Hmmmm let’s see. I played BR2 and 3, SF4, SFxT,KI and I think that’s it. I got 5. I WIN!

People forget that far more “casuals” were playing SF in the 90’s. When I was a child everybody played SF.

Yea there’s an aesthetic shift going on there. If people were wondering where the visual jump to justify the new version number is, it’s in the way the animations are being done. Traditionally for all the 2D SF’s, the animation has been less about character movement and more about a series of striking comic style poses with brief transitions between them. Attacks in SF2 only have a couple of frames, and one of those frames is held far longer than all the rest. With hitpause, all of the attack animations are really more like a singular static image with a lot of impact. Everybody knows what the first active frame of shoto c.HP looks like, or the first frame of a deep Flashkick, or the shape of Chun’s sweep. The visuals weren’t about character movement, but about those frozen stylish static images. Even though it has detailed animation meshes running at 60fps SF4 apes the same style. The artists made sure that SF4 animations startup very quickly, strike a pose during the hitpause, and then recover quickly with a similar pacing to classic Street Fighter. There’s little emphasis on the animated movement between poses because it’s done so fast, which is the big distinction between SF4 and other 3D fighters like Tekken.

SF5 looks like it throws that in the bin. Visually we’re seeing a lot of emphasis being put into the transitional movement from pose to pose and not on the stationary hitpause ‘shape’. Of course you can’t put a lot of emphasis on that animation unless you give the characters time to move and animate, so the attacks have to be slowed down in order to accommodate lengthy animations. Where it starts to look odd is that they’ve attempted to keep semi-quick startup on most of these attacks, so the extra animation work is back-loaded into the attack recovery… Watching the gameplay here you can see that for most of the heavier normals and specials there’s this whacky thing going on where character attacks come out pretty snappy, and then right as the active portion of the attack starts the character suddenly decides he’s not playing Street Fighter any more and it turns into a flowing Virtua Fighter recovery animation. Apparently it takes 5 frames to stick your foot out and 50 frames to pull it back in again.

Look at the Ryu Jumping/Standing Fierce at 5:22. This is a combo. It’s like 2 seconds between these hits. To make longer attack recovery functional it looks like hit and block stun have had to be greatly lengthened to allow time for the elaborate animations. Normally this kind of recovery on normals would be whiff punish central, but the walking speed also seems to be so slow that footsies are also crippled to make the animations work. And yet jump attacks still drop out of the sky like they’re playing ST. In SF5 right now you can probably punish a c.MK by jumping over it.

So to visually separate SF5 from SF4 Capcom have gone for a big jump in animation detail. To allow for that jump in animation detail they’ve had to extend the length of all the animations, primarily in the recovery stage. To allow for that long recovery they’ve had to increase hit and block stun times. I don’t know about you but I’m worried about how art seems to be driving game design here.

This is exactly what Ive been talking about lately with some of these older FG players. Glad Im not the only one that thinks this way.

looked slower than sf4…which is already slow. I get the whole “must attract casuals” but this doesn’t even look like street fighter anymore. guess we’ll find out soon…

all i read is " i cant combo with jabs am bad at it , so its bad ", " i cant hit confirm because am too good at footsies and the game is obviously slow "

Yea I agree, this type of mentality is terrible around here.

I can do EVERYTHING any of you can…

and I will still complain about the speed. sf5 does look painfully slow. maybe they will fix the final version but this here looks retarded now.

SFV looks pretty bad at this point to be completely honest. My optimism quickly diminished once I saw how slow literally everything was in the Taipei exhibition. Hopefully it speeds up a lot as it gets closer to release, but most game don’t do a complete 180 from their alpha stages so I’m preparing for disappointment.

Post like this boggles me. You have only seen 2 characters and the game is over a year away from release.

Agreeing with both of you. FG developers need to cater to new audiences, so they implement tools that ease newcomers into the genre, but it’s not like new FG’s are trash, as some elitist snobs claim. SFIV, MK9, Injustice and Xrd sign are all fantastic games with solid depth and more importantly…they’re hella fun. It’s mind boggling just how many people will go to extremes to argue on the superiority of 3rd strike, ST, marvel 2, etc. etc.
Also, we’ve seen gameplay from 2 matches of people that didn’t even get to spend much time with the game either, if at all. Analyzing the game speed at this point without even knowing the intricacies of the meta and how it works is pretty redundant.

I;m not saying it’s IMPOSSIBLE for the game to get better, just that it is HIGHLY UNLIKELY that they are going to completely change their design philosophy. Look at how similar the alpha/beta footage of SF4 looked to release, games usually stay pretty similar to their beta counterparts unless there were problems during development.

I don’t think there’s any reason the game would remain that slow looking for the final product. I really didn’t notice it until the newest exhibition. Meh a lot of time to get things in order.

@ Citrus _ monkey what type of depth is there to speak of regarding Injustice?

Seriously I like the way you slid 2 NRS games in there and labeled everything deep. Wow you don’t know what the hell you’re talking about.

Highly unlikely to you yet you havent even played 1 round. The game is nowhere close to being finished, so much can change. Did you watch the 30 FPS trailer or the 60FPS version cause that makes a huge difference. Personally the game is going at a good pace at the moment, they could easily speed it up just a tad. I dont see how this is highly unlikely. It doesnt need a 180 at all, you dont even know 80% of what else thats missing. How can you asset a 180?

‘‘Wow you don’t know what the hell you’re talking about’’

The kind of thing you’d expect to hear from an elitist. Without even letting me elaborate on injustice or even arguing with solid points on the depth/lack of depth of the mentioned titles, you claim I don’t know what the hell i’m talking about. Not going to argue with you.

Like I said you arbitrarily threw in two of NRS’s latest offerings and it is KNOWN that those games are hardly fluid and have depth the size of a wading pool. There’s no elitist attitude in saying those games reward gimmicks over smarter play. Oh and before anyone gets charged up enough to say it’s a bias for Capcom games I feel the same way about SFxT and UMVC3 but I can say I have at least played 1 game extensively from both companies.

It does look painfully slow and the knockdowns seem to last way too long

I see some of the same errors in SFIV being repeated

Another sf4 error you will see repeated is all of us buying it and playing it and complaining about it

I think that, we all need to give this game a chance :3
I think this game looks really good for something thats in its early stages :slight_smile:

Plus I believe this is the same build that was shown from Capcom Cup, who knows, maybe they are already at work addressing this common complaint ? I think we need to till E3 (if Capcom doesn’t roll out any new trailers till E3) to see how the game has evolved

Just my 2 cents :3

http://fc00.deviantart.net/fs71/f/2014/192/7/6/ancient_aliens_guy_hd_meme_by_pstrooper-d7p5dz1.png