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Street Fighter V

Anyone know if searching for matches in the background causing single player lag is being addressed?

It's still lacking basic features on PS4...
Yes, but not specifically a lack of supporting controllers that people have for the system. Though legacy support is certainly poorly implemented at best, I actually had 2 crashes today trying to use PS3 sticks on PS4.
 
So pretty much like the others ['game is not worth $60 for many at launch' aka joe casual gamer], but without the cursing haha + more analytical breakdowns . Nice Skullgirls shoutout for quality training/tutorial mode!

Edit:
Might as well throw this in too since all these impressions are coming in
Pretty much like the rest.
 
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As someone who just helped run a 118 man Street Fighter 5 tournament at our MONTHLY, Capcom's lack of tap to set buttons, basic UI support, and HORRIBLE implementation of legacy controllers has me heated. Those issues added so much time to our tournament. It's infuriating being on the other end of this shit.

I was telling people to tweet Capcom and Combofiend to add these features, because this is absolutely unacceptable. It's also kind of horseshit that EVO has to holistically ban PS3 controllers because they messed up legacy support so badly. Our monthly runs SF5, MKX and Skullgirls. We're not going to ban PS3 sticks obviously, because two thirds of the games we run that use the Lab Zero driver implement the support properly. So what do we do? Do we not allow PS3 sticks for SF5 at all? We made a post on Facebook telling people that wanted to bring PS3 sticks that they also had to bring a Dual shock with a USB sync cable. A bunch of people didn't. It was a huge clusterfuck. I really can't blame EVO at all for their decisions, but it puts tournaments that support other games in a very weird spot in regards to which controllers they allow.

When you're developing a game that's going to be the most popular game in the FGC and specifically targeting competitive players with your advertising and special events, how the fuck are you going to shaft features that are EASY TO IMPLEMENT for those two groups?

Sorry I'm kind of tight right now.
 
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Huh? The PC version has tap to set, does the PS4 not have it? Pretty sure it does.
 
Huh? The PC version has tap to set, does the PS4 not have it? Pretty sure it does.

You still can't do it on the character select screen, where it matters most. Seven more years of button checks!

They actually have a button preview thing that's pretty neat, but it's only accessible in a match.

Oh yeah I almost forgot. Only player 2 can pause the game. And although they did implement hold to pause (yay!) it turns this functionality on in training mode as well, making it really annoying. I just don't know how a game this big gets so many things wrong.

I actually like the video game part of the game, it's a shame it's surrounded by this garbage.
 
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As someone who just helped run a 118 man Street Fighter 5 tournament at our MONTHLY, Capcom's lack of tap to set buttons, basic UI support, and HORRIBLE implementation of legacy controllers has me heated. Those issues added so much time to our tournament. It's infuriating being on the other end of this shit.
I really think TOs should talk about how bad SFV is for tournaments, because their UI really is awful and adds a TON of time.

Add to that the 16-20 second loading times on both PC and PS4 which over the course of your 118-man tournament added over 35 minutes of aggregate time compared to SG's 7 seconds for 6 characters...if they preloaded all the characters, they could cut that down to zero, which would remove over an hour of time. (And that's assuming nobody switches characters mid-set. :^)

Also, hold-to-pause doesn't display anything onscreen while you are holding the button before it pauses.

Huh? The PC version has tap to set, does the PS4 not have it? Pretty sure it does.
PS4 is also the same, but (in both) there is a delay after you press each button - that or it reads on button-release - so it drops inputs consistently on the button config screen, and pressing the same button on the same line erases it. So if you do Jab Strong Fierce Short Fwd RH, scroll to the top, then set everything a second time just to make sure, like everyone does...you end up with completely blank controls.
And it's not actually ON character select.
 
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Unfortunately the SF5 devs are thousands of miles away and speak an entirely different language so I don't have any faith that any of this junk will get fixed no matter how much complaining is done. I can only send so many complaints to their twitter before I'm tired of yelling into the void.

Hopefully the Japanese FGC will raise the same issues.
 
Unfortunately the SF5 devs are thousands of miles away and speak an entirely different language so I don't have any faith that any of this junk will get fixed no matter how much complaining is done. I can only send so many complaints to their twitter before I'm tired of yelling into the void.

Hopefully the Japanese FGC will raise the same issues.

It's not like they don't have people who tell them what the rest of the world thinks.
 
Apparently crush counter hit stop eats inputs so you can do option selects with them... Why
Much as I'd expect yet another poorly implemented aspect of SF5*, that doesn't look like what is happening here.
The shoulder followup is D+P after command dash. I'd bet that, just like any other non-lenient fighting game, you need to press the Punch button DURING the command dash, not just be holding it down. So if you get a counter, the longer hitstop means that you're pressing the Punch button during the end of hitstop instead of during the start of the command dash. It's not eating inputs or anything.

* You know, like the fact that normals wait until their active frames have completely finished before cancelling if you special cancelled, instead of just cancelling on the next frame, so you can do combos off meaties that are not normally possible because the cancel happens sooner after the hit.
 
Highest point of Maxout for me was getting bored watching players during the team tournament wrestling with controller swaps after every match and wandering off to play 3S arcade mode. The game is fine and reasonably entertaining to watch, but goddamn the in-between stuff hurts me.
 
I really think TOs should talk about how bad SFV is for tournaments, because their UI really is awful and adds a TON of time.

It's upsetting because our staff did everything possible to make sure the tournament ran as fast as possible, and the thing that held us back the most was something we had no control over.

I made several PA announcements along the lines of "If you want this tournament to run faster, tweet at Capcom" after watching people (understandably) struggle to navigate the horrible UI and still had to do button checks in game.

Highest point of Maxout for me was getting bored watching players during the team tournament wrestling with controller swaps after every match and wandering off to play 3S arcade mode. The game is fine and reasonably entertaining to watch, but goddamn the in-between stuff hurts me.

You talking about Dallas and I? Yeah that was awful.
 
One would think that the last 7 years of FG releases and the progress made with Ultra Street fighter 4 would have given Capcom and Dimps enough insight and practice to produce something that is as e-sport ready as they're trying to push it to be. Makes me sad cause I like the game.
 
This issue with the netcode is really bothering me. I'm not sure how much I'm going to be playing SF5 online until this is fixed.
 
This issue with the netcode is really bothering me. I'm not sure how much I'm going to be playing SF5 online until this is fixed.
Netcode was good for me yesterday, most of my matches felt good and were rollback free (noticeably). I know they took the servers down for a bit. I believe they said 1am PST to 4am(???). Hopefully this fixes your issues.
 
Netcode was good for me yesterday, most of my matches felt good and were rollback free (noticeably). I know they took the servers down for a bit. I believe they said 1am PST to 4am(???). Hopefully this fixes your issues.

Well, if I understand the issue with the netcode correctly, the better your PC runs the game the more often you're likely to run into the shitty end of the lop-sided netcode bug, because your opponent's data will get to you late.

Not 100% sure on that though.
 
I love the alt-tab "fix" for pc netcode.
 
I think there's another slated netcode fix for today. The netcode doesn't bother me to be honest. The waiting 60 seconds between doing anything while starting at a black screen is what is bothering me the most.

@Jason

That could make sense. I have a fairly high end computer and I'm dealing with shitty matches almost as often as not.
 
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Some good news at least: SFV broke Evo entrance record [game is at least looking healthy from the hardcore perspective] although it helps they prematurely got rid of SFIV from the lineup to reduce the entrance split.
 
* You know, like the fact that normals wait until their active frames have completely finished before cancelling if you special cancelled, instead of just cancelling on the next frame, so you can do combos off meaties that are not normally possible because the cancel happens sooner after the hit.

Don't the old street fighters handle it that way?
 
Made it for a myself and others for anyone who cares.

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Don't the old street fighters handle it that way?
No other fighting game ever does it this way outside of what I've heard of two instances with Blazblue, where Hakumen and Azrael can't revolver action after their normals' active frames are over.
 
I'd rather wait a day and have them get it right. So let's hope they get it right this time...
 
And they're back up.
 
Don't the old street fighters handle it that way?
No sir/madam. Let's explain:
A meaty attack in any game allows you to LINK to moves with slower startup than would normally link afterward, because a link requires you to go through the entire animation of the move. So if the move has 5 active frames and you hit with the last one, that gives the total move animation 4f less recovery after the hit.
A meaty attack does not allow you to CANCEL and combo into moves with slower startup than would normally combo, because the cancel occurs on the frame after it is input. So if the move has 5f active time, and you cancel immediately, it does not matter whether you hit with the first active frame or the last, what combos afterward is still the same.

As far as the explanation posted on Twitter goes:

In SFV ONLY, because I am not aware of any other fighting game in existence that works like this, if a move has 5f active time, and you input a special cancel immediately when it hits, the cancel will not occur until after all 5 of those potentially-active frames have passed. So if you hit with the first active frame, the cancel will not occur until 4f later. But if you hit with the last active frame, the cancel will occur immediately, which effectively gives you 4f more hitstun for the followup to combo.

Related to this, changing how long a move is active for would then potentially change what moves will combo after it when cancelled into, even if the actual hitstun of the move is unchanged. This is pretty weird.
 
So basically if you cancel late, some specials will combo but if you cancel early they wont? that sounds really backwards, I don't understand why capcom is so bad at implementation... Maybe it's intentional who knows what they're thinking.

Speaking of implementation, do they want the game to have option selects like this, because it's starting to feel like it.
 
Apparently theres a jab/throw tech os too. I just wanna play an honest game for once....
 
I realize you can't really remove all OS from a fighting game, but I'm kinda sick of throw OS being so standard.
 
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They could fix the v reversal one by making it usable while not in hit stun so that you have to commit to it, or like give it a whiff animation if you use it in the neutral. You're right you cant totally remove os but I wish they would make some kind of effort to.
 
I imagine most OS will be removed if it isn't a massive undertaking. They've shown a willingness to remove them, and they have openly stated that they are unwelcome.

Out of curiosity, what is the jab throw tech? The closest I've seen is the Momochi pseudo-OS.