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

Is it possible that this is just taunt? Like Akuma/ Gouken taunts in sf4, where they go in a similiar stance.
Could also be possible that this is some kind of alpha counter, just that you can “whiff” it and that stance is the actual whiff animation. Argh… we need more informations :smiley:

At 0:32 seem too static and lasting too much to be a taunt (but not impossible see Cody’s nap taunt)

But maybe is just his idle animation after some seconds of no imputs? Is possible, it can explain why we see it in the trailer but not in actual matches

RIP Sakura. She did make the top 10 in the fan poll. She wont be in this game.

anybody read this Play issue yet?

Hmm, 10 page spread for SF5? I wonder if there’s any new information or just a summary of what we’ve already encountered?

QFT!

I’m surprised that there are still people who aren’t use to that by now. -_-

Karate stance can be an idle animation too.

Ok apart from this “karate stance”, I really want to hear peoples opinions on “the mode” (I’m also going to call it instinct for now).

We know already that while activated, instinct boosts your combat abilities significantly.

Ryu gets counterhit properties on his first hits and his hadokens “guard crush” (though im not sure about follow ups… has anyone tried revenge directly after? His revenge fireball is quite fast… maybe it can … ?).
His permanent gain after instinct seems to increase the hits for his hadoken. We dont know if there’s a limit. But there should be a limit at ~3-4 hits since that equals 6-8 bars of meter build up without using exbars at all. Unlikely in (high level) matches, at least right now. Who knows how the game will turn out …
And his instinct breaks once he’s hit… immediatly.

Chun on the other hand, apparently gets an improved special moves in instinct… looks like her special “get doubled”, we’ve seen double kikoken and her legs special also does an additional repetition.
and her spinning bird kick gains hard knockdown property.
Also, not quite sure about her permanent gain after instinct, vesper mentioned it is possible that she can cancel special into special.
And to finish it off, she seems to only lose it by being knockdown … dont know about a time limitation though.

Soo… what could Charlie or other characters possibly gain? I already mentioned Urien in a post above with increased juggle potential per instinct activation. But what about Charlie now?
More fireball hits would seem like a copy of Ryus instinct… but my guess is that Capcom will give each character a completely unique instinct mode.

Another possibility is MKX-esque. Maybe characters can choose an instinct mode… like fireball improvement and guard crush instinct will leave you with two bars of meter, while “double specials” and special cancels leave you with 3 meters to spend, since Ryus fireballs are good/ fast, capcom showed him to have that kind of instinct, while chun is fitting to show of “double” special moves and canceling from one move to another.
Considering that this could work, maybe Ryu CAN (with chun instinct) cancel his uppercut into fireball (you know, the uppercut juggles on first hit right? Canceling after that into hadoken seems plausible…)

But then again comes the question… will there be characters with only 1 bar? And characters with 4 bars? Will there be 4 types of instinct in the game and every character can choose which kind of instinct? I guess that would add a huge amount of depth into the game.

But this is all just theory, what do you guys think about it? :slight_smile:

There’s nothing new in it.

New topic:

What happens if Street Fighter V sucks, i mean if it’s even worse than SFxT launch, if it’s super slow, broken, choppy, unbalanced, and more. I think cause it’s a numbered Street Fighter game, it’s nostaliga factor since SF2, and more, it’s impossible for it to ever be truly shunned by the community (which i think is unfair for lesser played games that are amazing EX: KoFXIII, some anime fighters, skull girls) but what if?

SF4 is the FGC’s flag ship game, that it would be TRAGIC if SF5 sucked. XD

Would the pro’s go back to their day job? Would you start playing Dota 2 more!? Would you go back to Netcode Fighter IV!?

If it sucks then it sucks. People move on.

But Street Fighter is THE GAME of the FGC, i suppose you’re right.

I’ve noticed a decent amount of talk about how Capcom should or shouldn’t make SFV more accessible to beginners and I figured since I am myself a beginner (56 hours in USFIV during the 2-3 months I’ve owned it and lesser amounts of time in GG X2, Blaz Blue, and Skull Girls during that period) that I’d throw in my two cents. It should go without saying that the entire genre has pretty damn high barrier to entry and is generally not very friendly to newcomers. Adding more seemingly pointless new mechanics (Focus Attacks, 1-frame links, splitting the Ultra and Super Meters, etc.) only serve to make an already intimidating game even less accessible. You can easily list all the things a new player needs to understand before being able to play a game like this in any meaningful fashion and the more items you add to that list the greater chance that player is gonna get fed up up with it and quit.

Is there really any need for 1-frame links in combos? What about 2-frame links? Would it be such a terrible thing if all combos just used cancels or all the inputs could just be buffered in? I get execution is an important part of the game, but making something hard just for the sake of being hard in game that is already pretty fucking hard on it’s own seems somewhat counter intuitive. I always see people say these games are about mind games, strategy, reading your opponent etc. so why not make getting to that point a little less tedious. You still need to know the appropriate time to use the combos, the spacing, what specials it can cancel into etc. If they decide to use 1-frame links in SFV, from a beginners stand point your giving them a fighting game, a game one would expect to be able to do cool combos and special moves in, and telling them that they wont have the skills necessary to use a large amount of their character’s repertoire until they put a good 50 hours or so into the game. Then you can tell them about how much fun they’ll have in training practicing those links over and over and over, and once the player has all that committed to muscle memory, for that one single character, he or she will now be allowed to play USIV at a mediocre level.

It’s hard to expect someone to put this kind of time into training in order to perform moves that aren’t really fun or exciting. Practicing mix-ups or strategies sounds like a far more enjoyable use of training than practicing links. At the very least if a combo is considered to be a “BnB” combo I feel there should be no 1 or 2 frame links in it, this small window of execution would be better applied to reversals (or parries?!) But oh no! Now every scrub online is spamming there favorite combos over and over what will we do?! Do what you’ve always done, block/avoid it and then punish them for it. There’s no better way for a beginner to learn when and where to use certain moves than by having the crap kicked out of them for not doing it right.

I’m sure focus attacks have been discussed to death on these forums since SFIV came out so I’ll just say this: It’s another convoluted mechanic that only serves to drive away new players. You know what’s an extremely easy easy concept for a beginner to grasp and perform, but would still take a lot of time master? Parries. A fun and rewarding mechanic that someone playing the game for the first time can understand and begin using right away. I’m not saying the SF3 parry mechanic is perfect, but it can be made better, and even if they did just copy and paste it from SF3 it would still be better than focus attacks. Some of my friends have a passing interest in fighting games so we’ll sometimes play each other. At the top of the list of games they want to play? Third Strike. At the Bottom? SFIV. Actually out of all the fighting games I’ve played with them Third Strike is the only game that managed to make some of them go out and get copies for themselves.

Gonna rap this up since I feel like I’ve begun to ramble. SFV needs to be easier to pick up and play than SFIV. The learning curve in USFIV is really more of a sheer cliff than a curve. Regardless of all the great resources in these forums and around the internet tons of new players will be be instantly turned off if SFV goes the way of SFIV. Basically make a game that is fun to pick up and play and will encourage players to go into training or read/watch some tutorials to better themselves, not a game that forces people to do these things in order to squeeze some enjoyment from their purchase.

Well SF4 sucked and it sold millions. SF can’t fail. It literally can’t unless it is absolutely completely unplayable. It is the mario of fighting games, doesn’t matter how good the game is it will sell a ton of copies anyway. (Mario games are usually good though, but I digress). SFxT at launch or in general according to some sucked and was a failure, but it sold over a million copies. That is more than the vast majority of fighting games.

USF4 was completely broken when it was launched as a Steam works title, audio issues, they changed file names and locations so lots of old mods didn’t work anymore, making people have to make new ones. The net code was shit (still is for most people, it’s “decent” for me) and finally, Ultra had TONS of bugs and glitches, along with “unintentional balance changes” yet it was and still is the most played fighting game on Steam. It’s a sad world we live in, glad Smash is on the rise.

“SF4 sucked”

Tbfh if Sakura is not in i will recover a little bit faith in humanity lol

Specially considering the small cast thing

All feedback is good. Literally all of it.
Even “this looks like shit” is good feedback. Every word that the player/user spends to describe a game is a gift to the developer, “bad feedback” literally doesn’t exist.
Of course feedback can be better and more helpful to the developer if it’s very specific and constructive, but feedback can never be negative. It starts from positive and can only go up from there.
Can’t wait for more people to understand this.

No its not, spouting unaffirmed opinion gives nothing to people who might actually change the game and statements about current balance at such an early stage of build are worthless because anything and everything relevant to balance could be changed by the next test build. The only feedback worth looking at is the stuff that comes with an explanation of why a feature or design choice should be changed, everything lacking that is worthless and should be ignored.

I’m a Sakura main and I DON’T want Sakura in this game. I want a really wide variety of characters in SF5, so I’m hoping shoto and shoto-esque characters are kept at an extreme minimum.