pressure, but both have very strong anti-airs and projectiles: Check out their official SF5 guides
The official Street Fighter YouTube has uploaded two Street Fighter 5 video guides.
This time around, we get a full breakdown of two strong zoning characters -- F.A.N.G and Dhalsim. As always, these guides give us detailed information on each character's normals, special moves, V-moves, and critical art. We also get to see which ranges they are most effective at.
Below is a quick overview of both 'Sim and F.A.N.G which explains that though these characters struggle with pressure, they have more than enough tools to keep the opponent at bay.
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Post by Nyu Nozomi Hyuga on Apr 11, 2016 22:50:07 GMT -5
Heres info on Ryuichi Shigeno becoming a battle director from eurogamer:
Meet the tester who changed Street Fighter
Ryuichi 'Woshige' Shigeno had been waiting for more than a decade to fight Ken-ichi 'Ogawazato' Ogawa on a tournament stage when he heard that he'd drawn, as he puts it today, the "match of his dreams." When he was 13-years-old, Shigeno played in his first Japanese national video game competition. Since then, he'd risen to become one of the world's top-ranked players of Guilty Gear, Arc System Works' hyperactive, heavy metal-spruced fighting game series. This was to be, nevertheless, a challenging match-up. Ogawa, a part-time chef from Tokyo, is the world number one. As each player sat down to fight for a spot in the finals at EVO 2015, the largest fighting game tournament in the world, held that year at a Paris-themed hotel, complete with miniature Eiffel Tower, in glittering Las Vegas, more than a hundred thousand people logged on to watch the fight.
Shigeno was born and raised in Kobe, a city slung deep and low on Japan's coastal underbelly. He started playing fighting games when he was ten, after his parents let him play on an arcade machine in the corner of a video rental shop, while they browsed the shelves looking for a film to take home that day. The allure of public performance proved irresistible. "I would practise at home on consoles to get better, then show off the results of my efforts at the arcade," Shigeno says. "It's been 15 years since I started playing so I don't know exactly how much time I've spent playing fighting games, but certainly more than 3,000 hours." Despite his experience, in Las Vegas that day, Shigeno was anxious. "Thinking about how many people are watching still makes me very nervous," he says.
In his early days of competition, Shigeno would prepare for major games like this by studying videos of his opponent's previous matches, searching for pattern and weakness that he might exploit. "I hate it when I can't put that to good use on the day or when my attempts to read the other person backfire," he says. "It creates a bad atmosphere for me. So these days I don't do much preparation before fights." Instead, Shigeno now tries to make both the crowd and the stakes disappear from his mind. "It helps move me into a mental state where I won't fall apart if I make a mistake," he says.
Ryuichi Shigeno
That day in Las Vegas, the technique worked. Shigeno, playing as Millia Rage, a waif-like girl who uses her tendrilous blonde hair as a whip, lost the first round but fought back to take the second with relative ease. "Genius," cried one of EVO's excitable announcers. It was a premature verdict. Shigeno,stood to his feet and slammed his controller onto the seat of his chair. As he raised both of his hands above his fluffy fringe, he turned to face the crowd, shaking his fists exuberantly, forgetting, through some crinkle in his consciousness, that he still had to play the deciding round.
Still seated, the bespectacled Ogawa tugged on his nose. "Oh my God," screamed the commentator. "Woshige thinks it's over?" By the time Shigeno realised his mistake, and had retaken his seat, Ogawa had almost finished assaulting his opponent's defenceless avatar. Seconds later it was over: a perfect win for the Tokyoite. "Not like this," screamed the commentator. "Why? Why?!" Shigeno plunged his head into in hands. The following day ESPN broadcast the footage on its Sports Center programme. "Premature celebrations aren't your fault, but they are your problem," said one of the presenters, with some philosophical gravitas. The clip was shared far and wide, "I still remember how I felt after the match," Shigeno recalls, mournfully. "I knew I'd messed up in a major way. All I could do was laugh."
While the majority of the crowd's attention focused on Shigeno's blunder (it was the most notorious incident of last year's EVO tournament, an event defined by annual competitive upsets), some noticed something else was curious about the scene. The logo on the front of Shigeno's red t-shirt was for Street Fighter 5. In tournaments, Shigeno exclusively played Guilty Gear. Why was he wearing the shirt for a rival game? Not just any shirt, either. This was a T-shirt worn exclusively by members of Street Fighter's development team.
"It was the first time I'd publicised my work at Capcom," says Shigeno, from Capcom's main office in Osaka. "But I actually joined the company in 2007." Indeed, the 25-year-old has been a tester on the majority of Capcom's recent fighting games - Tatsunoko vs. Capcom, Marvel vs. Capcom 3, Street Fighter x Tekken, and early iterations of Street Fighter 4 - searching for bugs in the code. A tester's hours are long and the work monotonously hard, but Shigeno had proved himself a diligent and useful asset. He was moved from bug-testing to work on Ultra Street Fighter 4's content analysis team, where he had to check the balancing of characters, ensuring that there were no moves that could be exploited by a skilled player to upset the game's fine-balance.
Development of Street Fighter 5 was well underway when Shigeno was called into a superior's office and given an extraordinary offer. Capcom, he was told, had taken notice of Shigeno's talent, not only at playing fighting games, but also at improving them. Would he consider, they asked, taking on the role of Battle Director on the company's flagship video game. "I felt honoured and grateful, of course," he says. "But, since that day, also constant pressure. My job is to improve Street Fighter's gameplay. Can you imagine? That is an enormous responsibility."
It's a responsibility from which Shigeno has not shied. Street Fighter 5 is much more than an updated iteration of the earlier game. "We stripped the game back to its fundamentals," he says. "At every stage we wanted to accentuate the individuality of Street Fighter's characters." In this way, the pensive power of Ryu was hardened while, for example, exuberant Ken has become yet more explosive and temperamental. "In the past Ryu and Ken have tended to play similarly since they share so many moves," he says. "We wanted to make it so that, while they still have a similar move-set, they remain completely distinct. Then, for less impactful or appealing characters, we gave them new ways to be played. It's important to let players feel that every character has certain advantages over others. I always remember that as I tune them."
The stakes of this kind of work are tremendously high especially as, during the development process, the series' top competitors showed off early versions of Street Fighter 5 at major tournament events via exhibition matches. Any imbalances in the system would be exposed in a public forum. In 2014, at the Taipei Game Show, Daigo Umehara, Street Fighter's most famous Japanese player, faced up against Gamerbee for one such match. During the second round, Gamerbee triggered Chun-Li's V-trigger mode and, in this state, was able to send a flurry of Kikoken fireballs at Daigo's Ryu. "He was able to completely obliterate Daigo using the technique," Shigeno says. The trick was highly criticised by Street Fighter's ever-watchful community of players. "It's an example of the kind of thing we had to balance as we went through each character and gradually changed the battle system."
While grinning Yohshinori Ono has been known as the face of Street Fighter, ever since he persuaded his employer to resurrect the series in 2008, the game's producer is only an amateurish player. As such, Ono needs the support of expert players like Shigeno, along with the crack team at Dimps, the little known Osaka-based studio run by Takashi Nishiyama, the ex-Capcom employee who originated Street Fighter in the late 1980s, to ensure the game is well-balanced for experts. "Our team is small but elite," says Shigeno. "I don't know if you could call everyone a 'pro'-level player but they all have confidence in their skills. When we play amongst the team we try to play as every character on the roster in order to get a feel for their strengths and weaknesses. I don't always win. I have winning and losing streaks."
While Street Fighter 5 is unmistakably a Street Fighter game, some have perceived Shigeno's love of Capcom's rival Arc System Works' games in its finer details. Street Fighter 5's crush counters are analogous to BlazBlue's Fatal Counters, for example. The character-specific V-Skills and V-Triggers are similar to Guilty Gear's Drives and Overdrives. But more than tailoring the minutiae of these systems to his own tastes, Shigeno's ambition has been to remove Street Fighter's redundancies. "I want to make every move meaningful, he says, "and strive to not include any pointless ones." When designing these interactions, Shigeno always has an eye on how, like musical notes, players might string them together into melodic combos. "I consider what would be a satisfying move to be able to chain into a combo," he explains. "Then I create the basic version of the combo, then fine-tune it from there. It's about providing a toolset of basic combo parts that players can assemble as they see fit according to the situation."
Now that the game has been out for a few weeks Shigeno has been able to watch how players use each character in the wild. "There are some fights I've seen that have totally blown away my expectations for how to use a character," he says. "But at the same time, I've seen characters being used in ways that make me think people just haven't experimented enough yet. Like I say, we've worked to make sure we didn't put in ineffective moves. But that doesn't mean all the effective ways to use each move are immediately obvious."
The process of building a competitive fighting game doesn't stop at the game's launch. Crafting a game that remains competitive, even as its pool of players begin to master characters and systems, is long and arduous work, even before one considers the potential unbalancing effects of adding new characters. "I honestly don't think you can ever say it's time to stop balancing," says Shigeno. "But the reality of game development is that you have a certain amount of time to tune the battle system. One of my jobs as Battle Director is to ensure the best job possible is done within that time. But, you know, the more we play the game the more we discover; the work of balancing is never truly finished."
While, by his mid-twenties, Shigeno has arguably reached the pinnacle of fighting game development, he intends to carry on this work for the foreseeable future. "When I took part in EVO for the first time last year it really made me feel how fighting games allow people to communicate without words," he says. "It's like a common language. I want to see Street Fighter 5 reach as many players as possible and let them communicate with others around the world like I experienced. Working on this has changed me. I've grown so much as a person."
Shigeno's parents, meanwhile, are delighted that their son has found a job that he loves. "They're happy for me," Shigeno says. "But they're still making fun of me for that match..."
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Post by Nyu Nozomi Hyuga on Apr 11, 2016 23:00:20 GMT -5
Here is info about analyzing hitboxes from eventhubs:
An important message about analyzing Street Fighter 5's unique hitboxes
Overheat's GameTime is a wonderful YouTube channel that has been creating slow motion hitbox display videos for the characters in Street Fighter 5.
www.youtube.com/channel/UCnWzbQ1p__CwyK8W0GCj9ew Watching these videos, there have been a handful of reactions from people saying that the hitboxes make some attacks appear less useful.
Looking at these images you may be inclined to jump to the conclusion that many pokes in SF5 are not all that great.
If you've watched a few SF5 matches however, you'll know that the moves depicted above are used quite commonly, and are mostly viewed as strong tools. Overheat has developed an important video with some great commentary on viewing hitboxes and hurtboxes in SF5.
It's very important to understand the specifics in hitboxes as they apply to your game of choice, but it's equally important to understand how those hitboxes work within the unique atmosphere of said game as well.
I've included Alex and Mika's hitbox videos, but I encourage you to watch them only after you watch Overheat's clarification.
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Post by Nyu Nozomi Hyuga on Apr 11, 2016 23:04:27 GMT -5
Heres an option select from eventhubs:
Four way, trip guard option select in Street Fighter 5 appears strong, but may not be all that practical
Since the release of the latest Street Fighter 5 patch the community seems to have embarked on a mission to discover as much option select tech as possible.
YouTuber 4Dstreaming has created a short video in which they show how to perform a four way trip guard option select. By teching during your character's trip guard frames, you'll be able to beat throws, block reversals or continue pressure.
www.youtube.com/channel/UC0QToVAoacD9gUd_WuBzkqQ Capcom representatives made it clear that crouch teching was intentionally kept out of Street Fighter 5, so we assume the tech here was not intended itself.
www.eventhubs.com/news/2015/jun/28/combofiend-crouch-teching-was-intentionally-removed-street-fighter-5-high-damage-should-aid-traditional-comebacks/ In recreating this for ourselves, we found that it's not all that easy to pull off, and requires very strict timing. It may or may not be practical enough to urge developers to remove it in a future patch.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 12, 2016 3:06:56 GMT -5
Whiff punishing is extremely important in this game. Without it you can't get to top level.
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Post by Nyu Nozomi Hyuga on Apr 12, 2016 22:30:14 GMT -5
Optimize Your Chip Damage in Street Fighter V from shoryuken:
Street Fighter V handles chip damage quite differently from previous Street Fighter games. The fact that medium and heavy normals deal recoverable chip damage, but only Critical Arts can actually secure a kill against a blocking opponent means that ending a round through such methods takes a good deal more planning than just hoping someone blocks one too many fireballs.
In this new video, SFtheWolf demonstrates some optimal chip damage setups that characters can use to try to close out matches on a blocking opponent.
The setups below are designed not just to deal as much chip damage as possible, but are also true blockstrings, meaning that the opponent cannot reversal out of them except with a V-Reversal. Take note, however, that the damage values shown do not take into consideration the guts-style damage scaling that takes place at the end of a health bar, so the numbers presented will be slightly reduced when these tactics are attempted to close out a match.
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Post by Nyu Nozomi Hyuga on Apr 12, 2016 22:39:13 GMT -5
Here are counter hit options from Nash from shoryuken:
Crush the Competition with These Nash Counter Hit Options in Street Fighter V
It goes without saying that missing damage opportunities can cost players a match, so knowing the correct buttons to press following a counter hit can easily mean the difference between advancing in a bracket or packing up your things to heading home. Thanks to a new video from Dragon Ranshiin, those playing Nash in Street Fighter V now have a solid resource to reference when looking to make the most of such exchanges.
The combos presented here cover both regular counter hit combos as well as those resulting from crush counters. Though not all of these conversions result in staggering damage, they do have the potential to add up over the course of a round.
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Post by Nyu Nozomi Hyuga on Apr 12, 2016 22:50:25 GMT -5
Here are options on dealing with Nash's V-Trigger from shoryuken:
Shut Down Some of Nash’s Mobility Options in Street Fighter V
If you’ve tuned in to any recent major Street Fighter V tournaments, you’ve certainly seen Razer’s Infiltration take control of Nash, and you’d likely agree that his movement with the character is so fluid that a comparison to ice skating wouldn’t be out of place. By peppering in V-Reversals and the occasional V-Trigger to get out of sticky situations, Nash players like Infiltration may be able to convince onlookers that the character doesn’t need an invulnerable reversal to remain relevant.
But Nash may not be quite so slippery as he seems. In a new video, SpabRog hits training mode to demonstrate some ways to deal with the the fighter’s common escape methods. After pinning Nash in the corner, players can execute meaty attacks under specific–they’re pretty strict–timings to beat the V-Trigger, for example, making the fight that much harder on Nash.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 13, 2016 0:03:14 GMT -5
Nash's V-trigger and dashes are insane.
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Post by Nyu Nozomi Hyuga on Apr 15, 2016 0:35:51 GMT -5
Heres an interview about MBR from eventhubs:
'I feel [Ryu] can be the best [in SF5]' - MBR talks SF5's playstyle, Ryu's strengths, how to adapt and more in EventHubs exclusive interview
Hypespotting in Scotland was a pretty sweet event, and while there I made sure to grab interviews with some notable players for your reading pleasure.
First of the bunch is Roy "LLL|MBR" Sommeling. In this exclusive interview, he shares his thoughts on the transition between SF4 and SF5, how good Ryu is in the new game, advice for players having trouble adapting to SF5 and more.
MajinTenshinhan: How long have you been playing fighting games?
LLL|MBR: Competitively, I've been playing since 2009 with the release of Street Fighter 4. I've always been a huge fan, though. Back when I was about 10 or 11 years old, a friend of mine had an emulator on his PC running King of Fighters 98 and we would play it every day after school.
After that, I've played King of Fighters 2002, Soul Calibur, Dead or Alive 4 and Tekken 6 casually until the release of Street Fighter 4, when I decided to become competitive.
MajinTenshinhan: You played the Street Fighter 4 series competitively for a long time, but now, with Street Fighter 5, it's a whole different ballgame. How do you feel about the new game compared to SF4, and do you think the transition between the two games has gone well for you?
LLL|MBR: I haven't been getting the results, but I feel that I am quite capable of becoming a top player in this game as well, maybe even more so than in Street Fighter 4.
I always like to learn matchups from experience rather than grinding training mode, which causes me to flop in the first 6 months of the game's lifespan. You can see that in my placing history for Super Street Fighter 4: Arcade Edition v2012 and Ultra Street Fighter 4 as well.
I feel the game rewards more smart play and really amplifies it in comparison to Street Fighter 4, where you could pick Seth or Ibuki and just win off of one hard read.
In Street Fighter 5, momentum is still not an instant win and with the coming of the V-Reversal, you're never in a helpless position defensively, and there's always one hard read option available to you.
I think the downside of this is that the skillgap is very visible for newcomers and they might shy away from the game because you can see exactly how much better the opponent is. In Street Fighter 4, you could just lab out a chain of mixups and take a game or two from better players.
MajinTenshinhan: You use Ryu in this game, a character people have been fairly divided on as to how good he is. I've heard different people call him both bottom tier and best in the game. How strong do you feel he is in Street Fighter 5 right now?
LLL|MBR: I feel he can be the best. He has all the tools to deal with every situation in the game and dishes out some insane damage. The difficulty with Ryu is that everything you do has to be a read or else you'll be punished greatly yourself.
Compared to a great character like Chun-Li where one good instant Air Lightning Legs into knockdown with V-Trigger can win you the game, Ryu has to stay consistent and solid to win games.
MajinTenshinhan: With the new system in place for Capcom Pro Tour points divvied up geographically, do you think we'll see a noticable difference in regional diversity once Capcom Cup rolls around at the end of the year?
LLL|MBR: I feel that this would be the case if non-Europeans wouldn't be able to collect European points. Right now, Gootecks is ranked as the 8th highest European with points. I feel like the Asians will travel to block Europeans from competing in the Capcom Pro Tour again, by coming to our events and winning.
The worst thing is that the crowd loves it. Even though most Asian players are already qualified, they'll still come to block the Europeans from going to Capcom Cup. There's the argument to be made that we need to win no matter who comes, but this defeats the purpose of having regional qualifiers in the first place.
MajinTenshinhan: I've had several players who were somewhat successful in Street Fighter 4 have complained to me about how they aren't able to play Street Fighter 5 nearly as well as they're used to. What kind of advice would you give to players who are having a difficult time switching over?
LLL|MBR: I would recommend to the players that have difficulty switching over to get on Fightcade and play some Super Street Fighter 2: Turbo. The game is very similar in that gives a lot of reward to neutral game choices and the knockdown momentum is similar to what we have in Street Fighter 5.
Because the game looks and feels so different than Street Fighter 4 and 5, you'll have an easier time adapting. I have to admit, I've been very bad at Street Fighter 4 since Street Fighter 5 came out because I keep overlapping the games in my head.
So I recommend just playing Super Street Fighter 2: Turbo and grinding Street Fighter 5 while leaving Street Fighter 4 behind you if you want to be competitive in this new game.
MajinTenshinhan: Are there any characters, besides the already announced ones, that you hope to see added to SF5 as DLC in the future?
LLL|MBR: I'd really love to see Akuma in season 2, since I really like playing the shoto glass cannon. In Street Fighter 4, I loved the fact that I had all the tools in the game and more, in trade for having less health and stun. I really needed to get used to the fact that I didn't die from 2 mixups when I started playing Street Fighter 5.
Other than Akuma, I really would like to see Sagat, Q, Kairi and maybe Batsu from Rival Schools. Those characters seem really interesting to me.
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Post by Nyu Nozomi Hyuga on Apr 15, 2016 0:40:43 GMT -5
Heres info about Poongko joining Team Secret from eventhubs:
Poongko becomes first Street Fighter player to join Team Secret
Lee Chung Gon, better known as Poongko, has joined a new eSports sponsor. The Seth/Cammy player is now the first Street Fighter player to be enlisted by Team Secret.
teamsecret.gg/ Kemal Sadikoglu, Director of the team, announced via Twitter this morning that the Street Fighter veteran has officially joined the ranks.
Team Secret is an eSports organization that competes in games such as Dota 2, Hearthstone, and more. Just recently, they delved into the world of Super Smash Bros. Melee by acquiring Otto "Silent Wolf" Bisno.
With 2016's Capcom Pro Tour already underway, it'll certainly be exciting to see The Machine compete against the best of the best in Street Fighter 5.
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Post by Nyu Nozomi Hyuga on Apr 15, 2016 0:55:19 GMT -5
Here are more hitboxes from eventhubs:
Here are Street Fighter 5 hitboxes in both real time and slow motion for Ryu, M. Bison, Vega and Birdie
Overheat has offered the community an incredibly valuable resource here in posting video footage of hitboxes for much of the Street Fighter 5 cast.
We have here today Overheat's videos for Ryu, Bison, Vega and Birdie, though we included R. Mika and Alex in a separate post from a few days back.
posted at Apr 11, 2016 at 11:00pm by NyuNozomiHyuga You'll see the exact area of effect for each and every move for these fighters, including Birdie's booger flick as seen in the article banner.
It's important to note that the yellow boxes are not vulnerability areas, but rather proximity block zones. In other words, being in the yellow boxes will prompt a defending character to block if they are holding back.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 15, 2016 6:49:36 GMT -5
So yea I'm putting Karin at top tier where she belongs. Her damage and normals are just ludicrous. Very easy to do too. I see why she's so popular.
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Post by JACK-2 on Apr 15, 2016 13:28:19 GMT -5
What are the tiers?
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 15, 2016 13:50:08 GMT -5
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Post by WarMachineRhodey on Apr 15, 2016 14:42:23 GMT -5
mistake post
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on Apr 15, 2016 15:05:44 GMT -5
Want it deleted?
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Post by Nyu Nozomi Hyuga on Apr 15, 2016 17:30:51 GMT -5
Here are advice on not getting bullied from eventhubs:
Graham Wolfe's super practical advice to help you stop getting bullied by gimmicks in Street Fighter 5
If you play Street Fighter 5, you need to follow Graham Wolfe on Twitter. The man is a world champion Street Fighter player as well as a lab monster.
twitter.com/GrahamWolfe1 Graham has noticed more than a few recurring gimmicks that players have adopted in SF5, and shouldn't be getting away with anymore. For instance, instant air Lightening Legs gets a ton of flack for being "too powerful a tool," but did you know the following was true?
Boom. You now have a very real and powerful answer to one of the most annoying moves in the game. Graham has already accumulated a whole slew of facts like these on his Twitter, and you can see them below.
Not all of these moves are gimmicks per se, but the fact that they're being widely used in ways that
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Post by Nyu Nozomi Hyuga on Apr 15, 2016 17:36:25 GMT -5
Here is the first Diamond player & titles from eventhubs:
Arturo Sanchez is Street Fighter 5's first Diamond ranked player, check out the awesome titles that come with it
Arturo "TS|Sabin" Sanchez is currently the #1 ranked Street Fighter 5 player in the world. Not only is he sitting pretty above the rest of us, but Sabin has also reached another milestone.
The Dhalsim player is the first Diamond ranked warrior we've seen in Street Fighter 5. As of this morning, Sabin has a total of 14,040 LP.
Below, you can check out a couple of screenshots showing the leaderboards and some spiffy new titles that are rewarded to Diamond ranked players.
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Post by Nyu Nozomi Hyuga on Apr 15, 2016 17:39:10 GMT -5
Here are plans for rage quit system from eventhubs:
Another system to stop Street Fighter 5 rage quitters set to drop this month
As many know, rage quitting in Street Fighter 5 has been a prominent issue since the game dropped back in February. Players in online ranked matches will disconnect (if they lose) before the match fully ends, preventing the winner from receiving LP for the victory.
Not long ago, Capcom put in a system to punish rage quitters. Those who frequently disconnect were penalized with a severe reduction in their LP.
Though Capcom cracked down on quite a few players, it hasn't fully stopped players from leaving a ranked match prematurely. However, according to the official Street Fighter Twitter page we'll be seeing another system put into place this month.
No details on what this system might entail have been shared at this time, but we hope it'll make players think twice before rage quitting once it's implemented.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 16, 2016 5:38:01 GMT -5
Whoever disconnects loses. Simple.
Fancy stuff wouldn't hurt, but that should be the primary focus.
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Post by JACK-2 on Apr 16, 2016 13:03:42 GMT -5
How hard is it to punish rage-quitters?
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Post by Nyu Nozomi Hyuga on Apr 16, 2016 14:50:02 GMT -5
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Post by Nyu Nozomi Hyuga on Apr 16, 2016 15:06:26 GMT -5
Heres another Ono interview from develop-online.net:
The unlikely link between Street Fighter and football
Capcom’s long-serving Street Fighter producer Yoshinori Ono tells Will Freeman about shaping the latest in the series, and how it's connected to the world-dominating sport
Is it fair to say that your history with Street Fighter is both personal and professional? I understand you started as a fairly dedicated player, very early on.
I was introduced to Street Fighter with the very first game in the series. Next year is going to be the 30th anniversary of Street Fighter, so it was 1987.
This was long before competition in games had got to where it is today. Back then there was no such word as ‘eSports’; there was just this arcade game that came out called Street Fighter.
The first Street Fighter didn’t have the modern six-button set-up with weak, medium and strong kicks and punches. There was just one button for punch and one for kick and, depending on how hard you actually hit those buttons, the strength of the attack would change.
It was adapted for Street Fighter II into a different system, but it was quite interesting in that first Street Fighter. It felt like a very direct connection, to be hitting the buttons hard to punch the characters on-screen hard.
Street Fighter II came put a few years later and I was really blown away by the evolution of the game in just one iteration. It was such a better experience: so much deeper.
At the time, I was actually practicing kendo, and I almost started to think then of Street Fighter as a digital martial art more than a game. It was just like the real martial art I was practicing; you had to read your opponents’ moves and use the moves that you knew to beat them. That was just an incredible experience to me, and I really started to think it would be great to work at the company that made these games.
I joined Capcom fairly shortly after that, and I’ve been with them for 25 years now. Most of that time I’ve been working on Street Fighter, so you could say that more than half of my life has been really dedicated to Street Fighter in one way or another.
I’ve put a lot of ¥100 coins into those machines over those years, but thankfully I’m now in a position to try and get some of those ¥100 back from Capcom.
In earning back those yen, you’ve most recently been producing Street Fighter V. Was there an overall philosophy or mantra that guided your team’s work on the game?
The mantra was really ‘reset’. Street Fighter IV is still active today, and it’s been running for seven or eight years now; it’s great to see a game run so long, and it’s the longest-running Street Fighter ever.
The problem with that is that the level of play has got so high now it’s like everyone playing now is in the Premier League, and playing for Manchester United; new players can feel very intimidated. It’s almost like new players are getting left behind. If somebody started playing Street Fighter IV today – and there was no Street Fighter V – they might think that they’re never going to be a Messi or Ronaldo like these Premiership guys. It’s not easy to get started there anymore, like it was when it first came out.
Street Fighter V is a reset of the game so that anybody – whether they’re pro, amateur or beginner – can be standing on the same pitch. Anybody who can pick up a ball can play this game, to continue my football metaphor.
I feel a connection between Street Fighter and football because you need a strategy for defense, and for attacking, and you need to be able to move between those two states.
How have you balanced that approach with satisfying devoted players who have been playing Street Fighter for years?
The accessibility is an important point. The problem was that with Street Fighter III we’d really gone down a narrow road and focused on the hardcore elements of the game, and we left more casual and beginner players behind.
The idea behind Street Fighter IV was to go back to basics and make a game everyone could handle.
That was something we achieved with Street Fighter IV when we launched it but such a high standard of play has developed over seven or eight years, there’s a very narrow point of entry for new players. It’s difficult to find something that pleases both ends of the skill spectrum without a reset.
What’s the difference between a Premier League player and a kid in a park with jumpers for goalposts? It’s not only about skill level, really. They are both playing the same game. Anybody who can kick a ball across a pitch is playing football. That feels satisfying and fun, but there is still space for very high skill levels.
With Street Fighter V, one of the things we’ve done there is make the control input timings more forgiving. That’s an example of where – though we haven’t dumbed it down – we’ve avoided the entry hurdle being to do with the player’s literal physical ability in terms of pressing the buttons perfectly.
I wanted it to be the case that anybody who could pick up a stick could give it a go and produce cool-looking moves on the screen, and feel cool and feel good. That doesn’t mean there isn’t the depth and strategy the hardcore players want. Just because a less skilled player can put a good move together, a skilled player can still have the strategic mind and block that, leap over it, and do something else.
You’ve mentioned football more than might be expected in an interview about a fighting game. Do you see an influence over your work because of your love of football?
I feel a connection between Street Fighter and football because, while there’s 11 players on each team, it is one team versus one team, the same way Street Fighter is one person against another.
More than that, the team on the field is made up of forwards, midfielders and defenders. When you’re on the team you’re not playing against one other footballer; you’re playing against all those different types of player. There’s 11 people you have to read and understand, with different attacks, and you have to know how they work alone and as part of the team.
You need a strategy for defense, and for attacking, and you need to be able to move between those two states. We have a whole range of characters for players to learn and read.
The idea behind Street Fighter IV was to go back to basics and make a game everyone could handle.
Releasing first on arcade had previously been the norm for the core Street Fighter series, but the latest game debuted on console. Is there any way the spirit of the arcade experience lives on in the series?
The best of the arcade experience is the atmosphere, and even the smell of the sweat of the place. Whether you’re looking your rival in the eye, or jostling elbows, that’s the arcade spirit. Having a crowd watch you, getting people on your side, saying how great you are, and being a spectator yourself. All of that is key.
It’s important for us not to lose that history and legacy in fighting games, but we also have to face the reality of the fact that most people aren’t taking themselves to arcades anymore.
So how to capture those feelings with technology? The spectator experience can come through easy video sharing. We can use the PS4 and PC’s great back-end technology to connect people, even if you are in London and I am in Tokyo.
We can only do the best we can, and we have. But I’m not sure we’ve managed a digital smell of sweat. Not yet.
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Post by Nyu Nozomi Hyuga on Apr 16, 2016 15:12:37 GMT -5
Here are info about possible stages from eventhubs:
Are these upcoming Street Fighter 5 stages? Steam lists Ryu, R. Mika, and F.A.N.G's backgrounds as 'stages'
By now, most of us know that many of the official Street Fighter 5 character art pieces feature backdrops that reflect actual stages in-game. What's interesting, though, is that some characters are seen standing in front of backgrounds that aren't playable in Street Fighter 5.
This has led to speculation that some of this scenery will make its way into the game in the form of extra stages down the road. Street Fighter 5's in-game shop tells us that there will indeed be more backdrops for players to enjoy, and we've also heard from Capcom that season pass holders will be given an all new stage as a thanks for purchasing.
All of that having been said, EventHubs user Jookey recently spotted something interesting on Steam. Apparently, some of the rewards you can pick up from SF5's trading cards include profile backgrounds.
As you would expect, these backgrounds come from the official character artwork, and we get to see them without the character included for the first time. On Steam, they are specifically listed as "stages," and there's one for R. Mika, Ryu, and F.A.N.G -- all backdrops not found in the actual game.
steamcommunity.com/market/listings/753/310950-R.%20Mika%20%28Profile%20Background%29
Whether these will eventually be added into Street Fighter 5 as extra stages is still unknown. However, we do know that Capcom intends to add more and these are the only potential hints at what new stages might look like.
Do you think these backdrops will be added into Street Fighter 5?
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 16, 2016 22:33:37 GMT -5
If those stages are coming, they look nice.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 18, 2016 10:56:26 GMT -5
Guile joins SFV (as we all predicted): www.eventhubs.com/news/2016/apr/18/guile-joins-street-fighter-5-later-month-classic-air-force-base-stage-also-its-way/The next Street Fighter 5 DLC character has officially been announced. As you may have guessed by now, Guile will be joining the roster later this month. This returning fighter will be available for free to everyone until the game's Zenny feature is implemented. Guile will come along with his own trials and story mode, and his battle costume which will be free for season pass holders. Additionally, his classic Air Force Base stage has been revealed as the first DLC backdrop. Season pass holders will receive it for free, and everyone else will have to pay 70,000 FM in the in-game shop if they'd like to acquire it. Overview:Guile is joining the fray with his powerful, trademark attacks still at the ready. Players will feel right at home using his Sonic Boom projectile and Flash Kick to stop jumping opponents. The world warrior comes with some new tricks as well. Guile can enter a crouching walk state called Faultless Move that allows him to move forward while retaining his charge. If you're looking for a charge character that can control both ground and air with solid normal attacks and special moves, Guile is your man. V-Skill:Guile's Sonic Blade V-Skill allows him to drop a stationary projectile that can help him pressure opponents on their wake up. It also increases the power of his Sonic Booms, so this tool can help him win projectile wars by heightening his Sonic Boom projectile durability. V-Trigger:Solid Puncher V-Trigger sees Guile go into a powered up state in which he can toss continuous Sonic Booms. Each button throws out a Sonic Boom at a different speed, making for some dangerous pressure situations and even combo extension. Critical Art:Sonic Hurricane is back! Guile throws out a massive Sonic Boom that strikes the opponent multiple times. This Critical Art receives a damage boost when Guile is in V-Trigger. More April update notesNew rage quit system:Capcom's new rage quit system will be included in the next update. This system will identify players with a high disconnect rate and will lock them out of matchmaking for a period of time. Players who have been locked out will receive an in-game message telling them as such. More enhancements to the system will be made in the future. Improved matchmaking:With the update, players should have an easier time creating and connecting to battle lounges. The restrictions for finding an opponent are also being loosened, making for more frequent matches.
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