Throws are not a problem, at least not a problem in the role they play in SFV overall. If people are teching all your throw attempts and flailing lights against throw… CC their ass, overhead, start mixing it up until they have to account for too many things you do, hurting their reaction times to throws or something else, make them crack.
This is a very similar setup to 3rd strike. Just trade throw range with threat of meaty frame traps due to grey damage, lack of solid reversals and lack of parry.
You guys need to stop looking at these things in a vaccuum and really start taking advantage of how vulnerable your opponent is on wake-up. That might mean fishing with an unsafe move or making a hard read to open up your opponent… there is no easy-mode mix up you can rinse and repeat. Normal throws are a tool you use to punish your opponent for being too defensive, not a core offensive tool. You punish tech throw attempts, instead of being frustrated that your opponent is reacting to your canned tick throw attempts.
I wasn’t even a shoto user in SFIV, so your argument is not valid.
To answer your question, @Travis2310, I hated the fact that they ruined charge characters and made them into motion characters just for the sake of bringing in more players. This was where they killed diversity, at least as far as controls were involved. They gave most everyone a command grab and the game has more wrestlers at launch than any other SF game (and this is a complaint coming from a T. Hawk main in SFIV. 3 characters have command dashes… I mean, come on, couldn’t they just have given Ken some other V-Skill, so it wouldn’t overlap with Laura’s?
Move complaints aside, I really don’t like the roster. I was pretty excited when I heard Nash was coming back and that made a peak with Bison’s reveal, but Necalli, Laura, fried action figure Zangief (if Mika or Birdie or both weren’t in the game or not everyone and their mothers had a command grab, I would have no problem with this character. Besides, we’re getting Alex, yet another grappler!!!), revamped-only-to-suck-more Dhalsim made the game that much more unexciting for me. Talk about “diversity”.
The fights themselves didn’t feel very fun to me. I feel they are a huge step down from the technicality and wide range of options that SFIV provided us with. Heck, SFIV gave us one Super and one Ultra at launch and that kind of diversity was the tradition that defined the franchise starting with the Alpha series. And what did we get in SFV? Just one CA.
As a long time SF fan, another thing I was holding my breath for was the promised “good” story, but I guess we all know now the caliber of Ono’s team in telling stories, if they can even be called that. Add the lack of single player content to this and you get a rushed, unfinished product that uses the name Street Fighter to milk the fans.
I don’t really see SFV enjoying the same success SFIV did, but I hope I’m proven wrong, because seeing my favorite video game series die with a game like this will definitely be profound sadness. Just my two cents.
Yeah, I also wonder about this one.
I’m a relative newcomer to the scene, but my impression is that the new changes should be welcome by new players as well as the veterans.
If the skill ceiling is lower, that means there will be more competition in the mindgames/strategy department, and that is what makes for a good fight. Not who is the youngest and has the best motorskills in his hand, but who actually has the better strategy
Impressions so far are solid for me. Though that is with very little time in the game. I’m a rather casual fighting game fan (hence me actually showing back up at a forum like this), so a new release provides a nice easy spot to jump back into the game, learn some new systems and new matchups without the overwhelmingness of Ultras and Characters in something like USFIV or Ultimate MvC3. As a casual dude myself I will say that while a Single Player mode is all nice and dandy it’s not really a must have even for some casual folks like me. The simple fact that SFV has a lower execution complexity (which I love, I have never played at a level of hitting tight links, learning situational combos, or anything like that), has a managable cast size, and most importantly has a bunch of other new players just learning the game makes it the best chance someone like me with less time to dedicate can actually jump online and enjoy some reasonably level matches.
Even though I have to admit that the content (Single player, colors, costumes, trials) is spottier than I would like, it’s still the very, very rare game that I would actually buy day one. For the reasons listed above that a new game is always the best chance to get online with other new players before the game turns into a game that only the hardcore continue to play.
Gameplay wise I really like the V-Skills and V-Triggers. Seems like a smart and easy to execute way to give characters a bit more flavor in how they operate and form their own styles. It’s to early to say this for sure, but I’d say that the V meter skills might be my favorite tweak to the core SF gameplay since SFII.
It’s an amazing fighting game held back by TERRIBLE ease of use and online bugs.
What I mean by ease of use is that I feel like I am fighting with the UI sometimes.
I just want to be able to add friends not “favorites” and send them custom messages and stuff like that. I don’t want to set a “favorite character” just let me pick my fucking char in the select screen. I miss Sf4 ranked where you could actually connect from a list of names with their connections next to them. Matchmaking SUCKS.
Battle Lounge is still completely broken for me and so is crossplay with my PC buddies. Even in 5 bar connections.
They need to add more social elements to the CFN down the line. I want to be able to properly communicate and correspond with good players that I meet online along the way. This is how I fucking got decent at SF4, by adding players I met and talking to them.
When you’re actually playing the game and everything’s working fine, it’s awesome.
I assume the server stuff will be straightened out, main thing that pisses me off is the looooooooooong wait times to load modes. I mean from when you see “here comes a new challenger” to actually playing them is AT LEAST a straight up full 60 seconds. If that can get optimized we’d be golden.
$145 for game + season pass (fuck season passes)
They aren’t going to attract the mainstream in any sense with this ridiculous price.
I feel like this game has been dumbed down in a poor attempt to attract casuals. They have a special marketing buzzword for this: “mainstreaming”… I always accept that a beloved game series is doomed to mediocrity once a developer mutters that word. Inevitably it always seems to be done at the expense of a games’ depth and complexity, as it becomes more superficial to avoid intimidating potential new customers.
That said, I’m still giving SFV a chance, before any of the anti-SF4 crowd say I’m just hating this game for no reason. I paid a ridiculous amount of money for this game, I want it to be as great or better than SF4.
I was a Chun player in SF4, and I’m kind of conflicted when it comes to her having her inputs changed. On one hand, I’m not quite used to it yet… but on the other hand, since she was the ONLY charge character I played, using her now is a lot easier than it used to be.
I haven’t really heard of people not liking the roster, so your sentiment is new to me. I can understand how some could possibly view a lack of diversity, especially in online play (I play against Ryu and Ken maybe 8/10 times). But with patience, I think you may grow to like the roster in the upcoming months after they add new characters. I’m hoping that Capcom is taking in to account players feelings (like yours) and using that to structure how they make the remaining 6 characters to the game.
I an also very disappointed with the story, but I’m waiting patiently for the improvements that they have promised. I have always been able to support waiting for a good product as long as the company is taking as much time as possible to release something really good (which is why I haven’t raged out over Persona 5 being pushed back numerous times… but I digress).
Its still early to gauge the potential success of SF% in my opinion, but I do have to admit that it did not get off to a good start like SF4 did. We will have to wait and see over time how SF% can develop and possibly change people’s minds about the game.
that’s backwards. it’s easier to CC or counter in general with normals than it is to throw. counters lead to more damage and keep up your momentum for more potential damage. throws are weaker, do less damage, and kill your momentum outside of the corner completely. the way you make it sound is that if you land CCs enough, you’ll be rewarded with a successful throw. why would you want that when it’s easier to get the best of those 2 options?
Wait a minute, people actually care about “content” in street fighter games? this is new to me. all i ever cared about was the characters, gameplay, fighting other people
Yeah the thing is I see CCs, jabs and throws all the time. The reality is, it works. Whether or not things shift a lot, we don’t know yet. Let’s see how the gameplay develop.
Stun is a huge factor in the throw game. Throws aren’t scary midscreen when you are at 0 stun. When you’re cornered and over 50% stun, things shift considerably. You can’t v-reversal a throw.
Are you saying throws should be as strong as a CC confirm combo or something? CC works as well as it does because people are so tech-happy and jab-happy against throws. People get CC’d enough they will turtle up and just block. Then you throw. If people get thrown enough they will start trying to tech throws or jab you, guess what starts happening then?
It is safer for people to block and take a throw than it is to whiff techs or jabs just to be punished for huge damage on defense, it is also safer to go for a throw than to miss a CC attempt on offense because they are generally negative and highly punishable. They work together as a mind game… These mechanics are not mutually exclusive, they work in unison. one works as offense because the other works. I don’t see how this is a problem.
My review after playing for two days and I try to be fair as possible but this is my opinion. Keep in mind I wanted this game to be amazing and I paid a lot of money for it.
Pros
Nice graphics, female characters (especially Chun-Li) actually look good unlike in 4, although Ken kind of has a weird face
Okay music, not mind-blowing, but not bad either
V-Skill is an interesting mechanic and works really well for most characters, helps characters feel more unique
Cons
Small roster, but more are to come, either buy them as overpriced DLC or grind fight money to get them for free
Full price despite lack of content and the general feeling of being unfinished, not worth it. If you live in Australia like me, you paid $100 for this mess. Despite this, Capcom has the gall to ask another $45 for a season pass.
Horrendous online functionality, I was playing all morning and was lucky to get a match before it brought me to a loading screen only to tell me that I disconnected with my opponent 30 tedious seconds later
Unacceptably long load times, feels like 30 seconds to a minute at times (PS4)
Shallow/short combo aspect of the game, no combo extending mechanics, this is especially disappointing for me because perfecting difficult combos was satisfying in SF4 and made me feel like I came far as a player
Too easy, no difficult combos, no incentive to practice as far as motor skills/muscle memory goes, feels dumbed down for mainstream audiences
Footsie game feels gimped, normals feel slow and generally short-reaching, walk-speeds are definitely slower all around, game just feels slow, a Street Fighter game shouldn’t feel so sluggish in my opinion
SF5 gets a 3/10 and if you ask me that’s being generous. Overall a very disappointing game. I won’t make the mistake of buying a Capcom game again.
First Impressions
I love it. Gorgeous visuals. Simplified inputs and ability to perform combos. Punchy sound effects to lend weight to attacks. The “super” isn’t really a comeback mechanic, but still feels punishing.
The bad…network issues. But it was already better today than yesterday. I got in a lot of matches tonight, so it’s not unbearable. But the time between bouts is a tad disappointing. All that said, I was able to play against PC and PS4 players alike, and there was no notable difference between the two, and I find this tremendously encouraging and quite exciting.
The single-player support right now is practically non-existent, but whatever. SF has never been a single-player pursuit, though it would be nice if there were some sort of training feature that actually taught a newb how to play the game beyond the basic move sets. Actually teaching some tactics would be welcome. But the SP stuff might get fleshed out as March rolls around. Besides…gotta save something for the 7 future iterations to follow, right?