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 May 18, 2016 18:26:09 GMT -5
People were getting hype over this. It would be nice if we saw some of these characters in the game. Would definitely like to see Maki for sure.
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Post by Nyu Nozomi Hyuga on May 19, 2016 22:03:41 GMT -5
Check out Laura's extended family in Street Fighter 5 - Sean profiled along with another one of Laura's siblings
Capcom's character profiles continue to roll in, this time introducing us to more of Laura's family members.
There may not have been much about the Matsuda Japanese heritage in the Street Fighter lore before, but meeting Kinjiro and Yuichiro here gives us at least a tidbit about who they are.
It's also interesting to find out that Laura actually also has an older brother, yet she's described as the heir to Matsuda-style Jiu Jitsu. Perhaps we may find out more about Fabio over the course of Street Fighter 5's story.
Laura's cousins Enzo and Manuela stand out as well, as they are Capoeira style fighters. Even though every character is getting a profile much like these, perhaps we may see someone other than Elena representing the style in the future.
Profile
First, we have the three Matsuda siblings. The very serious and together Fabio, the tomboy Laura and the youngest child, Sean. They all seem to be very close. Apparently, Fabio always cleans up Sean's filthy room for him.
Name: Laura Matsuda Height: 5'8'' Weight: 136 lbs Blood Type: O Birthday: July 30 Country of Origin: Brazil Likes: Her little brother Sean, meat dishes, fighting Dislikes: Vegetables, boredom
Name: Fabio Matsuda Height: 6'2'' Weight: 180 lbs Blood Type: A Birthday: May 7 Country of Origin: Brazil Likes: Reading, record collection, Matsuda Jiu-Jitsu Dislikes: People who do not follow the rules
Name: Sean Matsuda Height: 5'8'' Weight: 150 lbs Blood Type: O Birthday: August 15 Country of Origin: Brazil Likes: Basketball, games Dislikes: Big sis (She's scary)
The grandfather, Kinjiro, moved to Brazil. While managing agriculture as a career, he opened up a learning room for Matsuda-style Jiu-Jitsu. His son, Yuichiro, married Brenda, and they had these three children.
Name: Kinjiro Matsuda Height: 5'5'' Weight: 130 lbs Blood Type: A Birthday: January 11 Country of Origin: Japan Likes: Tatami mats, Enka (Japanese style of singing) Dislikes: Fatty foods
Name: Yuichiro Matsuda Height: 6'2'' Weight: 180 lbs Blood Type: A Birthday: March 28 Country of Origin: Japan Likes: Hard-boiled eggs Dislikes: Traffic jams, power outages
Name: Brenda Matsuda Height: 5'4'' Weight: 156 lbs Blood Type: O Birthday: December 2 Country of Origin: Brazil Likes: Her family, dancing Dislikes: Bird's legs
As a bonus, here's Brenda's younger brother's family as well. They use spare rooms in the dojo to teach Capoeira classes. Enzo and Manuela are both very close with Sean. Apparently, they live very close by.
Name: Enzo Da Silva Height: 5'11'' Weight: 174 lbs Blood Type: O Birthday: March 25 Country of Origin: Brazil Likes: Pranks, music, basketball Dislikes: Studying
Name: Manuela Da Silva Height: 5'5'' Weight: 127 lbs Blood Type: A Birthday: April 9 Country of Origin: Brazil Likes: Laura, making accessories Dislikes: All types of insects
Source: eventhubs
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Post by Nyu Nozomi Hyuga on May 19, 2016 22:09:43 GMT -5
DisplayLag's FourWude reveals everything you need to know about Street Fighter 5's input lag issue
Adeel "FourWude" Soomro is one of the community's foremost experts when it comes to input lag in gaming. He's developed his own company, DisplayLag, that's devoted to educating people on the commonly overlooked intricacies of gaming latency.
www.displaylag.com/display-database/ Given the current predicament we find ourselves in with Street Fighter 5's eight frames of input lag, I felt we could all use some enlightening on just how severe, or not severe, of an issue this is.
Adeel has graciously taken the time to thoughtfully answer some questions, and put this whole ordeal into a clearer perspective for us.
Raptor: Can you briefly tell me what you do with DisplayLag? (Essentially tell us why you're qualified to discuss this stuff.)
Adeel: DisplayLag is a website I founded a few years ago with one sole purpose: to help educate people on input lag. Input lag is a phenomenon that was largely overlooked by most of the gaming community, as reliable testing data was hard to come across and usually buried within forums.
Being a hardcore gamer, latency really bothered me, as it affects all genres of gaming. DisplayLag is now the world's largest database for input lag data, and the awareness of input lag has risen considerably. The input lag database features over 400 displays. It's now something manufacturers take into consideration when making the latest displays.
Raptor: You're both a Street Fighter player and an expert on lag, do you personally feel SF5's 8 frames of input lag is as big of an issue as people are making it? (We aren't dealing with a ton of one-frame links like in SF4, after all.)
Adeel: Yes, I personally feel it's a big issue. Combos are actually the easiest adjustment when it comes to higher latency, as they are mostly static in their timings. With practice, it is possible to hit 1 frame links even in high latency. The problem with high latency is literally everything else. Some of these areas include: whiff punishment, movement, reactions, anti-airs, blocking and hit confirmation.
High latency prevents players from maximizing these areas in their game, which ends up drastically affecting the overall meta game. When the game is responding late to your inputs, this forces you to develop a play style that is largely dependent on making reads, or predictions about what will happen in the future.
This is the main reason that Street Fighter 5's current meta game favors an offensive, scramble-based style. When it becomes extremely difficult to whiff punish, this motivates players to constantly "check" with buttons hoping to land a hit, instead of gathering data from movement/neutral to find openings.
It's also the reason jumping is more prevalent in Street Fighter 5, as many characters rely on non-invincible anti-airs that become difficult to time correctly. It's not as simple as hitting a button when the opponent is airborne, as you need some time to confirm what type of jump they did, and what button they pressed.
Dashing benefits from this greatly too, as most dashes are under 20 frames, which is already hitting the reaction threshold even without the added latency in Street Fighter 5. For characters with projectiles, the mind game is reduced considerably due to high latency.
Assuming both players are aware of latency, the person throwing fireballs understands that the fireball is hard to react to when used properly. It also conditions the opponent to "guess" or make reads on their jumps in order to avoid the fireball, as reacting to fireball from close ranges is very difficult when the whole mind game of neutral is involved.
Lower latency would balance the risk/reward of fireball usage on both ends. Low input latency was always a staple of Street Fighter, so I'm concerned that the high latency within Street Fighter 5 will end up creating an artificial skill cap down the road.
To give an idea of what would be possible with lower latency, I have a short clip of me playing PG|FChamp shortly after the game came out. The interesting part about this clip is that I was playing on a G-SYNC monitor, which allowed Street Fighter 5's input lag to reduce significantly (approximately 3 frame reduction):
www.eventhubs.com/images/2016/may/18/sf5-less-lag/
The lower latency of G-SYNC at the time allowed me to perform several things in this clip. For one, it allowed a larger window for me to walk and block incoming limbs, which would be dangerous in high latency due to the speed of the attacks. Once I closed the gap, the low latency allowed me to confirm the type of drill kick FChamp performed, as Dhalsim has multiple variations.
In high latency, I would have been forced to guess which drill kick he performed in order to react on the same frame. The low latency allowed me to appropriately respond with a late Shoryuken cancel into Critical Art after confirming the speed of the drill kick. There are many nuances to the highest levels of Street Fighter, which benefit greatly from having low input latency. Another great example of these nuances is in the infamous Daigo vs Momochi match from Stunfest:
This match in particular told a story through patience, effective neutral, and all around solid play. Pay attention to the movement involved, particularly the baits with crouching, whiffing normals to set up fireballs and spacings.
When Daigo or Momochi established a read on each other through solid neutral, it made their offensive attempt much more interesting and calculated. This match is by far one of the most exciting matches in USF4's history, and a large reason why this level of play was possible was due to low input latency within USF4.
Raptor: There may be a misconception that SF5 is unique in having input lag, but this is something we see in most all fighters isn't it? Do you know how much input delay there was for SF4, or even SF2? Perhaps the average delay for fighting games in general?
Adeel: Input lag will always exist in modern games, that's why it's important to keep the number as low as possible. On a typical 60hz display, the lowest amount of input lag you can achieve is around 2-3 frames with V-Sync enabled. My testing includes display latency on top of game latency, as I feel that's a realistic outcome for most gamers.
Most modern competitive fighting games achieve around five frames of latency (game + display). Ultra Street Fighter 4 is around five frames, so is Guilty Gear Xrd and Killer Instinct. Mortal Kombat X, which is largely known to feel more "sluggish" than most fighting games, averages just over 6 frames.
So it's quite concerning to see Street Fighter 5 become one of the most laggy fighting games in history, especially when the franchise is known to reward high levels of neutral play and reactions due to low input latency.
Raptor: What would you say is an acceptable amount of input lag for competitive fighters?
Adeel: I'd say around 4-5 frames of input lag is ideal (game + monitor), as it is important for a player to stay synchronized with what's occurring on screen. We can't really achieve lower latency than this until fighting games start being designed with over 60 FPS in mind.
Raptor: Between input lag, monitor delay and other sources of (currently) unavoidable delays, how much lag are we normally dealing with when we play games?
Adeel: The grand majority of games (including fighting games) have variable amounts of delay, which is the main reason we can't just test one button press for input lag measurements.
Many times, there will be variances of +/- 1 frame, and this could be the result of the game engine, controller PCB, display, or other factors mixed together. As an estimate, some data points for latency could be:
Display: 1-6 frames Game: 1-10 frames Controller: 0-2 frames Converter: 0-2 frames
On the lowest end of a modern 60hz display + game, we could see a total of 4 frames of input lag. The highest end of the latency could be around 20 frames, which would be considered unplayable by most standards.
Raptor: Is there a way to actually reduce this lag now that the game is out? Is this something that can be dealt with via patch, or would it take a lot more than that?
Adeel: There are a few ways to reduce the input lag considerably in the PC version of the game. One popular method is to disable V-Sync through the game's configuration files. This can cut input lag by around 3 frames, which makes a big difference.
Alternatively, at least on my Acer XB270HU, I am able to cut input lag by ~2.5 frames by simply setting the monitor to 144hz. These methods do introduce some drawbacks, such as screen tearing when V-Sync is disabled, so it's not an ideal solution. Regarding Street Fighter 5 specifically, I'm unsure on whether the latency can be patched via an update.
This is a question answered best by the development team. Ultra Street Fighter IV had a large amount of delay in its initial release as well (8 frames), which was brought down to around 5 frames via multiple patches, so I am hoping that Capcom can devise a solution, if they intend to address this issue at all.
Raptor: There's a difference between the PC and PS4 experience in terms of input delay correct? Does this mean players are essentially getting two different experiences when they jump from platform to platform?
Adeel: Yes, there is a difference. I decided to go back and redo my Street Fighter 5 input lag tests for PS4 and PC, this time with an average of 50 inputs. PC version was set to stock settings at 60hz, no modifications to V-Sync.
My new data shows approximately a 1f difference between the two versions. PS4 average latency clocked in at approximately 7.9 frames of input lag, whereas the PC version averaged out to be approximately 7.1 frames of input lag. For those serious about playing in the Capcom Pro Tour, this unfortunately requires you to stick to the PS4 version of the game to prevent timing issues and bad habits.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on May 19, 2016 22:12:47 GMT -5
Makoto and Elena shown in latest online Street Fighter 5 character profiles
Makoto and Elena are two of the female fighters added in Street Fighter 3, and they both made a return at various points of Street Fighter 4's lifetime.
While Elena might've been somewhat controversial due to her playstyle, she still has a lot of people who enjoy her character, while Makoto seems to be fairly loved across the board.
These profiles were personally translated by EventHubs' very own MajinTenshinhan.
Introduction
Her flexibility and splendid movement compliment her long limbs allowing her to overpower her opponent with kick-based moves.
A Kenyan fighter!
Basic info
Name: Elena Height: 183cm Weight: 53kg Blood Type: Unknown Birthday: 18th of September Country of Origin: Kenya Likes: Music, dance Dislikes: Destruction of nature
Profile
She lives on the African savanna. She's the youngest daughter of her small tribe's chief.
She grew up carefree in the middle of Mother Nature's bosom. She's cheerful and big-hearted, and never forgets to be grateful to the world, and is easy to deeply move.
She feels the power of Mother Nature, and through it she can even restore her own life force.
How nice. I bet she never gets stiff shoulders...
Introduction
It's the super-tough karate girl, Makoto!
The punches she bring forth are severity itself. She's a karate practicioner from Tosa.
Basic info
Name: Makoto Height: 160cm Weight: 50kg Blood Type: B Birthday: 1st of July Country of Origin: Japan Likes: Family, doing things by herself Dislikes: Beni shōga
Profile
She's a tough and hot-blooded karate girl. She's the successor of the notable Tosa-based Rindokan style karate dojo.
She struggles hard rebuild the ruined family dojo. She's skilled enough to possess a black belt!
She has an older brother who isn't at all suited for martial arts. She takes pride in being a do-it-yourselfer, and performs repairs on the dojo on her own.
Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on May 20, 2016 4:03:09 GMT -5
What's interesting to note is that Vanilla SF4 had a lag problem that was fixed.
Also some sources say the next character is Ibuki and that the shop will be up in June. Would rather have Ibuki over Balrog.
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Post by Nyu Nozomi Hyuga on May 20, 2016 14:39:07 GMT -5
Dudley went from riches to rags to riches again - His background detailed in his SF5 profile, alongside his butler Gotch and Ibuki's classmate Sarai
The latest group of Street Fighter 5 profiles actually only have one character who's been playable in Street Fighter, but it's a big one - nothing less than the gentleman boxer Dudley himself.
In his profile, you can read a brief summary of how Dudley used his own fists to regain the fortune that was lost from him. Not just that, though, you'll also get some insight into his loyal butler Mr. Gotch.
Besides these two English professionals, we also have the profile for Ibuki's classmate and best friend, Sarai Kurosawa. She's actually a super expert at a Capcom game... Can you guess which one?
Introduction
The fighting dandyism! The man with the cool moustache.
I'm so jealous. His moustache is so nice.
Basic info
Name: Dudley Height: 185cm Weight: 101kg Blood Type: B Birthday: 27th of January Country of Origin: England Likes: Black tea, roses Dislikes: Rude fellows
Profile
The highly prideful and prefectly principled English heavyweight boxer.
Because of his father's failed business he fell to the very bottom of society at one point, but he's managed to regain practically all of his fortunes with his own two arms.
Contrary to his fiercely offensive close-combat rushing style, he also has a different side to him which loves black tea and roses more than anything else.
And beside him, his excellent butler! Mister Gotch - Full name Mr. Orto K. Gotch.
Basic info
Name: Orto K. Gotch Height: 186cm Weight: 72kg Blood Type: A Birthday: 1st of June Country of Origin: England Likes: Preparing clothes Dislikes: Vulgar things, people who are loose with their time
Profile
He's been working for the family since the time of Dudley's father.
Black tea prepared by Mr. Gotch is the genuine article.
He's legendary within the butlering world. He's acquainted with both Azam and Shibasaki
Basic info
Name: Sarai Kurosawa Height: 161cm Weight: 48kg Blood Type: B Birthday: 22nd of June Country of Origin: Japan Likes: Puzzle games Dislikes: Homework, cleaning up
Profile
She's Ibuki's classmate, and was born in the ninja village. She still lives in the village.
Her specialty is climbing trees. She can use both taijutsu and ninjutsu to some degree.
She's really good at puzzle games. Apparently, she's most skilled at the minigame "Don't Pull" from Capcom's "Three Wonders".
Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on May 21, 2016 2:03:26 GMT -5
I want to see one of Ibuki!
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Post by JACK-2 on May 23, 2016 12:39:27 GMT -5
The way Capcom is dealing with rage quitters imo is dumb. The person who disconnects should just lose points the sameway they would lost points if they lost the match. Why all these elaborate tricks like suspending them for 2 hours? If someone forfeits why should they have a special punishment?
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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 May 23, 2016 12:45:25 GMT -5
Some theorize it's because they don't have a consistent way to spot the ragequitter and they don't want the player who didn't cheat to get punished. That said (as I wrote earlier) there are already people who are getting 2 hour bans when someone rage quit on them. Capcom needs to get into gear.
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Post by Nyu Nozomi Hyuga on May 23, 2016 21:15:12 GMT -5
How SF5's input lag limits the footsie game beyond whiffpunishing - Informative video from Cagar shows adverse effects, especially to command grabs
There's been a lot of discussion lately about the input lag issue in Street Fighter 5, though most of this discussion has been focused on how it limits the potential to whiffpunish.
This is, of course, a pretty big deal, and it makes sense that it has become the main topic, but a new video from Cagar points out how much the general footsie game can suffer from this, especially when it comes to characters like Zangief who rely heavily on landing command grabs, and how much difference even just one frame can make in any given situation.
www.youtube.com/channel/UCMqlR8rcForc35zmzaOKmfA Obviously, you need to see the full video to get the full implication and the before-after scenario, but you can see below what happens with just 1 frame of delay added when Zangief does a reaction SPD to Ryu's close proximity.
www.eventhubs.com/images/2016/may/20/zangief-spd-fail/
Source: eventhubs
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Post by Nyu Nozomi Hyuga on May 23, 2016 21:16:52 GMT -5
Necro is the third of four siblings and has fighting technology built into his brain: Check out his Street Fighter 5 character profile
Capcom has released another Street Fighter 5 character profile to start off the week. This time, we learn a little more about Street Fighter 3 Third Strikes electrifying fighter -- Necro.
Originally named "Illia," Necro was given his current handle by Gil's secret society.
Born in Russia, Necro fights using stretchy limbs and electrical discharges.
Basic information
Name: Necro Height: 5' 8" (174cm), but varies Weight: 132lbs (60kg) Blood Type: Unknown Birthday: Unknown Home Country: Russia Favorite thing: None Dislikes: None
Profile
Born into poverty in northern Russia, Necro is the third son of four siblings.
Subjected to human experimentation, Necro was given the superhuman ability of softening his body. It also granted his body a higher electrical capacity.
He uses fighting technology imprinted in his brain to defeat his opponents.
Source: eventhubs
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Post by azik21 on May 24, 2016 12:49:21 GMT -5
Whiff punishing is very different in 5. I feel the best thing to do is force someone to press a button in footsie range by pressing your own button to bait out a normal first. You need to know how to punish your own normals with everything character to win in sf5 imo Its more of a mind game then it is footsies atm.
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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 May 24, 2016 13:02:46 GMT -5
You're right. Footsies has always had an element of guessing but many times it does feel like you are doing that a lot as whiff punishing feels strict and certain characters like Ken get huge rewards for fishing with crush counter normals and even if you out-poke and anti air him several times you eat a ton of damage. They need to adjust the risk and reward of certain things so the game feels more polished.
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Post by Nyu Nozomi Hyuga on May 26, 2016 0:27:36 GMT -5
Capcom to Share Special Announcement at this Weekend’s Combo Breaker
Late yesterday, the folks at Capcom took to Twitter to announce that they’ve got something special in store for viewers tuning in to the Street Fighter V finals at Combo Breaker.
While the Tweet leaves much to be desired when it comes to information surrounding the nature of the announcement, it’s hard to imagine that Capcom will be sharing anything other than news related to upcoming Street Fighter V content. While smart Fight Money may be on learning more about the upcoming iteration of the Boxer who most certainly has Bison Dollars on the brain, we can all hold out for learning more about the future characters we’re most looking forward to.
Ibuki, anyone? No? Alright.
Source: shoryuken
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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 May 26, 2016 3:38:16 GMT -5
That cinematic thing comes out in June as well. Something else to look forward too.
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Post by Nyu Nozomi Hyuga on May 26, 2016 23:19:47 GMT -5
The two fighters in the Street Fighter 2 opening finally revealed - Capcom's latest profiles detail mysterious old-schoolers Scott and Max
Two of the latest Street Fighter 5 profiles uploaded by Capcom focus on the old school, namely the two characters fighting in the intro of Street Fighter 2.
Some fans have generally assumed these two to be Joe and Mike from the original Street Fighter, but Capcom has now revealed that it is not so.
Introduction
I bet almost all of you are thinking "Who the heck is Scott?"
To be honest, most people here in Shadaloo don't know either... But his true identity is...
Wow, he's a real OG!!
Basic info
Name: Scott Height: 6'3 (191cm) Weight: 209lbs (95kg) Blood type: B Birthday: 10th of September Country of origin: USA Likes: Street fighting Dislikes: Caterpillars
Profile
He's a former boxer who now works as a bouncer at a bar.
With his fierce straight and his ability to dodge opponent's attacks within a hair's breadth through high-speed ducking, he's beaten up enough of the city's hoodlums to become a somewhat famous street fighter.
Apparently, he goes to the lake and fishes for black bass during the weekends. Unfortunately, he will not be appearing in Street Fighter 5.
Introduction
Following up on Scott, almost all of you might be asking "Max? Who the...?"
To be honest, most people here in Shadaloo don't know either! But his true identity is...
Wow, he's a real OG!!
Basic info
Name: Max Height: 6'1 (187cm) Weight: 205lbs (93kg) Blood type: A Birthday: 1st of April Country of origin: USA Likes: Himself, gambling, sparkly things Dislikes: Simple things
Profile
A heavyweight boxer known for his speed and technique.
He was a pretty big deal, who even participated in mixed martial arts tournaments, but because of his bad behavior and tendency to cause problems he was banned.
He loves gambling, so he's put most of his winnings into betting.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on May 27, 2016 23:09:49 GMT -5
Remy tells his dead sister about his battles, Hugo likes Poison and potatoes - Latest SF5 profiles detail these two Street Fighter 3 veterans
The Street Fighter 3 love continues with Capcom's latest two SF5 profiles, which detail Remy, who hasn't been seen since 3rd Strike, and Hugo who we recently enjoyed in Street Fighter X Tekken and Ultra Street Figher 4.
Starting off with Hugo, we get some idea about how his life has changed between his time in the vicious Mad Gear gang and after it.
Introduction
The huge wrestler. The giant made from blood and iron, it's And...
H-Hugo! I mean Hugo, of course!
Basic info
Name: Hugo Height: 7'10 (240cm) Weight: 440lbs (200kg) Blood type: Unknown Birthday: 19th of May Country of origin: Germany Likes: Poison, potatoes Dislikes: People who make fun of him
Profile
A giant wrestler who usually operates together with his former Mad Gear teammate, Poison.
He performed repeat criminal acts during his time as a Mad Gear member.
Now, he travels to many different countries of the world and participates in lots of various competitions.
Introduction
This is an unusual type in Street Fighter - the pretty boy. He hates fighters.
What silky hair.
Basic info
Name: Remy Height: 5'8 (173cm) Weight: 136lbs (62kg) Blood type: AB Birthday: 29th of April Country of origin: France Likes: His little sister, leather jackets Dislikes: Martial artists
Profile
A young man who despises martial artists for certain reasons.
He encased his deceased younger sister in ice and sank her in a cavern at the Bay of Biscay.
After finishing a fight, he goes to her and reports the details to her.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on May 27, 2016 23:11:46 GMT -5
Bison's dolls pose for a family photo in this awesome Street Fighter 5 art piece
The CFN Portal columns currently have an awesome banner at the top of each post.
In this special art piece, the Bison dolls pose together in front of a giant, golden M. Bison statue. The style is in the same vein as the Street Fighter 5 character profiles we've been sharing on our front page as of late, and it looks great.
jSource: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on May 28, 2016 5:26:47 GMT -5
A lot of people like the Remy one.
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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 May 28, 2016 5:27:26 GMT -5
A game based on the dolls would be pretty neat.
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Post by Nyu Nozomi Hyuga on May 28, 2016 17:10:47 GMT -5
Capcom rep confirms that Street Fighter 5 matchmaking sometimes uses relay servers
Reddit user kennychiang recently reached out to Capcom for a little more clarity about matchmaking.
Some players may have noticed that there are a couple of different icons that appear on the versus screen at the start of an online match. These symbols note whether the match you are connected to is being played peer to peer, or on a relay server.
The three dots in a right angle represent relay servers, where the two diagonal dots represent a peer to peer connection.
Because matches on a relay server aren't played over a direct connection, games played even in close proximity to your opponent may end up being laggy. It seems that if your internet has issues with peer to peer connections, it's more likely that you'll end up being paired for matchups on a relay server.
Of course, whether or not you experience lag while you play will vary as per usual, but at the very least there's a bit more clarity as far as how you're connecting with other players.
Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on May 28, 2016 17:49:45 GMT -5
Yes it does indeed do that which explains the one side lag. They really need to step this game up.
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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 May 29, 2016 23:19:20 GMT -5
It's Ibuki!
Face at the end has some creep factor, but it could change.
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Post by Nyu Nozomi Hyuga on May 30, 2016 22:46:06 GMT -5
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Post by Nyu Nozomi Hyuga on May 30, 2016 22:51:19 GMT -5
Ibuki can charge an energy blast, throw bombs, and glide through the air - Capcom shares V-Move details and more
Ibuki is back and makes her return as Street Fighter 5's third DLC fighter. Capcom has released a ton of new information on this character this morning, including details on her V-Moves, play-style, and more.
Street Fighter 5's Ibuki retains her tricky, technical character archetype. Using signature moves such as her kunai toss and Reida, Ibuki also has some new tools at her disposal this time around.
In a village residing in the mountains of Japan, a very young Ibuki was trained in the art of ninjitsu. Now an established ninja, Ibuki is often sent on difficult missions and assigned rigorous training regimens. She is usually seen with her pet tanuki, Don, and best friend Sakura, and dreams of the day she can finish her ninja exams and live the life of a normal schoolgirl.
Her debut came in Street Fighter 3: New Generation where she was on a mission to retrieve the "G file" from Gill. In Third Strike, Ibuki finishes her training with Oro, then moves on to pass her ninja exams. After being accepted into a university, she realizes that her training continues as the establishment is actually a secret ninjutsu training facility.
In Super Street Fighter 4, Ibuki plays hooky and sneaks off from her classes in search of "cool guys." During that time, she finds new rivals, such as Sakura, and ends up late for her exams.
Overview: Ibuki is still a very mobile character that has a strong arsenal of target combos. This time, everyone's favorite ninja has even more ways to mix up the opponent with the addition of her new glide technique and bomb throws.
Though she still has her kunai, players will have to be more strategic in their use. Ibuki can hold up to five kunai, and once used, will have to find a way to quickly stock more.
That being said, the kunai are still a very powerful asset for Ibuki, and players can throw all five at once to deal good damage.
V-Skill: Tenrai - Ibuki charges up a blast of energy and fires it at the opponent. The distance of the projectile is determined by how long she holds the charge.
V-Trigger: Isshaku Horokudama - In V-Trigger, Ibuki tosses a bomb at the opponent. Holding different directions when the bomb is thrown will alter how long it lasts before the explosion. There may be other ways that Ibuki can trigger the bomb's explosion.
Critical Art: Kachofugetsu - Ibuki sends the opponent flying into the air and performs a handful of ninjutsu seals leading to a large energy blast.
Ibuki isn't the only new content to be released soon. The daytime Kazuki Estate stage -- entitled Estate at Noon -- is also on its way.
Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on May 31, 2016 3:45:35 GMT -5
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on May 31, 2016 18:58:42 GMT -5
A photo of Ibuki's alt (low res as it was an accidental leak). Some of her gameplay.
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Post by Nyu Nozomi Hyuga on Jun 2, 2016 0:57:01 GMT -5
Ibuki's Street Fighter 5 stats, official theme, critical art footage, and more
The official Japanese Street Fighter 5 website has been updated to include the upcoming DLC fighter, Ibuki, in its listing.
With this, we have seen the addition of Ibuki's official theme, new footage of her critical art in action, more screenshots, stats, and even attributes.
Below are the new screenshots to get you started, but be sure to hit the jump to check out everything else.
Attributes
Height - 5' 4 (162cm) Weight - 121lbs (55kg) Nationality - Japanese Job - Ninja Likes - Don-Chan, baked sweet potatoes, toads
Stats
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Jun 2, 2016 1:03:07 GMT -5
Ibuki can shoot kunai from her air glide, and has new twists on old moves; see details on her special techniques here
We've seen some basics for Street Fighter 5's upcoming DLC character, Ibuki, but Famitsu has released details on some of her special moves beyond V-Movements and Critical Art.
Ibuki looks to have some great mobility both by land and by air, as well as a good arsenal of cunning attacks. Much of what we saw in the intro sequence for Super Street Fighter 4 makes its way in game for her SF5 iteration.
Kunai Hojuu (Kunai Reload) - The number of kunai she has are limited, and you can replenish them with this move. If the button is held, the number of kunai replenished increases.
Kunai - A kunai thrown diagonally downwards towards the opponent's feet. The distance is determined by button strength. She also has a move to throw all the kunai she currently has in stock called "Kunai Ikki Nage".
Kuuchuu Kunai (Air Kunai) - Air kunai throw. Distance is determined by button strength as well. She also has "Kuuchuu Kunai Ikki Nage" to throw all her stocked kunai while in the air.
Kazekiri - A wind cutting kick upwards. Its hitbox is large and its damage is high, so please use this in your combos.
Kasumigake - A high speed movement move that leaves an after image. Medium crosses up, and heavy puts her in the air. Use it well and confuse your opponent!
Unique Mobility Option: Nobusuma - A giant flying squirrel jutsu that uses a cloth sheet. You can throw kunai while floating with this.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Jun 2, 2016 1:13:28 GMT -5
Ibuki can still get her 50/50 air Kunai (from crush counter sweep), has a 3F jab, and more: WSO sessions recap and replay
The UK Street Fighter scene brought us another exciting WSO session. For the first time, Street Fighter 5's upcoming DLC fighter, Ibuki, was showcased.
The stream featured tons of fresh gameplay of the street fighting ninja, as well as an excellent character breakdown detailing what Ibuki has in her arsenal.
What we have for you today is the full WSO replay, as well as a written recap of Ibuki's breakdown and some highlights. If you don't have enough time to check out the 2+ hour archive, you can read over our liner notes taken from the stream.
www.eventhubs.com/images/2016/jun/01/ibuki-gif-3/
Normal attacks
- St. jab is 3F and chains into itself.
- St. MP is special cancellable.
- All st. punches are special cancellable.
- St. LK is also special cancellable.
- St. MK looks like its Ultra Street Fighter 4 counterpart, but is no longer special cancellable. Does have significant pushback and can be cancelled into V-Trigger.
- St.HK is a crush counter. This attack whiffs on crouching opponents, and is used most for DP punish. Can hit HP after crush counter for extended combo.
- Cr. LP is 4F.
- Cr. MP is much faster than it used to be, but much less active.
- Ibuki no longer has Neck Breaker or spin kicks.
- Cr. HP is faster and is now special cancellable without the use of super jump cancel like in Ultra Street Fighter 4.
- B+MP hits twice, is good as an anti-air, and can be special canceled on first hit. Ibuki can LK command dash to extend combo, like in Ultra Street Fighter 4.
www.eventhubs.com/images/2016/jun/01/ibuki-gif-1/
- F+MK is the same overhead from USF4. It's +3 on hit and safe on block (-2). Can only link st. LP after it.
- F+HK is another command normal. This attack also crush counters and is punishable on block, but the push back is significant.
- DF+MK is her slide once again. Normally punishable, but can be spaced meaty to make safe and even combo in the corner.
Target combos
- LP-MP: This target combo is punishable on block and can't special cancel after MP. It can be continued into st. LK, though, and is a true block string, plus safe on block. This target combo can also be ended with st. HP and is special cancellable only on hit.
- St. MK - cr. HK - st. HK: The last hit whiffs on crouching opponents.
- Cr. MP-F+HK: This is a new target combo. Ibuki can't link anything after and it can't be V-Trigger cancelled because she is airborne during.
- St. MP-F+MK: Isn't a true combo, but goes into overhead for fast mix up.
Special attacks
- All normal DP have the same range and don't have any invincibility. EX is invincible and can cancel into normal Kunai or EX Kunai only on hit. EX Kunai will lead to a juggle.
- Ibuki now has a ground Kunai now. The EX version explodes and sends the opponent into the air. Any special cancellable standing normals can be made safe with Kunai.
- Her glide is performed by hitting two kick buttons in the air. It can only be used during forward jump, and she can throw a Kunai on the way down. Kunai is her only option, though. She cannot hit a normal on the way down.
- Air Kunai is back. Works the same as it used to. Ibuki can still initiate the 50/50 Air Kunai, but only after a crush counter sweep. Though it still looks scary, scoring a crush counter sweep consistently will be very difficult to do.
www.eventhubs.com/images/2016/jun/01/ibuki-gif-2/
- Ibuki also has a Kunai release. Holding a punch button for a short amount of time, then releasing it will throw all remaining Kunai. She has a maximum of 6 Kunai. QCB+K reloads one Kunai, and the longer you hold down the kick, the more Kunai you will reload.
- Air Kunai release can be used by charging a kick button. Holding each strength changes the pattern of the Kunai throw.
- Still has her Raida command throw. After LP Raida, she can dash up jab for meaty set up. MP and HP Raida send the opponent flying across screen much further than LP.
Source: eventhubs
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