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Street Fighter V

Two pupils per character are enough for me personally
Yeah. I mean, how crazy would things get if Dan took on a third pupil after Sakura and Blanka?
 
Some characters have so many, others so little, someone donate pupils to Sagat, Dhalsim, Rolento, Gen... poor visually impaired characters.
 
I like the ink effects, but I think they should be toned down a bit imo
 
So...Ultra Street Fighter IV for PS4 this spring
 
SFV officially announced. Ono on stage.
CROSS-PLATFORM PLAY
built from the ground up. More details (including footage) at Capcom Cup
 
Are you watching some livestream?

So...Ultra Street Fighter IV for PS4 this spring

Exclusively
to PS4 this spring
♫ Sony and Capcom sitting in a tree, K-I-S-S-I-N-G... ♪

And yeah, the ink wash stuff looked great... when it was in Street Fighter IV. SFV needs to move on.
 
Gameplay looks interesting. Combos look like it isn't so time-based. OTGs are in as well.
Denjin Hadoken confirmed too.

So PS4 has two console-exclusive fighting game series. Poor XB1.
 
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The new mechanic this time around looks like some kind of....special move buffer?
 
EX is now a separate mechanic? :PUN:
 
For those who haven't seen it, gameplay trailer:

New mechanic seems to me to be the bit between 0:56 and 0:58, looks like some sort of guard break. Cinematic supers/ultras are back as well and there seem to be at least two types of 'super', so ultras themselves could be back (compare 0:52 with 1:02) unless there's some sort of finishing move or some sort of overall mode that powers up your super and explains the electric fists thing. Ink effects might actually be an attempt at water effects, but looks the same. Chun also continues a combo after a ground bounce, which is interesting.

The new mechanic this time around looks like some kind of....special move buffer?
If you're talking about the thing with Chun's Hikoken, that could just be a funk EX version.
 
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I'm really liking the logo. Reminds me of SFIII
 
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I think that the power up thing is a universal super mode mechanic that turns all specials into EX versions temporarily. Definitely changes things up a bit.

Kinda interested in how air fighting will work, since it looks like we now have genuine launcher combos, which I think is a first for the mainline series.
 
I KNEW THAT WAS A DENJIN HADOUKUN
which means gouken won't be in the game
 
Why? He didn't have Denjin Hadouken in Vanilla SF4. Besides, he could always break out a new move or the Kinjite Shoryuken for a super.
 
Looks too much like sf4 to me and not that much next gen. I think Chun-li looks worse than sf4 and like the tekken models that look kinda plastic. I think her sf4 face had more definition. Also I don't like how the effects look too close to sfxt, they look too sharp crispy.

Xrd Still looks more appealing atm.
 
I think it looks pretty awesome. I don't know how I feel about the universal power up thing, as long as it's earned by spending meter, but it seems too much like an x-factor of sorts. The water/ink effects it gave Chun-Li looks super slick though.

The thing that doesn't make much sense to me is that with the character models they seem to be trying to get a bit more serious with the game, but the backgrounds still seem like things are too... cartoonishly bright.
 
The graphics may not be final, though.

I really hope that each character will have their own unique ink effect on their attacks.
 
I think that the power up thing is a universal super mode mechanic that turns all specials into EX versions temporarily. Definitely changes things up a bit.

Kinda interested in how air fighting will work, since it looks like we now have genuine launcher combos, which I think is a first for the mainline series.

Perhaps they're bringing back the "taunting does stuff" mechanic from SF3?
 
street-fighter-V-vs-Street-Figter-IV-comparison-screenshot.jpg
 
on the topic of models

if Rose returns or any character with stuff that clips easily I would like them to not clip, like Rose clips so badly with her scarf and hair how did they let that go?
 
Chun-li brushed her hair to the wrong side, preorder canceled. The artstyle feels more noticeably western compared to SF4. My goodness the attention the new models have for their noses.
 
Perhaps they're bringing back the "taunting does stuff" mechanic from SF3?
No way in heck are those Personal Actions. If they were, then Chun-Li and Ryu would have gotten different effects, but both seem to have gotten the "free EX move" deal.
 
...Rose clips so badly with her scarf and hair how did they let that go?

The amount of processing required just to keep things from not visually clipping is really high, especially in a game where the frame rate matters. They let it go because it's the right thing to do.
 
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The amount of processing required just to keep things from not visually clipping is really high, especially in a game where the frame rate matters. They let it go because it's the right thing to do.
well now on the new hardware that shouldnt be much of an excuse anymore?
 
it all depends. if a lot of characters have flowy shit and that means having to cut corners to make it run well, then I wont mind.
 
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well now on the new hardware that shouldnt be much of an excuse anymore?
If it looked the same as SFIV and wasn't tryring to push visuals, yes. However, better hardware usually results in developers making more complex models and shaders and more stuff on screen. This pften results in the same performance issues that occur on older games on older hardware; when given a better canvas, artist seldom want to draw the same old thing they did before. It's possible they can reduce clipping, but I wouldnt count on it. Time is better spent elsewhere in a game like this.
 
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well now on the new hardware that shouldnt be much of an excuse anymore?

Maybe, maybe not. It all depends on a number of things, with most of those things not being strictly hardware related. Current techniques in modeling and rendering, along with the current state of hardware, still make it very difficult to accurately and effectively render non-clipping polygons in real time, especially in the case of highly detailed and fleshed out scenes.

Not only that, but there's still going to be clipping no matter what. You've got 3D characters doing crazy kick flips n' shit point blank in each others faces, there's no way to handle that without simply letting the models clip through one another. I'm sure they can do a lot to reduce the amount of clipping that occurs in things such as cloth and hair, but I wouldn't expect them to focus on it too much.
 
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Even if you don't like how it looks, you can at least appreciate how it's being built from the ground up, rather than recycling models.
 
I'd rather they focus more on gameplay than aesthetics. like, one reason I love VF's sound quality is because it shows how much more they care about how it plays more then how it looks or sounds.

While I like the sentiment, the gameplay teams and the art teams are separate. So we won't necessarily be getting better gameplay if sf5 had low-fi aesthetics.
 
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Not only that, but there's still going to be clipping no matter what. You've got 3D characters doing crazy kick flips n' shit point blank in each others faces, there's no way to handle that without simply letting the models clip through one another. I'm sure they can do a lot to reduce the amount of clipping that occurs in things such as cloth and hair, but I wouldn't expect them to focus on it too much.
That's false, it's actually really simple to avoid inter-model clipping. If you render both models to flat polygons, then render those to the screen, you can avoid clipping entirely. And if you use two polys for each model to differentiate parts that should be behind and in front you can still do grabs and claps and things with one encircling the other. Both Third Strike and SG do this with their sprites. I tried to get KI to do it but they weren't interested. No 3d game that I know of has done this yet, but that doesn't mean it's not easy. :^)

Your earlier assertion that too much processing time is required to avoid cloth/hair clipping is also false. The easiest CPU-wise (but most work intensive) way to get cloth and hair not to clip is to animate them along with the character per frame, of course, like Xrd, but that doesn't get the physics benefits. If you build decent collision primitives and have a good simulation of your nodes, though, you can certainly do it for sims. We did it in SWBF2 on the PS2, for example - I know cuz I helped write the code. :^P

ESPECIALLY in a fighting game where there are only two characters on screen, most of this stuff is fixable. It's just a question of whether one cares.
 
Not really feeling the return of guard-break.

I'm sure it won't be so detrimental that it breaks the game but its totally unnecessary.
 
That's false, it's actually really simple to avoid inter-model clipping. If you render both models to flat polygons, then render those to the screen, you can avoid clipping entirely. And if you use two polys for each model to differentiate parts that should be behind and in front you can still do grabs and claps and things with one encircling the other. Both Third Strike and SG do this with their sprites. I tried to get KI to do it but they weren't interested. No 3d game that I know of has done this yet, but that doesn't mean it's not easy. :^)

This is true. The use of such rendering techniques is especially apparent in cases such as Cerebella's grabs. But even if you render the polygons completely flat before rendering them to the screen, or have multiple sets of polys to differentiate elements that need to visually be on different layers, that doesn't actually prevent the models from clipping. It's just rendering them in a particular order that prevents them from visually colliding in undesirable ways. Rendering the models so that they don't appear to be clipping is one thing, but actually reducing the amount of clipping that occurs between polygons is a whole other issue.

Your earlier assertion that too much processing time is required to avoid cloth/hair clipping is also false. The easiest CPU-wise (but most work intensive) way to get cloth and hair not to clip is to animate them along with the character per frame, of course, like Xrd, but that doesn't get the physics benefits. If you build decent collision primitives and have a good simulation of your nodes, though, you can certainly do it for sims. We did it in SWBF2 on the PS2, for example - I know cuz I helped write the code. :^P

ESPECIALLY in a fighting game where there are only two characters on screen, most of this stuff is fixable. It's just a question of whether one cares.

This is also true, but even with good sims there still tends to be some clipping. Looking at Rose (who we were originally talking about), she has some cloth simulation happening specifically with the portion of the cloth hanging from her arms. For the most part, there really isn't a whole lot of clipping that occurs and the flow of the cloth looks nice. Even still, the cloth definitely clips through things at times, whether it be through her own character model, the opponent, or other parts of the cloth. They've clearly already spent some time making sure that the cloth flows naturally and doesn't clip through everything, so would you figure this to be a situation where they were simply comfortable with allowing the amount of clipping that occurs?
 
The Street Fighter V trailer looked nice. I the graphics and the break through door was pretty cool. The ex mode looks interesting.