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Street Fighter V

I do however think it's reasonable to expect a quality product, and thus I doubt I am going to buy SF5 at all :~

Basically, my points literally boiled down to this.
I have payed money for usf4 and it was an utter glitch fest. I don't mind paying for balance updates because i know companies do that but in the cause of ultra street fighter 4 it was pure and sheer laziness and it didn't deserve my money all especially since they didn't balance it correctly.

I would be completely fine paying for balanced patches for skullgirls because mike constantly makes the game better through each patch and updates it with characters.
 
Please no over-reliance of 1 frame or 2 frame links for bnbs, please no crouch tech so everyone can get functional low/throw mixup, please no make-dps-safe mechanic, please no janky-ass hitboxes that result in unblockables and overly ambiguous or outright misleading crossups, please let every character have fucking options, please no reward-for-losing mechanic like Ultra X-Factor or Rage, please let damage be large outside of frametrap and crossup situations, please have push-to-set button config, please have rollback netcode.

In other words, please don't be SF4: 2

Edit: Also please no horrible input leniency. Thanks Vad.
 
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please no janky-ass hitboxes that result in unblockables and overly ambiguous or outright misleading crossups
I don't play SF4, but I was under the impression that this was because move hitboxes had an actual "crossup flag" that indicated which way that had to be blocked instead of just relying on character position, not because the hitboxes themselves were fucked?
 
Again, not downtalking you or L0 or SG or anything.. I just don't think it's unreasonable to pay $120 for a game which I play for 6 years

Amen to that! I was the first to buy big collections of game for low prices back then, but today i don't mind paying the big prices for a game that is really good since excellent game that fits my taste gets rarer with time. So when fighters launch DLC characters, even at day one, i see that as 'tip money' and don't fret about the whole 'overpriced character' debate.
 
I don't play SF4, but I was under the impression that this was because move hitboxes had an actual "crossup flag" that indicated which way that had to be blocked instead of just relying on character position, not because the hitboxes themselves were fucked?
"Crossup" flag only disallows crossups. It indicates that a move can or cannot hit when your character's position (or object's position, like Sakura's fireball) is behind the opponent, probably via you facing the wrong way, basically the same condition SG uses to display crossups in training mode. Whether the move will make contact with you at all is determined by hitboxes, and then overridden as "no contact" if you are facing backward and the crossup flag is not set.
So hitboxes are still what make for the weird-looking crossups.
 
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I wonder how much input Combofiend will have.
 
To be honest, their latest jojo game would probably count as a dormant franchise.
Namco published that game, not Capcom.
 
Again, not downtalking you or L0 or SG or anything.. I just don't think it's unreasonable to pay $120 for a game which I play for 6 years
$135 actually lol


If this game does end up taking place after III, then I hope the combo system is similar to that. The SFII-style system in SFIV just doesn't make sense to me in terms of timing.
And I'm not expecting these graphics to be in the final game, and I do hope they either change or get rid of the ink. This isn't SFIV anymore, Capcom.
 
I don't either! I think the fighting game players, myself included, are a little spoiled by the amount of gameplay for the price that fighting games offer. :^)

This game cost 15$.

I don't even know how many hours I have on it, but I'm sure it's around 1500 or more.

That's pretty righteous.

Like.. approaching Brood War levels of money:fun ratios.
 
$135 actually lol


If this game does end up taking place after III, then I hope the combo system is similar to that. The SFII-style system in SFIV just doesn't make sense to me in terms of timing.
And I'm not expecting these graphics to be in the final game, and I do hope they either change or get rid of the ink. This isn't SFIV anymore, Capcom.
I wouldn't mind an SF2-ish system if that meant "most useful damaging BnB combos are (possible jump in) -> normal xx special", and link combos were generally not that common and tended to to be fairly generous (3-4 frames).
 
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I wouldn't mind an SF2-ish system if that meant "most useful damaging BnB combos are (possible jump in) -> normal xx special", and link combos were generally not that common and tended to to be fairly generous (3-4 frames).
You didn't play a lot of SF2, did you...? Links are EVERYWHERE. SF4 is the most SF2-ish game Capcom made after SF2, with the posssssible exception of SFA2.
 
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Them graphs seem to borderline Tekken territory.

Could this be suggesting something... or am I just being a nut case?
 
Looks pretty. I'll buy it probably.
 
In point of fact, you can't. There are some lighting and reflection techniques in the trailer that would at the very least require 30fps if you wanted to attempt them on PS3.

Not to argue with you Mike as you're clearly the more tech savvy person here but this is another one of those moments where I don't believe you. If that's the case, why does what I'm seeing look just like a slightly up rezzed SFIV? Now KI, that looked far more technically impressive on a visual side, I can't deny that. Especially after seeing it compared to that canned prototype of a 360 version. But this? Looks like all they put effort into so far are the visual effects for the special moves and even then I think I'm being too kind to say that.

And I refuse to believe this is simply because I'm dim or something like that. I really, REALLY do not see much difference between this and the PS3 version of SSFIV.
 
well ryu went from looking like a shaved gorilla to a sewer karate master, for one
 
Since the videos aren't working, here's the gifs from Kotaku's post.

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yhphfka7reqbfy8yswlr.gif

utjjxeys0rib6z1ilasn.gif

nfnm26vimgsbzinixgos.gif

s5c7ryq5hymamiayvvoy.gif

ha7lrzvibsfaks376f3q.gif

IMO Chun looks alright, but Ryu does look kinda gross...
 
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You didn't play a lot of SF2, did you...? Links are EVERYWHERE. SF4 is the most SF2-ish game Capcom made after SF2, with the posssssible exception of SFA2.
Most of the useful ones are only after crossups or in the corner, and the most useful ones (shoto c.mp -> c.mk, M.Bison ToDs, Guile corner sonic boom -> backfist, most "command normal into some normal" links) tend to be fairly generous, 4-6 frames or more. That's a far cry from the "one-frame link off of every poke" fest that is SF4.

(That said, I haven't played SFA or SF3, and I barely touched SF4, so it's possible that SF4 is the most SF2-like SF game. But it still didn't feel much like SF2 to me.)
 
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I think Chun looks great. The game overall looks like a grittier, and much better-looking SFxT.
 
I wonder what that power up thing Ryu did was supposed to be.
 
I wonder what that power up thing Ryu did was supposed to be.

They gave him back his one super from 3s where it does a wallbounce or w/e i can't remember the name
 
denjin hadoken? isnt it early to say what everything is?
I wonder what that power up thing Ryu did was supposed to be.
it had super freeze looking back at the gifs, maybe some sort of cancel?
 
Since the videos aren't working, here's the gifs from Kotaku's post.

jswf3g60exfcqyzi1osc.gif
yhphfka7reqbfy8yswlr.gif

utjjxeys0rib6z1ilasn.gif

nfnm26vimgsbzinixgos.gif

s5c7ryq5hymamiayvvoy.gif

ha7lrzvibsfaks376f3q.gif

IMO Chun looks alright, but Ryu does look kinda gross...
I like that ink effect on the tatsu
 
I like that ink effect on the tatsu
I don't mind it specifically, but it's disappointing that they don't appear to have even attempted a new art direction at all, unless that's to be revealed later.

As for characters, I'd personally just keep the SF4 roster (didn't play SF3, bite me), remove like half of it and be happy.
 
I don't either! I think the fighting game players, myself included, are a little spoiled by the amount of gameplay for the price that fighting games offer. :^)

There's definitely more to games then just sheer content. Replayability is also a heavy factor, as is depth, and a well designed single player experience that's extremely fun to replay is probably worth more then most 900+ hour mmo's.

Of course, that depends on what you're looking for in a game. But I would think fighting game players would understand this more, at least for their own genre.
 
Oh, I've remembered something that I really wish won't be there anymore. That DF, DF shortcut for DP (and RDP) motions, it messes with other inputs, it results in crouching DPs, etc.
 
I miss sprites.

Same here! Not that i hate 3D model, but they're more pertinent when used in an actual 3d fighter like soul calibur. For fighter...it just seems an invitation to get more tame, with exagerated or physics bending move being harder to pull off like it was normal. The 3D teaser preview of darkstalker capcom did one or 2 years ago just made me think 'they don't understand the point, at all!'
 
I want parries back from 3S. I can think of so many times playing SF4 when I think "I really wish I could parry right now." I don't know, I might be crazy.

I want the characters to look more human, as opposed to the weird, almost cartoonish character designs in 4. I like those, too, some more than others, but I'd love to see some of the cartoonyness taken out. From the looks of the teaser, especially Chun, I think I might get my wish.

Overall, I guess I just want it to be really different from SF4. Different, more interesting mechanics, a newer art style, and a new justification for Capcom to keep calling it "the world's greatest fighting game."
 
every company is most likely gonna call their next installment the greatest thing ever. Capcom is no different.

I really want guard crush back. I want something to force people to be offensive again. I want it more than parries.
 
Hmm.

So we seem to have some kind of charge mechanic - maybe it's a version of the Counter Charges from xT? I suspect it may be a charge that leads to free EX due to yellow hands, but at the same time Ryu did lp>EX Tatsu(pro combo) without any effect. This could be because it's in a super early build/prototype, however, rather than a stylistic choice.
However, Ryu's Shinku hadoken had some of the lightning - is that a character specific thing, or a general super/ultra/whatever colour? It would make sense if each character had one key graphical element, like in sf4 - Ryu with the ink, Chun Li with the faded blue, etc etc.

I'm personally a fan of Hobo Ryu. I kinda hope they give him either his donkey kick or wheel kick, if E. Ryu isn't in the game. I wouldn't oppose both, however.

I wonder whether or not they'll bring back grooves in some form - if they did, Ryu's charge pose would work quite well as an A groove activation or (god forbid) X factor.

Still suspect we'll be disappointed, but hopefully the game will still be fun.
 
I'd like more pupils in characters.