Street Fighter V Lounge "We on South Central crack addict status"

theres someone suing Capcom over its netcode on steam.

http://steamcommunity.com/app/45760/discussions/0/611702631246012426/

I don’t know if its real or not but I think if its real i’ll join in since USF4 causes my game to not only crash but to sign me out of steam…which is nuts since when I check I’m not signed out of steam at all. I know online friends that have reported it causes the pcs to crash and/or their steam app to crash and exit. the game has disgusting bugs.

This is hilarious.

It’s not even netcode. He’s being an idiot and suing Capcom and Valve for things like lag-switchers, boosters, smurfs, etc.

You can counter cc random valle ccs, its nowhere near as bad as people think and gets baited so often its not even funny. Also those TOD combos only apply to Rolento realistically (he also needs a lvl 3 and be point blank) as no one can do Gens outside tool assist. People just assume things when it comes to A2.

It’s ground game was solid. CvS2 was a great ground game also, even with RCs.

For Alpha 2 just go to the facebook page, there a over 230 members and plenty of them will hop on to play.

In regards to netcode, if ggpo isn’t used I’m gonna smack everyone that works at Capcom lol.

Agreed. Especially when you see more refined characters in older games like VF5 or SCIV, and then you see this

the fuck is that?

I would like if Capcom would apply shaders ala Guilty Gear. But then again, I remember a Q&A session with ASW and there was a comment with the gist of it being that Capcom copied ASW Battle Fantasia 3D models in a 2D fighter, Capcom probably wouldn’t like people thinking they are following in ASW’s footsteps again.

I was replying to the comment that people want a game with less emphasis on combos but using the Alpha series as a yardstick. Alpha series was basically created because players wanted more combos in SF. Yeah Valle CCs can be baited, but that mechanic doesn’t even exist in other games. Arguing about Valle CCs is like arguing about parries in 3S. You either like them or you don’t. Rarely does anything good come from the discussion.

And as I also said in that post, I like A2’s ground game.

You aren’t the only one who feels trapped. Many people have said the same thing, that they would rather play this or that…but don’t think there will be enough people to play. So they feel forced to play SF4, or just not play fighting games at all. Then there are countless company loyalists, who feel if they don’t buy the latest edition, Capcom will stop making fighting games.

Fighting games are competitive games…so there needs to be a healthy scene. An abundant variety of people to play. People at all hours online, and easy to play offline as well.

uh, that facebook link woulda been nice…if you know it.
:slight_smile:

The style is supposed to be cartoony and exagerated, sort of mimicking the style of their artists (which have always used a cartoony and exagerated style for Street Fighter). Games like VF5 and SCIV (and Tekken, DOA, et al.) on the other hand are trying for a sort of photorealism that doesn’t really jive with hos SF characters have been drawn by the official artists over the years.

Oh, yes, I know that. But like the saying goes, just because they can, doesn’t mean they should. In this case, they really shouldn’t have. Moot point now I suppose, SFV is looking more presentable in that respect.

And it’s doing so while still mimicking the style of their artists.

Vesper did another breakdown and man, he drops some knowledge that I think every one overlooked. Very interesting watch, this video makes me excited and hopeful for SF5 again. Looks like SF5 is taking a big influence from Alpha 3 which I don’t mind, I was hoping for it actually.

Very interesting.

I’m wondering if the command-normal properties are specific to a chosen character mode. Capcom have cited that they want SF5 to remain accessible to new players, suggesting such a system might be selectable. Advanced or experienced players would perhaps be motivated to opt for command normal accessibility, whereas new players might be happy to opt for the take-what-you-get approach afford by proximity triggered normals.

This could also work both ways where experienced players may still find a preference to proximity normal variation regardless (depending on their playstyle perhaps), but I like that the ability to choose may still be available.

Ultimately this gives some substance to the character variation aspect Capcom mentioned earlier, suggesting we may see quite a variety of ways in how each character is played, depending on player choices and style. A bit more room for creative and individual expression if you will.

I think this is actually really cool and is most definitely going to give the game added depth and help keep things quite fresh and varied. One could play a chosen character a specific way and hone themselves a unique style, but then see another player opt for a different mode that causes players to experiment with the changes alternate style choices afford them.

The points Vesper makes re: command normal control are really good too. There are a few characters in IV that would benefit well from accessible normal variation. Consider Sagat’s cs.mp for example, or Gouken’s cs.mk. This aspect applied to SF5 out of the gate is pretty cool to consider.

Who knows. All this suggests SF5 may well have a layer of depth to it that advanced players can tinker with, which is always cool.

That breakdown makes me…really really happy. Seeing things slowed down (hardy har har) and looking at the more subtle aspects of the new system puts a lot of what we have seen into perspective. Kinda just feel like quitting SF4 for fightcade roms until SF5 comes out. I feel less motivated to tolerate the aspects of SF4 that I don’t like that don’t seem to be as prevalent (as of what we know so far) in SF5.

Chun’s back+HP is back (aka my favorite normal in the world). Guess we know who I’m maining in V.

Good Guy Vesper giving people more reasons to learn Alpha 3.

The page is literally called Street Fighter Alpha 2.

I watched that Vesper arcade and the vism normals is something I though was awesome in A3 regardless of me not liking the game. Give do much more control over you character and close normals are usually really good.

Lol, Ono being upto his usual antics :3

looks the Yellow Flash Effect for the EX moves is back

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