Your rig exceeds the recommended specs in all departments… No surprises there. What people don’t realize is that Intel’s CPU performance has been incremental at best since Sandy Bridge.
Button config still doesn’t quite work, pressing the button where it’s already correct still empties that button, this is still wrong. Here is the video I posted last time of why it shouldn’t work like this.* http://www.youtube.com/watch?v=kE5Izx0hyQ8&t=53m43s
(ugh, auto embed is losing the timestamp, it’s 53m43s)
Reversal playback feature on wakeup and after block doesn’t work correctly, it regularly didn’t work for me. For Mika it consistantly only works on certain knockdowns, and I couldn’t get the “on block” reversal option to work. Maybe there’s some kind of trick I’m missing? Normal recording/playback was great.
Having several different recorded playbacks is great, if we get the ability to randomize which one is played back, both the neutral ones, and the on block/reversal ones, that would also be really useful.
*The longer explanation is that button config should work seamlessly and efficiently even if the player doing the button config doesn’t actually know what the buttons on their controller represent. I should be able to rock up to a tournament on a borrowed stick, where somebody’s randomly moved the buttons around on the face and not labelled them, and both assigning and de-assigning buttons should be utterly painless and work with no thought at all. Currently it isn’t.
Gameplay thoughts.
Ken’s (and Ryu’s) fireball is soooo bad in block strings, you can jab between cr.mk and fireball, and it’s unsafe on block in the mirror at all but very max range. This seems pretty dumb? It’s also super intuitive, people WANT to do cr.mk fireball all day, it’s what they’re used to, and if it doesn’t work often people will just say “shit footsies” and give up, even if the character actually does have really good non-cr.mk>fireball footsies. Fireballs don’t even necessarily need better frame data, just way more pushback on block. And, yeah, I realize both get much better fireballs in V-Trigger.
Also Ken’s V-Skill seems pretty bad outside of specific combos right now, although other people have been using it against me better than I’ve been able to use it. The step kick is super horrible right now though.
Mika’s hit confirm tools being negative on block is strange, and annoying, I guess she’s not that kind of character? The good Mika players I was going against didn’t seem to be slowed down by it though.
Chun’s Crush Counters in V-Trigger still don’t allow for useful followups, despite both allowing for followups outside of V-Trigger. I’m very happy about her getting proper CH and meaty frame properties in V-Trigger now, even if it’s not that useful in most matches.
Are Karin’s anti-airs supposed to be that bad? Cause they’re pretty horrible. Her V-Skill is also super situational, although I guess that’s pretty normal.
My CPU comes in under what’s necessary to play. It’s minimum is 3.5 GHz. I did some research and since their 1150 sockets they’ve done very little to upgrade the whole thing. Every proc I’ve seen since around the 4th or so generation of the i series has made very little headway. Either way, I REALLY didn’t want to have to upgrade just to play SFV. Glad I got the beta to find out I don’t have to.
I tested the game on one of my old PC’s and med settings at 1080p was still a solid 60 fps(except for weird menu and character select slowdowns that my good PC gets too)
On an old ass Intel Q6600 at 3ghz and GTX 760
I played on PC. The game works great! I loved it and I really want to play more!!
A bug I noticed was I couldn’t get the resolution up to 1920x1080 it was stuck on 13__ x 1___ and couldn’t go higher … but it still looked great!
The other bug I noticed was Chun Li’s boob jiggle was removed from player select for the 1p select… but it still works on the 2p select.
What I didn’t like was the fact that I would even get paired up with outside countries. I don’t care how good your netcode is, nothing will make a game like that playable. Also would have been a lot better if we were matched up to other players that were at least within 1000 ranks
My feedback is more on the graphics. I noticed a lot of aliasing or pixel crawling on some characters like vega(side of his face), necalli(chest area), karin(side of the face). I am pretty sure other characters also have this issue, but these are the characters that I use, so I can notice it on them a lot more. I believe the london train stage also has a lot of jagged edges and aliasing. I hope these issues gets fixed for the final game. I am talking about the ps4 version.
I’m sure all that graphical stuff will get fixed by the release, game has a ton of clipping too like Chun-li’s dress clipping through her leg at neutral, Vega’s floating necklace at 1p and 2p side, playdoh hair… lol
Most of my matches (about 80~90%) were against players from the USA, even though I’m from another country. Even more weird since I had people on my steam friend list saying they were consistently finding players from here. It took me about ten or more minutes to find matches too.
I also noticed the colors in the world map were sometimes green dots and then turned to red dots soon after opening the game, but I don’t know if this should mean anything.
I have played both versions, PC and Ps4.
I would say that LAG and netcode was kinda the same on both.
Graphic is much better on PC (if u have good PC like me) and there was random spikes on both systems (CAPCOM fix that plz). It’s game related issue.
Also, I had some texture pixels issues on the char models on PS4, and PC version didn’t have it.
Overall I prefer PC if netcode is the same. Had 0 problems with PC version.
Shoulda just gotten the 2 pizza unlimited toppings for $7/each from Pizza Hut yesterday. I had more than 6 “free” toppings on each of those pizzas that I ate during that heart attack inducing game.
Dunno what was going on with matchmaking. First day i didn’t really get a lot of matches, second day i opened steam ports and didn’t pause so much and got loads more, but 3rd day i didn’t get many matches either.
Having played fighting games with a keyboard for 10 years, it was quite annoying to not be able to map keys outside the “ghjbnmk”-area. I actually downloaded a keyboard remapper just to remap my numpad to these keys in order to play.
Charge down -> up moves have very very strict timing on the up+button part. This should be a bit more lenient. A few more frames during prejump where one can cancel into the move would be nice.
And yeah, being a Bison player I have to say that both Psycho Blast and Inferno really need to have a purpose outside of EX versions. They both work badly as charge moves because of their terrible horizontal ranges, and they are both punishable on block and less useful than Knee Press in pretty much every situation. Head Press also has terrible tracking. I am not saying every move he has should be fantastic, but they should all serve a purpose every now and then. Psycho Blast would work better as a QCB+P motion.
Tl:dr = Bison has great normals, but his specials outside of Knee Press do not synergize with his moveset and playstyle and need improvements/redesign.