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Post by azik21 on Feb 27, 2016 10:06:47 GMT -5
Didn't know it wasn't suppose to work haha but I'm playing in windowed mode so maybe that will fix it?? I didn't change any settings in the program itself. You know if you earn more fight money in ranked vs casual? Literally the only reason I played ranked at all
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 27, 2016 10:14:13 GMT -5
Nope mine doesn't work at all. Many people are having issues with it.
Are you recording in game recording mode? Or screen capture? Mine simply won't detect it. Are you using Windows 7, 8, or 10?
50 FM per win in ranked or casual.
Single player is where you go for FM, if that's your interest. I'm at like 700k just doing story and survival in down time.
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Post by azik21 on Feb 27, 2016 10:55:13 GMT -5
Game recording mode on windows 8.
I'm happy story mode gives good fm but I'm also sad at the same time because now I have to play it. Survival mode is very very boring and stupidly hard. I'm never gonna have all the colors............
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 27, 2016 11:12:50 GMT -5
Just do easy and normal with your best character. I imagine you'll be able to buy them down the road.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 27, 2016 13:48:16 GMT -5
xhttp://www.twitch.tv/teamsp00ky
Winter Brawl going on with SFV.
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Post by JACK-2 on Feb 27, 2016 17:21:09 GMT -5
Missed that. Sorry about that, we can play some tonight when you're free?
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 27, 2016 17:46:50 GMT -5
I would be honored.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 28, 2016 1:36:04 GMT -5
On the discussion of stubby normals.
It's not so much the normals. It's the pushback of the normals being greater to prevent mashing. SF4 was the exception to the rule as you could mash 3 or 4 lights off of crouch tech and confirm into combo. They wanted to emphasize hit confirms in this so you get one heavy, one medium (with few exceptions), or two lights. No more mashing for days.
Of the characters in the cast I can say: F.A.N.G Zangief Vega Chun Cammy Birdie Bison Dhalsim Rashid
Don't have stubby normals. Most of them have fantastic reach.
Ryu Ken Laura
Have about normal reach. People just have to use the normals differently in this game.
R. Mika has short reach. She has normals that move her forward but they are risky. Necalli has shorter limbs but he has damage and a lot of tools. Charlie has shoter range on some of his normals but he still has f+HP.
So overall I don't see how this is a problem. I think people just want to throw 1 or 2 normals out without having to think anymore when they can't.
Now if you want to see stubby normals, go play Kof XIII. That game had way stubbier normals than the old Kof games. A very legitimate complaint.
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Post by JACK-2 on Feb 28, 2016 21:36:43 GMT -5
Stuck with nash and i'm doing much better.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 28, 2016 22:42:41 GMT -5
It's not like Nash is bad anyways lol.
Good to see it working out for you. Is your defense improving.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 29, 2016 14:29:30 GMT -5
Ragequitters are starting to get punished. 5k LP to 500 or so.
Several people are complaining about it.
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Post by JACK-2 on Feb 29, 2016 14:42:22 GMT -5
Ragequitters are starting to get punished. 5k LP to 500 or so. Several people are complaining about it. I still have trouble with cross ups.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 29, 2016 15:26:30 GMT -5
Do you know how to set the recording feature? It's very helpful when it comes to things like this.
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Post by JACK-2 on Feb 29, 2016 16:02:43 GMT -5
I used it to help me practice AA's to punish jump ins and now I punish jump ins very well. But, with cross ups, I just don't know what to do.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 29, 2016 16:22:00 GMT -5
Have it alternate between jump-ins and crossup setups and punish both. You can do 5 recordings and it will randomly pick one so you will have to react to it.
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Post by azik21 on Feb 29, 2016 16:32:15 GMT -5
You having trouble with it in neutral or after a knockdown? Easiest character to practice against is karin because she is guaranteed a crossup setup. Record (qcf k-p) into (qcb light kick) take a step forward then jump mk. Neutral I personally find recording dash x2 then taking as many steps back as you need for a crossup. This makes it so you wont need to adjust where you are standing every attempt.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Feb 29, 2016 17:12:39 GMT -5
Good advice. I'd also suggest practicing tick throws and frame traps if you haven't as you'll see a lot of it.
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Post by Nyu Nozomi Hyuga on Feb 29, 2016 20:47:21 GMT -5
Here some info of a photorealistic version of SFV from Eventhubs:
Capcom's Sugiyama: 'A photorealistic version of Street Fighter 5 existed at one point'
Did you know: That Capcom had been kicking around the idea of making Street Fighter 5 as far back as in 2011?
Or that at one point during Street Fighter 5's development, the game actually featured photorealistic visuals instead of the giant-Zangief-hands iteration that we have today?
Those were some of the interesting bits of trivia that popped up during an interview the Japanese online site Game Spark did with SF5 Producer Koichi Sugiyama right before the game was released.
Here at EventHubs we've translated into English an excerpt of the interview that deals with the aforementioned topics, and more -- how did the V-Trigger "fluid trail" visual effects came about? What was the inspiration behind "Hot Ryu"?
Game Spark: To kick things off, please briefly introduce yourself.
Koichi Sugiyama: Hi, my name is Koichi Sugiyama, and I'm the Producer for Street Fighter 5 at Capcom. What that actually means is that, for the most part I'm in charge of promotions and operations for the title, and that includes taking care of the project's financials.
Although the actual Street Fighter 5 creative work is overseen mostly by the game's director, as I do need to know everything about the game for promotional and operational purposes, I'm nonetheless quite well-versed on the subject.
Game Spark: When were you first involved with the Street Fighter series?
Koichi Sugiyama: Previously I was also Producer on Ultra Street Fighter 4 [and that's about it]. This is fairly rare, I think, but prior to being involved with Ultra Street Fighter 4's production, I was actually someone on the management side of the company, handling administrative and enterprise projects.
Game Spark: When did Street Fighter 5's development first begin?
Koichi Sugiyama: The actual development work first began in the summer of 2013. But the idea for Street Fighter 5 itself, however, was something we've been kicking around since 2011. At the time we thought that we should work on an Ultra Street Fighter 4 first, as it would allow us to foster a much stronger Street Fighter community that would lead into SF5.
Game Spark: Since there was an 8-year gap between the development of Street Fighter 4 and 5, were there any difficulties you faced in making the sequel?
Koichi Sugiyama: Well, we really had to work very hard on the game's visuals.
Up until SF3, the series had been rendered in dot-matrix pixel sprites. But for SF4, the grahics were all done with 3D models, and so we had to go through many phases of trial and error in order to nail the same sort of visual impact that the series is known for.
For SF5, as this time around we were working with Unreal Engine 4, which is known for being particularly good at rendering photorealistic visuals, we had to work really hard to try and recreate that same anime-esque look for the game -- so once again we did a lot of experiments, before finally settling on adding "oil painting-esque touches".
In fact, in the very early stages of development, we actually put together a build of SF5 that was rendered in photorealistic graphics. But when we did, we realized that it just wouldn't be Street Fighter without the bold, anime-esque look and feel to the game, so we decided to shelve the whole photorealism idea altogether.
Game Spark: Street Fighter 5 with photorealistic visuals? I'd love to see that.
Koichi Sugiyama: Actually, you can. In the booklet that comes with Street Fighter 5 if you ordered from the e-Capcom store, you can see a single screenshot of that photorealistic build we were running at the time. At this point in time, Ryu had just gotten back from training in seclusion in the mountains, so he's grown a beard and is covered with all these cuts and bruises. The idea to make a "Hot Ryu" battle costume came from this photorealistic build of SF5.
I believe Sugiyama is referring to the Street Fighter 5: Visionary Book e-Capcom, which is an exclusive item that only comes with certain e-Capcom editions of the game in Japan.
Game Spark: Another unique visual aspect in SF5 is the "fluid trails" visual effects (that appears during the V-Trigger activation animation). What was the process that led to the visual effect's inclusion?
Koichi Sugiyama: In Street Fighter X Tekken, we had this "water" effects motif. In Street Fighter 4, it was "ink". So when we began making Street Fighter 5, we thought about what sort of motif we could replace this with.
We tried various different effects, such as "powder" or "light". But everything we tried either made things too difficult to see, or too plain, so we couldn't really find something apt. At this point, we began examining why we even wanted to implement these visual effects in the first place.
And the result was that, we realized that we wanted to, for instance, have these rainbow effects appear in Rainbow Mika's case.
We realized that we wanted to bring out the characters' individual image colors and use it as a representation of each fighter's unique aura. That led us to settle on the "fluid trails" visual effect. By the way, since the effects are a representation of the characters' aura, even if you pick a different costume color, the fluid trails do not change colors.
Game Spark: Was it decided from the very beginning that Street Fighter 5 would be developed using the Unreal Engine 4?
Koichi Sugiyama: No, we were considering a number of different engines at the time. As the Unreal Engine 4 was also still under development at the time, and their team was looking for help on extending the engine's possibilities, we ended up forming a tag-team with Epic Games to help one another out.
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What Street Fighter 5 almost looked like; concept art and hyper realistic images from early in the game's development
Capcom originally wanted to make Street Fighter 5's art much more realistic. While they ended up scrapping this idea, there was some development in this avenue.
We've discovered a few images depicting concept art from the early days of SF5, and things looked drastically different. We get a glimpse of Ryu, Bison, Karin, Nash, Chun-Li and Birdie, and some of them looked absolutely awesome.
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Post by Nyu Nozomi Hyuga on Feb 29, 2016 22:03:38 GMT -5
Here is an interview of Floe from eventhubs:
'Every character is good in this game, play who you like' - Floe joins Best of 3 to talk Street Fighter 5, why he's no longer with team EG and more
Ari "fLoE" Weintraub is this week's special guest on Best of 3. A top player who lost some of his passion for fighting games a few years ago, Floe has started getting back into the swing of things in full force with Street Fighter 5.
Floe's recent "Floechart" training videos have garnered quite a bit of attention from the community, and many have started asking whether the charismatic player will be back in the tournament circuit now that there's a new game in town.
Floe was previously a member of Evil Geniuses, one of the FGC's most dominant teams, but was let go just before EG|K-Brad joined just a few years ago.
Evil Genius' fighting game manager, Antonio Javier, makes an impromptu call in to the show to discuss the dissolution of Floe's relationship with the company.
Floe's interview begins around 1:04:45.
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Post by JACK-2 on Feb 29, 2016 22:18:29 GMT -5
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Mar 1, 2016 0:35:59 GMT -5
Didn't you post this a few days ago?
NVM this was on Eventscrubs lol.
I read it as "How to improve at SFV".
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Mar 1, 2016 13:23:45 GMT -5
Welp, I've done my grind in SFV for now. Done the single player stuff and amassed my FM. I fought and got the fundamentals down. Now I'm going back to my 30 minutes here and there mode. What I did was by design. I got a season pass for under $24, so the characters are free since the costumes are $4 apiece for 6 and you can't get them with FM. I have the FM I need for the other unlockable stuff and when the update comes out hopefully they fix the problems.
Time to get back to productive mode as things are starting to kick up a notch business wise.
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Post by JACK-2 on Mar 1, 2016 19:05:57 GMT -5
When KI drops, will you be playing? Kinda want to play online with some friends on that.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Mar 1, 2016 19:49:47 GMT -5
I''ll have to get Windows 10 first. I always play whomever until I build a good friends base.
I don't get you on this much lol.
I will say that the other fighters put more effort in their titles. KI looks great. I just feel SF gets by on being SF.
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Post by JACK-2 on Mar 1, 2016 20:04:37 GMT -5
Let me know when you do.
Definitely, I feel Capcom isn't trying at this point. There's really nothing to pull people into SF at this point other than it just being an SF title. It's quite boring tbh.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Mar 1, 2016 20:15:12 GMT -5
Believe me I will.
Do you find the game boring overall? I think this would have been less of a problem if the game had more content. Most people don't just want to grind online over and over and do survival mode.
I play Blazblue, Guilty Gear, DoA, etc and even if thjose games had flaws you can tell they put work in. The quality shows even in budget titles.
SF is just too lean. Outside of Alpha 3 and Ex3 they're all lacking. It was excusable in 1991 but not anymore when people want it-screw what pseudo elitists say.
The other problems make it even worse.
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Post by JACK-2 on Mar 1, 2016 20:25:08 GMT -5
That's the problem, in the 90's SF was more tolerable but it's 2016 and I feel they get away with alot.
The metagame is fine, but it's not enough. I want to try something new anyway.
Other fighters are more interesting. I have Blazblue CT and I plan on getting Xrd and KI.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Mar 1, 2016 20:31:10 GMT -5
Well the meta is still growing. Did you see the tournament this weekend?
Variety is good. Blazblue CP comes out tomorrow! So be sure to get it! Excellent overall. Shame people pick up SF more and not that because it's "anime".
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Post by JACK-2 on Mar 2, 2016 18:53:20 GMT -5
Disgraceful:
Grand Finals of local Street Fighter 5 tournament interrupted by server disconnect
This is more of a public service announcement than anything, as tournament organizers will need to make it common practice to disconnect from the internet before running local Street Fighter 5 tourneys.
The Grand Finals of a recent KO Gaming Lounge tourney in Southern California were suddenly interrupted by everyone's favorite "10006" error message when SF5's servers went down Tuesday night.
Regardless of the mode you're in, if you are connected to the Internet when the servers disconnect your game will be reset. Hopefully Capcom makes the necessary alterations to avoid such issues in the near future, but for the time being organizers will need to keep this in mind when running tournaments.
You can see the replay with commentary here. Source: Epic Gamer Productions via Mike Z's Twitter. Thank you to RYU81 and Twofour for the tips.www.eventhubs.com/news/2016/mar/02/grand-finals-local-street-fighter-5-tournament-interrupted-server-disconnect/
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Mar 2, 2016 19:27:17 GMT -5
Hilarious.
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