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

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maybe theyre trying to move away from the fast and/or chainable jab/shorts of past games leading to hitconfirms. it animates more like a 3d fighting game where even the fastest moves look heavier and more deliberate as standalone moves.

whiffed normals dont build bar. i think a whiffed dp didnt build bar either, but kikoken did before it hit. maybe the only moves that build bar on whiff are projectiles. could be on crack on just remembering wrong. i didnt see any parries but it was hard to tell. pretty unhappy to see revenge meter again.

Really loving the aesthetics, the moves seem a lot more powerful in general and Ryu is lookin way more badass than normal, so I liked what I saw there. And I was a fan of the ramen hat, personally :wink: Agree on the speed though. Gotta see what it’s like as development continues, but I’m hoping/assuming that it’s just because the game is in a very early playable state that stuff like that still needs a LOT of tweaking.

No i meant it could be a clone of Charlie who looks (and plays) the same as him and it could be that kid in Balrogs ending. Its all story BS anyway, as long some sort of Charlie is in it, itscool.

It seems they have elements of the different SF games in the past all melded in one for example

[list]
[] Revenge Gauge fills as up as you get hit and has two levels. Once it has reached at least level 1 you get to do your ultra/revenge whatever. (SF4)
[
] EX moves (Originally from SF3)
[] Maybe you can choose the length of the EX Guage. It could be linked to the Revenge in that, if you choose a more powerful revenge move, you get a shorter EX etc.
[
] Also that “instinct mode” seems to take up the whole of the EX guage. This is kind of like A-groove or (“V-ism” from fighting Jam), in that it powers your up but Ryu seems to have lost it everytime he got hit. It might be that this powers your character up, but if you get hit you lose is immediately.
[/list]

Also, Chunli has hella new normals, Ryu also has a bunch.

Agreed the game needs a bit more speed though and the stupid spaghetti bowl thing HAS to have an option to turn it off. Honestly, just looks stupid in game with such a serious tone.

I hated that they went all goofballs with SF4, so hopefully none of that wack stuff will be in SF5.

Also as Ono said the characters will be unique, I guess that means Guile and Remy have bitten the dust?

I did like that it looked like Chun was actually blocking the attacks instead of just standing there in a block pose and having moves bounce off her.


lol doesnt like change? Dude ive won tournaments in multiple video games over many many years. So dont give me I dont like change bullshit. I just dont like stupid try hard shit.

Also you could see pretty clearly in the video, diff normals.

Animations looked fine to me. Tbh, everything was mostly on point for me except the game speed. Looks just like SFIV speed, but of course it’s only an alpha build. Surely more work will be put into it’s mechanics, but I hope and pray that they’ve listen to our complaints about SF4 speed. It’s gotta go.

I personally liked the noodle bowl touch. It was cool how it transferred into the next round too, but I can see that it’s gonna get really old and maybe even annoying in the long run. I’m ok with it, but if it’s gonna stay, then it has to come off when getting hit. It only makes sense to. I’m still kinda hyped about it tho.

also looks like its mortal kombat style you take damage from blocking. But its recoverable damage.

There’s no way they’d drop Guile if they add Charlie. It’s practically the entire climax of Guile’s story if Charlie comes back.

Use your head, come on.

Why are there people saying that there’s parrying? I don’t see anything in that gameplay video.

I dislike the pacing in the game we saw so far. The way normals worked seem off, especially when things were blocked they seemed to just be negative and you couldn’t do anything. Also the way they moved reminded me of Tekken, which is kinda ehhhhhhhhhh

Noodle hat was boss though. And there were interesting mechanics in there

The animations are on point in my opinion. I like Ryu’s new ex Dragon Punch. Ryu’s hadoken snuffs out Chun li’s fireball. The hitstun on his Fierce punch is ridiculous.

The game could move a lot faster though. The stage music sucks but it maybe a placeholder.

It could just be a new block animation, but they seemed like parries at certain points

Only complaint i have, is that it looks pretty slow, everything else looks great. Love the animations.
MIght just look slower because of the extra frames used for the animations.

Agreed, I just don’t like how it gets glued on afterwards.

Interesting notes

There is chip in a the game, and also grey/regen health. Check gameplay video at 5:17 @ ryu cr mk to FB, plain FB chip/grey dmg @ 0:53

It looks like BOTH the cr. MK and the FB did chip/grey dmg.

It looks like chip is automatic grey damage. But maybe it cause Chun is in empowered mode? I’m going to scan the video a bit more and edit this post for notes.

Normals do automatic grey dmg on block. Check video 0:33 @ Chun jump in at Ryu

Empowered FB from Ryu looks like it goes straight to guard break for the 2nd FB hit, not very much/negligible grey dmg @ 1:01

Empowered FB from Chun looks like it gets traditional chip dmg, 2nd only blocked at 1:30

regular ultra = shinku, empowered = denjin

I like Chun’s slide move. Looks like her cr.MP, only now she’s sliding while doing it.

-Seems like no one has noticed it yet, but normals do recoverable chip damage. (EDIT: Clayton beat me to it)

-CVS2 style parries; dunno why people are getting hype like it was a return of the 3S parry system. Although I probably prefer this current system for SFV. Don’t think we should call them parries though, but Just Guard/Just defend…whatever

-Game is actually faster paced outside of Hit-Stun, which seems to be giving people the illusion that the game is somehow slower. In fact, the hit stuns in this game are pretty ridiculous; dunno if in a good or bad way atm…but landing those heavy hits definitely looks satisfying.

-Damage looks considerably higher than in SFIV; but maybe it’s just a visual trick due to how different the life-bars look between both games…SFIV had none of dat red.

-Chip damage on normals, plus guard break, plus the new activation system makes this game seem more offense based. Looks like people are gonna have to master those ‘parries’.

-Charlie revived by Gill?

Don’t call me dude. I stopped reading and caring after the bold.