The Street Fighter V Lounge: Tron Bonne rumored as DLC

Anybody goes by the name zephyr here? If so ggs. Im still working on my day 1 juri

Problem with the timer scams is the competitive community that was regularly on stream didn’t do their homework. Which lead to a long stream of stream footage where people weren’t optimizing combos and matches would time out regularly. Can’t blame people for not liking what they saw. Im sure the people who were truly grinding in the background were optimizing stuff, but you had top level sponsored players not optimizing stuff and that’s what the monsters saw.

Plus no one could decide whether to use gems or not to begin with. Meaning you saw 2 different versions of the game being played.

To be honest before the change to make throws eat white health, it was very hard to finish off a character. You have to remember that you could even Alpha counter then Tag out just to save yourself. Also most of the " top " players were just using the same SF4 cast and abusing the same strategies mostly. The lack of a strong Japanese scene also hurt the game.

Capcom games are easy to learn, fun too.

No. No one want 1 sided impossible matches.

That shit might pass in a 3 vs 3 game like KOF or maybe Marvel but for a 1 on 1 fighting game, that is mostly not welcome.

Off topic but…

I think that as flawed as SFV is it’s still the fighting game to beat.

I say this with no irony but SFV is the most important competitive game of this gen next to Overwatch. It’s accessible and easy to get into with a semi shallow skill cap that can reward you from good reads and solid fundies.

I also think SFV being what it’s is allows people to get into other fighting games much easier.

It sucks that the launch was so booty and that online was ass. Most of the single player content feels patronizing by today’s standards even if it is a fighting game.

I’m also glad this game has a good player base. We ain’t ever seeing stats come out saying this game boosts 20 mil but 20k ain’t bad either.

Season 2 doe… I gotta know what we gonna get.


I swear I’m thinking about subbing Guile. I fucking suck with charge characters but he looks satisfying to play with.

I picked Balrog again and remembered I like him. I like a good 1/4th of the cast in SFV. Ken, Chun, Balrog, Alex, Urien, Cammy, Zangief. I just don’t seem to ever commit to maining any of them. It’s weird, I just don’t click with them to commit all of my time.

The first trailer of SFV had SFxT style ground bounces. I asked about it during a stream and was told it was removed because it didn’t feel like SF.

You already play a bronze cammy
Your guile will be 0LP rookie 0 fighting game experience level

sup

CSGO, LoL, Starcraft 2, SFIV are probably the ā€œcompetitiveā€ games to beat. They kickstarted most of the boom in esports.

Yes that most definitely is the general agreement cause it’s true. Nrs doesn’t spend as much resource on battle development and they are more interested in Making a more well rounded game than a fighting game these days.
Up until mortal kombat 3, they advocated and stood by a unique battle system that Held its own against the various Capcom 2d fighters. It had its own unique meta that slowly evolved throughout the course of the nineties till ultimate mk3 hit the arcades. Ever since mk went 3D for the first time, it’s been downhill for the franchise as a satisfying 1 on one fighter. I still remember boon saying mk would Stick to being 3D as it was the future that His team had In mind. But after seeing the success of sf4, he shamelessly took it back to being 2d while retaining a number of elements of its 3D predecessors. It completely rendered the idea of going back to 2d pointless and he didn’t have a clue of what he was doing. The resulting game was a weird 2d plane 3D hitbox crapfest where the characters still moved around like guerillas akin to the 3D games, completely destroying the identity and the meta of the original trilogy.
The game as it stands now is a very average fighter - imbalanced, rough around the edges and Doesn’t even take itself very seriously. It’s the only 2d fighter I can think of with almost no emphasis on movement thanks to the sluggish animations and walk speed.

FG players know what it means to come from a tight community, those sloppy, spoiled, disgusting CoD/BF/Halo (fuck halo anyways, games dead) League, and other major games will call anything that doesnt have 200K players online dead. I used to play PS2 online, I remember communities only being in the hundreds for most games (but online at once? Probably like 80 people) and the biggest ones had what? Only like 9K? The only 3 games on PS2 online that could even pull in 30K was sports games, Socom, and MGS3 Subsistence. (Rip MGS3 servers, short lived)

RIP Ratchet and Clank UYA and DL, best small community ever, competitive af.

The games to beat are:

League of Legends, CSGO, Dota 2, Hearthstone, Overwatch, Star Craft, Call of Duty.

The strength of Street Fighter V’s competitive scene will amplify (at least in Japan) once the pseudo Arcade version is released. By that point, Season 2 will likely be here. I’m really looking forward to V’s future.

Now we just need Injustice 2 to have an Arcade version for the Japan scene and we in there… :dizzy:

As far as popularity, of course it is! What else could even compare? Ask a random non-FG player if they can name 1 character from KOF or GG.

Wait…let me ask my co-worker (who plays SF and KI) if he can name anyone from KOF or GG…(5 seconds later)…he said he knows Terry Bogard, that’s it.

This thread is kind of turning into one big circle jerk…no shit SF is the most popular fighting game out there, was that ever even disputed by anyone?

word @Twinblades, i still f’ing love this game. And i’m super excited for season 2, for a multitude of reasons:

The January/February update: There’s a good chance it’ll be massive, and contain the majority of the fixes/requests from the community. Just because Capcom doesn’t use the ā€œsuperā€ model anymore, doesn’t mean they’ve changed how their workflow all that much. It’s probable they’re gonna release all the content they’ve been working on for the past year in one shot. (aside from costumes/characters)

Season 2 marks the game finally being ā€œout of betaā€ Season 1 was basically the year of damage control, struggles and catchup work for Capcom. Season 2, assuming it launches with Arcade mode, will be a clean slate. The things they will add to the game will actually be new and exciting, not ā€œstuff that should have been there at launchā€.

Rebalance of the cast / potential new gameplay mechanics/moves. Pretty self-explanatory.

Sagat is back.

Didn’t you know? MKX sold 5 million copies, that means it’s more popular than Street Fighter now!

Got bored so here’s most of Nash’s frame data added to my frame data sheet. All that’s missing is active frames, invincibility, and his V-reversal, which I’ll be adding shortly.

It’s pretty much the same as Gilley’s info, except EX Moonsault Slash is +6/+2, not +5/+1. So if for some reason you block it instead of hitting him out of it (if a Nash even uses it) you can’t force a trade with a 3 frame jab.

He also has some oddities with his hitstop (note the normal hitstop is 8 for light, 12 for medium and 15 for heavy):

St.mp, B.mk, f.mk, f.mp and their target combo versions only have 10 frames of hitstop
St.mk has 10 frame of hitstop on hit but 12 frames of hitstop on block
St.hp has 15 frames of hitstop on hit, but on guard Nash has 16 frames of hitstop applied to himself and 15 applied to the opponent.
J.hp has 14 frames of hitstop
Neutral j.hk has 12 frames of hitstop and also has one less frame of blockstun than any other jumping heavy normal in the game for some reason

Nothing really groundbreaking or anything, but interesting since AFAIK every other character (aside from Ken) has their hitstop standardized on their normals. But I guess since Nash doesn’t have a run it’s okay :razz:

Yeah but MKX is so much easier than SF ergo it’s not a real fighting game. The ironic thing is that people still have that (stupid) mentality even after SF5 dropped with the stated design goal of being accessible