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Post by JACK-2 on Feb 22, 2016 14:20:13 GMT -5
Here's a good tutorial, Than God for Momochi and other Japanese players. I was looking for a good tutorial vid.
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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 22, 2016 14:47:44 GMT -5
Some matches with various characters.
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Post by Nyu Nozomi Hyuga on Feb 22, 2016 17:47:48 GMT -5
Here some tips & tricks from Eventhubs:
Want to unlock all colors in Street Fighter 5? Xuses offers some tips and tricks for beating Survival Mode on Hard
The only way to unlock all character colors in Street Fighter 5 is to play through the daunting Survival Mode on easy-hard difficulties, the latter of which includes 50 grueling stages.
We've heard some horror stories of players making it all the way to the final stages only to fall to the increasingly stronger CPU, (or an unfortunately-timed disconnect) but we've got some specific direction from Xuses to help you through this strenuous test of stamina.
The first 10 fights are significantly easier than the rest so you'll want to spend these building up points (currency) for later rounds, and you'll want to buy defense bonuses some time during the 20's or 30's.
In addition to rationing supplements, Xuses also offers a handful of tips on how to actually fight the computer. For instance, if it's walking forward on your wake up it absolutely will not block a wake up reversal.
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Post by Nyu Nozomi Hyuga on Feb 22, 2016 17:53:06 GMT -5
Here are weird stuff from Eventhubs:
A chain of V-Reversals, backwards parries, Dhalsim gets stuck in limbo, and more: Desk finds some weird stuff in Street Fighter 5
Desk keeps the Street Fighter 5 content flowing. In today's video, the combo expert attempts to find the weirdest behavior in the game, and succeeds.
Using a number of different set ups, Desk manages to pull of some pretty peculiar things. Making Ryu parry while facing the wrong way, Zangief's nearly fullscreen air SPD, and a strange chain of V-Reversals in a Cammy mirror are just the tip of the iceberg.
Our favorite, though, is Dhalsim being stuck in limbo. You can check it out in the GIF below.
www.eventhubs.com/images/2016/feb/22/desk-makes-dhalsim-get-stuck-limbo/
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Post by Nyu Nozomi Hyuga on Feb 22, 2016 18:14:21 GMT -5
Here are some online info from shoryuken:
Street Fighter V Servers Undergoing Scheduled Maintenance
After a number of quick fixes were applied to the poor launch of Street Fighter V, the developers have seen fit to bring the game’s servers down today for a bit of scheduled maintenance. Starting at 1 PM PST (4 PM EST, 9 PM GMT) and ending around 5 PM PST (8 PM EST, 1 AM GMT), this period will be spent reviewing the growing list of issues and prioritizing their correction.
If you’re out of the loop, players excited to jump into the world of Street Fighter V were met with a number of problems as soon as it game released last week. Servers routinely booted users offline, matchmaking was a chore, and lobbies were broken to the point of uselessness. It was, essentially, the complete opposite of a successful launch.
Capcom has kept players apprised of their fixes via regular updates on Capcom-Unity as well as ongoing support from SFV Server. We’ll be sure to keep everyone updated as more information on their current work becomes available.
www.capcom-unity.com/go/network/blog
twitter.com/SFVServer
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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 22, 2016 20:39:31 GMT -5
2 hour Extension. Should be about over now.
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Post by Nyu Nozomi Hyuga on Feb 22, 2016 21:09:45 GMT -5
Here is a round up from shoryuken:
Street Fighter V Roundup – F.A.N.G Tips, Gray Life Draws, and More
With Street Fighter V’s first official weekend behind us, it’s time to brush up on game mechanics and tactics with this week’s opening community roundup!
F.A.N.G is weird, so weird that he can be somewhat intimidating to approach. Luckily, those interested in the newest addition to Team Bison need look no further than David “UltraDavid” Graham’s F.A.N.G breakdown to get started. In the video, David discusses important ground buttons, making the most out of specials through things like dealing with fireballs, how his poison effect works, and much more.
If you’d prefer to learn some lesser-known F.A.N.G facts rather than sit down for a full-on tutorial, Triox’s newest video may be just what you’re looking for. These four facts will not only help aspiring F.A.N.G players, but should give those facing him an idea of the tools he brings to a match.
Dealing with projectiles is an important part of every fighting game, and in his latest video, Jay Rego offers a look at how Ken can do just that in Street Fighter V. Making use of his V-Trigger, the shoto’s burning foot negates plasma while potentially resulting in big combo damage.
Wauhti has been hard at work finding devastating resets with R. Mika. It’s no secret that her Irish Whip offers plenty of reset potential, and while the options in the first video do incorporate the move, it’s not the star of the show; Mika’s V-Trigger, combined with slight alterations in jump timing, is. The second video offers a look at a reset that results in 950 stun output without the use of Irish Whip, meaning a single incorrect guess could result in the opponent seeing stars.
Draws in fighting games aren’t all that common; however, that may not be the case in Street Fighter V. Thanks to the ability to deal gray damage with some normals–as well as a handful of other methods–and the inability to chip out opponents with non-Critical Arts attacks, those last second ticks of gray damage may result in more single pixel ties.
In the footage below, from Dreekuz, a situation plays out where a Nash player makes a remarkable comeback against a Dhalsim, but doesn’t have enough time to score a final hit. Instead, he tacks on some gray damage, making the Dhalsim’s effective health equal to his single pixel, therefore forcing a Draw. Had the Sim had time to regenerate the temporary damage, the results would have favored him.
This presents an interesting situation moving forward. Assuming such a mechanic remains in place–that is, assuming gray life continues not to count as effective health–tournament organizers will need to consider how to handle this sort of thing in the event that it comes up. Should both players receive a W, or should neither?
Up next, we’ve got videos from Vandylizer and Af0 that cover topics important to anyone picking up a new fighting game: breaking bad habits that may carry over from previous titles. While these tips might be obvious to experienced players, those new to fighting games or those making their first transition to a new entry in a series are likely to learn a thing or two regarding how some of our habits from Ultra Street Fighter IV look in Street Fighter V.
M. Bison’s V-Trigger transforms his dash into a short-ranged teleport. While the applications of such an ability may be obvious to those players who’ve been around for a while, those new to the genre may not find them quite so obvious. In the video below, mickdo8640 offers a couple of ways to apply a simple mixup using this mobility option.
Next, Luckbox Q offers a look at a few ways to put Dhalsim’s V-Trigger to good use. Many of these setups offer situations where opponents are forced to spend some time standing in the flames before they’re able to escape the constant gray life damage.
The video’s editing is a little on the choppy side thanks to the abundance of slow-down effects and screen-transitioning wipes, but the information is worth looking into for all you Dhalsim players out there.
To close out today’s roundup, we’d like to ask a simple question: what happens when an immovable object encounters another immovable object? DNO may have found the answer through this goofy Zangief mirror featuring the Red Cyclone slow-walking into himself–thanks to the use of his V-Skill–for three full rounds. You don’t really need to watch the whole video to get the idea, but with iron bodies so mesmerizing, good luck turning it off.
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Post by Nyu Nozomi Hyuga on Feb 22, 2016 21:28:24 GMT -5
Here is an update on the server from shoryuken:
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Post by Nyu Nozomi Hyuga on Feb 23, 2016 11:29:36 GMT -5
Here some talk about Alex and possibly removing charge characters from eventhubs:
Capcom's Tomoaki Ayano talks Alex, and the possibility of removing charged moves for future DLC characters
Since we're only weeks away from the March release date for Alex, Street Fighter 5's first DLC fighter, we thought it's only fitting that we ask SF5 Assistant Producer Tomoaki Ayano to tell us something about the Manhattan wrestler at the game's launch party in Singapore, hosted by PlayStation Asia.
"New information about Alex, huh? That's going to be quite difficult. Let me think about what I can say... ah, okay, I've got it.
"As you probably know by now, we've shown a rough sketch of Alex in Street Fighter 5. It's not a finished version, by the way. It's still a work-in-progress, but looking at it you can see that, although Alex is originally a character from Street Fighter 3, his design has been changed here," Ayano said.
"And... (laughs) if the character design has changed, then his play style must have changed accordingly! ...Yep!"
At this point I just stare at Ayano with blank eyes, and let my mind wander off to an episode of the anime One Punch Man.
Vague hints about Alex's play style
Tomoaki Ayano: What else... let's see... we'd really like for players to focus on examining Alex's V-Skill. As you know, a character's V-Skill is something that brings out his or her individuality, or complements the move set and... yep! (Laughs)
Sorry, I really can't say any more than that.
Question: What about story-wise?
Ayano: Well in SF3, Alex's storyline had him visiting many different places in the world to broaden his horizons.
Since SF5 takes place before SF3, Alex is younger than that, and he still doesn't quite know what the world is like yet... or something like that. (Laughs) Probably.
Moving away from charged moves in SF5 -- Will it affect DLC fighters?
Question: In a previous interview, SF5 Producer Koichi Sugiyama said that part of the reason the development team changed Nash's moves from charged motions to fireball-motion command inputs is due to players finding command motions easier than charged ones these days.
Now, four of the six DLC characters -- Alex, Urien, Guile and Balrog -- possess charged motion special moves in their previous iterations. Will these characters still have charged moves in SF5?
Ayano: It's not like we've completely decided on what to do with these characters' moves and play styles yet. They're still under development, and I don't know exactly what we'll do with regards to that (change more charged motion moves to command specials) yet.
But for starters, if we look at Guile, it's probably a better idea for him to stay as a charged character. After all, Guile has traditionally always been a character whose move set revolves around his Sonic Booms and Flash Kicks.
With that said, as the premise of Street Fighter 5 is that we're resetting the battle balance, and recreating the characters from the ground up, when it comes to deciding if a character's special moves should be charged style or command style, that's something we need to think about again from scratch. Rethink everything over.
We won't necessarily try to change charged special moves into command style specials whenever possible. And conversely, it's also possible that we think it might be good to change a traditionally command-based special move into a charged one.
Really, we're trying to rebuild all of the characters from scratch. So please look forward to seeing the changes when we're finally ready to show the characters off.
These changes may not necessarily come in the form of, say, changing a charged special move into a command special. We also look at things like, "is this special move even needed here?" Or perhaps, if we feel like the character is lacking a certain type of special move to round up his kit, maybe we'd add in a new move altogether. That's what I mean by rethinking the character from scratch. We may even add a move that's never before seen.
Capcom was expecting backlash for changing Vega and Nash from charged to command characters
Question: Which character did the development team have the most fun redesigning, and why?
Ayano: If we were to talk about the characters available at launch, the character that's the most fun for us to redesign was probably... well, I haven't really played him much, but I think it'd probably be Vega.
He's originally a charged character. But we changed him into a command character for Street Fighter 5, and that made him feel much more agile than before. When we had everybody try him out, watching the matches became a lot more fun too.
When we announced that Vega would be a command character rather than a charged one, we thought that maybe there'd be this huge backlash... actually, with Nash we were expecting that too, since his Sonic Boom and Somersault Kick moves have always been very similar to Guile's but we're making them command moves this time. We thought that there'd be quite a bit of resistance to this, but unexpectedly it turned out to be very well-received.
In fact, the reaction we got from the Street Fighter community as a whole, was actually much more fascinating to us than redesigning the character itself.
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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 23, 2016 13:01:39 GMT -5
Many people have been complaining about no more charge characters but some do love it.
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Post by Nyu Nozomi Hyuga on Feb 23, 2016 18:43:18 GMT -5
Here is a discussion about the online experience from shoryuken:
Kim1234, ShadyK, and Logan Sama Discuss Street Fighter V’s Online Experience and Balance
Kim1234, Shady K, and Logan Sama are back with another episode of The Jump-In.
In this latest installment of the podcast, they discuss Street Fighter V’s online experience, specifically the quality of the game’s new rollback netcode as well as the issues that have been plaguing it at launch. This naturally shifts into talk about online tournaments and Capcom Pro Tour’s online qualifiers.
They also spend some time going over their impressions of Street Fighter V’s balance thus far and individual characters like M. Bison (Kim’s preferred character in Street Fighter IV) and Zangief.
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Post by Nyu Nozomi Hyuga on Feb 23, 2016 18:51:46 GMT -5
Here is a pop culture statue of Ken from shoryuken:
Pop Culture Shock’s Ken Masters Statue Turns Up the Heat
Pop Culture Shock has been on a roll as of late with their new line of Street Fighter V statues. Following up on offerings for Cammy, Nash, and Necalli statues, their latest statue highlights none other than Ken Masters.
The 1:4 statue features Ken in his trademark “come get me” taunt, challenging whoever he’s fighting to take him head on. The model itself was sculpted based on in-game 3D data from Capcom, and features a real cloth gi for extra realism.
As with all of Pop Culture Shock’s Street Fighter V statues, the Ken statue comes in a regular variant, as well as three online exclusives. The latter all come with a limited edition “smirk” face.
www.popcultureshocktoys.com/property/street-fighter/street-fighter-ken-masters.html
www.popcultureshocktoys.com/property/street-fighter/street-fighter-ken-masters-ansatsuken-exclusive.html
www.popcultureshocktoys.com/property/street-fighter/street-fighter-ken-masters-blue-exclusive.html
www.popcultureshocktoys.com/property/street-fighter/street-fighter-ken-masters-pink-exclusive.html
Pre-orders are now open, with the regular variant priced at $374.99 and the online exclusives priced at $379.99. Various discounts are available while supplies last, with shipments expected to begin January 17, 2017.
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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 23, 2016 23:19:52 GMT -5
Nice Ken.
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Post by Nyu Nozomi Hyuga on Feb 23, 2016 23:29:55 GMT -5
Here are some improvement from shoryuken:
Capcom: Street Fighter V Players Should See Improved Matchmaking, Battle Lounge Stability After Maintenance
Over the weekend, Capcom brought the Street Fighter V servers offline for a few hours of scheduled maintenance. While it lasted a bit longer than intended (and threatened to continue on indefinitely at one point), the developers eventually opened the servers for players to scratch that netplay itch.
But what exactly has changed? In a brand new post on Capcom-Unity, Neidel “Haunts” Crisan explained that both matchmaking and battle lounges should be seeing improved functionality, but that doesn’t mean there still isn’t work to be done. Capcom acknowledges that connectivity in Europe and the Middle East continues to lag behind other parts of the world, and the ability to search and join lobbies still needs to be improved.
“Our goal is to provide the best online experience for all users, and if you are not in a region that has a large number of users with stable connections it will take longer to find a suitable opponent,” Crisan said. “Again, we will continue to look at this issue and find ways to circumvent longer than intended wait times for matchmaking.”
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Post by Nyu Nozomi Hyuga on Feb 23, 2016 23:57:29 GMT -5
Heres more official guide from Eventhubs:
Looking to play Cammy, Nash or Ken? Check out Capcom's official Street Fighter 5 character guides
We're back with three more of the official character guides from the Street Fighter YouTube channel. Today's fighters include Charlie Nash, Ken Masters and Cammy White.
As you may have noticed from the last round of guides, these lay out the comprehensive groundwork for each fighter.
Each is divided into four parts: basics, advanced, tips and overview. This builds a well-rounded overview for each character, and should help you start your journey into SF5 with any or all of them.
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Post by Nyu Nozomi Hyuga on Feb 24, 2016 0:00:24 GMT -5
Here is a glitch from shoryuken:
Street Fighter V Glitch Lets Players Battle in Space
Street Fighter V’s character select screen is pretty spiffy, thanks in part to its rocking theme and out-of-this-world background. But have you ever wished you could duke it out there instead of whichever stage you picked beforehand?
Well, it looks like your prayers have been answered. A new glitch has been discovered that allows competitors to play in space. Take a look below.
Although the bug essentially adds a bonus stage to the mix, why it happens in the first place is still a mystery. Rumors are floating around that pressing the Share button as the regular arena is loading on PlayStation 4 might be the cause, presumably because it interrupts that process, but we haven’t been able to reproduce the glitch ourselves.
Have you seen this bug in the wild?
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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 24, 2016 1:39:03 GMT -5
Would have been nice to have that in game.
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Post by Nyu Nozomi Hyuga on Feb 24, 2016 14:10:47 GMT -5
A new member hired for Street Fighter V from shoryuken:
Did Woshige Bring Arc System Works Sensibilities to Street Fighter V? Novril Investigates
Late last year, it was revealed that Ryuichi Shigeno, known better as longtime Guilty Gear competitor Woshige, was hired by Capcom to work on Street Fighter V as battle planner. Due to the position’s emphasis on refining a fighting game’s various mechanics, many were curious if he would be bringing some of his Arc System Works knowledge to the then unreleased title.
Now, with Street Fighter V available to the entire community, Novril posits that, yes, many aspects of the game correlate to similar mechanics in other franchises Woshige is familiar with. Crush Counters? They could be thought of as BlazBlue’s Fatal Counters. V-Skills and V-Triggers? These character-specific techniques are pretty close to Drives and Overdrives. Even the way normals are used mirror Guilty Gear.
It goes much deeper than that, obviously, and while the ideas on display aren’t proof-positive that Capcom is taking notes from other developers, it does show that smart gameplay ideas are propagating across the genre.
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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 24, 2016 18:08:58 GMT -5
Time for some impressions:
1. I need to mention how much I *hate* meterless reversals. It turns the entire pressure against an opponent into a guessing game. You try to frame trap them-dp, you put them in the corner-dp, you anti air them or try to tick throw them- dp. It's fast and it's invincible so you can't react to it. All you can do is hope it doesn't hit you. This is where people say "You need to bait it." Well of course you bait it, but the players who throw them out all of the time aren't the problem. The ones who never do it aren't the problem. It's the ones who sporadically do it. The ones who do it in between your staggered jabs to prevent them from mashing or the ones who do it on every couple of wakeups or so. There are players who do it when you poke them one time from a jump in or to tick. Really annoying when I'm playing an offensive character with limited defense based on mixups and momentum and they get a rushdown character with BETTER defensive options than I have. One of the reasons I like 3d fighters more or things like VF. If you get up you have to deal with the pressure since you messed up. Metered ones aren't as bad since it has a cost, but man.
2. Chasing people across the screen is getting annoying. People who jump and backdash and run across the huge stages is a problem, especially when you have limited AA options. You have momentum and the opponent often slips out and runs away.
3. Jab mashing is still prevalent and effective; meaty timing is still tight at times and they still stuff throws. It can be a pain to deal with when the character is someone like Birdie who has a huge cr jab.
4. It just seems like some characters have better risk/reward ratios. Nothing broken but I'm starting to definitely see grapplers as lower tier seeing as they nerfed throws so badly; even command grabs.
5. It goes without saying that the rage quitting issues and matchmaking/lobbies need to be fixed as well.
Still fun, but these things can be annoying.
What are your thoughts?
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Post by Nyu Nozomi Hyuga on Feb 24, 2016 21:17:14 GMT -5
Here is a short info from eventhubs:
Street Fighter 5 to receive patch soon
Street Fighter 5 creator Yoshinori Ono posted on his Twitter today that there will be an upcoming patch for the game coming very soon.
At this point, we don't know what this patch will entail, and whether or not it will affect the actual gameplay. We'll keep you updated as we learn more.
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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 25, 2016 5:20:10 GMT -5
Hope they fix the endless issues with the game.
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Post by Nyu Nozomi Hyuga on Feb 25, 2016 12:14:38 GMT -5
Here are details about the Ranked points from eventhubs:
Street Fighter 5's Ranked point system: How it works, and how it compares to Street Fighter 4's
Street Fighter 5 servers are stabilizing, and that means more and more players are diving into the ranks of the online leader boards.
I've gone and done a bit of research myself to see how this new online experience works, and how it compares to Street Fighter 4's. My findings were pretty favorable across the board.
First off, let's take a look at the top of the world leader board as it stands today. You'll note that America's PG|Filipinochamp currently holds the top spot:
There's only type of ranking points this time around, and these are called League Points. (LP)
Players can level up their individual characters via Ranked play, but they can also do this in one player modes, and character levels don't seem to drop at all with losses.
League Points are what online warriors are after, as they're what directly affect your rank.
Rank Breakdown
Thus far, we've seen eleven different ranks players can attain. I believe there are higher levels than Platinum, like Grand Master, but we haven't officially seen them yet.
Platinum = 7,500 LP Ultra Gold = 6,500-7,499 LP Super Gold = 5,500-6,499 LP Gold = 4,000-5,499 LP Ultra Silver = 3,500-3,999 LP Super Silver = 3,000-3,499 LP Silver = 2,000-2,999 LP Ultra Bronze = 1,500-1,999 LP Super Bronze = 1,000-1,499 LP Bronze = 500-999 LP Rookie= 0-499 LP
One of the biggest complaints about Street Fighter 4's system was that higher ranked players stood to lose a ton of points for a single loss, but would only gain roughly 1-10 at a time for a win.
Street Fighter 5 developers have acknowledged this, and have taken steps to change this a bit. Having reached Gold rank, I find that I play mostly upper Silver ranks and fellow Golds. There are occasional Bronze players, but I'm still gaining about 10 points for beating them.
As a Gold player, losing to a Bronze can cost you around 100 LP, which kind of echoes SF4's system. Defeating a fellow Gold player will award you around 65 LP, making it fairly easy to make those points back up.
It seems that victories tend to award you set amounts of points, 10, 25, 65, etc., while losses seem to be the result of an equation based on the ratio of points between players.
Defeating an opponent that's in your class seems to consistently grant the same amount of points, 65. No matter how much higher your rank is, you're still guaranteed at least 10 points for a win.
This is a major upgrade as compared to getting a mere three or even one point back in SF4.
I sometimes get "failed to retrieve data" messages, indicating the point exchange did not go through. Don't be discouraged when you see this, as it seems the information does eventually get processed by the time you play through your next match.
We'll have to see how drastic the changes are once we reach the upper echelons of the ranks, but the fact that I've been fairly consistently playing with players at or around my skill is encouraging on that front.
Connections issues have been minimal for me, which is a big advance from my experiences with SF4 online. I've had great results both getting matches and playing smoothly with my connection status set to "4-5."
The biggest grief generator for online players right now has to be rage quitting. Capcom did not create any kind of punishment system for early disconnects, and so many players are quitting just after they lose so that no points are exchanged.
I actually spoke to Matt Dahlgren, Capcom's Senior Product Manager, about a week before launch, and he said they'd be taking some kind of action against these players in the future.
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Post by Nyu Nozomi Hyuga on Feb 25, 2016 12:19:51 GMT -5
Question about DLC characters getting Trails from eventhubs:
Tomoaki Ayano: 'Will DLC fighters receive Trials in Street Fighter 5? I can't promise anything yet but...'
Capcom's Assistant Producer for Street Fighter 5, Tomoaki Ayano, was in Singapore recently to attend the game's official launch party there, organized by BEast of the East and sponsored by PlayStation Asia.
Although Ayano did not make any announcements at the launch party, the esteemed producer very graciously took some time to answer a few questions for EventHubs.
One of the topics that came up in this interview session was about character-specific Trials. Back in November last year, Capcom's Yoshinori Ono mentioned in an interview that the publisher was going to "meet and exceed fan expectations" when it came to bonus modes like Trials.
So one of the first things I asked Ayano was how Trials would be different in SF5 and, more importantly, if the DLC fighters would come with their own set of Trials too.
"Fundamentally, Trials in SF5 provide the same sort of functionality as they did in SF4," Ayano said.
"However, this time around as much as possible we'd like to provide more practical combo examples in Trials."
The new focus on practical combo examples could be why each character in Street Fighter 5 only has 10 Trials, down from 24 in Ultra Street Fighter 4.
And judging from the single screenshot Capcom has released for the mode -- which shows that Ryu's #03 Trial challenge requires the player to perform a jump HP, standing MP, crouching MK into a Hadouken -- it looks like the game has also eliminated single-special-move Trials.
Will DLC fighters receive Trials?
"As for DLC character Trials... Naturally, we'd love to provide them.
"With that said, however, whether or not we'll actually be able to provide them... as the Trials mode is still currently under development, I can't promise anything yet," he said.
My heart begins to skip a beat.
"Although I can't promise you here and now that Trials for DLC characters will definitely be provided, it's something we'd very much like to include," Ayano reassures.
I guess we'll just have to be patient for now. March is just around the corner, so we should find out very soon if DLC fighters would get character Trials too.
For now, it's good to know that at least the Trials mode experience in SF5 would be better -- and tighter -- than in SF4.
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Post by JACK-2 on Feb 25, 2016 15:13:43 GMT -5
What a joke, so now they aren't sure if the new characters will have trial mode? Omg, this game just gets worst and worst.
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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 25, 2016 15:19:00 GMT -5
They should add them later.
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Post by Nyu Nozomi Hyuga on Feb 25, 2016 22:43:34 GMT -5
Heres how you get costumes from eventhubs:
'When can I get the alternate costumes for Street Fighter 5, and how much do they cost?' - Find out here
While Capcom has not given any official word on the general availability pre-order costumes featuring Ryu, M. Bison, Chun-Li and Cammy, it was noted in a previous story we ran that a separate area from the story mode costumes, called "Premium Costumes" exists, which would likely include future costume packs, and could very well also have these pre-order costumes available for purchase in the future.
If you're wondering about the prices for the different costumes, their pricing noted underneath.
Premium Costumes: 400 Zenny ($1 = 100 Zenny)
Story Mode Costumes: 40,000 Fight Money
These costume sets will become available in March when the in-game store sees its official launch.
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Post by Nyu Nozomi Hyuga on Feb 25, 2016 23:06:16 GMT -5
Heres Combofiend's experience from eventhubs:
Street Fighter 5's development process was exciting, but also pretty scary says Combofiend
As many of us know, Street Fighter 5's associate producer, Peter "Combofiend" Rosas, has a legendary background in competitive tournament play. He has gone from one who plays fighting games for a living to one who helps make them, which can not be an easy transition.
Maxim caught up with Peter back when Street Fighter 5 first launched to discuss Capcom's latest release.
The interview touches on a number of points we've heard before: how Capcom developed a deep fighting experience that appeals to newcomers and veterans alike, how the roster was selected, etc.
But what's most interesting here is what Peter had to say on the subject of releasing a product that he helped develop upon the masses.
"It’s a bit scary, but also really exciting," Rosas starts. "With so many minds at work, all trying to figure out ways to use the engine to their advantage, there’s always the real possibility that the players can find something that we may not have tested for."
Rosas explains that players finding things in-game that may have been overlooked during development can actually be beneficial to him and his team.
"We want to know what it is that players find, and more importantly, what was their thought process when they found something we didn’t so that we know what to look for in the future."
This type of information is undoubtedly vital considering the fact that Capcom has six downloadable fighters scheduled to be released throughout this year.
All fears aside, Combofiend is confident in the final product and knows that the minds behind Street Fighter 5 are the right ones for the job.
"[The team's passion] ensured that the game we made was one that was complex enough to meet the community’s needs, but accessible enough to grow it," Rosas concludes.
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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 26, 2016 7:27:44 GMT -5
I have a problem with Combofiend saying the game would be much different upon release when it wasn't. Not surprised though.
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Post by JACK-2 on Feb 26, 2016 8:26:25 GMT -5
Street fighter V sales not so hot. steamspy.com/app/310950SF4 sold 850k worldwide in week one. So, SF5 has done about 130k.
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Post by JACK-2 on Feb 26, 2016 8:34:47 GMT -5
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