no focus attack, no ultras, unique mechanics in V Trigger for everybody, nice graphics and higher damage with tons of command normals by the looks of it

I love all of that so far. :slight_smile:

It’s 15-hit because the DPs did 9 hits. I hate how it’s labeled “Crazy 15-hit combo”.

Yeah, I did Chun’s super, it did 17 hits. Crazy Chun combo!

It’s still a dope combo, but labeling it crazy 15 hits makes it seem like there were actually that many normals in the combo.

Looks like anti-airing actually does damage.
As cool as Ken looks, I’m looking forward to let people run into a Ryu wall.

Being able to play a solid footsie game in SFV is what excites me the most.

The new Battle System and new Challengers. V-Triggers and V-Skills breathe new life into classic fighters and the anticipation of the next generation of challengers. It’s an exciting time for Street Fighter.

Nothing, i’m only going to play it cause that’s what everyone else will be playing (SF4 will be dead, i know not completely, but cmon… ) and it’s the new SF game. Everything seems standard. Oh, and cause i wanna play against my PS4 friends.

Because it’s not SFIV

No back dash invis…
No more mashing cr.tech during every block-string…
No more trying to land 1-2 frame links online…
No more plinking…
No more SFIV…

It was still a great combo. This isn’t USFIV anymore… this is what the big combo’s will look like now buddy.

No fadc, no 1 frame links, execution not being a barrier for new players, good online, short combos with big Dmg. It’s like my dream sf game. SF was always the most fun for me when it was about instincts, reads, footsies etc. That dance you do when your anticipating and reading. I played sf4, realized I wasn’t good enough to hit the links nor do fadc on command so I just quit. I play A2-3 and sf3 on fightcade and I feel much better even after not playing for years.

That it’s a new title.
So it’s possible it won’t blow.

ie: It isn’t SF4.

No canceling of unsafe moves
No back-dash invincibility
Less invincibility overall
Easier links
High damage
Short combos

Well, after reading about the implementation of the “Zenny” and “Fight Money” to unlock the roster, and so on, I’m actually kind of happy. There’s a choice to buy your characters, or grind out the cast to unlock the roster entirely. In doing so, you can learn some pretty basic qualities and the rudimentary values of the character(s) you’re unlocking. From there, you should really understand the strengths of each character, and in so-- their weaknesses as well.

I was seeing a lot of people around EventHubs that are throwing fits over the idea of “microtransactions” rather than earning the characters with the grind, which should be their choice. It doesn’t limit the outcome of your game play, and what you take from it all. If anything, it leaves them with X character(s) to add to the roster of things to learn, while you’ve already been grinding out each character, whether you like them or not, and continue to grow as a player.

As Shweel said, no more risks to make a hopeless situation possible by creating safe avenues by cancelling some of your aggression into safety. It seems like a very fundamentally strong game with the potential to grow as the players come along and discover new things throughout the game’s lifespan.

Things I’m looking forward to…

  • 3f links are the tightest links in the game? Gravy.
  • Footsies seem to be the core game play, and develops further into a ‘meta’ of Yomi.
  • No more invincible back-dashes? Perfect.
  • Damage output makes the game less risky, and makes for more honest play, if you will.

Anybody else feeling like the idea of “Zenny” and “Fight Money” being a good thing? It seems like a good way to promote long-term play, and constantly growing players coming up and learning, rather than being beat down by characters they don’t understand. At the very least you

No more focus attacks. <3

The fact that your comment got so many “agree’s” shows the effect that SFIV has had on the SF community. Can’t wait for SFV to bring you all back to reality; 1-frame linking, fadc’ing combo’s are a thing of the past. And I haven’t been happier about the direction of SF since 2009. I loved SFIV, but that execution barrier is the reason you see the same 20 guys dominating every SFIV tournament around the world, literally since the console release date.

I think his point is Max labelled it as Crazy Combo while it wasn’t really ?

Go watch some combo vids of older SF games. Also, I’m sure there’s going to be “crazier” combos than that vid in SF5.

SF4 combos are actually pretty boring compared to past games.

For a game as early as SFV is I thought the combo was pretty nice.

I’d have to disagree, combo’s in SFIV had me making faces during top level play. You ever catch Daigo’s 20+ hit combo on Momochi in the Stunfest Grand Finals? Absolutely sick, but no one is gonna pull that off during an actual game instead of Daigo.

I think you guys misinterpreted the “crazy combo” title. It wasn’t referring to the skill level, but rather to the fact that the combo was pretty straightforward, it didn’t require godlike execution, and yet it did quite a lot of damage, got scored whole 15 hits, AND went through quite damn fast.

This. This 100x.

It has been said before, one of the most exciting things is it isn’t SFIV. Man, how true it is, I didn’t realize how bad SFIV was (despite not having a high opinion of it). However giving up on the game a long time ago, there was Ultra SFIV ftp this weekend so, I thought why not, and played around with the new characters.

My god, so clunky, clumsy, flawed, boring, awful, just honestly garbage. I stuck with it for awhile cause the love for SF series and nostalgia of the good times was so strong, even with that I could barely get any amusement. However after taking a break, I can see it for what it is. The poster who said it sucked balls, that really isn’t an exaggeration.