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Post by JACK-2 on Jun 25, 2015 11:54:05 GMT -5
Beautiful.
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Post by JACK-2 on Jun 26, 2015 19:56:24 GMT -5
Does Charlie's art hint at Illuminati's return in Street Fighter 5? [/b] Since the return of Charlie, many players been speculating exactly how the stitched-together warrior came back to life. The most common hypothesis has been that Street Fighter 3's Illuminati had something to do with it.
That explanation just gained a little bit of a traction. When going through the various wallpapers for each character in a thread about possible background stages in Street Fighter 5, Reddit user Joffocakes noticed that the statue in the background of Charlie's art is extremely similar to the ones in Gill's stage from Street Fighter III: 2nd Impact.
Does this mean we can expect the Illuminati's return in Street Fighter 5? Take a look at the two images, then let us know what you think in the comments below. www.eventhubs.com/news/2015/jun/26/does-charlies-art-hint-illuminatis-return-street-fighter-5/
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Jun 26, 2015 20:48:50 GMT -5
I saw that. It's very possible you could get a Gill or Urien in this game.
What do you think?
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Post by JACK-2 on Jun 26, 2015 21:11:02 GMT -5
The Gem on his head combined with the Level is not a coincidence imo.
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Post by The Big Daddy C-Master on Jun 26, 2015 21:31:54 GMT -5
The Gem on his head combined with the Level is not a coincidence imo. So are you hoping for Gill or Urien?
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Post by JACK-2 on Jun 26, 2015 21:39:02 GMT -5
Oh ,definitely. The Illuminati Vs Shadowloo is something I'm looking forward too.
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Post by The Big Daddy C-Master on Jun 26, 2015 21:41:19 GMT -5
Oh ,definitely. The Illuminati Vs Shadowloo is something I'm looking forward too. I'd be interested in seeing their playstyle without parries.
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Post by The Big Daddy C-Master on Jun 27, 2015 14:07:31 GMT -5
No more close ranged normals: www.eventhubs.com/news/2015/jun/27/combofiend-explains-why-close-ranged-normals-were-removed-street-fighter-5-says-system-mechanics-pretty-much-locked-now/We had the opportunity to catch up with Capcom's Peter "Combofiend" Rosas at E3 2015 for an in-depth discussion about the development process of Street Fighter 5.
Rosas provided very insightful answers into the game's mechanics and overall methodologies, as we took a look at how the new title is shaping up.
One of the main things that piqued my interest was if V-Trigger was considered Street Fighter 5's comeback mechanic, something similar to ultra combos in the SF4 series, or if it was intended as something else.
I also wondered if we'd see many more gameplay systems added to the mix in the future. "In terms of systems, we're pretty much locked," said Rosas.
"In terms of V-Trigger being a comeback mechanic, not necessarily so," he added. "Players can use it as they see fit, but what it does is make your characters stronger."
Rosas stated V-Trigger unlocks new abilities that make the characters function a little differently, and deepens their overall strategy.
Combofiend explains removal of close normals image #1 "Unlike the ultra combos in Street Fighter 4 though, you don't just get free damage," said Rosas.
"This time around, when you activate the V-Trigger, it's totally up to you. You have the power to comeback — but it's up to you to make that comeback happen," he said.
Removal of close normal moves
Many people were surprised to learn that Street Fighter 5 has ditched close ranged normals for the first time in the main franchise's history.
Rosas said that the reason for this is Capcom wanted to make sure that every attack in the game served a function.
"In the older games, due to certain proximities, certain attacks would come out that players didn't want. Some normal moves weren't as useful as they could have been, which caused us to constantly rebalance things like that," said Rosas.
Combofiend said in SF5, they're looking at which moves would fit each character, while locating the areas they may be lacking in, and assigning the appropriate attacks as needed.
"If they're missing a move that hits very close to them, we add one in. If they're missing one that's hits far away, we add one in.
"We want to make sure that basically every button has a purpose, and when you truly learn your character — you always get what you want [when you hit a button]," he stated.
Throw ranges reduced, or walk speeds changed?
Combofiend explains removal of close normals image #2 A number of people have wondered if the throw ranges in Street Fighter 5 have seen a reduction, or if it's just a side-effect of some characters having a slower walk speed.
While Rosas said things could change — the throw ranges are very similar to what's in Street Fighter 4, as things stand right now.
The character's walk speeds in SF5 do vary greatly though, so when people are trying to do a low jab and then walk up throw with M. Bison, with the same timing they used in SF4 — it doesn't work — which leads them to assume throw ranges have been reduced.
"That's not necessarily the case, it's just that M. Bison walks really slow," said Rosas.
"We're looking into it, but as it stands right now, all throw ranges should be similar to what they were in Street Fighter 4," he concluded.
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Post by JACK-2 on Jun 28, 2015 22:31:25 GMT -5
I don't like this. Some characters have normals that are useful but vary in range. So, why get rid of it? I'm still excited about this game, but Capcom really can't make fighting games anymore.
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Post by The Big Daddy C-Master on Jun 29, 2015 0:19:22 GMT -5
I don't like this. Some characters have normals that are useful but vary in range. So, why get rid of it? I'm still excited about this game, but Capcom really can't make fighting games anymore. They're doing it because they don't want to have moves activate at the wrong time at certain ranges. Instead they're going to have more command normals to compensate. Something like what Alpha 3 did. Also it's to trim down the fat. Street Fighter has so many buttons and many of them are worthless on many characters. If they do it right it could end up being better. I'd have to see it first though.
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Post by JACK-2 on Jun 29, 2015 8:11:24 GMT -5
So, you prefer 4 button via snk vs the usually 6? I'm used to 6 buttons so it's more of a thing for me. I didn't see the part about about command normal's. I remember those, if that's the case then no problems then. Though, because I play 3s I'm sorta used to normals changing on range. Never had a problem with it, but either way is fine.
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Post by The Big Daddy C-Master on Jun 29, 2015 8:44:09 GMT -5
So, you prefer 4 button via snk vs the usually 6? I'm used to 6 buttons so it's more of a thing for me. I didn't see the part about about command normal's. I remember those, if that's the case then no problems then. Though, because I play 3s I'm sorta used to normals changing on range. Never had a problem with it, but either way is fine. I mean I can play it either way, but I just like that the games like Kof have a higher percentage of useful normals. I mean like Ryu in SF has almost no reason to not be using his crouching normals. With a few exceptions his best normals are crouching and the rest are filler. This is what I want to avoid.
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Post by JACK-2 on Jun 29, 2015 10:00:54 GMT -5
Damn, I never thought of it like that. Playing KOF has made you like a super computer when it comes to analyzing the meta-game lol.
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Post by The Big Daddy C-Master on Jun 29, 2015 12:21:33 GMT -5
Damn, I never thought of it like that. Playing KOF has made you like a super computer when it comes to analyzing the meta-game lol. Well I was going to make a thread about this but I think fighters have added too much fat in them with all of these gimmicks that seem to be a roundabout way of doing the same thing. It's like they take with one hand and give with another. I think we should have everything be as useful as possible and not for filler purposes. I don't know if it's SNK, I just like analyzing stuff lol.
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Post by JACK-2 on Jun 29, 2015 14:28:41 GMT -5
I agree, 3s had alot of useless moves, useless super arts and so on for many characters. Off the top of my head, Oro's filler moves are: Cr. Jab, Cr. Roundhouse, Neutral Throw, Jump in Jab, Specials like Oni Yanma, etc.
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Post by The Big Daddy C-Master on Jun 29, 2015 15:46:53 GMT -5
I agree, 3s had alot of useless moves, useless super arts and so on for many characters. Off the top of my head, Oro's filler moves are: Cr. Jab, Cr. Roundhouse, Neutral Throw, Jump in Jab, Specials like Oni Yanma, etc. Not to mention all of the pointless jumping moves. I think it goes beyond just moves and is a part of modern design due to the need to add "fluff".
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Post by JACK-2 on Jul 6, 2015 7:59:43 GMT -5
We spoke at length with Matt Dahlgren, the Director of Brand Marketing & eSports at Capcom, about the roster size of Street Fighter 5, and future development plans.
I asked Matt how big of a roster they're aiming for at launch, and what fans should expect to see when the game drops in the spring of 2016.
"We're not revealing the total roster count just yet," said Dahlgren. "What we can say is that we're putting a strong focus on making sure that every character put into the game is very unique and has their own individuality.
"We want to start off with a core roster which will be inviting to new players. When you start off with a gigantic roster right off the bat, it can be pretty daunting for new players to figure out where to start."
The roster selection process and future plans
Those familiar with Capcom's history will realize they're very consistent about providing support for their fighting games post-launch, but they still want to keep things tight with the initial character lineup for Street Fighter 5.
"This is a franchise we expect to support for many years to come, but we will start with a very strong core roster," Dahlgren said.
"If you looked at how we handled Street Fighter 4, it was the dominant fighting game of that generation of consoles, we're expecting the same from Street Fighter 5, so we are thinking long term," he stated.
I asked Capcom what their roster selection process was like, and if they had any specific criteria they looked at when they had someone they wanted to include.
"We did a lot of research before choosing our roster, and it was one of the largest debates within our company," mentioned Dahlgren.
"We did a poll that ranked all of the characters in order, and when we put through the roster, we had all of those spots in there so we know where things lined up.
"We did not just follow the poll rankings as law, there's a lot of elements that come into play when creating a roster and gameplay styles, and it's not necessarily our job to give fans exactly what they want — it's our job to be innovative and give fans what they don't even know they want yet," he said.
Capcom talks about SF5's roster and more image #1 Style and tone, fresh takes on old faces, and brand new characters
As part of the roster selection process, Capcom wanted to ensure that every character has their own personality, and that they fit a tone and style as well.
"A good example for our tone is Birdie," said Dahlgren. "I don't think anyone really saw him coming, but we had this really cool character design — he's practically a new character in himself — but he doesn't take up one of the slots we have for brand new fighters.
"The way we're handling our reveals, we started off first with the characters that are mainstays, Ryu and Chun-Li will be in every Street Fighter game.
"Then we went back with Nash and Birdie, to show that we can take these characters that haven't been around for awhile, and we have a vision for them and can bring them to life in a new way," he said.
It won't just be rebooted characters from past Street Fighter games, though. You will see some fresh faces in the mix this time around.
"Very soon in the future, you will see brand new characters for the franchise," noted Dahlgren.
Capcom said fans will know the entire roster before the game is released in the spring of 2016 as well, with a steady amount of reveals along the way.
"We do all of the major event circuits, so we'll make sure, if you're at a key event, there's likely going to be some sort of character reveal, but it will very clear when the whole launch roster is announced," Dahlgren stated.
Capcom talks about SF5's roster and more image #2 Stages and story mode
One of our reader-submitted questions was if Capcom was planning to make unique stages for all of the characters, like they did in Super Street Fighter 2 Turbo.
"Every character won't have a stage based on them, but we will be staying true to the Street Fighter franchise in bringing new locations throughout the globe to the game in the form of new stages, but there won't be parity between characters and stages.
"If we had to do a stage for every single character, our character roster is going to be a lot smaller," said Dahlgren.
With NetherRealm Studios' games often being the gold standard most people hold up for single player experiences in fighting games, I asked Capcom if they had anything similar planned for SF5.
"We are paying attention to how everybody handles story related content, and we will be doing things differently this time around for Street Fighter 5, but we'll be sharing details on that at a later date," said Dahlgren.
As a follow up, I wondered if he could say where in the timeline SF5 takes place, but he said that's something that will revealed when they start talking about story related content.
One disc is all you'll ever need
In terms of how DLC is rolled out for Street Fighter 5, there will be a change from the previous entry in the franchise.
"We have paid attention to the way that we've managed things with Street Fighter 4, and we will be mixing things up this time around," said Dahlgren.
"This is the only disc you're ever going to need to own to get all of the content in the game, but we'll be revealing details of how our post-launch content happens at a later date, but it will be good news," he concluded.www.eventhubs.com/news/2015/jun/30/capcom-discusses-street-fighter-5s-roster-and-selection-process-users-only-need-own-one-disc/I'm glad the rooster this time is based around putting characters that they think will fit into the game rather than the fanboy popularity contest that was Street Fighter IV
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Post by The Big Daddy C-Master on Jul 6, 2015 9:26:21 GMT -5
They have some interesting stuff in the game that's for sure.
I'm curious about the beta now though.
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Post by JACK-2 on Jul 6, 2015 9:53:35 GMT -5
They have some interesting stuff in the game that's for sure. I'm curious about the beta now though. Yeah, they're doing everything differently this time. All the things we hated about 4 seems to be gone: revenge meter, crouch teching, invincible back-dashing and casting by popularity, Even the bs multiple versions like super and ultra. Capcom does have a brain.
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Post by The Big Daddy C-Master on Jul 6, 2015 12:30:14 GMT -5
They have some interesting stuff in the game that's for sure. I'm curious about the beta now though. Yeah, they're doing everything differently this time. All the things we hated about 4 seems to be gone: revenge meter, crouch teching, invincible back-dashing and casting by popularity, Even the bs multiple versions like super and ultra. Capcom does have a brain. Not to mention the arbitrary execution barriers. Making execution braindead and piss easy for bad players and defensive players while making it pixel perfect for better/offensive purposes were just dumb. For a game about footsies, SFIV didn't support much of it. When you say casting by popularity, what do you mean? Seems to me like they were trying to fit everyone in SF4 by the very end. The roster does seem a bit more specialized now and the characters look better. I like that it won't be a vortex fest either.
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Post by JACK-2 on Jul 6, 2015 13:14:59 GMT -5
1 frame links. Jesus, SF4 was the lowest point of the series. I'm glad they conceded all that garbage.
It felt to me that characters were selected based on however the fans asked for. While this time they base it off who they feel fits the game.
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Post by The Big Daddy C-Master on Jul 6, 2015 15:24:17 GMT -5
1 frame links. Jesus, SF4 was the lowest point of the series. I'm glad they conceded all that garbage. It felt to me that characters were selected based on however the fans asked for. While this time they base it off who they feel fits the game. Yea I like rewarding consistent difficulty that can be difficult at higher levels but never arbitrary. 1 frame links were arbitrary because even the world's best players or people who practiced them non stop would never hit them 95% or more of the time and that's with plinking. That's absolutely ridiculous when Kof takes more execution and you can pull it off more consistently. Completely guaranteed or random is never good. I think they still want to make money but they are going for a smaller cast this time and I hope they are making some solid pics. It's funny how popular Birdie was playstyle wise when he came out of left field.
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Post by The Big Daddy C-Master on Jul 7, 2015 10:26:45 GMT -5
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Post by The Big Daddy C-Master on Jul 7, 2015 11:43:02 GMT -5
Some information about the beta: www.eventhubs.com/news/2015/jul/07/street-fighter-5-beta-will-feature-all-six-characters-e3-build-three-stages-and-no-ps3-fightstick-functionality/Combofiend over at Capcom Unity has posted an in-depth blog post this morning detailing the upcoming Street Fighter 5 beta, which begins on July 23rd at 6 p.m. PDT / 9 p.m. EDT / July 24th at 3 a.m. CEST, 10 a.m. JST.
First up, the characters; all six characters from the E3 build of the game will be playable during the beta test. Ryu, Chun-Li, M. Bison, and Nash will be available right out of the gate, and both Cammy and Birdie will become available on Saturday July 25th. Capcom is delaying these two characters in order to test out their content delivery system.
When players get past the start screen, they will immediately be sent to character select. Once a character is chosen, said player will enter a training room until an opponent is found, and then will return to the character select screen to choose a fighter for the match.
More Street Fighter 5 beta images image #2
After the match is over, the player will be sent back to the training stage until another bout begins. Unfortunately, there will be no local versus during Street Fighter 5's beta test as this is mainly a test for online. Speaking of gameplay, according to the blog post the SF5 beta will not be compatible with PlayStation 3 fightsticks. This is due to the fact that Capcom is still evaluating functionality for the finished product.
Here is another look at Street Fighter 5's Forgotten Waterfall stage.
More Street Fighter 5 beta images image #1
Below you will find instructions for each region on how you can gain access to the Street Fighter 5 beta.
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Post by JACK-2 on Jul 7, 2015 14:39:10 GMT -5
The levels all look very SF4-ish, actually I should say Third Strikish since SF4 levels have always reminded me of them.
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Post by The Big Daddy C-Master on Jul 7, 2015 15:08:24 GMT -5
The levels all look very SF4-ish, actually I should say Third Strikish since SF4 levels have always reminded me of them. You think so? These stages seem to have the "animals all over the place" theme I saw quite a bit in 4.
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Post by The Big Daddy C-Master on Jul 7, 2015 20:59:34 GMT -5
Is it Blanka?
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Post by JACK-2 on Jul 7, 2015 21:38:08 GMT -5
They seem to be using the 3s method of multiple people of the same nationality sharing the same stage. Birdie and Cammy for example share the london train station for example. So, we have a possibility of 3 characters: Oro, Blanka, Sean or a new character.
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Post by JACK-2 on Jul 7, 2015 21:55:46 GMT -5
09er's ugh:
"Vanilla had an African Air Field stage and Super had a Solar Eclipse in Africa. SF4 didn't get an African character until Ultra.
Just saying. The presence of a stage doesn't mean anything - I remember getting so excited when I saw Solar Eclipse thinking it guaranteed my main would be there, but I had to wait for a long time." gematsu.com/2015/07/street-fighter-v-brazil-stage-unveiled
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Post by The Big Daddy C-Master on Jul 7, 2015 22:08:13 GMT -5
Sometimes I wonder if they're really dumb or just brilliant trolls. They seem to be using the 3s method of multiple people of the same nationality sharing the same stage. Birdie and Cammy for example share the london train station for example. So, we have a possibility of 3 characters: Oro, Blanka, Sean or a new character. You're right about that approach- it saves production costs too. I hope it's not Blanka.
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