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Post by Nyu Nozomi Hyuga on Jan 29, 2016 18:17:20 GMT -5
SF information coming your way from Eventhubs:
Street Fighter 5 beta is live for PlayStation 4 and PC users
The Street Fighter 5 beta is live for PlayStation 4 and PC users.
15 out of the 16 playable characters are available now, everyone except F.A.N.G, and 9 out of 11 stages are selectable.
This is happening a little ways ahead of when the 4th closed beta was originally scheduled to run, which was January 30th at 12:01 a.m. PST.
According to Capcom's prior announcement, the servers will be live until January 31st at 7 p.m. PST.
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Might we yet see Akuma appear in Street Fighter 5? Harada and Ono urge fans not to jump to conclusions based on Tekken 7: Fated Retribution
Akuma is easily one of the most recognizable characters when it comes to Street Fighter, and was in 3rd place worldwide when Capcom asked players what characters they'd like to see in future Street Fighter games.
Therefore, it has come as a shock to many that the raging demon of fighting games is absent in the latest new entry, Street Fighter 5. Not only that, but we saw him pop up last month in an entirely different game series.
Based not only on this, but also the reveal of Street Fighter 5's full starting roster and the 6 initial characters that will be appearing as DLC, it would seem that Akuma fans might just have to switch franchises if they want to play their favorite character. However, Tekken series producer Katsuhiro Harada spoke in a recent interview, and urged fans not to take everything at face value.
Harada: The one thing I feel like we did that caused you a lot of trouble was that Akuma hasn’t appeared in SFV, as of now. So fans thought, “Akuma’s not appearing in SFV because he’s appearing in Tekken 7.” I’m just going to use this opportunity to say, that’s not necessarily the case!
Harada wasn't the only one to speak, as Street Fighter series producer Yoshinoro Ono also chimed in on the subject. Hit the jump to see what he had to say.
Ono: We considered, among other things, character variation when creating and choosing the roster for SFV, and Akuma isn’t among the DLC characters that will be added to the game later in 2016. But we might as well just keep saying “right now the Tekken guys are using him” (laughs). Seeing as Akuma is one of the biggest characters in Street Fighter history, and has appeared in almost as many titles as the franchise's face himself, Ryu, it would be very strange indeed to leave him absent in this latest numbered title.
While Harada remains hopeful that Akuma will find his way back to his original home, Ono's quote isn't quite as optimistic. Do you believe we'll see Akuma return, and if so, when? Or will this be the first Street Fighter title since Super Turbo where we'll find ourselves entirely Metsu-less?
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Capcom expects Street Fighter 5 to sell 2 million copies
Capcom is predicting that Street Fighter 5 will sell 2 million copies across the PC and PlayStation 4 versions of the title.
Recent reports put the PlayStation 4 install base at 35 million globally, and Steam has over 125 million active users. Nintendo's Wii U is over 10 million sold, and Microsoft has stopped sharing sales numbers for the Xbox One, but they recently said the PS4 has a huge lead.
To put these numbers in a bit more context, we wanted to look back at past Capcom fighting games to see how they performed on the market.
Capcom fighting game sales as of Dec. 2015
1. Street Fighter 2 (SNES) 6.3 million 2. Street Fighter 2 Turbo (SNES) 4.3 million 3. Street Fighter 4 (All platforms released) 3.4 million 4. Marvel vs. Capcom 3 (360/PS3) 2.2 million 5. Super Street Fighter 2 (SNES) 2 million 6. Super Street Fighter 4 (All platforms released) 1.9 million 7. Street Fighter X Tekken (All platforms released) 1.7 million 8. Marvel vs. Capcom 2 re-release (360/PS3) 1.4 million 9. Super Street Fighter 4 3D Edition (3DS) 1.2 million 9. Ultimate Marvel vs. Capcom 3 (360/PS3) 1.2 million 9. Street Fighter 2 Special CE (Genesis) 1.2 million 12. Super Street Fighter 4 Arcade Edition (All platforms released) 1.1 million 13. Street Fighter Alpha 3 (PS1) 1 million
Series totals base on the above numbers (platinum titles only): Street Fighter 2: 13.8 million Street Fighter 4: 7.6 million Marvel vs. Capcom: 4.8 Street Fighter Alpha: 1 million
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Post by JACK-2 on Jan 29, 2016 19:48:25 GMT -5
The very sexy alternative costumes in Street Fighter 5 have been well documented, but it's possible you still may see some adjustments to how the game looks going forward. Capcom has worked with the ESRB to maintain a Teen rating, and it sounds like they may be revisiting some of the game's visuals to tone them down again — if needs be. Speaking with GameSpot, Capcom's Yoshinori Ono was asked about criticisms from some that the characters were unnecessarily sexualized. "You may have seen sometime ago, for R. Mika's Critical Art cutscene, the camera angle was changed a bit, and we made some other changes with how the camera angles worked with the characters," said Ono. Capcom addressed feedback the received by making these adjustments, which in turn caused hardcore fans to attack his Twitter account with plenty of f-bombs and rants. "We want everyone to be able to enjoy playing this game. We don't want anything offensive in there; we want everyone to be able to enjoy the game as much as possible," noted Ono. "The message we want to provide for our hardcore fans is that we are cognizant of the series' identity, and we are going to make sure that the Street Fighter identity is in place," he said. Because of Capcom's approach of trying to make this a friendly environment for everyone, you might see some visual aspects toned down in the future, but the gameplay itself will be unaffected by these changes — if they come to pass. "We may be making more adjustments moving forward, but the fighting experience, the battle, is the same," Ono said. Source: GameSpot, submitted by ThaBigDaddyCMaster.www.eventhubs.com/news/2016/jan/29/ono-sexual-content-street-fighter-5-we-may-be-making-more-adjustments-going-forward/Nice one Cee lol. Also, when will it end?!
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Post by Nyu Nozomi Hyuga on Jan 29, 2016 21:06:37 GMT -5
The very sexy alternative costumes in Street Fighter 5 have been well documented, but it's possible you still may see some adjustments to how the game looks going forward. Capcom has worked with the ESRB to maintain a Teen rating, and it sounds like they may be revisiting some of the game's visuals to tone them down again — if needs be. Speaking with GameSpot, Capcom's Yoshinori Ono was asked about criticisms from some that the characters were unnecessarily sexualized. "You may have seen sometime ago, for R. Mika's Critical Art cutscene, the camera angle was changed a bit, and we made some other changes with how the camera angles worked with the characters," said Ono. Capcom addressed feedback the received by making these adjustments, which in turn caused hardcore fans to attack his Twitter account with plenty of f-bombs and rants. "We want everyone to be able to enjoy playing this game. We don't want anything offensive in there; we want everyone to be able to enjoy the game as much as possible," noted Ono. "The message we want to provide for our hardcore fans is that we are cognizant of the series' identity, and we are going to make sure that the Street Fighter identity is in place," he said. Because of Capcom's approach of trying to make this a friendly environment for everyone, you might see some visual aspects toned down in the future, but the gameplay itself will be unaffected by these changes — if they come to pass. "We may be making more adjustments moving forward, but the fighting experience, the battle, is the same," Ono said. Source: GameSpot, submitted by ThaBigDaddyCMaster.www.eventhubs.com/news/2016/jan/29/ono-sexual-content-street-fighter-5-we-may-be-making-more-adjustments-going-forward/Nice one Cee lol. Also, when will it end?! The story was already posted if you were to check Page 59, The Big Daddy C-Master already got it posted. The one Eventhubs had is just the same.
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Here is some stuff from Eventhubs & Shoryuken:
Updated: Connection setting explained in Street Fighter 5 beta, closed test 4 now live
Updated: Capcom explained how Street Fighter 5's online match making works, specifically what each of the connection settings means.
• Any: All regions, the default setting. This is reportedly why some people are saying the netcode is worse in this beta, as they're being matched with people all over the globe.
• 3-5: Capcom stated this is the most balanced experience in terms of match making, which will match you with half the world, while maintaining a reasonable connection.
• 4-5: For players who want even better connections, you can select this option, and it will limit your match making to your quadrant only.
Here are a few images to help you find the setting and adjust it.
Note that when adjusting the connection from the training menu, you need to click "Apply Settings" to have your configuration take effect.
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Cannes Winter Clash Joins Capcom Pro Tour 2016 as First European Ranking Event
With Capcom Pro Tour 2016 not yet officially underway–and Street Fighter V yet to be released–it’s exciting to watch major events make their way into the competitive fold.
Earlier today, Capcom announced Cannes Winter Clash, an event (appropriately) based out of Cannes, France, has joined the list of upcoming Pro Tour events. This likely means we’ll soon be hearing in-game audio based on the event as well.
Cannes Winter Clash will be a ranking event, making it an important stop for players looking to take home a chunk of the Pro Tour prize pool, but the victor will not be gaining immediate entry into the end-of-year showdown. The first event offering such benefits to its first-place finisher will be Final Round 19 in March.
Cannes Winter Clash is set to take place February 26-28, meaning competitors will have less than two full weeks to prepare. For more information, head over to their website.
cwc.gameline.fr/
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Looks Like Desk is Enjoying the Street Fighter V Beta
Thanks to the magic of beta testing phases, Desk has already had ample opportunity to break Street Fighter V before anyone ever officially owns a copy of the game. In the videos below, the execution monster demonstrates a few of his latest findings, showing the sorts of things we can expect from regular humans at some point in the distant future.
The first bit of footage features wandering warrior Ryu stopping various attacks through the use of his V-Skill. There’s plenty of awkward parry timing involved, some so awkward that Ryu’s animation involves his forearm somehow blocking a blow from behind him.
And, of course, it wouldn’t be Desk without plenty of love for Chun-Li. Got meter to burn but don’t want to use a Critical Art? Why not pop opponents with three EX Kikokens instead?
We’re sure to see more from Desk as the current beta continues, so stay tuned.
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Momochi, ChocoBlanka Hope to Cultivate the Next Generation of Fighting Game Competitors
If you were to make a list of the top fighting game players of the Street Figher IV era, it would be hard not to include Evil Geniuses’ Yusuke Momochi. After making a name for himself using Cody at high-level events early on, the Japanese competitor would go on to win a number of prestigious events, including (but definitely not limited to) Capcom Cup 2014 and Evo 2015.
One would naturally assume that, with Street Fighter V coming out, Momochi’s main concern would be with learn the new game’s system and characters in preparation for another year of competition, but he and his new wife Yuko “ChocoBlanka” Kusauchi have much loftier goals for 2016.
Just a month before Capcom Cup 2015, Momochi and Choco established Shinobism, a company devoted to nurturing up and coming fighting game players. “We want to take a standpoint close to players,” Choco explained to Tokyo Otaku Mode. “Something close to players, but not a maker nor a corporation. We want to become a presence that can nicely connect many different relations.”
“[W]e want to train champions at our company,” Momochi continued. “We want to teach young people ourselves and create members affiliated with Shinobism. Later on, other pro teams might seek us out to talk about transfers. However, Shinobism’s vision is to create a starting point for young people first.”
Although competitive gaming has become much more lucrative in recent years, it’s still less than stable for players looking to the future, and that uncertainty also played a part in Shinobism’s creation. Momochi and Choco see it as a second career of sorts, something to fall back on when they can no longer compete, but they also want to make sure newcomers understand that the occupation isn’t all sunshine and rainbows.
“There are still difficult aspects [to being a professional gamer], and while on the one hand I welcome those who feel inspired and come to us with the feeling that being a pro gamer is a wonderful occupation where you game every day, and when you win, you get admiration and prize money, but on the other hand, I also think that gaming every day isn’t all fun,” Momochi said. “I also know the happiness of winning, the pain of loss, the state of being unrecognized by society, and the uncertainty of the future. What that means is I can teach the youth not just the good side, but the hard aspects, as well.”
With legends like Mad Catz’ Daigo Umehara heading into their 30s, the pair see Shinobism as an opportunity to cultivate a brand new group of competitors that can rise up and defeat those that came before them. In this way, they hope to introduce younger fans to the joy of fighting games and keep the genre alive.
“We want to give birth to the star player who will bear the next generation of fighting games,” Choco concluded.
Be sure to follow the link below for more of Tokyo Otaku Mode’s conversation with Momochi and Choco.
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Post by Nyu Nozomi Hyuga on Jan 30, 2016 1:20:49 GMT -5
Heres My thoughts on the Gamespot article: “You may have seen sometime ago, for R. Mika’s Critical Art cutscene, the camera angle was changed a bit, and we made some other changes with how the camera angles worked with the characters. That was one of our answers to some of this feedback,” So it was feedback which lead to anything that had risque shots ranging buttslaps & upskirt shots to be edited or altered. Yet we have revealing costumes like these for examples plus Laura's intro which should offended these exact people pretty easily compare to the camera angles: s-media-cache-ak0.pinimg.com/originals/1a/c0/4d/1ac04db4cd499fb126cb2f5ab9767ea2.gif41.media.tumblr.com/0f414d67da3ba44c6e919a3430b54757/tumblr_nzss4uG7741sjhzeoo1_1280.jpgat 1:13 cdn0.vox-cdn.com/uploads/chorus_asset/file/4016282/3968b00738c5affbf28f619c63d3a826.0.jpgimages-cdn.moviepilot.com/images/c_fill,h_250,w_640/t_mp_quality_gif/symlslvo8cwimoxnghxp/are-you-going-to-pre-order-street-fighter-v-742591.jpg image.noelshack.com/fichiers/2015/35/1440695694-4.jpgwww.geek.com/wp-content/uploads/2016/01/Street-Fighter-V-Mika-1.jpgwww.eventhubs.com/imagegallery/2016/jan/19/new-street-fighter-5-costumes-found-latest-beta/17/www.eventhubs.com/imagegallery/2016/jan/20/more-street-fighter-5-alternate-costumes-images/32/36.media.tumblr.com/76eec7a6099a718de5bcac6732e05192/tumblr_o19m4hmSEn1tejuf6o1_500.jpgwww.eventhubs.com/imagegallery/2016/jan/20/more-street-fighter-5-alternate-costumes-images/9/If they want everyone from all kind to play a game without offending anyone, why don't Capcom just make a new Mega Man game instead of what your trying to do with Street Fighter V? Does Capcom not view the Mega Man series as their biggest IP compare to Resident Evil & Street Fighter? Not to say Street Fighter is a bad IP by any means nessary, but honestly in the Street Fighter itself isn't meant to be a "family friendly" franchise and these revealing outfits along with the original camera angles is honestly meant for the Teen crowd. (if having buttslaps or upskirt shots is too much for a Teen rating which is BS, then I would rather have a Mature rated Street Fighter game) Maybe because people get easily offended by the existence of sexually revealing female characters and risque camera shots, maybe SFV would be better off releasing it exclusive for Japan & Asia (since Playstation systems are region free) like what is currently happening with DOAX3 or better yet the Street Fighter IP would be in good hands under Bandai Namco, Marvelous Entertainment/XSEED Games, Aksys Games etc. Ahh what do I know Capcom just want to appeal to every single human begin in the plant, and their trying too hard to please everyone where they may wind up appealing no one expect the people that only cares about gameplay. "we are cognizant of the series' identity," As in you need to have awareness & knowledge just so your not offending the Westerns with a buttslap, close shot of a female crouch during landing, & making sure there are no panty shots. But heres a problem you still got females in revealing costumes which would offend these people, proving your certain aren't cognizant at all more like someone from Capcom are just clueless, and you guys have no idea on WTF are you creating. At this point Street Fighter doesn't have an identity at all, niches games & mainstream games has more of an identity than what Street Fighter can ever hope for assuming their aware of themselves. More like your holding back creative freedom just so your not offending these overly sensitive people that live in their own bubble along with playing the victim just to push their agenda forward. Whatever feedback you got that were complaining about the camera angles, these people are not your audience at all even if you were to remove risque content these exact people are not going to buy this game anyway, all there here for just to bully around the media industries just because we have revealing females or doing stuff that is offensive to them want to change things to how they see fit. Maybe would create stuff like this if they were in charge: i.imgur.com/p00L2gp.jpgThese are the kind of people that will never be happy no matter what you give them. All I can do at this point if I have a problem with changes like this is just not buy this game at launch. (unless something comes up or if there is a way to make contact)
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Post by JACK-2 on Jan 30, 2016 3:59:48 GMT -5
I don't understand how a game where people get into street fights is family friendly, but okay. Granted, back in the 90's SF was popular with kids. Then again, so was Mortal Kombat. But, that's because the main demographic of Video Games was Kids. Yet, despite the average game rbeing 35 years old were still having this conversation about sex in video games.
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Post by spliffybaz on Jan 30, 2016 9:37:41 GMT -5
The game isn't really that good, so this controversy over censorship is a distraction form the boring product they are releasing. I am beginning to think that Tekken 7 not being released around SF5 is on purpose, to bolster sales of SF5. I think it's time to move past the censorship and just focus on whether or not you enjoy this game.
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Post by Nyu Nozomi Hyuga on Jan 30, 2016 16:46:58 GMT -5
Time for some game mode information from Eventhubs:
Street Fighter 5 games mode trailer - costumes and colors can be unlocked with story and survival modes
Capcom released a new games mode trailer for Street Fighter 5.
It showcases the game's tutorial, character story mode, survival mode, training mode, network battle and the Capcom Fighters Network.
"Remember, we’ll have tons of free content updates for the game post-launch as well, including the awesome looking Cinematic Story Expansion that we just revealed on Monday!" wrote Capcom's Neidel "Haunts" Crisan.
Story Mode
All 16 characters have their own story mode in the game, which unlocks a new costume for the fighter by placing it in the Shop, like Chun-Li's policewoman outfit.
Survival Mode
Survival Mode is back, and unlocks new colors for the various characters. You can spend points in this mode to give your fighter various boosts to aid you in making your way through.
Shortcut commands in Training Mode
One of the new features we hadn't seen yet are the new shortcut commands which can be mapped to the PlayStation 4 controller's touch pad, letting you alter stuff like CPU controls, guard settings and more, without having to go into multiple menus.
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Post by azik21 on Jan 30, 2016 18:43:55 GMT -5
Current version isn't very fun. Forward dashes seem to have invincibility frames and dhalsim raw teleport seems too good. Its probably lag but reacting to a dash with a normal is a bad idea and dhalsims teleport causes normals to face the wrong way. Were overall anti air normals nerfed?
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Post by Great Dark Hero on Jan 31, 2016 3:06:52 GMT -5
Not overly motivated but may as well put these up...
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Post by Nyu Nozomi Hyuga on Jan 31, 2016 18:11:24 GMT -5
Here comes a bundle of Eventhubs information:
Necalli's bread and butter combos just got longer, can now juggle after hitting his V-Skill
From what we've seen thus far, Street Fighter 5's Necalli feels a bit lacking in the combo department. He shows potential, but seems to have to work a bit harder than most of the rest of the cast to get his combos going.
Necalli's go-to V-Trigger building combo is medium kick, roundhouse, V-Skill. It's great for building building meter, but not the best for damage. Prophecie Sensei has come out with a combo video showing us that Necalli can now juggle after hitting his V-Skill, which is a pretty big deal.
Click the image below to get a taste of what we're talking about.
www.eventhubs.com/images/2016/jan/29/longer-combos/
You'll see an array of new possible combos in the video after the jump.
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Poongko goes HAM with Cammy in Street Fighter 5; watch Momochi, HumanBomb, GamerBee and others face off at Taipei Game Show
A whole gang of top players collected together to face off in some intense Street Fighter 5 matches at Taipei Game Show in Taiwan.
/r/Kappa|Poongko, EG|Momochi, AvM|Gamerbee and a few others show us what they've been developing thus far in the latest Street Fighter. While all these players are top notch, Poongko had some especially impressive plays.
Check out these two sequences with Poongko's Cammy.
www.eventhubs.com/images/2016/jan/30/it-hits-font-maybe/
He doesn't just do Cammy tricks however, as he also showed off a pretty competent Ryu.
www.eventhubs.com/images/2016/jan/30/he-does-ryu-stuff-too/
Match Time Stamps
HumanBomb (Laura) vs. Dark Jiewa (Nash) 18:40 Gamerbee (Chun-Li) vs. Dark Jiewa (Nash) 22:06 HumanBomb (Ryu) vs. Poongko (Cammy) 33:00 Saikyo (Necalli) vs. DarkJiewa (Nash) 38:20 Gamerbee (Chun-Li) vs. Poongko (Cammy) 45:30 HumanBomb (Laura) vs. Momochi (Necalli) 51:50 Saikyo (Necalli) vs. Poongko (Ryu) 56:40 Gamerbee (Chun-Li) vs. Momochi (Ken) 1:04:40 Saikyo (Necalli) vs. Momochi (Zangief) 1:11:30 Saikyo (Rashid) vs. Momochi (Ryu) 1:16:30
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Street Fighter 5 alt. costume color gallery for Chun-Li, Cammy, R. Mika, Ryu and Rashid
X-Kira on the NeoFighters forums has done some high quality captures of Street Fighter 5's new alternative costumes, featuring Chun-Li, Cammy, R. Mika, Ryu and Rashid.
If you're planning on picking up these costumes, this is a great way to see how the various color options will look in game.
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Ono: Street Fighter 5 will bring together the events that happened between SF4 and SF3, game ships with a taste of story mode
Street Fighter 5 will fill in the gaps of what happened to the characters between Street Fighter 4 and Street Fighter 3.
"Talking about each individual Street Fighter title, they all take place in their own spot on the timeline. It's not one cohesive straight line," said Capcom's Yoshinori Ono in an interview with Venture Beat.
"The concept for Street Fighter 5 is to finally bring together the events that happened between Street Fighter 4 and Street Fighter 3," he added.
Establishing a timeline
Capcom had previously been mum on when exactly Street Fighter 5 took place in the series' timeline, but recent statements had cleared up this matter.
"In the timeline, it goes Alpha, then Street Fighter 2, then Street Fighter 4, then Street Fighter 3," noted Ono.
The goal is not only close the holes in the plot that existed before, but provide clarity to the franchise's extremely convoluted narrative.
"We'll bridge the gap between the events of SF4 and SF3 in the timeline. That will finally close in all the gaps and create a nice, clear story across the board," Ono said.
Just a taste
Street Fighter 5 will ship with a bit of the game's story available to play through, to give gamers an idea of what's currently happening, before the full story mode update drops in June.
"In terms of the story mode we'll have in the game on day one, on the disc, it'll serve as more of a prologue to get people immersed into the world of Street Fighter 5," Ono stated.
This taste of the plot will actually cover all 16 individual launch characters, leading up to the update that drops later in 2016.
"It [will] be a prologue for each individual character leading into the story expansion, where it's going to be this very deep, well-told story," Ono concluded.
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Sabre's Laura is dominating the Street Fighter 5 beta; watch as he takes out Juicebox, TampaBison, the number one ranked player and more
Laura is one of those characters in Street Fighter 5 for whom we haven't seen a ton of actual tech or gameplay footage. Some have argued that she's a bit one dimensional, and not too exciting to play at the moment.
Arizona's Scott "Sabre" Bender is changing those notions in a big way. He's taken to the sticks, and explored the Brazilian beauty quite extensively in the latest beta.
Sabre has uploaded a ton of footage from his Twitch stream, showcasing match after match against the rest of the SF5 roster. He runs into some pretty notable names, such as Juicebox, XsK Samurai, Fugboi (the number one ranked beta player) and TampaBison.
Below is an impressive sequence against Tampa, showing off some of Laura's pressure and combo capabilities.
www.eventhubs.com/images/2016/jan/31/sabre-laura/
XsK Samurai (Ryu) - 6:14
TampaBison (M. Bison) - 1:17:30
Sabre takes on the number one ranked player on the current beta: Fugboi (Zangief) - 50:35
What do you think of Laura thus far? Do you feel her play style is bit on the dry side, or does she bring enough to the table to keep things interesting?
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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 Jan 31, 2016 18:29:30 GMT -5
Definitely a lot of information, and this version felt fine to me. I didn't feel invincibility on forward dashes but the characters are still new and need time to develop. Nobody seemed insanely broken or weak but some did feel better than others. We'll see in the long run but I think Birdie and Bison are strong.
Dhalsim players do abuse his teleport quite a bit. Might just be lack of practicing against gimmicks since you go right into the next match.
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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 Jan 31, 2016 18:41:35 GMT -5
Yea I told them about it and I'm not sure this will ever end. The game isn't really that good, so this controversy over censorship is a distraction form the boring product they are releasing. I am beginning to think that Tekken 7 not being released around SF5 is on purpose, to bolster sales of SF5. I think it's time to move past the censorship and just focus on whether or not you enjoy this game. I'd say the game is better than SF4. That's the low point in the series for me. If you're going to buy a game though you should definitely make sure you like it. The neutral in this game has a lot less bullshit in it due to SF4's design. No invincible backdashes, no crouch tech, no focus attack, and no ultra, and no lights into easy damaging confirms. I can still come up with combos just fine too. SF4 is a distant memory for me. The censorship should be able to be modded. I talked to the modder and saw them already. Nude Mika here we come! Lol.
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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 Jan 31, 2016 18:42:38 GMT -5
Not overly motivated but may as well put these up... Didn't know you were still playing. Lol.
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Post by JACK-2 on Jan 31, 2016 18:57:15 GMT -5
I was playing early as well. The beta is working for me. Not getting my ass whooped as much since everyone is new, thank god.
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Post by JACK-2 on Jan 31, 2016 21:25:15 GMT -5
God fireballs suck in modern Street Fighter. They are so easy to get around and DP is crap. It trades so easily: I had V trigger Ryu and I did a DP but it traded and I died.
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Post by azik21 on Jan 31, 2016 22:22:11 GMT -5
Definitely a lot of information, and this version felt fine to me. I didn't feel invincibility on forward dashes but the characters are still new and need time to develop. Nobody seemed insanely broken or week but some did feel better than others. We'll see in the long run but I think Birdie and Bison are strong. Dhalsim players do abuse his teleport quite a bit. Might just be lack of practicing against gimmicks since you go right into the next match. I see the start up of forward dash and react with a normal but they just walk right thru it. The more active normals are too slow to press.. perfect timing or you get thrown. What is this ranking system btw is it like pp? Or is it easy where you just keep going up? stopped around 3700 and didn't pay much attention to points gained/lost
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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 Feb 1, 2016 6:06:36 GMT -5
I was playing early as well. The beta is working for me. Not getting my ass whooped as much since everyone is new, thank god. How were the connections for you? God fireballs suck in modern Street Fighter. They are so easy to get around and DP is crap. It trades so easily: I had V trigger Ryu and I did a DP but it traded and I died. Zoning in this game works differently than in other games. In this game you don't have all of the universal ways to get around them like you did in 4, but characters do have tools to get around them. This game has more emphasis on being less predictable with zoning. You want to use them at different ranges where your opponent won't expect them. Ryu is very good; just don't expect to use cr. mk and fireball this time around. Definitely a lot of information, and this version felt fine to me. I didn't feel invincibility on forward dashes but the characters are still new and need time to develop. Nobody seemed insanely broken or week but some did feel better than others. We'll see in the long run but I think Birdie and Bison are strong. Dhalsim players do abuse his teleport quite a bit. Might just be lack of practicing against gimmicks since you go right into the next match. I see the start up of forward dash and react with a normal but they just walk right thru it. The more active normals are too slow to press.. perfect timing or you get thrown. What is this ranking system btw is it like pp? Or is it easy where you just keep going up? stopped around 3700 and didn't pay much attention to points gained/lost Might have been lag? Foward dashes definitely don't have any invincibility (would be broken), back dashes are only throw invincible so no SF4 abuse. You have to get used to timing meaties in this game as it is very important. Very few characters have a truly invincible reversal and it gets people used to blocking. I did this to R. Mika players as some of them (even the high ranked ones) just wouldn't block. It seems like LP will accrue even in unranked but I don't know. It is similar to PP though. I'm not a point fanatic so I wouldn't mind mine being at 0/0. The highest rank I had was like 468 or something. The thing is, the longer you play the more points you get since everyone is playing longer. If you take a break and come back you'll have a lower rank. So it is weird in that aspect.
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Post by WarMachineRhodey on Feb 1, 2016 10:37:30 GMT -5
Some scrubby gief gameplay
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Post by JACK-2 on Feb 1, 2016 15:01:29 GMT -5
How were the connections for you? Can be laggy right now, but over all good. Zoning in this game works differently than in other games. In this game you don't have all of the universal ways to get around them like you did in 4, but characters do have tools to get around them. This game has more emphasis on being less predictable with zoning. You want to use them at different ranges where your opponent won't expect them. Ryu is very good; just don't expect to use cr. mk and fireball this time around. Cr.forward is crap in this game. Ryu is pretty good and I'm doing alot better with him in 5 vs Ultra .
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
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Posts: 26,387
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Post by The Big Daddy C-Master on Feb 1, 2016 17:48:00 GMT -5
I guess everyone is on.
How did you like Zangief WarMachine? His cr jab is amazing.
I had lag at first because they kept matching me with people in other countries. Must have been testing international connectivity. Had some laggy console players too naturally. Otherwise it was solid at the end.
I wonder what the cast will be like at launch. Once it's set they'll be like that for the year. Hope Mika gets smoothed out some. Capcom has weird balancing decisions but nothing seems broken just yet.
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Post by azik21 on Feb 1, 2016 20:42:47 GMT -5
I didn't mean literally invincible forward dash but just really wonky overall. Its almost like the hurtbox stays behind for a second when you dash. Karin meaties are all I worked on this beta. I already found setups for all the wake up options off most of her knockdown moves. Meaty cr.Mp, cr.Hp is my favorite link so far. Backward tech seems to be the go to because I couldn't find much for those.
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Post by Nyu Nozomi Hyuga on Feb 1, 2016 22:42:58 GMT -5
Here some SF information from Shoryuken & Eventhubs:
Street Fighter V Final Beta Footage Roundup feat. Desk Combos, R. Mika Strategies, and More
This weekend marked the final beta phase for Street Fighter V before we’re able to tackle the release version of the game. Even though we’ve seen plenty of time with the title through these beta periods, there’s always something new to discover. Below, we’ve compiled some of the best footage from over the weekend, so study up!
To get things started on the best note possible, we’ve got a couple of videos from Desk. In the first bit of footage, he demonstrates the power of Birdie’s soda can by using it to allow the fighter two jump-in attacks in a single combo. Keep in mind these setups are less than practical, but they’re still entertaining to see.
Desk’s second offering sees Dhalsim using all of his meter in two different combos. One combo includes non-Critical Art meter expenditure, while the second–a Crush Counter combo–involves the Yoga master unloading a bellyful of fire on an unsuspecting Zangief.
Next up, we’ve got some footage featuring Rashid. With his unique movement options and ability to control the wind, Rashid is one of the more interesting additions to Street Fighter V’s roster. That said, that means he’s also a bit tricky to use.
For those wondering what Rashid can do with his unique tools, HadoukenMaster put together a video showing some combos for Rashid from Street Fighter V’s latest beta test. These include straight up hit confirms, as well as more advanced juggle combos using his projectiles and his V-Trigger.
Character tutorials often offer great advice for mastering the fighter on whom they focus, but when presented with the grid-lined walls of the training stage and a dummy ready to take a pummeling, it may not always be so easy for viewers–especially newer players–to transfer the knowledge into an actual match.
In the video below from KreativeMente, aspiring Rainbow Mika players can catch a glimpse of the wrestler doing what she does best, and not against passive targets. Frame traps, resets, combos, command grab setups, and more abound in this footage. If you’re an up-and-coming Mika, be sure to give it a look.
Ambiguous jump-ins are a basic tool for players to get in on defensive opponents in fighting games, and Street Fighter V is no exception. While the game places much more emphasis on hard reads and commitment, there are still some moves that can be used to create these sorts of setups when the situation is right.
In this new video, wauhti demonstrates one such setup. When she has her opponent in the corner, Chun-Li can use her aerial stomp attack to keep them guessing. By changing the timing of her jump-in, players can make her land in front or behind her opponent, allowing her to follow with and aerial medium kick on the way down for an ambiguous cross-up attempt.
Chun-Li’s crouching strong in Street Fighter V works like a tuned up version of the same button from Street Fighter IV. On top of being great for whiff punishing at long distances, this normal gets the Interpol officer under a handful of attacks and, of course, offers a stylish way to slide under most projectiles. Thanks to the V-Trigger mechanic, the button can be confirmed into easy damage once it connects. R Squared explores this strategy in the next video.
We wrap things up today with a lengthy set of gameplay footage from Nutrient. This footage features Birdie bringing the pain, as well as the lame, against a variety of online opponents.
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Full Street Fighter 5 costume color gallery for story and pre-order outfits, features all characters from beta #4
Yesterday, we featured a handful of Street Fighter 5 alternate costume colors here on our front page. But thanks to X-Kira over on the NeoFighters forums, now all currently revealed story and pre-order costume colors for each of the characters in beta #4 can be seen.
This gallery shows all 10 colors for each outfit, and we also see each of Nadeshiko's normal colors -- even though she isn't technically playable.
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Ono: We can say very firmly that no one will be disappointed with the level of story in Street Fighter 5
In a recent interview, VentureBeat caught up with Street Fighter producer Yoshinori Ono and Capcom's director of brand marketing and eSports, Matt Dahlgren, to discuss the highly anticipated title -- Street Fighter 5.
This piece focused mainly on Street Fighter 5's upcoming story and the free expansion the game will see in June.
Though the Street Fighter franchise is very much established in the competitive gaming world, Ono feels that due to a lack of an intricate story mode over the years, it is seen more as a "video tool" rather than entertainment.
"People use [Street Fighter] as a tool to play in tournaments," Ono begins. "That’s where a lot of the entertainment in it comes from. However, we do want to provide something for people who want to immerse themselves in a world. Those are gamers who are more into the video entertainment style."
Despite this, Ono assures that Capcom is working diligently to make Street Fighter 5's story very strong and give fans the depth they've been hoping for in a Street Fighter title.
"There have been people who’ve been disappointed with the way our story content has been handled in the past," Ono explains. "This time we can say very firmly that no one will be disappointed with this level of story."
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Justin Wong shows us why Cammy is a force to be reckoned with in Street Fighter 5
There's still much to be unearthed when it comes to Street Fighter 5, but we've heard more than a few opinions on Cammy, most of which pigeon hole her into the "not great" tier section.
I personally beg differ on this one, as Cammy has some very powerful tools that lead into very big damage. Up close she's a frame trap monster with her crouching medium punch, while her crouching medium kick is a great footsie tool.
Both of these moves can be easily canceled into her Spiral Arrow, and if she has V-Trigger, she's quickly going to lop off about a third of your life bar. EG|Justin Wong has begun to explore Cammy, and has uploaded some footage from his Twitch stream.
Below are a few snippets of the action. The first shows off a clutch comeback while the second is an anxious race against the clock.
www.eventhubs.com/images/2016/feb/01/cammy-comeback/
www.eventhubs.com/images/2016/feb/01/race-against-clock//
Justin hasn't mastered Cammy by any means, as no one has yet, but his play does cue us in to some of her strong potential. You'll see his full session below.
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Infiltration, Justin Wong, and Poongko Face Online Opponents in the Street Fighter V Beta
With the final Street Fighter V beta taking place over the weekend, it’s no surprise some of the best players in the world got in on the action. You might have even had the distinct (dis)pleasure of donating League Points to their growing totals as they climbed the ladder.
If you didn’t have a chance to toss fireballs their way over the weekend, you’ll likely be curious what sort of technology folks like Razer’s Infiltration, Evil Geniuses’ Justin Wong, r/Kappa’s Poongko, Team Spooky’s Arturo Sanchez, and more came up with to use in this most recent version of the upcoming title.
XusesGB and Olympic Gaming took the time to compile footage of these strong competitors taking the fight to online opposition, and you can find the replays embedded below.
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The Big Daddy C-Master
Big Daddy
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I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Feb 2, 2016 5:48:05 GMT -5
Toooons of images and videos on this page. I didn't mean literally invincible forward dash but just really wonky overall. Its almost like the hurtbox stays behind for a second when you dash. Karin meaties are all I worked on this beta. I already found setups for all the wake up options off most of her knockdown moves. Meaty cr.Mp, cr.Hp is my favorite link so far. Backward tech seems to be the go to because I couldn't find much for those. Never had a problem with it so that must just be subjective or lag. I was able to hit and be hit out of dashes just fine.
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Post by WarMachineRhodey on Feb 2, 2016 16:51:17 GMT -5
I guess everyone is on. How did you like Zangief WarMachine? His cr jab is amazing. I had lag at first because they kept matching me with people in other countries. Must have been testing international connectivity. Had some laggy console players too naturally. Otherwise it was solid at the end. I wonder what the cast will be like at launch. Once it's set they'll be like that for the year. Hope Mika gets smoothed out some. Capcom has weird balancing decisions but nothing seems broken just yet. Zangief seems decent with my short time playing the game. Lariat isnt a reliable anti air like in sf4 but with meter you can use the ex running bear grab to atleast counter jump ins toward the front. lp spd range seems pretty good. His combo options seem lacking. You can do crossup to cr lp to st lk lariat but i had the lariat whiff sometimes if the opponent was crouching so maybe capcom can fix that but that seems to be the only decent combo he has. no cr lp to st mp link in sf4.
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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 Feb 2, 2016 17:22:09 GMT -5
He does have a nice armored punch and his jab is very good. Grab range is still insane and I often get grabbed while pressuring Gief players. I think the #1 ranked player was a Gief actually.
One thing players have to do is not be scared to rush him down. If you can time your meaty combos properly he can be kept under control. For Mika you have to get past his jab range first.
Birdie seems to have it all right now IMO.
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Post by Nyu Nozomi Hyuga on Feb 2, 2016 17:54:10 GMT -5
Here some information from Eventhubs & Shoryuken:
Street Fighter 5's menu interface was designed to 'keep everyone in tune with the community' - Ono talks about the importance of the FGC
In a recent interview with VentureBeat, Ono discussed the topic of the fighting game community as one of the talking points, and how it's influenced the way they think about the development of Street Fighter 5.
He notes that this is something they learned during the lifetime of Street Fighter 4, and one way they started incorporating this into their overall plans was to launch the Capcom Cup.
Ono: As far as what we learned from Street Fighter IV, one thing was that Street Fighter is not just what exists in the content of the game. There’s this whole separate world of esports and the fighting game community.
Now we have the Capcom Cup, which is part of that whole esports strategy.
After the jump, you can see more of Ono's statements, regarding how they went about implementing more community-mindedness in Street Fighter 5.
Ono: This time around, you’ll immediately realize when you boot up Street Fighter V that there’s only one quick screen where you see the main title. Then you’re all of a sudden thrown into this screen that looks like a desktop. That’s where you’ll spend most of your time. The background is going to look like the Capcom Fighter’s Network. Everything you see here is designed to keep everyone in tune with the community. He goes on to explain how online features work into this development mentality, and the goal of having the Capcom Fighters Network.
Ono: Also, because everything’s online and you’re always connected, lots of information is coming in from the fans. We can update the information on the Capcom Fighters Network every month or so. That’s the level we’re focusing on with the community. You’ll see it in the game. The entire desktop is a tool to connect the Street Fighter community.
How do you feel about this community-oriented approach?
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Wizard World Gaming Announces Street Fighter V Tournament Series
Wizard World Gaming has announced a brand new partnership with Capcom that will see Street Fighter V join the convention as a permanent fixture in its competitive lineup. The upcoming title is set to appear at numerous events in 2016, with some nifty cash prizes available to those who can edge out their fellow players.
Over the next few months, Wizard World will be making stops in various locations across the United States, the full list of which can be found below. •St. Louis, Missouri – April 1-3 •Minneapolis, Minnesota – May 6-8 •Philadelphia, Pennsylvania – June 2-5 •Sacramento, California – June 17-19 •Columbus, Ohio – July 29-31 •Orlando, Florida – August 5-7 •Chicago, Illinois – August 18-21 •Austin, Texas – September 23-25 •Pittsburgh, Pennsylvania – November 4-6
This news comes hot on the heels of Wizard World Gaming Portland’s reveal of a $10,000 prize pool that will be split among tournaments for games like Street Fighter V, Guilty Gear Xrd -SIGN-, Tekken 7, and more.
Further information on these events can be found through Wizard World’s official website.
www.wizardworld.com/
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Street Fighter V Final Beta Roundup feat. Ken V-Trigger Pressure, Rashid Setups, and More
When putting together videos on the last Street Fighter V beta, the community seems to have leaned more toward match footage this time around, which could be a result of the short window of time we had access to the game. Whatever the cause may be, we’ve still got some quality material for you to check out.
Up first, we’d like to share a Ken video from Jay Rego. Some of you may recognize Rego’s name from his “Analyze This!” series (which you should check out, by the way). Those who do will be familiar with his meticulous attention to detail. Rego uses this same sort of presentation quality to present a video dedicated to using Ken’s V-Trigger in block strings to create pressure and mixup opportunities.
Thankfully, Rego’s testing shows that Ken can never put himself into an advantageous situation by canceling a blocked dragon punch with his V-Trigger, so we don’t need to worry about the return of some overly popular (and overly good) Street Fighter IV tactics. Stick around until the end for some practical applications including a particularly nasty reset.
In this next video, Rush Down takes a look at some of the ways to apply M. Bison’s parry. From creating a defensive wall to opening up opportunities to connect a Critical Art, this move looks to have plenty of potential.
Next up, LiangHuBBB, whose name you’ll certainly recognize from the “Funny & Cool Moments” series, compiled a hefty portion of match footage from across the most recent beta phase. The general focus for the first segment of this video is presenting in-match combo and setup options, after which LiangHuBBB includes plenty of full matches for anyone interested in seeing Ryu in action.
With the game still in its (pre?)infancy, we haven’t had much chance to see solid matchup-related strategy; however, this next video, from NualphaJPN, offers just that. In this match replay, you’ll get to hear thoughts on how R. Mika should approach Necalli.
If you’re interested in brushing up on Rashid setups, this next set of match footage from sean2dgod may be just what you’re looking for. In it, you’ll see how to keep the pressure high and opponents on their toes–or, perhaps stunned.
If you prefer your match footage cropped down, this reel from THE COOL KID93 may be more to your liking. Still focused on Rashid, this video offers much of what you just saw above, but in a smaller package.
It’s true that some of these situations only take place because players aren’t yet familiar with how to fight Rashid; however, it’s never a bad idea to have as many defense-cracking strategies as possible.
We close things out today with a short interface primer from GLHFtv. If you’ve not yet had a chance to familiarize yourself with Street Fighter V’s interface, this video is a good place to get started.
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Capcom: Ken's looks in Street Fighter 5 were changed so he did not closely resemble Ryu
IGN had a chance to speak with Mike Lunn, who's a brand manager at Capcom, during PAX South 2016.
They asked him why Ken looks changed up so much in Street Fighter 5, and it appears Capcom wanted to make him stand apart from Ryu even further than they have in the past.
Instead of being a version of Ryu dressed in red, his looks are more distinctive now, as he's pulled down his gi and has a sporty shirt on, explained Lunn.
"We made [Ken] play a lot different as well, so I think the team wanted to separate them too a little bit more so it wasn't a white ninja dude and a red ninja dude," Lunn said.
Story mode details, Dhalsim's changes and more were also discussed in the video below.
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Post by WarMachineRhodey on Feb 2, 2016 18:17:28 GMT -5
He does have a nice armored punch and his jab is very good. Grab range is still insane and I often get grabbed while pressuring Gief players. I think the #1 ranked player was a Gief actually. One thing players have to do is not be scared to rush him down. If you can time your meaty combos properly he can be kept under control. For Mika you have to get past his jab range first. Birdie seems to have it all right now IMO. St fp is good also forgot to mention that and the F+hp headbutt eats projectiles but im not sure about normal attacks. yea when playing against Gief you have to go on the offense some. Normal throws work pretty good in the gief matchups in sf4 anyway.
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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 Feb 3, 2016 5:07:17 GMT -5
That Mika and Necalli matchup advice is solid. That said I don't believe in being too defensive against him with his options.
With the throws being 5f now Zangief can't just rely on grabs all of the time. They gave him other tools to compensate but I think most people treat him like SF4 and get spaced out.
Birdie on the other hand has damage, normals, and grabs. He's just a beast.
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Post by WarMachineRhodey on Feb 3, 2016 15:19:19 GMT -5
I think also normal throws beat spd in sfv. I was grabbed out of some spds when i was playing. im not sure why capcom would do that.
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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 Feb 3, 2016 17:05:31 GMT -5
I think also normal throws beat spd in sfv. I was grabbed out of some spds when i was playing. im not sure why capcom would do that. They both start up in 5 frames where in the past command grabs were faster. Since they take longer to do you will often be beaten out of them. Different design this time with throws.
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