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Street Fighter V

"Here's a drawing based on eye witness accounts of the madman behind the drug."

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I agree with that, one thing I liked about older SF games (3s, A2, ST) is that outside of a few character specific things. Nothing was truly THAT difficult in terms of execution.

What WAS hard, was how important it was to read, outspace, and outsmart the opponent. Thats what made those games hard.

Not fucking tedious 1 frame link combos that may or may not work depending on spacing and CH or not. I'm all for making games difficult but I like it when its difficult because your FOOTSIES have to be on point, not because you dedicated a week of your life learning how to plink.

SF4 is great and all and I love it, I think its a good game... but i'm all for getting rid of tedious shit in ANY fighting game.

But... ST had links up the wazzu
 
"At first...at...at firsht...I just wanted to be cool...like th-the other kids...after trying Battletoads....I wanted to b-beA....be...a Battlemaniac! G-Gonna get mad, bad, and crazzzy!" *foams at mouth, crash cart brought in*
"Here's a drawing based on eye witness accounts of the madman behind the drug."

0Cl5BXj.png
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Umm SF3 sold really poorly and pretty much killed the main-line SF series for like 9 years.

Keep in mind, 90% or more of the people who buy fighting games are casuals and couldn't care less about the finer details of the mechanics. They just want to pick their favorite character, mash their way to victory in arcade mode a few times, see all the cool super-move animations and put the game on the shelf with the rest of their single player games that they've finished. All the casual player is going to see is they pick up the game and they can't play Guile or Honda or Balrog or Blanka or Bison or Vega or Zangief... They also can't play Adon or Sakura or Rose or Gen... SF3: A New Generation launched with only two returning characters, Ryu and Ken. Chun and Akuma wouldn't be seen until a few years later. Even at this point... 3 of the returning classic cast are Shotos. Pretty much all of the iconic cast from the original games were gone.
In addition to this, I heard that they even considered not including Ryu in SFIII.
 
True, Ryu and Ken weren't supposed to be in SFIII. When fans in japan heard about this there was a huge uproar about how they weren't gonna be in the game. Capcom caved in and added them in.
 
I just thought of something.....what if Charlie is Remy's father who "abandoned" him and followed the path of the warrior (via Illuminati mind control or actually choosing to be one of them)?
 
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yea in sf3 Alex was meant to be the new "hero" of the game before they caved and put ryu in.

its no coincidence that alex is from the USA as well.
 
abel was also supposed to be the main dude of SF4...
 
Capcom isn't that good at making new fighting game leads that aren't Ryu huh.
 
do what KoF does and just have the main character change but allow the previous one to still return.
I don't think anyone complains about Kyo and Iori returning in each iteration.
 
capcom actually should take a leaf out of KIs book and make the base content F2P.

just give away ryu and training mode for free etc etc and people can pay for additional characters/modes if they want to add to the experience.

for those people who are into FGs in the first place then they can just buy the disc release of a full content download for the regular price.

helps get more people into FGs thats for sure. i honestly dont see how anyone could think doing this would be a bad idea.
 
or do what DOA does and give four characters for free and rotate 2-4 characters.
cuz y'know, core fighters came out before KI.
 
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NONE of it was really that hard honestly. Or as finicky.
I would like to add saying I've only linked Cr.Mk to Shinku Hadoken twice in my life.

Anyways, the game looks promising so far. I am a little erked that Ultras (or whatever they are gonna be called) have returned. However, at least they are the only super while the EX bar is its own thing without any decision to waste all of it for like 350 damage. (Although you could make the argument that that limits characters flexibility to being played by the players the way they "want" to play them)

As for returning characters, I want Juri (with a very different or updated moveset), Q (same goes for him), and maybe Decapre (but kept the same just because). Although, I mostly just want half the cast to be new characters.
 
It will be interesting to see what happens to the roster. Any chance Oro or Q will come back?
 
id be super disappoint if we got most of the sf4 cast back, but the charlie reveal hopefully shows they are going with some of the less represented characters
 
you know who is less represented among the SF4 cast?
El Fuerte
bring him back so he can thrive in this more offensive street fighting environment
 
I'm fine with any characters coming back, because we all know whoever's not in the first version will come back in the inevitable Super versions.
you know who is less represented among the SF4 cast?
El Fuerte
bring him back so he can thrive in this more offensive street fighting environment
El Fuerte seems like exactly the kind of character to get added in SFV: 2nd Impact.
 
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just bring in Skullrider.
c'mon. you can't tell me you're surprised at this.
 
add El Fuerte and R. Mika so we can have the fangirling match of the century
 
that's why I said just add Skullrider.

he's from a good thing.
he has a tokusatsu design.
and he's skull themed.

he's perfect.
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So yea just a thought...can we get some Rival Schools characters up in here? Just a thought...
 
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I'm still waiting for Capcom to pick up my idea and reuse Morrigan's original sprite one last time.
 
that sprite still has 20 years left until retirement.
I don't see why not.
 
Just watched the exhibition between Peter and mike... Gameplay notwithstanding I'm not particularly impressed... Bad stuff:

The game looks slow.
The normals look terrible on wiff.
The normals look terrible on block.
I saw a chun throw wiff from near point blank range that MAY have come out when the opponent was in hitstun, but didnt look like it.
There were certain segments where it looked like keepaway zoning will run the game to a certain extent.
Crouchtech seems to still be in.
Seems to keep most of the stuff i dont like about sf4 and make them even worse.


The good:

Being built from the ground up is a hint that it MAY have ggpo style netcode, or ggpo itself (capcoms original excuse for sf4 not having ggpo was ggpo not being tested in the real world enough and that sf4 would be near impossible to implement ggpo for sf4 because sf4 wasnt built from the ground up to implement ggpo)
Major counterhit stun seems like a cool addition if it stays.
Ex moves looked safeish on block.


My verdict so far:

The game looks like it borrows heavily many of the things i dont like about sf4 (bad walk speed) sfxt (no range throws) and 3s (weirdo over animated normals) the game looks like dooky to me so far, it looks like,it will be more of the same as sf4 with most characters being overly footsies focused, some characters being vortex style and others being divekickers with no real way of melding the gameplay of the 3 styles so that it is balanced across the cast.

I pray they bring it around, though if it has ggpo in it i will at least play it at a casual level.
 
You're never going to get rid of tight links - even SG has them. The thing is whether those links are necessary to get close to the character's potential. I'm fine with most stuff being relatively easy, but people will always aim the highest dmg/stun/positional advantage even if it means a harder combo, and I'm fine with this too. Perhaps my perspective is warped because I play a character with 1f bnbs, but I actually like difficult combos and find combo systems that don't at least giveyou the option to squeeze a bit of extra damage out with some finesse are less interesting.

SF4's quadruple 3f links (and the like) always struck me as pointlessly hardcore, especially when they're regularly dropped at the highest level of play.
Not to sound arrogant, but 3f links aren't really that hard, especially when they become 4f with plinking.

Don't care if shortcut input options are in the game or not so its whatever to me.
In general I don't mind input leniency (for example, I'm fine with the shortcuts for 360s and whatever you call Cammy's hooligan motion), but there are at least two things I really don't like about the input system in SF4:
1. For a reversal you can just mash 131313131 and get an autocorrect DP, and even if autocorrect is removed it's stil not ideal because during the motion the defender is blocking for half of the frames while they are mashing their input. If they are forced to input a proper 623 then they are blocking for none of them and are only completing the motion on every third frame instead of every second one, thereby increasing the probability that they will miss the reversal window/gap in your combo.
2. The priority of fireball and DP, while not strictly a problem with leniency/shortcuts, is related. If QCF was to take preference over DP and a proper DP motion was forced, then it would more or less remove mashed DP reversals because 623623623 = 236236236 = fireball reversal = lol.

I hope they don't bring back that many old characters and just make new ones.
If the rumours about the inital roster only being 16 characters are true, then I doubt that'll be the case. I just really hope that in that case dulpicate characters are removed (though significant variations on a playstyle are fine, e.g. I wouldn't mind having Ryu and, say, Sakura or Dan) and that the characters that primarily rely on randomness/gimmicks are given a back seat or fundamentally changed.

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I pray they bring it around, though if it has ggpo in it i will at least play it at a casual level.
One last thing - Living in Australia I'm all for better netcode, but I cringe every time someone mentions GGPO as the only way that it can be achieved. GGPO likely doesn't have a end-game perfect implementation and there's no reason (history aside) that Capcom or someone else couldn't produce netcode that is just as good or better. GGPO-level netcode? definitely.
 
I cringe when people get semantical about "rollback style netcode" i just use ggpo as an abbreviation for rollback style netcode. Its a lot easier to say "ggpo" rather than "rollback style netcode"

I dont really care whether it is ggpo or ogpp or ppgo or whatever, i just want a non input delay, rollback based netcode... That is good. How capcom does it i dont particularly care.. if they tie 2 hamsters together and make them run back and forth across the continental United States, and that somehow produces awesome rollback style netcode, then i will be more than happy with hamster code. So long as it allows me to play games at a near lagless level or with around the same kind of lag that sg has.

I just want something playable at the end of the day because right now sf4 is an unplayable laggy mess for me, no matter where on the globe im at or who I'm playing against :)
 
If you are getting unplayable laggy matches even against people within your region, rollback netcode may not even benefit you much more.
 
If you are getting unplayable laggy matches even against people within your region, rollback netcode may not even benefit you much more.


Sg, sfxt, and every other game that has a rollback style of netcode, disagrees with this. In the states i couldnt play people that were less than a mile from me, in sf4... Like dude was literally on the other side of the block and the lag was stupid. Out here in au though i can play console sfxt when it came out, against the eastern state players, with relatively little lag and could actually do anti airs and stuff on reaction... Sf4 this is a complete no go.

Ive played against people in sf4 and complained about the lag and they told me they didnt feel it, which sends up red flags that they are simply used to the input delay. I myself got desensitised to the lag when i played the game for like a week straight online. But then the difference going form online to offline was jarring. In sg i can go from online to offline relatively easy and not notice a significant decline or improvement in strength. Which shows how good the sg netcode is when its firing on all cylinders.

As an example there's an sg guy that lives two and a half hours away from me and our games play like offline. Then theres the rest of the australia crew that lives around 1000 miles or more away from me and our games play very well (almost like offline) when my internet isnt being stupid.


So, i havent found the quoted posts assessment to be correct in any way at all across the multiple places/ countries ive played online fighting games from.
 
Well the only time I've ever had unplayable lag with people in my region is with people that admit to having jank internet or have someone in their home using the internet for Netflix.

The Netflix issue is super common here for some reason.
 
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