Post by Nyu Nozomi Hyuga on Apr 26, 2016 18:03:28 GMT -5
Heres Alex's Official Guide from eventhubs:
Alex has strong V-moves and versatility, but his special attacks are predictable and he has difficulty getting in - Capcom's official character guide
While Alex has been out for a while now, there's still room to explore the character. Capcom just released their official character guide video for Alex on their YouTube channel.
For a full breakdown of Alex's strengths, weaknesses and general capabilities, check out the video. Below, we've included images that show his pros and cons and also how well he fares at different ranges.
Post by Nyu Nozomi Hyuga on Apr 26, 2016 21:54:38 GMT -5
Heres a Combofiend interview about Guile from eventhubs:
'Guile is the first true defensive character [in SF5]; he's going to change the landscape' - Combofiend says Bison players shouldn't be afraid
Yahoo eSports recently got some hands-on time with Street Fighter 5's upcoming DLC fighter, Guile. In this interview, associate producer Peter "Combofiend" Rosas shared some interesting information about the next world warrior.
"Guile is the first true defensive character [in Street Fighter 5]," Combofiend explains. "I feel he is definitely going to change the landscape because he's going to make people play a little bit slower."
Back in Street Fighter 4, the Guile vs. M. Bison match up was heavily in the former's favor. When asked if current Bison mains should be afraid of the match up this time around, Rosas had this to say.
"No, not at all," Peter starts. "Bison has tools to counter Sonic Boom now. He has V-Skill (Psycho Reflect), and he also has his Diablo Dash so he can go through it. This is a different Bison for a different Guile."
Post by Nyu Nozomi Hyuga on Apr 26, 2016 21:57:17 GMT -5
Here are details relating to DLC characters & CPT from eventhubs:
Matt Dahlgren: A DLC character must be out for one week before they're tournament eligible on the Capcom Pro Tour
We're on the verge of welcoming Guile into Street Fighter 5, and after this month we'll have four additional characters joining the roster through subsequent months.
With the Capcom Pro Tour now in full swing, the question of when DLC characters will be officially usable in Pro Tour events has been floating around probably more than it should be.
We've heard that the rule is that a character must be out for one full week before they're tournament eligible, but we've had a hard time tracking this down in writing anywhere. Furthermore, we've noticed that many members of the community have been unsure on the matter, so we decided to get a cut and dry answer once and for all.
We reached out to Capcom's Director of Brand Marketing & eSports, Matt Dahlgren, for an official statement on the matter. He graciously replied by stating, "A DLC character must be out for one week before they can be used in a CPT event."
There we have it, in writing, from Capcom. Hopefully this clears up any confusion on the matter. With Dreamhack kicking off May 6th, Guile will have to be out before the 29th if he is to be available at the tournament.
Post by Nyu Nozomi Hyuga on Apr 26, 2016 22:08:49 GMT -5
Heres a stream showcase Guile & release date from eventhubs:
Combofiend and Mike Ross showcase Guile in Street Fighter 5 on tonight's episode of Capcom Pro Talk
This will actually be attempt number two at this, as Capcom's Peter "Combofiend" Rosas was originally scheduled to appear on last week's episode of Pro Talk with Mike Ross.
Through a series of unfortunate events, the previous broadcast ended up being cancelled last minute, and so we're picking things up again for another go at showcasing Guile tonight.
It's been a week since the announcement for Guile in Street Fighter 5, but we'd be surprised if Combofiend didn't have one or two new tidbits to share with us about the character.
xhttps://www.twitch.tv/capcomfighters/v/63047991
Guile officially joining the Street Fighter 5 roster on April 28th at 7 p.m. PST
Today on Capcom Pro Talk, Combofiend finally revealed Guile's release date.
We knew that Street Fighter 5's newest DLC character would be dropping by the end of the month, but now we know to be at our PlayStations and PCs on April 28th at 7 p.m. PST to download him.
We learned earlier today that Guile will be Street Fighter 5's first "true defensive character", and is the only fighter that is fully charge based thus far.
Post by Nyu Nozomi Hyuga on Apr 27, 2016 20:59:40 GMT -5
Here are patch info from eventhubs:
Guile release and April update patch notes for Street Fighter 5; new character free until in-game shop launches
As we learned yesterday, the Guile patch for Street Fighter 5 will be dropping April 28th at 7 p.m. PSD, and Capcom Unity has just released the notes for said patch in their latest blog post.
The developers have addressed a number of bugs, such as the following issue for Ryu, M. Bison and clawless Vega:
Bug: After dishing out Ryu & Vega's (no claw) C. LP or M. Bison's C. LK, while doing a light attack rapid cancel at the absolute latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the "other action" will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select.
Fix: Made the rapid cancel timing of said moves 1F shorter.
We'll also be getting an answer to rage quitting antics, as well as faster matchmaking speeds. You'll see the character specific bug adjustments below:
Ryu
Bug: In the guard animation branch of Ryu's C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage.
Fix: Adjusted the counter box on Ryu's C. HK so that it is no longer present after the hitbox is not longer active.
Ken
Bug: In Ken's C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn't a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken.
Fix: Adjusted the first 3 frames of Ken's C. LP (including rapid cancels) so that Ken is in crouching state.
Bug: In Ken's M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon.
Fix: Corrected the feint box on Ken's M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance.
Bug: When a portion of Ken's EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior.
Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up motion occurs.
Chun-Li
Bug: In Chun-Li's EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump).
Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended.
Bug: In Chun-Li's J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit. (There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit)
Fix: Adjusted the juggle potential of Chun-Li's J. MP so that it is the same whether or not it is a normal hit or a counter hit.
Cammy
Bug: Cammy's S. HK's hit box is no longer active, she was throw invincible.
Fix: Added a throw box to Cammy's S. HK & Lift Combination while the move is active.
Bug: While Cammy's EX Razer Edge Slicer is active, she was throw invincible.
Fix: Added a throw box to Cammy's EX Razer Edge Slicer while it is active.
Dhalsim
Bug: During C. MK, Dhalsim was throw invincible.
Fix: Added a throw box to Dhalsim's C. MK.
Karin
Bug: When the fourth hit of Karin's EX Mujinkyaku hits an airborne opponent, the opponent's float is differed from when it is a normal hit and when it is a counter hit.
Fix: Made it so that the 4t hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit.
Bug: There were 2 bugs in Karin's EX Ressenha. â‘ When the second hit hits as a counter hit, the opponents Critical Gauge increase would be "0" â‘¡On counter hit, EX Ressenha's starting juggle potential would be "0" for each hit.
Fix: Adjusted EX Ressenha on counter so that the opponent's gauge increase and starting juggle potential are the same as when it is a normal hit.
Laura
Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner.
Fix: Expanded S. MP's hit box downward so that the move yields the same results in both corners.
Necalli
Bug: When rapid canceling Necalli's C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version.
Fix: Unified Necalli's V-Trigger C. LP to the normal version.
M. Bison
Bug: When throwing an opponent with Psycho Fall, depending on M. Bison's position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended.
Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed.
Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character's behavior would be irregular after the hit.
Fix: Changed the behavior after hit on the EX Double Knee Press.
R. Mika
Bug: Added a throw box to R. Mika's C. HK while the move is active.
Fix: Added a throw box to R. Mika's C. HK while the move is active.
Alex
Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo.
Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when canceled into) is the same as when it is used on its own.
Post by Nyu Nozomi Hyuga on Apr 28, 2016 14:55:38 GMT -5
Another info about the server from eventhubs:
Street Fighter 5 servers to be down for 10 hours in preparation for latest patch update
We just got wind of the latest Street Fighter 5 patch details about an hour ago, and if the amount of prep time it's going to take is any indication, this is going to be one big update.
The SF5 Server Twitter has informed us that game's servers will be down for no less than 10 hours on Thursday in preparation for the patch.
The update is slated to be available at 7 p.m. PDT, one hour after the servers come back online.
Post by Nyu Nozomi Hyuga on Apr 28, 2016 14:58:43 GMT -5
Heres some stuff of Guile from eventhubs:
Guile's premium costume revealed, story mode images also shown
A new article on Famitsu has shown Guile's premium costume in all of its glory.
Besides that, you can also get a good look at some story stills for him, and we've also included two images of his previously shown Story Mode costume, which is classic Guile.
Post by Nyu Nozomi Hyuga on Apr 28, 2016 15:03:16 GMT -5
Heres a character guide of Guile from eventhubs:
'In SF5, Guile can combo with the best of them' - Capcom's character guide for Guile features a 29-hit combo using V-Trigger and Critical Art
Capcom's latest character guide has been released, and it is of course, by process of elimination, of the fighter being added later today, Street Fighter 2's Guile.
In this guide, we get a better look at just what Guile is capable of as far as combos go. It's explained that while Guile does retain his classic playstyle of being a defensive character with strong normals, he also now has very strong combo potential given the right situation.
Post by Nyu Nozomi Hyuga on Apr 28, 2016 18:26:32 GMT -5
Here are screenshots of Guile & update available download from eventhubs:
Updated: April update now available for download; Guile featured in new, hi-res Street Fighter 5 screenshots
Street Fighter 5's April update is currently available for download. The file comes in at a little over 7GB and will include Guile, as well as a number of bug fixes.
Capcom has released a fresh batch of screenshots in anticipation.
These hi-res images show the classic world warrior showing his best friend, Nash, what's what. We get a closer look at Guile's back breaker, Flash Kick, V-Skill, and many of the other tools he has at his disposal.
Guile will be available in Street Fighter 5 at 7 p.m. PDT tonight.
Post by Nyu Nozomi Hyuga on Apr 28, 2016 18:36:45 GMT -5
Here are rejected ideas from eventhubs:
Rejected V-Skill and V-Trigger ideas for Street Fighter 5: Guile's V-Skill used to let him gain charge instantly
One of the more interesting aspects about Street Fighter 5's version of Guile that stood out in his recent reveal trailer was his ability to move forward while crouched, performed by holding the fight stick in the down-right position.
This solves a mobility problem that has traditionally plagued Guile in past iterations of Street Fighter -- you can't really advance on your opponent while holding a charge. It's a great solution, and arguably better than charge-partitioning in SF3.
But a crouch-walk was not the developers' initial solution to Guile's mobility issue.
At first, they thought about allowing Guile's V-Skill to grant him an instant down-back charge. What's more, you would be able to cancel moves into the down-back charge, allowing him to perform combos like standing light punch into Flash Kick.
This was one of five scrapped V-Skill and V-Trigger ideas that SF5's director, Takayuki Nakayama, detailed in a blog post on the game's official website -- and it's not even the most ridiculous idea on the list.
According to Nakayama, the five rejected ideas posted here were a mix of serious considerations and crazy ideas the team came up with for fun. Take a look at them below -- and see if you can guess which ones are the joke ideas.
Personally I would have loved to see Vega's Sadistic Chamber V-Trigger in the game as well. That would have been super fun to pull off -- although admittedly I can't think of how Vega players could actually use that to his advantage.
Besides, Vega's V-Trigger in its current form is actually incredibly useful for the character -- so no complaints there.
I like Guile lol. Like I said before that this game hasn't reached it's full potential yet because it quite honestly is not finished. Also, i'm starting to get this game a little more. There's a big emphasis on frame traps and whiff punishing.
Post by The Big Daddy C-Master on Apr 29, 2016 1:14:55 GMT -5
Yes but the gameplay is intact. Waiting for more single player content won't change how you feel about the fight engine. That's why I was surprised you didn't like it that much since it plays much closer to older games anyways.
That said, yes I definitely want everything to be fully working properly. It would make it even better in that regard, but I already like the engine.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
I don't always play versus, though. I never had an issue with the engine, I just didn't like the lack of content. I've always enjoyed arcade mode for fighters.
Post by The Big Daddy C-Master on Apr 29, 2016 2:40:29 GMT -5
Well versus or online, you were saying earlier you didn't like the engine as much because you didn't understand why you lost and you felt KI was easier. That's what I'm talking about. Believe me, I like a mix of single and multiplayer content too. If you hate the engine now, more characters or modes won't help that part, unless you only want to play offline exclusively.
I don't think there's any need to mash anything in SFV anyways as the links are super lenient.
I was upset because I didn't get the game and wanted something less stress free. The engine isn't bad, though. Just frustrated when I keep getting bodied in versus and versus was all they had. So, I couldn't play any other mode. The meta game in SF is more satisfying than K.I. because it's smarter, but it's also time consuming and there's alot of hidden stuff you have to dig for. This game willget better in time in the sense that new modes and characters will come and I'll learn new tech. SF is a deep game and it takes time to get good. So, there's alot of digging before you understand things wich would be fine. But, the lack of modes means there's nothing to tide you over when you want to play casually.
I was upset because I didn't get the game and wanted something less stress free. The engine isn't bad, though. Just frustrated when I keep getting bodied in versus and versus was all they had. So, I couldn't play any other mode. The meta game in SF is more satisfying than K.I. because it's smarter, but it's also time consuming and there's alot of hidden stuff you have to dig for. This game willget better in time in the sense that new modes and characters will come and I'll learn new tech. SF is a deep game and it takes time to get good. So, there's alot of digging before you understand things wich would be fine. But, the lack of modes means there's nothing to tide you over when you want to play casually.
I find every game has a lot to learn if you want to master it, even "silly" games like PSAS and Smash. I think every fighter can be enjoyed on a basic level though. Even VF.
You might want to stick to lounges more and spend less time in ranked mode. That mode is horrible for learning with the quitting and the points system. Avoid it at all costs.
Also you never gave me your game tag. I can't find you with your steam name, which is why I asked for it lol.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
Yea I've seen his combo videos. Crazy the "linear" character has the crazy Marvel combos.
Also, on the rage quit solution they've been implementing...
Some have of course had problems with it which is known to happen with systems like this:
SFV is connected to a server managed by capcom so all player data goes to and from that server so I cant understand why capcom cant just make a few algorithms to counter the ragequitting. If the player with little to no health disconnects from the server they wont be pinging to it anymore and they should receive a loss with points deducted when they reconnect. The person who won and keeps pinging to the server gets the win and the points. If both players stop pinging to the server after say 10-20 secs then it would just be a normal disconnect.
That's pretty much what should happen, but it doesn't.
They said they were going to improve the system so here's hoping.
Im not a software programmer by any means but this would seem like the most obvious solution to the issue. Many other games do that and have been for years now. If capcom knew that there wasnt going to be much single player content in the game they should have atleast made sure the multiplayer side of things was in the best state possible by release.
The Big Daddy C-Master: How old are you turning now? Happy early Birthday!
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The Big Daddy C-Master: So Capcom reduces lag on SFV. It's sparking a lot of interest all around.
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The Big Daddy C-Master: Tried Soul Calibur 6. It was choppy and laggy for me. I returned it.
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