It looked a little stiff and clunky-Ryu at least- but its pre alpha so lots of time to smooth out.Also Charlie
I don’t give a shit about anything regarding the presentation. This game is still AT LEAST a year off so obviously anything that has to do with presentation is very rough atm. What worries me though are these:
- Movement is slower than SF4
- Attacks are slower than SF
- It looks like EX moves will open up some huge combo potential for all characters
- OTGs and air combos confirmed
- Ultras still in the game
As of now the game mechanics looks like complete garbage.
Seems to me that there are 2 varying degrees of just defend or parry. Normal block makes a dry sound with dust sound effects, next level makes a small yellow flash/spark animation, 3rd kind makes your character flash blue from where he got hit and makes a loud…metallic sound? Either way, perhaps the 2 new types of just defend negate chip damage either partially or completely.
The crazy hitstun on Ryu’s fierce is probably caused by it being a counter-hit. Maybe if the opponent is mashing lp/lk you can ‘‘guard break’’ them for a little by throwing out a Fierce of Roundhouse? I’m just taking some guesses here. Maybe that could be a form of anti-mashing mechanism.
After rewathing it’s actually Ryu who is kind of slow, I felt Chun seemed pretty quick
Can someone explain the meters? I was a bit confused by them.
Normals didn’t look that new. Just reanimated 3S normals. The “Blanka slide” Chun did is just her 3S cr.mp with a slight slide added.
Come on dude. They don’t even have a proper UI in place. Why would they have a polished win screen?
Revenge is just an ultra meter. EX is used for EX moves and to activate the “power-up” mode.
The meters looked pretty similar to SF4. The Revenge meter increased when they took damage and it was used for their supers. When Ryu and Chun powered-up, they used their EX meter.
The live gameplay looks better the second time around. I guess the transition after watching 6 hours of Ultra caught me off guard.
looks like there are a minimum of two ground tech options. chun has one where she flips backward and another where she rises quickly in place. the technical message shows up for both. the latter seems really easy to meaty against.
whiff throw occurred so its probably a button combination to throw again.
the turnaround hitstun on that heavy punch was because of CH. looks like certain hit effects in VF almost.
Slowest version of Ryu ever. Dash seems fast though.
Not going to lie now that I’ve adjusted a bit, it’s growing on me a bit, so excited for more!
Interesting that they have different length EX bars.
I loved the demo, like the new moves and the animations and of course chun li’s noodle hat was funny as hell. They didn’t seem to be moving slow to me but this an alpha build and I know it’ll be corrected by the time the final version is released, also liked how the fight continued in the new area (gonna be cool to see all the hidden areas on all the background stages).
It just read on capcom or twitch that Ono confirmed that Charlie will be returning in SF5 and that those were indeed Charlie’s glasses in the vid that was shown right before the live SF5 gameplay demo, gonna be interesting to see both Charlie and Guile in the game (if Charlie returns that is, I think he will).
it looks like you take white focus damage from blocking normals that eventually refill if you dont take any damge or block more things…so no more turtling for this gief player…
Regarding the speed of the game, it’s honestly different depending on the phase of gameplay and even the characters.
Edit: Chun-Li’s idle animation looks amazing btw.
So hyped. My only quirks are normals dealing chip and Ultras. But the rest of it seems fantastic!
I’m especially happy about no more chip death wins. I’m sure 90% of online warriors are pissed about this one. Seriously, I personally know people who have more chip wins than actual normal victory ones.
On another note, no guard bar.
A little weird that normals deal chip but hey, anything that discourages downback is a win. Still prefer guard break, though.
i would rather have gaurd crush then have chip on normals…
I wonder what triggers guard breaks then.