I donât know bout yaâll⌠Iâm really having fun with this game. I was a third strike player and got really good with playing Urien. Then Street Fighter 4 came out and I hated Street Fighter 4. The game felt slow, and clunky. The characters looked so big and bulky and just plain dumb. So I stopped playing Street Fighter and didnât play for the entirety of Street Fighter 4 which was something like⌠7 years? Anyways I hated Street Fighter 4 but once I saw Street Fighter 5 I knew that I was gonna be back in business with my favorite game of all time again. And I am not disappointed at all with Street Fighter 5. I am happy to be playing Street Fighter again.
Its probably a good idea that you canât chat to your opponents, theyâd likely cuss you for whinging like a spoiled kid.
Look, sarkiness aside, Fighting games in general are hard. If it wasnât SFV, you were playing, it would be KOF14⌠and you would probably hit similar barriers there too, just proving that this genre isnât for everyone.
Itâs entirely possible to exist âoutsideâ the FGC but still enjoy the competitive challenges your chosen title brings online. Iâve had to do just that, for the last few years, and still managed to reach many of my personal goals. You just need to decide what you want to achieve.
If you decide to play, try sending FRs to people of your own level. That way matches will be challenging to you, but not impossible. Yes you may have to play in silence, for now, but at least youâll still be playing and learning.
Anyway, i donât post much, so i probably wont reply if you comment to this. I just thought iâd share my two pennies worth.
The game, mechanically, is a sound product that feels good and better to me than IV. i didnt like FADCs as a near mandatory mechanic even though i thought the focus attack was pretty cool mechanism. I like the return of Taunt Properties as part of the Vsystem, and Vtriggers and Reversals are kinda nice too. All told, its a good package. But the wrapper around it is supremely lacking in almost EVERY ASPECT. Not even counting the hideous lack of Arcade mode, why is the training mode STILL behind most of itâs competitors? In what world do we live in when a supposed AAA product like SFV canât even have features that an Indie title (Skullgirls) or a small funded fighter (KI) have? Is it so hard to just have all the information in the game readily available for those who want it ingame? Or is the FGC gonna still be a crutch to teach new players how to play a game that the developers THEMSELVES should be the one teaching. Like even Arcsys has been putting out ingame tutorials for years with BlazBlue and now XRD! I guess we should be used to it by now, Capcom NEVER does anything like that. Why do that when itâs obvious that the mechanics are too hard or the inputs arenât easy enough! Thats the real problem obviously! The buffers are enough! We need it so you can do 2 moves within 10 frames of each other. That will make it easier for them! Why teach them how to play when the FGC will do it for us or we can sell our goddamn playerâs guides for a mint! Oh and did we mention we can sell them the story mode costumes too! Because when you pay $60 for an early access product, the best way to make it go down is with good olâ microtransactions and on-disc DLC!
I didnât really talk too much about the online multiplayer, I think itâs serviceable but nothing special. Sometimes it works , sometimes it feels fraudulent and stupid as hell. And thatâs even when you set your connection speed to look only for 4s and 5s. Id also say the Legacy crap is definitely crap, especially since USB is the standard now, but Iâm on PC (with an Eightarc Fusion) and Brooks arenât ridiculously expensive. Definitely beats buying a brand new stick if you donât want to. The big issue here is SFV is a $60 early access title. That IS what it is. Stuff that should have been there day one isnât there and whats worse is that stuff we would crucify a normal fighting game for we outright ignore for this one. Ainât right man. And the worst part is with all the talk about casuals and bringing them in and they donât even provide enough tools or information necessary to play the game at a proper level. I guess they should just slap a âGo to Shoyruken.comâ button on the main menu or put it in whatever weak excuse of a instruction manual they use nowadays. Whatever I guessâŚ
Iâd enjoy the rapport. I love the verbal sparring in other games.
I donât think my barrier is âfighting gamesâ. I think my barrier is* âthis particular fighting game is hidden inside of a dumpster that is on fire and Iâm unwilling to crawl through a dumpster that is also on fire to experience the game the way it is intendedâ*.
Iâm on PC, there appears to be no way to send people FRs at all.
I probably sound more whiny than I am because I have a hard time not responding to every post directed at me. Itâs a personal flaw. It means I restate the same things a lot.
I canât agree with SFVâs âlimited optionsâ, especially since itâs usually about dp FADC escape, combos starting from light normals, 1-frame link B&Bâs or about option selects that most of the âcriticsâ can never pull out themselves. Some characters like Honda always have had limited options in IV.
Also, while some of userâs critic about lacking single player content is very justified, some players are just unaffected about it and have passion to play the game nonetheless, therefore keeping the hype. One of them for instance is me, since some of the games that Iâve played actively last 5 years or some of the games that are my all-time favorites, are extremely targeted for multiplayer use (CS:GO, Wolf: ET, Battlefield 2 etc.). That is exactly the same with SFV. Itâs just hard to brag about something that you have never missed in the first place.
Future updated and tweaks can also bring some players and âhypeâ back as well as new players to SFV. Though it will never be as big as in MOBA or FPS games, it could still made some sort of an impact.
I like the game. New mechanics, new characters, and new players showing up to our local offline sessions at a LAN center is a big plus for my community. The interest is there for SFV and my local FGC is slowly growing because of it. No complaints here!
You donât have to say where you live 'cause thatâs your business, but does your city have a fighting game community? If you can make it to some events for casuals or spectate a few tourneys, you would definitely get a chance to speak to other players and improve. Offline, other players are very friendly to newcomers and are willing to teach anything youâd like to know.
You might even get a chance to spectate other games that could catch your eye and interest you more than SFV. Itâs how I got into KoF haha
I really wish this game had an online training modeâŚIâm a much better teacher than I am a player. Everyone I teach ends up becoming a better player than me haha
Winning really doesnât feel satisfying in this game. Forcing lights to have so much push back on block that you can only land 2 feels wrong. SF4 wasnât the only game that allowed rapid fire light attacks on block. The sound effects in the game are really bad also and the ez mode masher combos donât feel rewarding at all. Loading times are far too long and waiting long periods for matches is something I just wont do given how lacking the gameplay experience is in SF5. The whole game and combat engine just feels artificial and constrained, it isnât a fun experience for me. If I turn on SF Alpha 3 and run a match vs CPU or even do training mode it still feels fun to play. SFA3 also has better sound effects, the hits sound like they have more behind them. The rapid fire lights and steeper execution also feel better, in contrast to SF5âs soulless 123ABC style of mash (3f frame buffered) combos. SF5 feels clunky and seems like itâs mainly spacing and mashing mediums into limited easy buffer mash combos. The gameplay itself for me doesnât feel fun or exciting and it delivers much less fun than their older games. They really screwed up with this game, both with the launch and the limitations. The game was neutered to please Casuals, but they butchered the launch delivering the public a still born shell devoid of content and featuring some really constrained combat. The lack of hype and interest is due to the fact that this game just isnât a very exciting game to play for some/many. I feel a lot more rewarded and satisfied with any basic combo I land with Sakura in Alpha, in SF5 it doesnât matter what combo iâm landing, they all feel bland and devoid of any real thought or effort. When players canât get excited about winning and generally dread the experience the game is delivering, itâs just not a good situation. This is the Resident Evil 6 of SF, both games feel significantly worse than their strong predecessors (insert your favorite series entries of choice here).
If you think that combos are everything, then maybe SF is the wrong fighting game for you. Especially since Vâs âwalk forward, push buttonsâ style is much closer to the older games than IV ever was, especially compared to games like 3S and Alpha 2 (the best Alpha) - games that put more emphasis on neutral and yomi over (surprise, all three games have a button heavy Chun as top tier).
I mean, I get the appeal of a more abare-centric, combo heavy game that rewards being able to convert stray hits into combos, but aside from late meta USFIV and A3, that really hasnât been the general design of SF (outside of specific characters).
âThe game was neutered to please casualsâ if I had a dime for every time Iâve heard that statement or something similar around the launch of any game of any genre, then Iâd be a wealthy dude. I heard it when Xrd came out, I heard it when Dark Souls came out, when SF4 came outâŚyou get the picture. If thatâs how you feel fine, but either get over it or get used to being the angry condescending guyâŚ
This is subjective speculation, even if I accept your premise, foundation doesnât mean much at all without a strong community. The community for 5 is small, and itâs getting smaller. It could be the best FG ever, but if nobody wants to play it or watch it then it doesnât matter.
Put simply, I and many others who like FGâs donât like this particular one. Bad release means it wont be attracting new players. Low player base and viewer count means less cash pots, means less participants in tournaments and less tech is developed. It enters a negative loop after this, any newer players will find it harder to find a game online and give up after a while. One less person to care about the game and one less reason to hold a stream, less cash for the pot, less entries and so on.
Game is teetering on the edge of a cliff, and almost every time this happens the game falls into obscurity. I doubt anything could turn it around at this point.
Thereâs barely any of that going on from what I can surmise. Gamefaqs is bitch-fit central in terms of whining about everything under the sun except the basics of the game.
I canât agree that the game is getting smaller - part of the reason I made this thread was that I felt like the only person the world that wasnât gaga over the game which clearly isnât the case.
EVO registration numbers are crazy and more folks are showing up to locals, to my eyes
Am I the only one that has been reading this guys posts in this thread?
Not once has he pointed to a specific matchup or situation problem that he has with Ryu that makes him feel like his options are too limited to enjoy the game. The absolute closest he gets to a legitimate gameplay point is saying
Lmao, not sure Iâve ever read a single more emphatically âscrubâ comment than âscrubs can body you because nothing you can do works as long as they block/tech and have higher priority over everything you doâ. Literally all their moves have higher priority over everything you do? Damn I guess we are all scrubs for not all spamming this mythical 1frame heavy punch character.
Look man iâve played SF since SF1 in 1987, this game just isnât good, the combos are just part of the problem. There is a reason this is the worst reviewed SF game of all time outside of USF4âs PS4 port. I like games that are fun and engaging and this game to me feels more like SF1 then any other SF game iâve played since 87. Both games provide a similar feel when playing them in which the gameplay doesnât feel good and the experience is devoid of excitement. The idea of bringing modern audiences back to 1994 hasnât worked out for Capcom in any conceivable way. I am glad you and others can enjoy your purchase of this incomplete mess, with itâs watered down mechanics for an audience that reviles the game (casuals), but it isnât one of the series stronger entries. This being a thread for people that âarenât feeling the hypeâ makes it an appropriate place for my opinion and SF5 apologists are of coarse welcome to their own opinions on the game as well.
The majority of negative reviews donât being up the raw gameplay. They complain about missing features and online not functioning properly. Lol at comparing SFV to the original game. It has the strictest execution requirements who any game of the series. Successfully pulling off a single special move was a goddamn miracle. The controls for it were incredibly clunky.
Was excited prior to release but hey I did not,now about the arcade mode etcâŚ
What is anti hyping me however is the lack of tutorial after Capcom made out how important it was to get new players on board, and now no one outside the fgc is really talking about as much as they probably should for a brand new street fighter, sad really