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Post by Nyu Nozomi Hyuga on Mar 13, 2017 17:43:24 GMT -5
More Street Fighter 5 server maintenance coming tomorrow, kicks off at 10 a.m. PDT Street Fighter 5's servers are going down again tomorrow for more scheduled maintenance. Beginning at 10 a.m. PDT / 1 p.m. EDT, the maintenance will run up until about 6 p.m. PDT / 9 p.m. EDT. During this time, the game's online features will be inaccessible. Capcom confirmed that more balance changes are inbound, with more information expected in early March. We haven't heard much on that front just yet, but some believe this maintenance may implement said changes. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Mar 15, 2017 2:06:32 GMT -5
Updated: Street Fighter 5 servers back online Ranks beyond 'Master' in Street Fighter 5? New and old evidences lead EH to think it is, (or at least was) possible EH came across an interesting find today as it appears there are (or were) ranks beyond Master in Street Fighter 5. While there's been talk of such levels as Grand Master, EH yet to see them in the game. Today EH got hold of this image featuring icons for three post-Master ranks: While EH don't have hard evidence that these are indeed real, EH do have a post from the SRK Forums dated back in March of 2016 that agrees with them. Though LP totals don't line up with the final version of the game, no one had reached even Diamond rank until April of 2016, and so EH inclined to think these may have been mined during the game's beta phases. forums.shoryuken.com/discussion/207966/ranked-skill-differenceEH couldn't say whether these post-Master ranks are still around and unlockable at higher LP totals, or if they were scrapped for some reason before the game's release. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Mar 17, 2017 2:16:25 GMT -5
Street Fighter 5's latest balance changes revealed, available at the end of April
Capcom has officially released information on Street Fighter 5's latest balance changes.
After the release of Season 2, Capcom has been closely monitoring how the alterations have holding up. Peter "Combofiend" Rosas said in today's Capcom Unity blog that though the company was mostly pleased with the changes, they felt that some more tweaks were necessary.
The latest set of balance changes aims to make the characters who weren't deemed quite as strong this season better, as opposed to bringing down the higher tier fighters.
These changes will become available at the end of April.
The full set of patch notes are available after the jump. Any character not listed did not receive any balance changes. System changes
V-Reversal:
V-Reversal input delay on crouching block has been shortened by 1F.
When the V-Reversal command was input from a crouch block, it took one frame longer to activate than when standing. This change makes it so that once a V-Reversal is input, whether a character is standing or crouching, it activates at the same time.
Throw Escape:
It is no longer possible to escape throws while inputting up during the throw escape.
Correctly guessing an opponent's next move is one of the hallmarks of Street Fighter. Option selects, which allow multiple options to be covered with overlapping commands, directly conflict with this idea, as the guesswork is removed, leading to a positive result quite frequently. This low risk, high reward scenario can be frustrating to fight as it seems that the opponent is always guessing right.
One such option select in Street Fighter V is the "jump back, throw select" in which the back jump command is input simultaneously with the throw input. This allows a player to cover two options on wake-up. If the opponent attempts a throw, they’ll tech it. If not, the player will jump away and reset the spacing between characters, all with very minimal risk.
With the new change introduced here, players will now have to make the proper read against their opponent to get the desired result, resulting in much more interesting matches.
Hold frames for charge moves:
The number of frames necessary to complete a charge has been increased from 6F to 10F.
The initial change, where we reduced the total number of frames needed to perform a charge move, was made to keep unintentional attacks from coming out. Unfortunately this has made those same charge moves all that much harder to pull off.
To fix this, we’ve increased the number of frames needed to perform a charge move, but have still kept that number of frames lower than Season 1. We think that this will ensure that the charge moves will come out much more reliably, while feeling that much easier to perform.
Invincible “Shoryuken” Attacks:
Shoryuken type attacks have seen a change across the board. The changes are as follows below. L Shoryuken attacks – maintain throw invincibility M Shoryuken attacks – added airborne invincibility H Shoryuken attacks – added attack and projectile invincibility This change affects Ryu, Ken, Akuma, Cammy, and Juri. Please refer to each character’s individual adjustment list for specifics.
Invincibility on Shoryuken attacks has been a polarizing topic. For players who learned how to use these attacks in Season 1 as an anti-air or counter attack, this change has severely affected their success with their favorite character. Conversely, those who have had to fight against these attacks, completely praise the changes as they felt meterless reversals were far too strong.
After analyzing player data, we felt that the change to invincible Shoryuken attacks resulted in a risk/reward ratio that has become risk intensive, yet yields little reward. Additionally, as Shoryuken attacks now occasionally trade with jump-in attacks, players who use characters with Shoryuken attacks are no longer confident in using this attack as an anti-air as intended.
We feel that with the changes made to Shoryuken attacks, the attack now yields the right risk versus reward. Players who utilize these attacks will still have to exercise proper timing and a bit more decision making to be effective, but now they will be rewarded accordingly. For the opponent fighting against these Shoryuken attacks, they will have to exercise a little more caution, but shouldn’t feel as frustrated as they did in Season 1.
Bug fixes
With the Kolin update, a number of bugs were introduced into the game. Below is a list of the bugs and their fixes.
Chun-Li
Bug – EX Kikoken granted meter gain on hit or block Fix – No longer grants meter on hit or block Bug – Because her hurtbox was so low when crouching, there were times when opponents at certain distances could not hit or force Chun-Li to block attack Fix - Slightly expanded her crouching hurtbox
Necalli
Bug – H Raging Light did not have a counter hitbox on startup Fix – Added a counter hitbox on startup
Alex
Bug – Unintended delay on Power Drop startup when going from H Flash Chop Fix - Delayed Power Drop startup so that it does not connect when H Flash Chop is blocked Bug – Certain combos were unintentionally not possible against this character Fix – Slightly increased hurtboxes during knockback, as well as hurtboxes when standing for consistency.
F.A.N.G
Bug – When doing Nikankyaku to Senpukuga against an opponent in the corner, Senpukuga would sometimes face in the opposite direction of the opponent Fix - Slightly increased the time to change direction facing when switching places
Karin
Bug – EX Ressenha – Could not immediately perform jumps or other basic movements post-recovery Fix - EX Ressenha – Adjusted the landing animation so Karin can now immediately perform jumps and other basic movements post-recovery
Akuma
Bug – Jumping LP – Unintended input priority Fix - Jumping LP – Adjusted input priority to match that of other characters Bug – Couching LP – The window to chain cancel this normal is longer than that of other characters. This allowed players to input a light attack by chain cancelling at the last possible moment while simultaneously inputting another action (V-Skill, special moves, etc.). If the opponent attacked at the same moment, the other action would be performed; if not, crouching LP would be performed. Fix – Crouching LP – Shortened the window to chain cancel this attack by 1F Ibuki
Bug – In Trial 7, an unnecessary “neutral” symbol is displayed in the command for Airborne M Kunai Fix – Removed the unnecessary “neutral” symbol
Balrog
Bug – Certain combos were unintentionally not possible against this character Fix – Slightly increased hurtboxes during knockback, as well as hurtboxes when standing for consistency.
Dhalsim
Bug – When performing Crouching LP ⇒ normal grab on Balrog in the corner, whether or not it hit varied between whether Dhalsim was on the 1P side or 2P side
Fix - Slightly increased normal throw box forward to ensure hit consistency between 1P and 2P sides
Ken
Bug –EX Tatsumaki Senpukyaku – Could not immediately perform jumps or other basic movements post-recovery Fix - EX Tatsumaki Senpukyaku – Adjusted the landing animation so Ken can now immediately perform jumps and other basic movements post-recovery
Birdie Bug – EX Bull Head – Because Birdie’s collision box was placed somewhat behind his presence box, opponents could slip behind Birdie when he whiffs this attack
Fix – EX Bull Head - Increased collision box and hurtbox backwards
Akuma
Akuma has very high potential. That potential however, comes with low health. What we noticed is that due to his low health, Akuma players were playing much more conservatively than anticipated and not really exploring his options as much as they could be.
We hope that with the change to his vitality, Akuma players will be able to approach matches more confidently and fully explore new strategies with him without the fear of losing the round quickly.
Vitality Increased from 875 to 900
M Goshoryuken Added a hurtbox for frames 3-6F Added invincibility for airborne attacks for frames 1 to 6F Increased the knockback distance for the first hit Slightly expanded the forward hitbox during rising animation
H Goshoryuken Added attack and projectile invincibility for frames 3-6F
Alex
In Season 2, the start up on some of Alex's longer range attacks were modified as we believed moves with relatively fast startup and reach would be strong. Unfortunately, these changes lessened his overall effectiveness against some of the cast as his attacks were now taking that much longer to connect.
With the increase in speed to the start-up of his key ranged attacks, Alex should be able to fight against the entire cast that much better. Additionally, as Alex has to take considerable risks closing in on the opponent to really land damage, his vitality has been slightly increased.
Hurtbox Fixed an issue where Alex's collision boxes would shrink in the reverse direction of other characters if Alex turned around while crouching. This led to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
Vitality Increased from 1000 to 1025
Standing MP Move recovery changed from 14F to 12F Note: No changes to advantage/disadvantage
Standing MK Startup reduced from 9F to 8F Note: The entire move has been reduced by 1F
Crouching MK Startup reduced from 10F to 9F Note: The entire move has been reduced by 1F
V-Skill – Overhaul The entire move has been reduced from 55F to 52F
EX Air Knee Smash Timing of the hurtbox activation has been restored to the Season 1 version
L Slash Elbow Disadvantage on block has been reduced from -4F to -2F
Bison/Balrog
Initially, Balrog's vitality was increased as we viewed him to be a very straight forward character who has to take risks to get in and do damage. After reviewing his other adjustments granted in Season 2, which have increased his options and in effect made him that much stronger , we feel that his increased vitality is unnecessary.
Even with bringing his vitality back to the 1000, we feel that Balrog will still be a force to be reckoned with in the hands of the right players.
Hurtbox Fixed an issue where Balrog's collision boxes would shrink in the reverse direction of other characters if Balrog turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
Vitality Reduced from 1025 to 1000
Birdie
The initial design concept for Birdie is that he is supposed to be quite powerful in neutral, which he deviated away from in Season 2. The changes made to Birdie in Season 2 left him in a slightly less optimal place in both his neutral and defense game, but much stronger place in the offensive game.
Although the adjustments made were beneficial in their own right, his core design is still that of a strong neutral character. To bring him more in line with that vision, we've reverted some changes, allowing Birdie to establish and compete at neutral a bit better.
Crouching MP Expanded the hitbox upwards for active frames 4-5F
Crouching MK Startup reduced from 11F to 10F
EX Bull Head (Normal/V-Trigger) Disadvatange on block increased from -2F to -5F
EX Bull Horn Armor startup and duration changed from 3F-20F, to 1F-20F
Cammy
Overall, we think Cammy is faring quite well against the cast in Season 2. That said, we did notice that Cammy’s EX Canon Spike sometimes missed in combos, thereby causing frustration for Cammy players. With this adjustment, players will now be able to use it more confidently in combos.
The addition of Cammy’s airthrow was made as we felt her move set was not quite complete. With the changes to her Canon Spike an addition of an airthrow, she should now feel a bit more robust.
L Cannon Spike Added a hurtbox for frames 3-6F Added throw invincibility for frames 1F to 6F Limited the follow-up attacks after a hit at the base
M Cannon Spike Added a hurtbox for frames 3-6F Added invincibility for airborne attacks for frames 1 to 6F Limited the follow-up attacks after a hit at the base
H Cannon Spike Added attack and projectile invincibility for frames 3-6F
EX Cannon Spike Expanded the downwards hitbox
Neck Spiral Added an air throw (press LP+LK during a jump)
Chun-Li
The initial change to Hyakuretsukyaku was made so that both legacy players and new players could input the command for this attack as they saw fit. Unfortunately, for some players who press buttons repeatedly either in block stun, hit stun or during combos, this sometimes led to accidental inputs. To alleviate this issue, the number of K inputs has been increased.
Hyakuretsukyaku (Normal/V-Trigger) Changed the number of necessary inputs when rapidly pressing K from 4 to 5
Dhalsim
In Season 2, Dhalsim is in a much stronger place overall. For all his improvements however, he was still lacking a low attack that did not leave him severely disadvantaged. With the addition of this attack, we feel Dhalsim now has the complete set of tools to do well in the right hands.
Thrust Kick Added a new normal move (down-forward + MK)
F.A.N.G
Although the changes made to the start-up of F.A.N.G's attacks were done to keep him in line with the rest of the cast, these changes made it quite difficult for F.A.N.G to land combos or punishes of substantial damage and also keep faster opponents at bay.
With the reduction to the startup of a few key attacks contained in this list, in addition to the other improvements given to F.A.N.G in Season 2, it should result in F.A.N.G feeling that much stronger and competitive overall.
Standing LP Reduced the advantage on hit from +6F to +5F Reduced the advantage on block from +3F to +2F Increased the hitbox on the second active frame Increased the hit hold from the second and third active frames by 1F
Standing MK Reduced the startup from 6F to 5F
Standing HP Reduced the startup from 8F to 7F Reduced the hitbox Slightly increased the hurtbox
Standing HK Reduced the startup from 14F to 12F Note: The entire movement is reduced by 2F Advantage on hit reduced from +7F to +6F
Crouching MP Reduced the startup from 7F to 6F
Nirenko Reduced the pushback on hit for the first hit
Guile
Guile's initial concept has him as the opposite of Nash, in that he has all the tools to be strong defensively. That said, the adjustments made to Guile in Season 2 have also left him extremely strong offensively as well, deviating a bit from his concept.
We feel that with these new adjustments, Guile will move closer to his initial concept, while still leaving players feeling quite strong.
Forward Throw Recovery after a successful throw increased by 3F
Reverse Spin Kick Advantage on hit reduced from +6F to +4F
M Somersault Kick Added a hurtbox to the attack/projectile invincibility for frames 3 to 8F Added invincibility for airborne attacks for frames 1 to 8F
V-Trigger – Solid Puncher Number of V-Gauge blocks increased from 2 to 3
Sonic Breaker V-Timer gauge consumption restored to Season 1
EX Sonic Break V-Timer gauge consumption restored to Season 1
Ibuki
In the heat of battle, we noticed that Ibuki players sometimes performed Kunai Hoju when they meant to perform Kazekiri. This happened either when performed against a cross up or if the command wasn't precisely input.
Unfortunately, this resulted in not only missed damage, but it also left Ibuki open to counter attack as well. With this change, Ibuki players should now get Kazekiri much more consistently.
Kunai Hoju Placed lower in the command priority than Kazekiri
Juri
The change to Juri's light punch was made to bring her more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.
Standing LP Decreased the size of the upwards hitbox Increased the horizontal knockback distance on mid-air hit
L Tensenrin Added throw invincibility for frames 1F to 8F
M Tensenrin Added a hurtbox for frames 3 to 6F Added invincibility for airborne attacks for frames 1 to 6F
H Tensenrin Changed the 1F to 8F throw invincibility frames to attack/projectile invincibility from 3F to 7F
Ken
Ken's Season 2 Thunder Kick change added a layer to Ken's offensive options that we feel is quite interesting. That said, the reward for it is extremely high, while the risk is rather low. The change made to this attack will give the attack a more balanced mix of risk versus reward.
Thunder Kick Changed the recovery on block from -2F to -4F
M Shoryuken Added a hurtbox for frames 3-6F Added invincibility for airborne attacks for frames 1 to 6F Increased the knockback distance for the first hit
H Shoryuken Added attack and projectile invincibility for frames 3-6F
Laura
Laura is a character who has seen quite a bit of a climb since the introduction of the Season 2 update. We are quite happy with her current performance and don't think much needs to be changed.
That said, we did notice that she can feel a bit overwhelming once her offense gets started. We think that by ever so slightly reducing the effectiveness of a few of her attacks, which are used in her continuous pressure strings, players will now have more chances to move around, rather than feel overwhelmed. This also has the benefit of encouraging Laura players to develop even newer strategies against what counters may develop.
L Bolt Charge (Normal/V-Trigger) Reduced the active frames from 4F to 3F
Crouching LK Reduced the advantage on block from +1 to 0
Nash
The initial concept behind Nash's Season 2 adjustments were to encourage players to explore his large array of attacks to begin offense, rather than the same few that were always used, stifling strategy. Additionally the adjustments to his defensive options were made so that there would be a clear distinction between Nash, who is more offensive, and Guile, who is more defensive.
Unfortunately, the adjustments to some of his attacks resulted in his offense becoming a bit weaker, leaving Nash in a place where he didn't feel strong on offense, defense nor in neutral. With the adjustments made here, we believe that Nash will end up with a slightly stronger neutral game and stronger offensive game, leaving him in an overall better position amongst the cast.
Forward Dash Total movement frames changed from 19F to 18F
Standing HP Increased the forward hitbox for the first active frame Expanded the hitbox downward for frames 2F to 3F, and reduced the upwards hitbox
Crouching MK Quickened the timing for V-Trigger cancel by 1F Note: After the change, Nash will go from +4F to +5F advantage from cancelling into V-Trigger (Sonic Move - Hide)
M Sonic Scythe Increased the pushback distance on block
EX Sonic Scythe Added throw invincibility for frames 1F to 6F Expanded the upwards hitbox for the first and second active frames
Necalli
Overall, we believe Necalli is in a good place in Season 2. We did notice however that the pushback on Necalli's L Disc's Guidance was quite far while in V-Trigger, which in effect, made it extremely hard to punish by most of the cast.
As this attack leads to great positioning and continued offense for Necalli, with minimal risk, the disadvantage on block was increased to more evenly balance the risk versus reward.
The Disc’s Guidance (V-Trigger) Disadvantage on block increased from -4F to -6F
Rashid
The change to Rashid's light kick was made to bring him more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.
Hurtbox Fixed an issue where Rashid's collision boxes would shrink in the reverse direction of other characters if Rashid turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
Standing LK Reduced the upwards hitbox Increased the horizontal knockback distance on mid-air hit
EX Eagle Spike (V-Skill) If Rashid KO's the opponent with EX Airborne Eagle Spike during his V-Skill, he will get the EX flashing screen finish
Ryu
The concept behind Ryu's initial Season 2 adjustments were that we wanted to encourage players to engage in closer combat by giving Ryu stronger in close tools, while in return, his midrange was weakened a little. Although his tools in close were strengthened, due to the shrinkage of a few hitboxes and increased attack startup, he now had a bit more trouble than anticipated fighting from the midrange. This, in turn, made it harder to get in close, making it more difficult for Ryu players to experience his Season 2 adjustments.
We hope with the additional adjustments made, Ryu will be more well-rounded than he was in Season 1, while also feeling that much stronger.
Standing LK Expanded the forward hitbox
Standing MP (Normal/V-Trigger) Expanded the forward hitbox
M Shoryuken Added a hurtbox for frames 3-6F Added invincibility for airborne attacks for frames 1 to 6F
H Shoryuken Added attack and projectile invincibility for frames 3 - 6F
Crouching HP Changed the move animation
Urien
Urien has seen a significant climb in the ranks since the Season 2 update went into effect. That said, we noticed a few key attacks that have very minimal risk, yet high reward associated with them being used more than his other attacks, reducing his overall strategy.
We think with these new adjustments, players will be motivated to use his other attacks and figure out newer strategies to defeat the competition. However, the increased risk on a few of these attacks will require players to properly weigh the risk versus reward of using said attack, especially with Urien’s vitality returning to the former value that is was in Season 1.
Vitality Reduced from 1025 to 1000
Crouching MK Advantage on block changed from +2F to -2F
Jumping LK Expanded the hitbox downwards
EX Dangerous Headbutt Increased the recovery on whiff from 15F to 25F
EX Chariot Tackle Increased the disadvantage on block from 0F to -2F Reduced the pushback distance on block
Balrog/Vega
Vega is an interesting character in that he has two distinctive styles. What we noticed, however, was that due to the damage output that's possible with the non-claw version, players had less incentive to use his claw form.
With the adjustments made to Vega's claw form, Vega players can now alternate between the two styles and develop different strategies for both, while not having to worry about a substantial damage differential between the two.
Additionally, the changes to his V-Trigger and EX Crimson Terror will ensure that Vega players will consistently get their damage without fear of the opponent dropping out of their combos.
Standing HP (claw) Advantage on hit increased from +6F to +7F Pushback on hit slightly decreased Pushback on block slightly decreased
Crouching HP (claw) Advantage on hit changed from -2F to +5F Advantage on block changed from -5F to +3F
V-Trigger: Bloody Kiss – Azul Changed so that Vega will be fully invincible from the first frame after hit
Flying Barcelona Attack (claw) Damage increased from 90 to 120. Advantage on block increased from 0F to 3F Relaxed the restrictions on mid-air juggles after hit Note: Increased follow-up options
Flying Barcelona Attack (no claw) Damage increased from 60-80
EX Crimson Terror Increased the movement distance Note: Is now between Season 1 and original Season 2 changes
Zangief
Zangief is one of the characters who has seen a big jump in the rankings since the beginning of Season 2. Although we are quite happy with his progression, we have noticed that his lariat is a large source of frustration for his opponents in that it's extremely hard to punish.
We feel that with the adjustment made to Zangief's lariat, he will still maintain his strength, yet players will have to utilize a bit more strategy to be effective with him.
Lastly, we felt that Zangief's moveset could use more options. To that effect, we have added a few more moves to his arsenal, which should make him a bit more entertaining for those who play him.
Head Butt Reduced the amount of CA meter gain upon use to cancel a projectile attack Note: From 50 to 30
Double Lariat Reduced the downwards hitbox on his arms while spinning (1st revolution) Changed so that the hitbox on his arms while spinning (2nd and 3rd revolutions) will not hit crouching opponents Expanded the hurtbox to the same position as his hitbox
Harasho Choke Slam New neutral/forward normal throw (LP+LK) that is triggered against crouching opponents
Flying Head Butt New move: press up + HK during a neutral jump
Tundra Storm New move: F, D, DF + P - perform a counter (only works against horizontally-angled kick attacks)
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Mar 17, 2017 23:27:28 GMT -5
Ready for your weekly dosage of missions for 6,600 FM? Here's how to complete 'Funny Guy' and other missions Another Friday, another batch of missions to complete for some easy fight money. This week, 6,600 fight money can be yours with a session of matches. Like the previous weeks, three out of the four challenges are self explanatory and straight forward, while there is a 5,000 FM challenge that is a bit more cryptic. This cryptic mission is called "Funny Guy." This week's cryptic mission is another repeat, similar to the last few weeks. Let's cover how it's done. Funny Guy: On the far left side of the London stage, you'll find a janitor in the background who is checking out the fight. As you battle on, he reacts to things that happen. All you have to do is score a few knockdowns. Eventually, the janitor will fall over and have the bucket land on his head. Complete the match and the 5,000 FM is yours. gfycat.com/DopeyElementaryAkitainuPerform a normal throw 10 time(s): Perform 10 normal throws in either Ranked, Casual, or Battle Lounge matches. This will earn you 100 FM. Use Fight Request to play a Ranked Match: This mission is worth 1,000 FM. Simply start up a Ranked Match using the Fight Request feature to achieve your 1,000 FM. Play Training Mode: Start up training mode and you'll earn yourself 500 FM. Pretty easy. Source: eventhubs
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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 Mar 18, 2017 19:22:27 GMT -5
I was wondering how this would change the game, but it will probably still be guess heavy.
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Post by Nyu Nozomi Hyuga on Mar 24, 2017 18:29:16 GMT -5
Vega received nothing but buffs in Season 2.1, we examine what kind of threat these changes will be in Street Fighter 5
A lot of people are excited about the changes coming to Vega in Season 2.1 of Street Fighter 5, and today we wanted to take a closer look at how this will impact the character.
Multiple players dropped Vega as their main a little ways after Season 2 was released, as the character saw quite a few negative changes.
Season 2.1 is introducing a number of improvements though, so let's take a closer look at how this will change the Spanish bullfighter.
• Claw Standing Heavy Punch +7 on hit: This is a gigantic buff, as it will enable Vega to do a stance change after a Claw st.HP and land his Target Combo into an EX Flying Barcelona attack. This will net him over 300 damage, if he has one bar of meter. There are several other combos that Vega can confirm into off of his Target Combo as well. Combos aside, less pushback on block will leave him in a great position to threaten for a command throw, or just apply more pressure with his normals. Expect to see Claw st.HP in Season 2.1 very frequently when you fight Vega.
• Claw Flying Barcelona Attack: The Claw version of this move was tougher to anti air, but the trade off was it wasn't as good in combos. While it still may not rival the Hand stance version for combos, Capcom specifically said they've relaxed mid-air juggles and improved the damage. Now that it's +3 on block as well (instead of 0), Vega is going to be able to setup a multitude of frame traps off of it. That will make this move all the more deadly, when it wasn't that bad to begin with.
• EX Crimson Terror: Capcom increased the movement distance of this attack, which means it should combo more frequently now where it had some fairly off putting drops in the first version of Season 2. I wouldn't put this as a major buff, but it's definitely a decent one, and helps address some of the intense nerfs he received previously.
• Hand stance Flying Barcelona Attack: This was already good, and the damage was increased further. Yikes.
• Claw Crouching Heavy Punch: This move is going from barely useful to quite practical. It will be +3 on block, which is a heavy advantage, and +5 on hit (-2 previously). While it can only be V-Trigger cancelled, he can now link to cr.LP on hit, and it will give Vega some up close ground pressure in Claw stance, plus add some variety instead of constantly resorting to st.HP. Not the largest buff ever, but given his other changes, this is a nice addition to his overall utility.
• Claw stance likely the more popular form now: In Season 1, you saw a decent variety of players who preferred either Vega's Hand or Claw stance, but in 2.1, more often than not, you're likely going to see Vega Claw stance. Hand stance will be used for mix ups and keeping up offensive pressure, but once Vega gets back into neutral, expect the Claw to come back out. The zoning, setups and utility for Claw stance are very strong now.
• Overall thoughts: Vega received nothing but buffs. It's too early to say where on the power scale he'll end up, as some changes don't look nearly the same on paper as they do in practice — he should be one hell of a character in Season 2.1. Vega's Claw st.HP is going to be something feared by the masses — and it was already good before. Couple that with his Flying Barcelona Attacks being even more deadly and his overall abilities improving, and you're likely going to end up with a very strong character this time around.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Mar 24, 2017 18:34:13 GMT -5
The CFN is getting improvements including faster load times - beta for Steam players starts March 28th and lasts until April 3rd; sneak peak at patch
It has been announced over at Capcom Unity that the Capcom Fighter's network is getting a revamp. We will be seeing a few new features for Street Fighter 5's online play, including faster load times in between matches.
There will be an exclusive beta for Steam players starting on March 28th at 1 PM PST and will last until April 3rd at 12 PM PST. New players will be able to download the PC client for free and set up a new CFN profile to play for the duration of the test.
You don't need a copy of the game in order to participate in the beta.
Capcom has noted that Street Fighter 5's server performance has not been on the level that players expected. It seems this is an attempt to improve many of the qualms of the player base.
During this beta period, Capcom will be collecting data for launch of this system improvement. It is also noted that players will also be able to test the upcoming balance adjustments during this test period. List of updates for the CFN
• Rage quit penalty system and icons now work properly. • Shorter load times for ranked and casual matches. • Battle lounge country flags will now properly load. • Training mode user settings will now be saved for the next time the player enters training mode. • The matchmaking has been improved so that it takes less time to find an opponent and for repeat opponents to be less frequent. • More details will be noted in your Fighter Profile Stats. • It will be possible to filter leaderboards based on country or league. • The ability to add friends and follow them in the CFN. It will also be possible to blacklist players. • An interactive timeline that will allow you to keep up with friend activities. Can easily add recent matches to replay list, view a fighter profile, manage friends, and adjust the timeline display settings • An in-game announcer voice will give you stats on both you and your opponent using data pulled from the server.
Veteran players will be able to use their regular accounts during the beta.
Anything acquired from the beta period in-game will not carry over to your real account after the beta ends. This includes replays, fight money earned, progress and player data.
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Capcom rebuilding Street Fighter 5's CFN from the ground up, we take a closer look at what this means
We wanted to take a closer look at Capcom's CFN announcement today and what it means for Street Fighter 5.
"We understand that Street Fighter V’s server performance has been a less than optimal experience for many of our players," as mentioned on Capcom Unity.
This is definitely a step in the right direction for Capcom, as they are acknowledging the need for improvement in the area of server performance. The load times for getting into ranked and casual matches are very noteworthy as being very long (especially on the PlayStation 4 version).
While there has been a perception of Street Fighter 5 having a rushed launch due to its problems and lack of features, Capcom appears to be reassuring us that they are wanting to ensure that the proper time is given towards ensuring a quality experience based on their next few statements. Winning back the community
"We mentioned back in January that the team had been hard at work for several months to improve Capcom Fighters Network... we want to collect feedback and ensure everything is optimized for launch," said Capcom.
Capcom appears to have been taking some time to work on rebuilding the CFN for a better experience.
I think it is fair to say at this point that there has been a great deal of negativity surrounding Street Fighter 5 since its launch. Capcom has acknowledged this negativity in the past.
It is excessively important for Capcom that they get this revamp right with the community and restore any confidence that they may have lost.
This is hopefully why they have spent months, and not weeks, ensuring the quality product many fans had hoped for at launch.
Several months could be enough time for Capcom to perform an intense internal testing phase with a big enough team. Even still, they're currently not ready to launch at this particular moment.
After months of work and tests, they still want to give it an even greater stress test to finalize the launch. But this test will serve dual purposes.
According to Capcom Unity, the beta "will be completely FREE to play for both current and new players."
Not only is this an opportunity for Capcom to ensure the quality product that fans have wanted, it is also a chance to win back the community.
Street Fighter 5 has lost some of their player base since its launch. Not everybody has been pleased with the game, after all.
Players don't need to own a copy of the game in order to try the new and improved system.
Capcom also mentioned that "for new players, they will be able to download the PC client for free and set up a new CFN profile to play for the duration of the test."
Capcom wants to give both new and old players alike the opportunity to try Street Fighter 5 with the improvements.
Based on this statement, I feel as though Capcom is confident that they can win over current players, former players, and new players with the changes that they are implementing.
Getting the most out of the testing phase
They are also giving players an opportunity to play as DLC characters, even if they haven't hadn't played them previously.
"To encourage players to participate in the beta test, all released characters, including Kolin will be unlocked for play," said Capcom.
It seems as though Capcom is trying to encourage as many players to try the beta as possible. Players that do not own one or more of the DLC characters will have the opportunity to try them out.
This will be very good for putting as much stress on the server's performance as possible. There is incentive for players to give the beta a shot.
Before getting into the beta, it is important to be aware of Capcom's other statements regarding anything that can normally be gained through the CFN.
"The beta is entirely separate from the base PC client but players’ current CFN username, rank, standing and other details will carry over to the beta client... All data recorded during the beta is for testing purposes only and once the beta has concluded, all replays, Fight Money earned, progress and player data will be deleted."
You won't be able to earn any fight money while playing during this test period. Of course, this also seems to indicate that you can't lose anything from it either.
If you wanted to get a glimpse at the ragequitter icon, you could most likely do so without any consequences to the CFN profile attached to your normal client (to help Capcom test, ideally).
According to Capcom, you'll have to play on Steam if you want to participate.
"This trial offer will be limited to Steam users."
Capcom is likely doing this because it's easier to setup a demo on Steam than it is for the PlayStation 4. It helps though that this will be free to anyone who has, or can setup, a Steam account.
Assuming everything goes as planned, we should expect the launch to come soon after the end of the beta.
Capcom continued, "once the test is concluded, Capcom will make further adjustments to optimize the new CFN and it will make its official release to both PS4 and PC players soon after."
This definitely seems to indicate a short wait period. We'll likely see this release occur sometime in April.
To a new and improved future
According to Capcom, "the improved CFN experience is the result of rebuilding it from the ground up to address the most pressing issues that will ultimately result in a better online experience."
Again, I get a sense of confidence from Capcom that the user experience is improved compared to what we have now and that it is near completed.
Capcom's fans have been very vocal about what they don't like about Street Fighter 5. These complaints have likely come from players of all skill levels, including casual players and professional players alike.
This is just the tip of the iceberg though. There are still a number of other issues that the fans have been vocal about.
Still, I can't help but feel like this is only the beginning for what Capcom plans to do with Street Fighter 5. This is most certainly a step in the right direction, in my opinion.
If Capcom is willing to continue to rebuild features from the ground up in order to address pressing issues that have not been favorable with the majority of the community, then Street Fighter 5 can only get better from here.
Here's hoping for a brighter future for Street Fighter 5.
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Rage quitter Hell is coming with Street Fighter 5's next update
Capcom gave us a sneak peak at the improvements they will be making to Street Fighter 5's online experience. The blog post shared a slew of details, and one that may have gone overlooked amidst the excitement is the updated rage quit penalty system.
"Matchmaking logic will take into account online behavior and frequent disconnectors will be matched with similar opponents," the blog on Capcom Unity states.
Frequent offenders being paired up with players of similar behavior means we'll be seeing a "rage quitter Hell" of sorts. A feature found in other titles -- such as Super Smash Bros. 4 -- this punishment system makes it so that rage quitters fight other rage quitters more often and encounter those who play by the rules less.
Additionally, the icons that were introduced back in December will be working as intended once the next update is officially in effect. The most vicious rage quitters will be flagged with a special Player Profile icon to help others identify them more easily, and the most honorable of players will also be given a special profile image.
Beware, rage quitters, life is going to get more difficult for you very soon.
Source: eventhubs
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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 Mar 26, 2017 3:16:10 GMT -5
Capcom should have implemented this stuff in the beginning to be honest.
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Post by Nyu Nozomi Hyuga on Mar 27, 2017 22:51:33 GMT -5
Latest Street Fighter V server maintenance included CFN League Point rebalancing
So, SFV players: how did you do? Did you get back any lost LP?
Considering the messy network conditions Street Fighter V players have been dealing with, it seems Capcom is in fact taking some action to improve our experience, even before the new Capcom Fighters Network patch rolls out. Yesterday’s server maintenance period–to prepare for the new CFN’s PC beta test–apparently also included an LP rebalancing to adjust the totals since last December:
As a result, some players may enjoy seeing some lost LP restored to their total. However:
Source: shoryuken
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Post by Nyu Nozomi Hyuga on Mar 27, 2017 22:54:11 GMT -5
Capcom announces Street Fighter 5 PC beta test schedule Capcom just took to Twitter to reveal the PC beta test schedule for Street Fighter 5, and it will take place until April 3rd. This beta testing period will feature all characters on the current roster and will include the balance changes for the update slated for late April. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Mar 28, 2017 14:04:27 GMT -5
Capcom announces Street Fighter 5 PC beta test schedule, kicks off today at 1 p.m. PDT
Yesterday, Capcom took to Twitter to reveal the PC beta test schedule for Street Fighter 5. Beginning today at 1 p.m. PDT / 4 p.m. EDT / 3 p.m. CDT, the beta period will run up until April 3rd.
This beta testing period will feature all characters on the current roster and will include the balance changes for the update slated for late April. It is also free to participate for current Street Fighter 5 owners and new players alike.
Capcom Unity posted a new blog entry just this morning with more information on the beta testing.
The beta will feature online modes only, meaning players will not have access to Training Mode during this time. Because of this, the upcoming change that allows players to save Training Mode settings will not be available for testing in the beta. It will, however, still be implemented once the new CFN update is officially released.
It should also be noted that there will be several instances of server maintenance throughout the beta period to ensure that things are running smoothly.
Hit the jump to check out the beta schedule. *All times PDT
3/28 1PM-11:59PM: PC Beta starts and servers open for play
3/29 1PM-11:59PM: Servers open for play
3/30 1PM – 4/3 12:59PM: Servers open for play
4/3 1PM: PC Beta concludes
Key testing points
• Rage Quit Penalty System • Ranked and Casual Match Loading Times • Battle Lounge Country Flags • Matchmaking Improvements • Fighter Profile Stats • Country / League Based Rankings • Friend Management System • Interactive Timeline • In-Game Announcer Voice • Season 2 Battle Balance Updates
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Mar 28, 2017 23:52:48 GMT -5
You can now filter out certain stages from random select when playing Street Fighter 5 online As the new PC beta has gone live, we've been investigating the new changes to Street Fighter 5. We saw a collection of brand new moves in action for a few characters, but we also noticed a pretty big change found outside of gameplay. While SF5's stages are all pretty detailed and interesting, not everyone enjoys playing in each and every arena the game has to offer. The water on Kanzuki Beach hides characters' feet, Skies of Honor gives some players motion sickness, and some stages are just too distracting for certain players' tastes. The upcoming CFN update includes an option to ban certain stages when you set your preferred arena to "random." This means that you can still choose to have a random stage pop up every time you fight, but can avoid the ones you particularly don't like. At this point it seems this only applies when you're matched up as player one. If you enter a match as player two, your opponent's settings take priority. We're looking forward to seeing what other tweaks Capcom has made to make our SF5 online experiences smoother. Source: eventhubs
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Post by JACK-2 on Mar 29, 2017 10:46:06 GMT -5
Capcom should have implemented this stuff in the beginning to be honest. Definitely, they're so slow to adapt.
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Post by Nyu Nozomi Hyuga on Mar 30, 2017 0:18:05 GMT -5
Street Fighter V’s PC CFN beta test: new moves & new breakable stage elements
Here’s a glimpse of some of the new things surfacing in the Capcom Fighters Network PC beta test.
Capcom is currently running the PC beta test for the new CFN build, planned for a late April release for Street Fighter V. This beta test is also running on the game version that we’ll see in the next balance patch, so PC players have been getting a chance to try out the upcoming changes a bit ahead of schedule–and some interesting things are being discovered.
Zangief’s new leg-grabbing counter–Tundra Storm–is an unusual move; it causes high damage but has limited utility. Here’s what it looks like:
The move can only counter horizontal kicking moves at a certain height, making it extremely specialized. Finrod Inglorion compiled this list detailing exactly what Zangief’s new counter works against:
Cammy’s new air throw, while sure to prove somewhat useful, is getting some criticism for its… interesting animation:
The move’s side-switching property does provide a good corner escape.
VesperArcade breaks down the new moves appearing in the CFN PC beta in this video; in addition to the moves above, he discusses Dhalsim’s new Thrust Kick low attack (that grants Dhalsim a non-sliding low attack, handy for combos), Ryu’s new standing hard punch (new animation, but functionally the same), and Zangief’s new stun-heavy Flying Headbutt and anti-crouching Harasho Choke Slam throw:
DNG|Itazan and hameko show off how powerful the new aerial headbutt can be in this nasty stun combo:
But new moves aren’t the only thing showing up in the beta–Capcom snuck in some changes to at least one of the new stages, too–there’s a lot more going on in the background of the Air Force Base now, and the crates on the sides now break when a fighter is thrown into them. Check out the details in the video below:
The discussion as to how well CFN itself works in the beta has been mixed on social media, with some praise for the new features but also complaints of frequent disconnections. Hopefully the beta will serve its purpose of ironing out the bugs before the new CFN is officially introduced.
Source: shoryuken
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Post by Nyu Nozomi Hyuga on Mar 30, 2017 1:09:39 GMT -5
Possible new stages and character slots for Street Fighter 5 discovered by X-Kira If developers put it in the background files of the game, you can bet X-Kira is going to find it. It seems the data miner has come across some images that show new slots for stages as well as an updated character select screen with three new spaces. While this isn't official, we'd be more surprised to find that there weren't going to be new fighting arenas added as the game develops. These images came from the new PC beta of Street Fighter 5. Source: eventhubs
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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 Mar 30, 2017 16:29:28 GMT -5
That Zangief counter is just nuts.
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Post by Nyu Nozomi Hyuga on Mar 30, 2017 23:16:42 GMT -5
VesperArcade explains Urien’s upcoming nerfs in Street Fighter V’s April balance update VesperArcade continues his series looking at the changes that will be coming to members of the Street Fighter V cast in the upcoming balance update–set to be released in late April–by turning his focus to the final Season 1 DLC character, Urien. The “Dominating Light” is currently seen as one of the most powerful characters in Season 2 of SFV, having received a large amount of buffs, with nary a nerf in sight. He made quite the splash when Alienware’s Nemo won TOPANGA League 7 with him, in appropriately dominant fashion. According to Capcom’s CFN website, he also has the highest online win rate of the entire cast for February 2017, and was the 4th-most-used character behind the Shotokan trio of Ken, Akuma and Ryu, with him being selected in 5.208% of February’s bouts. game.capcom.com/cfn/sfv/stats/usagerateUnfortunately for his plans for global conquest, Urien will be receiving some nerfs in this forthcoming patch, such as his crouching medium kick going from +2 to -2 on block. This normal was initially changed in Season 2, it went from +1 on hit to +4. It means he’s now able to convert off of it. You can easily confirm into a crouching light punch, for example. You can even do better if he gets a counter hit, he can go into a medium for more damage. But that’s not the main reason why it was crazy. They also made it +2 on block from -2. This was one of the most requested changes for Urien, especially since there are so many long-range normals that were made minus on block in Season 2, like Karin’s st.MK, Rashid’s st.HK. I’m sure Capcom wanted Urien to have a threatening, long-range low that could convert when the opponent’s stuck in Aegis Reflector. I’m glad Capcom kept the +4 intact and just went after the block advantage. Urien will also be getting a single buff in this update, as the hitbox of his jumping light kick has been expanded downward–it was reduced in Season 2. Urien was given a cross-up in Season 2 with jumping light kick , but like most cross-up light attacks, the range is quite poor. So if I’m not jumping at the right angle, it’ll just miss entirely. But at the same time, I have to jump-in really deep as well, because the hitstun on light attacks is very low as well. But by expanding the hitbox downward, Urien doesn’t have to jump-in as deep as he does right now, which means I can hit the button earlier and get the hit, so it’s a better cross-up overall. Urien’s final change is that EX Chariot Tackle will go from 0 to -2 on block, with reduced pushback. This is a pretty bad number for Urien to be at in general, since he doesn’t have a 3-frame light attack. Urien’s fastest normal is 4 frames, so being -2 is worst than most characters. If he tries to challenge with a light attack, Urien can be beat by nearly anything from the opponent. If EX Tackle is blocked, Urien is on the defensive now and he has to be guessing what the opponent will do next. In closing, VesperArcade gives his final thoughts on Urien: My final verdict on Urien is, overall, nerfed. Even though Urien is definitely the hardest-nerfed character in all of the April patch notes, his V-Trigger, combo potential and damage output remains unchanged. He still has all of his previous setups, his combo potential is still much better than Season 1. I feel Urien still remains a top tier character and Capcom did a good job of keeping his core character intact and fun to play. Source: shoryuken
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Post by Nyu Nozomi Hyuga on Apr 2, 2017 2:47:57 GMT -5
New 'Street Fighter Academy' game revealed and it's only playable on April 1st - I'm on to you, Ono... With April Fools being celebrated in Japan right now, more game companies are joining in on the festivities. Capcom has now thrown their jester's hat into the ring with "Street Fighter Academy." Street Fighter Executive Producer Yoshinori Ono sent out a tweet earlier today announcing the new title. Apparently, Street Fighter Academy will only be playable on April 1st, according to the tweet. This isn't a traditional Street Fighter title. Instead, players are given three different levels to choose from and must answer a certain number of trivia questions to clear the stage. They start off fairly easy, but there are quite a few questions included that are real head-scratchers. How the hell am I supposed to know that Retsu hates ghosts stories?! Source: eventhubs
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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 5, 2017 23:27:43 GMT -5
I like those costumes.
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Post by Nyu Nozomi Hyuga on Apr 11, 2017 0:45:38 GMT -5
Teaser footage and theme for new Thailand stage; high definition concept art images of new SF5 'School' costume The Street Fighter 30th anniversary panel just took place at Wondercon, and during Capcom's presentation three new School costume concepts were revealed for Ryu, Chun-Li and Juri. Perhaps for the sake of the April Fool's spirit, first panelists showed three rather crude drawings (image six), apparently illustrated by Woshige. High resolution concept art images eventually made their way to Twitter, which we've included below along with some shots of the Thailand announcement slides: Capcom then revealed the new Thailand stage would be coming at the end of this month played the stage theme and showed a very quick glimpse of it, all of which you can check out after the jump. Here's the stage theme: And here's a quick glimpse of Bison floating in his home arena: Source: eventhubs
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Post by Nyu Nozomi Hyuga on Apr 11, 2017 0:52:55 GMT -5
Volume 2 of trials and demonstrations for Street Fighter 5? Supposed data mining reveals upcoming feature According to TOOLASSISTED, data mining of Street Fighter 5 reveals volume 2 versions of trials and demonstrations. As of right now, there is no way to select which season of Street Fighter 5's trials to complete. Whenever you utilize the trials and demonstrations features, the combos and play styles are from Season 1. Not very useful in terms of learning a character's traits in Season 2 if they changed in the transition. Assuming these data mine images are real, this would allow Capcom to teach newer players the combos and play styles of Street Fighter 5 characters. This also might enable additional methods to acquire fight money. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Apr 11, 2017 0:55:35 GMT -5
Street Fighter V servers down for maintenance between 2:00 PM to 7:00 PM Today
Probably too soon to hope for a significant update, though…
It’s been a couple of weeks, and right on schedule, another Street Fighter V server maintenance window will occur today (April 11), this time between 2:00 PM and 7:00 PM PDT.
Aside from an interruption to the online fight, no indication of any new content rolling out has been confirmed–the improved CFN was promised to arrive soon after the conclusion of the PC beta test, and additional new content has been promised for April, including the next balance patch–but it’s probably too early in the month to see these additions.
Source: shoryuken
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Post by Nyu Nozomi Hyuga on Apr 20, 2017 1:12:20 GMT -5
X-Kira data mined alleged updated trials for Street Fighter 5, posts footage of all 24 characters with new sequences While it's not official, it seems data miner X-Kira has found the updated trials for Street Fighter 5. If you'll recall the game's current trial mode has not been updated to reflect Season 2 changes, but it seems that will be changing, presumably with the game's next patch later this month. X-Kira has posted footage of all 24 characters with their new combo challenges. Here's a comparison of Ken's old and allegedly new Trial 10: gfycat.com/gifs/detail/spotlesscompleteimagogfycat.com/gifs/detail/filthydeliciousbelugawhaleX-Kira has updated trial videos for the entire SF5 cast over on his YouTube page. www.youtube.com/channel/UCkCF_thuRwKTlM52t4Q3TswSource: eventhubs
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Post by Nyu Nozomi Hyuga on Apr 20, 2017 1:19:18 GMT -5
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Post by Nyu Nozomi Hyuga on Apr 20, 2017 1:26:48 GMT -5
CFN update, balance changes, and next Season 2 DLC character release delayed - success of recent beta test has Capcom looking into another Capcom has just released another Capcom Unity blog post, this time sharing details on the current state of Street Fighter 5's upcoming content. As many know, Capcom is currently working on improving the Capcom Fighters Network, making it more robust for an overall better user experience. The blog notes that the first PC beta test was successful and has helped the company make more optimizations. "We are happy to announce the test has allowed us to make further adjustments to optimize the new CFN," the blog reads. "We know you’re all very eager for the new CFN but we also want to ensure it meets all of our expectations before it officially launches. "In order to help us get the new CFN to where it needs to be, we are looking into conducting an additional Beta Test soon. In case you missed what the new CFN entails, check out our previous blogpost here." www.capcom-unity.com/harrisony/blog/2017/03/23/a-new-cfn-is-coming-your-wayOriginally, the next set of balance changes and the latest season 2 DLC character were scheduled for release at the end of April alongside the CFN update. Since they were designed under the new CFN infrastructure and the CFN isn't quite ready yet, this means we will be seeing a delay in the release of the aforementioned content. Much like the first beta test, the next one will allow current and new players to participate for free. It will feature all of the current playable characters, as well as the next DLC fighter, whose identity will be revealed soon. More information on the next beta test is expected in the coming weeks. Capcom also makes mention of more, currently unannounced content that is set for the end of April. ------------------------------------------------------------------------------------------------------------ 'Still to-be-announced' content is coming to Street Fighter 5 at the end of April, let's discuss what it could be Ultimately, the community was given a rather hard pill to swallow when we learned that the CFN update, Season 2's next DLC character, and the balance changes -- which were originally scheduled to be released at the end of this month -- have been delayed. However, the blog entry was not all doom and gloom. One thing some fans may have missed among the excitement sat at the very end of the post: "There is still to-be-announced content coming to Street Fighter 5 at the end of April." Though the main focus right now is on the next character, balance changes, and the CFN, Street Fighter 5 still has some interesting things potentially in the works that we could see at the end of the month. We haven't heard much about Ibuki and Alex's nostalgia costumes since they were first revealed back in July of last year, but that doesn't mean fans have forgotten about them. In fact, these alternate looks were announced alongside the Thailand remastered stage, which we now know is set for release on April 25th. Over the past few months, we have seen several signs of a potential update to Street Fighter 5's combo trials; whether that's an update to the current combos or a complete second set of new sequences for fans to complete is unknown. Through datamining, X-Kira allegedly found new trials recently that seem to point in the direction of updated combos. The findings included sequences updated with the Season 2 changes for all 24 of the current playable characters. Speaking of game modes, fans are still awaiting the arrival of a proper Arcade Mode. Being able to battle through progressively difficult opponents until ultimately defeating the boss is something that most players expected to see on launch day back in February 2016. Though Capcom has acknowledged the absence of this mode in the past, it remains unseen. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Apr 21, 2017 0:25:35 GMT -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 21, 2017 16:35:24 GMT -5
I wish these were for every character.
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Post by Nyu Nozomi Hyuga on Apr 24, 2017 15:11:14 GMT -5
Street Fighter 5 server maintenance and new content coming tomorrow, let's take another look at what we're getting Street Fighter 5 will be receiving some fresh content tomorrow. New costumes will be made available for purchase, and we will also see another stage enter the mix. Before that, though, the game will be undergoing server maintenance, much like it does before any new content drops. From 11 a.m. PDT to about 7 p.m. PDT, the game's servers will be offline. When they return, fans will be able to pick up the new School costume set, as well as the Work outfits. These include new looks for Ryu, Juri, Chun-Li, R. Mika, Alex, and Chun-Li again. Each alternate costume will cost $3.99 / ¥400 / €3.99. The highly anticipated Thailand remastered stage will also be released. Fans of the classic Street Fighter 2 backdrop will be able to purchase this remake for $3.99 / ¥400 / €3.99, or 70,000 Fight Money. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Apr 25, 2017 13:45:53 GMT -5
Capcom announces Capcom Pro Tour 2017 DLC content; includes new costumes, stage, and colors available starting today Capcom is back with another batch of Pro Tour-themed Street Fighter 5 content. Last year, fans were able to help raise the Capcom Cup 2016 prize pool immensely by purchasing the previous CPT content, allowing champion Liquid|NuckleDu to take home over $230,000 for his first place win. This year, the chance to support the Pro Tour returns. Players will be able to purchase new formal costumes for Ryu and Ken, the Capcom Cup Champion's Choice costume (to be revealed at a later date), and a new CPT stage (to be revealed at a later date). If you'd like get all of this and more, Capcom is offering a Capcom Pro Tour 2017 Premier Pass. This will include the aforementioned items, as well as one CPT-themed color -- which is a combination of Sony and Capcom blue -- for all 28 characters (PS4 only), two new in-game titles, and new monthly targets that you can complete for Fight Money beginning in June -- this entails challenges such as winning a certain amount of Ranked Matches. The currently announced CPT-themed content will be available starting today. Pricing breakdown Capcom Pro Tour Costumes - Additional Costume (“Capcom Pro Tour”): Ryu — $5.99 / € 5.99 - Additional Costume (“Capcom Pro Tour”): Ken — $5.99 / € 5.99 - Additional Costume (“Capcom Pro Tour”): Champion’s Choice Costume — $5.99 / € 5.99 Capcom Pro Tour Stage - CPT Stage — $9.99 / € 9.99 Capcom Pro Tour Bundle - Capcom Pro Tour 2017 Premier Pass — $24.99 / € 24.99 - Additional Costume (“Capcom Pro Tour”): Ryu - Additional Costume (“Capcom Pro Tour”): Ken - Additional Costume (“Capcom Pro Tour”): Champion’s Choice Costume - Capcom Pro Tour Stage - exclusive CPT-themed color option for all 28 characters - 2 Titles: “Capcom Cup 2017” and “Capcom Pro Tour 2017” This year's CPT-themed content will only be available until the end of November, before Capcom Cup 2017. 80% of the proceeds will be going directly into the Capcom Pro Tour, with a minimum of 30% of the revenue being channeled into the prize pool and 50% into the CPT's production. As it stands right now, there are no plans to bring back last year's CPT-themed DLC. Source: eventhubs
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Post by Nyu Nozomi Hyuga on Apr 26, 2017 23:57:35 GMT -5
Ed confirmed as Street Fighter 5's next DLC fighter It looks like the PlayStation Store has revealed some huge news pertaining to Street Fighter 5's upcoming content. According to the site's description of the latest season pass, Ed is the game's next DLC character. It notes that Akuma, Kolin, and Ed are the first three DLC fighters in Season 2 and three brand new fighters are still coming throughout the year. The PS Store description notes that Ed is currently available, but as we all know Capcom has delayed the release of the next character, balance changes, and CFN update. CFN's Details about Ed This guy might've piqued your interest, no? He's the youngster who was working together with Balrog. He's got quite the mysterious aura about him. Basic info Name: Ed Height: 167cm Weight: 58kg Blood type: Unknown Birthday: 3rd of September Country of origin: Unknown Likes: Billiards Dislikes: Idealistic people Profile He was captured by S.I.N and planned to be used as a potential spare body for M. Bison. After Seth was defeated, Master Balrog saved him from the collapsing laboratory. Though it's only in fairly small doses, he is capable of emitting Psycho Power. Source: eventhubs (info) & shoryuken (image)
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