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Street Fighter V

  • Anth
  • December 5, 2014 at 11:21 PM
  • Anth
    • December 5, 2014 at 11:21 PM
    • #1

    So, Street Fighter V's teaser trailer was put up on YouTube today by Capcom but was taken down after a short while, suggesting it was unintentional leak rather than an announcement. For those that have seen it, what do you think? I personally like the design of the Ryu and Chun-Li, taking on a more realistic appearance compared to Street Fighter IV. If you haven't seen it, let me Google it for you rather than directly link to it to avoid any trouble.


    Edit: Official Gameplay Trailer is live! Game will also has cross-platform play between PS4 and PC which is awesome!

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  • -HP-
    • December 6, 2014 at 12:20 AM
    • #2

    PS4 and PC only? Wat... lol


    As for the game, I'll reserve judgement for when I see proper footage of it, but it looks less stylized than 4. :[

  • AlexM
    • December 6, 2014 at 1:12 AM
    • #3

    awwwww yiss


    although I could happily keep playing 4 for years.


    EDIT: They better not have crap netcode this time.

  • Anth
    • December 6, 2014 at 1:17 AM
    • #4
    Quote from AlexM

    awwwww yiss


    although I could happily keep playing 4 for years.


    EDIT: They better not have crap netcode this time.

    I have no doubt that Capcom will be smart and include a decent online for the new game. You can only piss off fans so much.

  • AlexM
    • December 6, 2014 at 4:41 AM
    • #5

    I hope so. They've already done it with other games that use GGPO. That's what kind of pissed me off when they announced omega. I would way rather have them announced they were moving to GGPO

  • Sentura
    • December 6, 2014 at 4:48 AM
    • #6
    Quote from AlexM

    awwwww yiss


    although I could happily keep playing 4 for years.


    EDIT: They better not have crap netcode this time.


    pretty much this.


    But then with a teaser the game is probably a few good years off. I'm gonna miss 4 a lot when it comes out too

  • DrywallDreams
    • December 6, 2014 at 7:20 PM
    • #7

    Speaking of netcode, it's going to be able to play online between PS4 and PC.

  • Anth
    • December 6, 2014 at 9:54 PM
    • #8

    Updated the main post with the new released gameplay trailer. Game looks really good so far!


    Quote from Marcem

    Speaking of netcode, it's going to be able to play online between PS4 and PC.

    This is brilliant to hear as the PC SF community is small compared to on the consoles at the moment.

  • Taylor
    • December 7, 2014 at 12:15 AM
    • #9

    Looks like it has chains and OTG attacks. Maybe Darkstalkers isn't dead after all.

    I was a bit worried they have added V-ism, but the blue sparkles seem to be something else.

    Hopefully the design won't be as schizophrenic as Street Fighter 4.

    Capcom added rollback netplay in (the fantastically shit) SFxT and I am going to assume they are all based on the same engine. So in theory it will at least be using that... which wasn't GGPO and it had glitches, but it was certainly better than SF4.

  • AlexM
    • December 7, 2014 at 6:59 PM
    • #10

    it wasn't? weird since darkstalkers and sfIII used it. Didn't they?

  • Taylor
    • December 7, 2014 at 7:31 PM
    • #11

    Yeah, it was their own rollback solution in SFxT.

    Plus Dimps made SF4 and SFxT, whereas Iron Galaxy did the 3S and DS ports.

  • AlexM
    • December 7, 2014 at 8:40 PM
    • #12

    Ah I see. Well here's hoping Iron Galaxy handles the netcode.


    I must say that sfxt had noticeably better online performance regardless of whether or not they used GGPO.

  • Pampers
    • December 7, 2014 at 10:08 PM
    • #13

    [Blocked Image: http://i.imgur.com/NFqueEu.jpg]

  • Anth
    • December 8, 2014 at 6:57 AM
    • #14
    Quote from Pampers

    [Blocked Image: http://i.imgur.com/NFqueEu.jpg]

    [Blocked Image: http://i.gyazo.com/5fc42873a608717627616c49b1710513.png]

  • Sentura
    • December 8, 2014 at 8:04 AM
    • #15

    From the looks it seems like gameplay comes closer to SFxT than to SFIV - with no links or easier links. Maybe that's a good thing...?

  • Taylor
    • December 8, 2014 at 11:45 AM
    • #16

    It really depends on how they implement the chaining system. It might just be a mash combo for beginner players, otherwise sub-optimal to doing link combos, or just require meter to extend and make it useful (kind of like SFxT). The last main Street Fighter game with chains was SFA1 and it was a disaster, so I can’t imagine they will be too loose.

  • AlexM
    • December 8, 2014 at 10:39 PM
    • #17

    Easier links would be great. Even better just get rid of links and only have chains.


    If for instance the eRyu sHP->axe kick->duck jab -> hadoken had the window from the axe kick to the jab change from 1 to like 5 frames that would be great. The execution is risky enough I don't bother in a close game.

  • Taylor
    • December 9, 2014 at 12:00 AM
    • #18

    Links are also an extremely boring ways of doing combos. For instance Guilty Gear loops are a lot more organic and visually a lot more exciting than two linked cr.MP's. At least to me, and while I appreciate it's very "anime," this does look like an evolution path SF could've taken after SFA.


    The really tight links is one of the reasons I say SF4 has a schizophrenic design. The game isn't about combos so we filled it to the brim with tricky one frame links? Why?

    Quote

    2 frame links on medium/heavy if you use an input bug to plink, and 2 frame links on everything if you use an input bug and modify your stick because select has higher button priority. Best input system ever?

    Ultras were added as a newbie-friendly comeback mechanic. And they have the least newbie-friendly input they could possibly have. The game is about fundamentals and reading your opponent. But it's overflowing with ridiculous option selects that you just repeat in training mode and, in a live match, they will pick the best option for you. Or just do a random dragon punch and FADC out of it for no risk or huge reward. Whoops, there I go with the hating SF4 again.

  • AlexM
    • December 9, 2014 at 2:18 AM
    • #19

    yeah the fact plinks exist and are are vital to getting tough links is not a good thing. I hate having to train to use them.


    Agreed that a lot of the stuff relating to hard execution doesn't add to the game, it separates the pros but only because they spend 10 hours a day getting the timing right. They need to loosen up the link requirements so that a wider spectrum of players can move up to mindgames and the higher meta play.


    I don't mind the uppercut fdac though because it costs 2 bars. If it was one it might be a little too much.

  • Sentura
    • December 9, 2014 at 3:52 AM
    • #20

    I think they will have some sort of linking. The problem with chains is that game depth very quickly becomes shallow. You don't have to think too much about it because the chain works "out of the box". Whereas people are still finding new tech in SF4 because of new links.


    I don't necessarily think that something like the GG loops are a solution; they seem to complicate things even more than links already are. If there'd be some sort of inverse tapering where combos would be harder to do the longer they are that would likely be the best. That would add two dimensional scaling on combos in general (damage already scaled), and it would make the meta about short combos and reads, while long combos would ultimately fail as even the best players would not be able to go beyond a certain amount of hits.


    IMO the best thing Capcom could do is to look at metas in other competitive games (MOBAs would be an excellent source of inspiration) to see how players use abilities and feints that require only the basic execution skills.

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