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Street Fighter V

Out here in au all of our internet is jank... Lol

But in the states i had 25 mb down and 1 or 2 up and sf4 played like trash. It also plays like trash out here in au.

And this is why rollback style is better. It doesnt hurt people that have great internet at all. If you have a great connection over sf4 style code then you will also have a great connection over rollback based code. But rollback code also works in not so great conditions, to nearly horrible conditions. I can get good games on sg even when my internet is around 10 mb/sec... I cant do that on sf4 at all.

And the fact that rollback code allows you to play with mass input delay and less rollbacks OR more rollbacks and less input delay, clearly makes it the superior choice.
 
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I can see why you might be having issues

I prefer rollback netcodes as well, but they are super jarring if you have bad connection because of the constant rollbacks and skipping.
 
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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.

1 frame links are an incredibly boring way to design optimal damage into the game (and SF4's 1 frame link combos, even if they might not have been intentional in vanilla, are intentional by now due to non-removal, and buffs allowing 1f link combos). They do not require an advanced understanding of the game or your character, outside of counterhits or meaties giving extra advantage to set up a 1 frame link, and no new skills to be build outside of "hit a button within a small time frame".

Other fighting games often require you to find new, creative ways to utilise movesets that alter your opponents hitstun and movement in histun, as well as your character's movement if you want to optimise damage, as well as being able to convert off of a variety of situations. Juggle-based combos are the majority in these kinds of systems, and allow for more freedom and opportunity to show advanced application of character mechanics than just pressing a button within 1/60th of a frame.

Even amongst some 3S characters for example where they're pretty much figured out now, they had combos that required an advanced understanding to discover and utilise. Ken had kara-DP combos, Makoto has SA2 dash cancel/jump cancel and backwards kara-inputs for truly optimised stun combos, Urien has tight charge partitioning out the arse, and Yun has the entirety of Genei Jin and optimising from each conversion vs each character in each situation is not a small or easy task. These are all not exactly -necessary- to play the characters as well, but help at a high level. The majority of basic confirms in 3S was just normal->special, normal->super, or normal->special->super. Tight links also existed but were not the norm as far as I know.

However, in SF4, some characters are practically unplayable if you can't do their tight links in frametrap pressure confirm situations. This causes a lot of beginner players that don't have a quick knack for tight links OR a teacher to sit in training room practising hard combos all day, without spending any time learning how to actually play, so all that happens is that you have robots that can do combos but 0 fundamentals. There are a LOT of problems with basing your combos on tight links, when there are more interesting options available that a vast majority of other fighting games have already done to both mitigate the execution grind problem and the boring combo problem, and good design can give good damage to beginners and great damage to experts.
 
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1 frame links are an incredibly boring way to design optimal damage into the game (and SF4's 1 frame link combos, even if they might not have been intentional in vanilla, are intentional by now due to non-removal, and buffs allowing 1f link combos). They do not require an advanced understanding of the game or your character, outside of counterhits or meaties giving extra advantage to set up a 1 frame link, and no new skills to be build outside of "hit a button within a small time frame".
I'm not saying that tight links should intentionally be included in every character's BnBs, just that it's pointless complaining about them when they're there. Not every character in SFIV requires them and most of the characters that have them have alternatives that are easier to execute. If SFV doesn't have tight links I'm not about to complain, but so long as they're not necessary to play the game at the most basic of levels (meaning that most characters have easy, if not optimal, combos) then I don't really see the problem. Sure it's a barrier, but it's by no means an impossible one and there are (at least in SFIV) alternatives available.

For me, SF4 got fighting games backward - combos are supposed to be easy and reversals are supposed to be hard.
Now back to topic.
I agree with the sentiment, but the amount of complaining I see about links in general (not even 1=2 frame links in SFIV) makes me think that people just want to be able to autocombo for max damage into ultra/whatever, which IMO is both boring to sit through (you know they're not going to drop it, so you're just sitting there for 10+ seconds waiting for it to finish) and to execute. Sure, you could still make a good game with such a system, but having any point where either player can get away with turning their brain off is a bad thing as far as I'm concerned.
 
I agree with the sentiment, but the amount of complaining I see about links in general (not even 1=2 frame links in SFIV) makes me think that people just want to be able to autocombo for max damage into ultra/whatever, which IMO is both boring to sit through (you know they're not going to drop it, so you're just sitting there for 10+ seconds waiting for it to finish) and to execute. Sure, you could still make a good game with such a system, but having any point where either player can get away with turning their brain off is a bad thing as far as I'm concerned.
Nah. Cuz if you aren't gonna kill 'em, then that spot where you turn your brain off? That's where they reset you into even more damage to save the resources, or whatever. (Yay Illan!)
This is a thing a lot of people don't get about SG, but it doesn't just apply in Versus-style games, it applies anywhere. Makoto doing grab, s.Strong dash grab, etc.
 
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Nah. Cuz if you aren't gonna kill 'em, then that spot where you turn your brain off? That's where they reset you into even more damage to save the resources, or whatever. (Yay Illan!)
This is a thing a lot of people don't get about SG, but it doesn't just apply in Versus-style games, it applies anywhere. Makoto doing grab, s.Strong dash grab, etc.
The juxtaposition of ideas was a little unclear - I was more talking about the person doing the combo being able to stop thinking rather than the defender, but I get your point.
 
Capcom isn't that good at making new fighting game leads that aren't Ryu huh.
Capcom and originality have never been on good terms.
 
Charlie was made for Alpha. Karin showed up in a manga first. Different situations entirely.

Besides, there's always the chance that they guy we saw in the trailer isn't Charlie. I don't think Capcom's confirmed the guy's identity yet.
 
Soooo since someone mentioned Elements in the EX modes, I thought of Q

I have always wanted a version of Q that revolved around his explosion gimmick more. So, what about having that for his EX Mode? All of his special moves gain a explosive twist to them.

Hell, this could even be his stance for that mode.
q-destruction.gif
 
Charlie was made for Alpha. Karin showed up in a manga first. Different situations entirely.

Besides, there's always the chance that they guy we saw in the trailer isn't Charlie. I don't think Capcom's confirmed the guy's identity yet.
His theme was playing. I double checked to be sure. It's definitely Charlie.
 
Ono was also wearing Charlie's bubble vest on stage after the trailer.

Though something I NEVER Noticed until Maximilian pointed it out.
Charlie now has a forehead gem like Urien and Gill
Uh oh.
 
Ono was also wearing Charlie's bubble vest on stage after the trailer.

Though something I NEVER Noticed until Maximilian pointed it out.
Charlie now has a forehead gem like Urien and Gill
Uh oh.
If it is Charlie, they've given him a massive redesign, because what Ono wore wasn't Charlie's old vest. The old vest was entirely orange, but the one Ono wore was yellow and black, like Chuck Green's jacket in Dead Rising 2. Plus, he was actually wearing a shirt. Charlie does not like shirts, based on his Alpha design. Besides, we all know that Ono's a giant troll. This could be a trolling incident for the ages.
 
it's obviously Gill and Urien's other secret brother
Tim
 
B-but his hair. And his glasses.
 
Like I said
totally Wesker.
He was the only worthy one.
 
Watch it just end up being Charlie's head stuck on Cammy's body. Decharplie rises!
 
If they can get strider 20 million times, I'm sure they can get karin..
 
if they can get Karin they can get Skullomania
 
I will never understand why people want Karin xP

I love her play style, rich girl and spats.

Her, cody and sakura were the characters I played in alpha 3 and I love her and sakuras interactions. I like alpha 3, but I want her to be in a good game...
 
i wanna see older successful businesswoman Karin that doesn't have time for the rabble
 
When's Ingrid tho
 
you know in addition to R. Mika
they could also add
Rmika-wrestler.jpg

her tag partner Yamato Nadeshiko
more muscly female wrestlers Capcom
give the character a good reason to be bulky and dressed stupid for reasons beyond the artist's fetishes
 
All this talk about Karin makes me want to go read again.

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Personally, I'm just happy that we didn't see any point blank jab confirm fishing (and that lights seemed to be terrible compared to mediums) in the stage demo.
 
Forgive me if I already posted this here, but I was on Capcom unity and someone named SaiSpiritz posted a post linking to GameFaqs.

In the thread below, post #44 and 49 by raazychx seems to clear up the roster rumour:
http://www.gamefaqs.com/boards/895976-/70764851?page=4

he/she is fluent in French and watched the Ken Bogard video. There's no hard evidence about the roster size and infact, the "16 characters" seems to be someone only hearing part of "deux mille seize" aka 2016 -- the speculated year of release.

So this may mean we get closer to 25, we get 16, or less, anything is open game here, there's nothing to really speculate that we're getting a smaller roster as far as I know. Just wanted to share the information. All thanks goes to SaiSpiritz for finding this info.