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

Apparently you dont know the multiple usages of dude. I did not call you dude as to imply you are a male. I say dude all the time because thats how I talk. But just because you are butt hurt looking for something to be mad about, lets assume I did call you dude as in male but youre female? Well so lets switch that then with, idiot, asshole, bitch or whatever is insulting to you the most. :wink:

I’m not actually sure this is the case. If you notice, Ryu made Chun take chip damage from a normal before throwing those fireballs; then the fireballs seemed to only be taking away from the recoverable chip damage.

60fps version :

So it looks like Ryu just does a Shinkuu Hadoken and when he also uses his EX Bar, it becomes Denjin.

@dialupsucky‌ needs to shut his mouth before I ban his ass.

The game looks SO slow!
The hitstun and blockstun frames are horribly long. I hope they aren’t doing this to try and make it easier for people to hit confirm.
I know this is pre alpha bla bla bla, but the devs really need to fix this. Right now, the game slows down so much during hits it looks like massive frame drops.

Ono please!

It looks to be everything SF4 should’ve been and then some. Get hyped!

Ty for uploading the vids guys. <3

ignore post, will update video finds in new post

ban me for what? I didnt start it. But if you want to be a idoit, asshole, bitch as well then go ahead. I responded someone tried to say I was being a crybaby that I dont like change. Obviously this is not true as someone who won many video game tournaments for many years when I was in the scene in various games that had many changes. Someone gets butt hurt, I put them in their place and check themselves. If you want to ban me then go ahead shows youre a idoit as well. Sorry truth hurts, think before you speak.

Stopped watching to be honest. Needs to be at least double that speed. It’s pkaying like Tekken. I’ve a feeling the combos are unmissable on a confirm.

http://youtu.be/Ay-IUE6WlAo

I very much like the new moves and evolution of older moves.

Ryu now seems to launch you with an uppercut and then proceed to shoryuken.

Seems like a counterhit sends the opponent spinning back; nice animation.

The way Chun-li blocks on those closeups, is that what people are saying to be the parries? I thought maybe she’s nearing a guard crush?

Yeah, Chun-li’s idle animation is cool. I think she has a different back throw now. Pity, I liked the animation of her SF4 backthrow.

This game might not have guard break. At least not universally for all characters. If you look at the gameplay you will notice that only ryu’s fireball breaks chun’s guard, and only after he activates charge up/gets lightning hands. it also completely overpowers chun’s fireball when they collide. Seems like guard break is going to be a special property of ryu’s charged up fireballs

They should have waited till the game was further along to show it to us. That gameplay was extremely “meh” and doesn’t get me excited in the least for it. Wish it was faster too, it looks so slow.

Rudimentary analysis. Apologies if old, my internet KOed on me for a while after this dropped:

Analysing the gameplay footage:

  • Ryu has Evil Ryu’s c.MP.
  • Chun has her 3S back dash. In fact, Ryu and CHun seem to be 95% 3S form here.
  • Ryu’s c.HK sweep is a cross between his SF2 and Sf3 sweeps. Interesting design choice.
  • CHun has some new mutli-hitting punch attack that is cancelable. New s.MP? New cancelable special normal?
  • Ugh, Hurricane Kick still has the unnecessary wind streaks from SFIV.
  • CHun has a sliding punch - it looks like her 3S c.MP (goes under FBs) but travels much further.
  • Super Arts consume Revenge Gauge now?
  • Ryu’s Super Art is Shinkuu Hadouken.
  • Ryu’s win pose is SF2 style bent raised arm, not SF3 straight raise arm, boo.
  • Chun’s c.LP has a new animation.
  • Ryu’s far standing HP (? Looked like MP, but did damage like HP) causes turn around stun on CH.
  • Projectiles have nice lighting effects on characters.
  • Quick Rise is back.
  • Popping that power up mode (or whatever it is) doesn’t affect meter build, at least not here.
  • EX Lighting Leg has a new finisher hit.
  • Ryu’s “powered up” FB causes guard break animation when blocked. Might be character (or even just Ryu) specific, not a universal system (boo!).
  • There appears to be some sort of Just Defend system: At 2:50: Ryu does what looks like a 2-hit c.HP which Chun appears to block, but the effect is different to normal blocked hits (different sound effect and hit sparks). She still takes a bit of damage, but the damage is healed. This happens again at 3:01 off a blocked .c.MK -> Shoryuken - she takes damage from both the blocked c.MK and the Shoryuken, but is partially healed. Same thing happens to finish the round where Chun JFs Ryu’s c.MK to FB, and heals back a sliver of life. Chip damage still occurs on JDed hits though, but maybe chip damage that is sustained whiel JDing doesn’t KO. Dunno.
  • CHun’s non-EX Lighting Leg sets up a free juggle state.
  • Chun JDs Ryu’s s.HP(?) at 4:47. From what I can tell, it seems you lose a bit of life with a successful JD, but then heal back more life than what you had prior to JDing the attack.
  • Chun’s s.HK(?) is 3S style, which we knew, but here it appears to knock down, which is new.
  • CHun JD’s Ryu’s c.MK at 5:10 again.
  • Powered up attacks are nor EX attacks. CHun’s powered up Lighting Legs is essentially mini Hoyoukosen.
  • The Revenge Gauge only looks like one stock, but it doesn’t need to be full to use Super Art. Ryu finishes off CHun with a Super Art at 5:25 when the bar is clearly not full.
  • Super Arts can be cancelled into, so despite the use of Revenge Gauge and being more cinematic, they are not SFIV Ultras.
  • Ryu’s EX Shoryuken is a mini-uppercut followed by a front facing DP. NOt really Shin Shoryuken though it kinda looks like it.
  • Do characters get up faster or is it just me?
  • Ryu and CHun trade JDs at 5:54.
  • Ryu has a new step high kick.
  • Chun’s B+MK target combo sequence seems to have a new ground spinning attack in the middle before the Tensho Kyaku instead of the launcher. Can still juggle after it.
  • Chun JDs Ryu’s c.HK at 6:07.

THat’s all I got for now.

Yeah, i see this being a early to mid 2016 release.

Yep, I like it so far. It doesn’t seem as slow to me as people are describing, but regardless I want to play a fast paced ground game. I noticed a mix of normals from both SF3 Chun and SF4 Chun as well as a couple of new ones for her. I didn’t really see any instances of her throwing a fireball or doing super after moving forward for a good bit so I don’t know if she’s gonna be full motion or a charge/hybrid this time around.

I can’t tell if Ryu’s grown man punches are normal that only cause that massive hitstun/launch on counter-hit or if those may be new command normals (or maybe specials) he’s doing.
Revenge Meter gives Super instead of Ultra (don’t have to be in a neutral state to use them). I’m used to ultras at this point, but I kind of want them to remove revenge meter and keep that mechanic to SF4.

D3v hasn’t seen dialupsucky’s pics. You can’t ban that

Just leaving THE FUTURE here lol

Spoiler

http://i.imgur.com/l8eMtde.jpg

Actually, better they show it now so people can give feedback this early.

Y’know, analysing the trailer further, it really seems more like blocking normals takes recoverable chip damage. Not sure how I feel about that…