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

Tekken 6 and TTT2 combos are long and look stupid with people bouncing up and down 5 times before they can land and get up again. SF4 does have some ridiculously long combos (even some infinites) that I do not approve of either, but at least 95% of them cost a lot of meter or are extremely impracitcal in a real match.

Having a couple characters who can perform long combos is fine as variety is nice, but when a majority of the cast has a 10 second juggle combo then it gets kinda annoying since it breaks the flow of the match (one of the main reasons people hate Ultras.)

Her Tenshokyaku is also charge in the Alpha games as well as both of her kick supers. She’s actually predominantly charge in Alpha 1 as well (with her FB being charge) and the SF2/Xism version of her in Alpha 2 and Alpha 3 are all charge moves. I’m gonna go with hybrid as there’s never been a concrete way to do her moves and it changes from game to game. First you have CVS1 where she’s predominantly charge, and then you have CVS2 and SVC Chaos where’s she’s predominantly motion (but still has charge moves in there). She’s never the same.
One day they’ll probably give her 360s and 720s just to fuck with everybody.

Sorry guys late to the party but my ideal 16 would be:
-ryu
-ken
-akuma
-chun li
-gouken
-goutetsu
-Alex
-oro
-Q
-Urien
-Charlie
-Lynn Kurosawa
-4 brand new characters

I’m gonna ask for something no one has asked for yet.

Make the characters smaller on the screen.
They took up waaaaaaaaaaaay too much space on the screen in SF4.

Sometimes I think that the weirdness of the arcs of the jumps in SF4 have to do with the fact that the characters are huge and take up so much screen space. Like, is it just my imagination or do jump ins in SF4 have more horizontal arc than they did before in previous games? Cuz I feel in other games jump ins have a more vertical arc while SF4 had this weird horizontal arc.
Probably cuz since the characters are so big they have no place to go when they jump but horizontal. Cuz if they kept the jump arcs the same as older titles I think they’d just disappear off screen if the arcs hadn’t been changed.

or am I just imagining things here?

regardless if the jump arcs are the same or different as in older games…the characters being that big in SF4 is a bit too much. Hugo shouldn’t take up a third of the screen. 1/4th yes. 1/3rd…mmmm, nah. Give up some space to move around in Capcom.

I personally prefer wider jump arcs than jumps arcs like you see on Dudley/Balrog. The wider jump arcs make it a lot easier to limit the ranges at which they can jump imo, because if you have a short jump arc then you can empty jump to make my AA’s whiff much easier.

hardest move in hyper fighting was off the wall spinning bird kick. had to negative edge it for it to ever come out.

So it seems to have been proven that each time Ryu does his power-up, it adds an additional hit to his hadoken for the rest of the match, even when he loses his power-up mode. I don’t think I like this. It completely changes him as a character. You have pre-power up Ryu where you can nullify his projectile with yours, then you have post powerup Ryu where you either have to block or avoid his projectiles for the rest of the match. It’s too drastic a difference and too huge a buff for just using 2 ex meters. It basically means for the rest of the match, he has ex fireballs. Seems overpowered. In matches vs. other fireball characters who don’t have the same powerup, they’ll severely lose the fireball war.

Ryu winning fireball wars, seems legit to me.

That said, we have to take note that this is still an early build and, first things could change, secondly, we still don’t know what other mechanics the game hasl. That said, I do rather find this property interesting

so im assuming everyone else saw Vesper’s 50min Ryu breakdown vid? OMG so detailed! anyway, he mentions the animation for his MP and HP might actually be reversed so that traditionally the hooked uppercut type punch would actually be a close fierce.

If you played SF Alpha/Alpha 2, thats actually exactly how ryu plays on that one (a bit different in Alpha 3). Since Charlie is in the game, maybe SF5 has some inspiration from the Alpha series also.

It seems to me that so far we have seen a mesh of different ideas from the different SF games which can only be good in my opinion. Wasnt too impressed by SF5 trailer at first, but now im getting increasing hyped! (need to go and buy a PS4 for it now).

well even if the jump arcs stay the same I would still like it if the camera was a bit more pulled back to allow a bit more empty space on the screen. just a tad.

Just as a reminder, VesperArcade did a RYU breakdown specifically… Once Chunli powered up, she also threw 2 fireballs, until now, there is nothing to worry really.
And Ryu as being the “fireball shoto” wining fireball wars once he builds up enough meter is fine for me.
To make his fireball 4hits he essentially has to active his mode 3 times, which are 6 ex bars. And that is without Ryu ever using EX moves the entire match so far. That is a solid price to pay for wining fireball wars for the remaining ~half a round?

The thing is, he only has to power up once for it to permanently become 2 hits. That’s all he needs for it to power through projectiles. Lets say someone like Guile or Sagat is fighting Ryu. If they don’t get a power-up similar to this, they’ll have to avoid his fireballs for the rest of the match rather than canceling them out with their own fireball. I know it’s early, but it’s basically going to change the way anyone with a fireball fights against Ryu, for better or worse.

^^^ I’m sure extra fireball hits after V-trigger is something that will either change or be a common power up for fireball characters.

Because it would totally be OP. Both in a fireball wars sense, but also in chip damage, and keeping opponent locked in block/hit stun, if Ryu were the only one to gain this.

Capcom if you want SF5 to really succeed it needs to blow people away visually when they see it, much like MKX did. People saw that and the detail that went into many things and off that and the name are going to buy Mortal Kombat next year. Myself included and I hate the mk engine.

I can’t stress enough that visually this game needs to make people go “Wow! I want to be able to do that” also story mode and extra’s ON DISK. You can do all the dlc you want, but people should feel like they are getting more than just a fighter when they pick up this game, fill them up with unlockable content on disk 1st.

Gameplay wise bring some characters back to there roots, even if its through the trait system you are using. Boxer needs to be that rush down in your face hard hitting monster he was know for at one time and modeled after. Boxer now is some footies back and forth dance machine… dudley has become the mauler and boxer the gentleman. Sim need to go back to a mid range fighter with some rush down, sim now is a joke and a total coin toss as a character design. Play flawless or lose the match…terrible terrible design.

It still boggles my mind that this is even a thing. PRE-PLANNED DLC can be put on a server, on the disc, or on a burned floppy mailed to consumers after purchase. It doesn’t make a difference where it’s stored. Any belief that somehow because it was on the disc that means it is worse than DLC that has to be downloaded is silly.

Edit: Misread. I agree with what you’re saying – thought you were talking about on-disc dlc for a minute there.

Altho its a long forgotten art. There was a time when you got everything on disc, you didn’t have to pay a extra 9.99 for alt costumes that come out a month later that are just “unlocked” via dlc. Companies now can nickle and dime you to death with dlc, its not even about the money for me its the principle. Its clearly a shift for lets give all we have and then some in this game to the give all we have but think about what we can do for dlc at a later date and beyond.

It’s a hard thing to address. Would we have gotten ANY alternate costumes if it weren’t for DLC? Not sure. DLC can hurt or hinder, it’s all in the execution.

As far as where DLC is stored, I’ll just say this:

Make DLC ahead of time, keep it on a server to be downloaded.
Make DLC ahead of time, put it on the disc to be unlocked.

What is the difference between these two? There isn’t one.

Get hung up on the fact that it’s DLC.

DON’T get hung up on the fact that it’s on the disc – because it DOESN’T MAKE A DIFFERENCE.

If people wanna rage they should be saying “NO DLC!” not “DON’T PUT IT ON THE DISC!

All that means is that they’ll do the same thing they always do…and you have to download it now instead of getting it instantly. Congrats? ._.

Pre planned dlc disk or otherwise is just a scam to milk the extremely loyal fanbase out of more money. Typically major fighting games are 60 bucks, then you add dlcs and you can get over 100 out of people. It is ridiculous. Such a practice shouldn’t be supported by anybody regardless of how much you love the game or franchise.

Arc systems usually has any DLC characters preloaded on the disc. I know that most of the Blazblue DLC characters are on the disc in a incomplete state. This to save space and time on downloading a huge file.

If the rumors are true about the game getting seasonal updates, we probably won’t get any early DLC since they’re likely to save any characters for the updates.

Also the fact that the pre-planned DLC in SFxT bit them hard in the ass last time out.