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pakoito

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The upsets, too STRONK.

People started showing up in the afternoon.
 
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I haven't touched Ultra, but Decapre looks p. ridiculous to me. And it looks like regular Ryu is pretty much obsolete these days?

It won't happen, but I hope the Makoto goes all the way.
 

Adon

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Evil Ryu is basically the go-to shoto nowadays.

The upsets, too STRONK.

People started showing up in the afternoon.

It's top 8 mang, not surprising. I'm assuming most people only decided to tune in just now instead of sitting through the whole thing.
 

pakoito

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I haven't touched Ultra, but Decapre looks p. ridiculous to me. And it looks like regular Ryu is pretty much obsolete these days?
ERyu has more or less the same strengths as Ryu plus Akuma's combo toolset at the cost of losing enough HP to survive one fewer combo.

All of Decapre's toolset is safe for whatever reason but that's about it. Looks better than it is.
 

Mozg

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Oct 20, 2015
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2,033
Aw I wanted to see Poongko v. Kazunoko instead of watching someone who Kaz has already 3-0'd that needs to get 6 on him

Edit - And Kaz takes it without going to losers.

Is the Elena-is-too-good thing only about 150 ping online warrior scrubbery or do you think it would have crept into more top player levels if Ultra 4 was gonna last another year?
 
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hajro

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Nov 22, 2015
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DisguisedFlippantBurro.gif

DarlingFarawayJavalina.gif

:bounce::bounce::bounce::bounce:
 
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Archibald

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Is the Elena-is-too-good thing only about 150 ping online warrior scrubbery or do you think it would have crept into more top player levels if Ultra 4 was gonna last another year?

Opinion of random scrub: She feels like a gimmick that can be learned to counter and eventually every top player would learn that. I mean GamerBee is top tier player and was sent home in Loser Round 3.
 

hajro

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Is the Elena-is-too-good thing only about 150 ping online warrior scrubbery or do you think it would have crept into more top player levels if Ultra 4 was gonna last another year?

Opinion of random scrub: She feels like a gimmick that can be learned to counter and eventually every top player would learn that. I mean GamerBee is top tier player and was sent home in Loser Round 3.
That bitch can combo off sweeps as if she is from an anime fighter, she is extremely safe and there is the most annoying ultra in the game on top of that.
 

Archibald

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All true, but despite that, TOP tier player using her (or did he switch later to Adon? Didn't watch whole tournament) didn't manage to crack even TOP 10. I mean, lots of "experts" were predicting that half of the players would be using her and TOP 8 would be dominated by her, but none of that happened. 3 Elena's in total and all with less than stellar showings.
 

pakoito

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Balancing over tournament wins is silly. She has a hitbox and hit confirm problem, or an ultra problem. Fix one.
 

Archibald

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Problematic characters tend to have big representation in tournaments and, overall, place well. If I wanted to balance around tournament wins then I should be calling for Yun nerfs, no?
 

pakoito

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Problematic characters tend to have big representation in tournaments and, overall, place well. If I wanted to balance around tournament wins then I should be calling for Yun nerfs, no?
Just because she didn't make top 8 in one tournament with almost all character specialist doesn't mean that she's not broken, again that's just a biased sample.
 

HotSnack

Cipher
Joined
Mar 7, 2006
Messages
650
Ehubs translated an interview with the devs of SF5 and it has some interesting tidbits, reposting below:

http://www.eventhubs.com/news/2015/...ake-balrog-fun-different-way-hes-been-so-far/

4Gamer: Well then, you've told us the names of six characters that will be released within a year of the game's release - Alex, Guile, Balrog, Ibuki, Juri and Urien. Please tell us a bit about these characters. I personally think that they're very cool choices, but why did you end up choosing these specific characters?

Sugiyama: For the starting roster of 16 characters, we decided right off the bat to pick 8 from Street Fighter 2, 4 from the Street Fighter Alpha series and 4 brand-new characters. From there, we started working on battle concepts and countries of origin for the new characters, and that's how we ended up at the current starting lineup. With the additional characters, we wanted to avoid any such restrictions.

4Gamer: Basically, you wanted to go by characters' popularity or playstyles instead?

Sugiyama: Yes. For example, Alex might seem a bit weird to include for Japanese fans, but he's a hugely popular character overseas.

4Gamer: In popularity polls outside of Japan, he manages to reach the very top from time to time, huh.

Nakayama: And then, we felt like we really wanted to include at least one character from the SF4 series. That's why we chose Juri. Before her, we'd never had a female character with quite such an intense personality as she had, haha.

4Gamer: What about Guile? This marks the first time since Street Fighter Alpha 3 where Nash and Guile have been in the same game together.

Nakayama: Actually, we decided at the very beginning of SF5's development that we wanted to have both Nash and Guile in the roster. That said, they're both charge characters who use Sonic Boom and Flash Kick, so from a battle design perspective having both would be somewhat pointless. That's where we decided that Nash, who had already died once, would be reborn as a quite different character, playstyle-wise.

Sugiyama: I wouldn't say that the story and playstyles of the characters are completely intertwined, but we wanted to relay the message "This is a different Nash from the one you know, in more ways than one" to the fans.

Nakayama: We actually even changed his name. In SF5, he's called Charlie Nash, and not just Nash.

4Gamer: He was named Charlie in the versions outside of Japan, after all. So, based on everything you've been saying, does this mean that Guile will be the classic Guile we're all familiar with, then?

Sugiyama: Regarding the 6 additional characters, they're honestly still in the conceptual phase right now. The Fighter Recruit we announced at Capcom Cup 2015 Finals was actually for people who'd help us develop these very characters, haha.

Woshige: However, we have been thinking a lot about them. For example, we think we can turn Balrog (Boxer) into a character that'll be fun in a different way than he has been so far ... So please, look forward to it.

4Gamer: Since we have both Nakayama and Woshige right in front of us, we'd like to ask you both a bit more about the battle design for SF5. It ties back to what you were saying about Nash earlier, but it does seem like there's a trend going on in SF5 with largely eliminating charge moves from the game.

Commonly, charge moves are considered easier to do... And as such, they are often considered good beginner characters, so why did you choose this path when designing characters?

Sugiyama: It's true that people often say that charge characters are easier. However, people's execution level has increased lately, and with the more common use of gamepads instead of sticks, motion-based moves have gotten easier to do as well. So, lately we've been hearing a lot of opinions that command moves have gotten easier to do as well.

Nakayama: From a battle design perspective, charge characters need to have their moves strengthened a bit since they can't keep firing them relentlessly without building charge first, but this also causes the problem that we can't really create charge characters that are actively offensive.

4Gamer: MCZ|Daigo Umehara actually said something similar recently.

Nakayama: For example, take Vega (Claw) in SF4. He's a charge character who barely has any invincible moves. Because of this, you have to move very precisely, and it's easy to have the tables turned and see yourself being put on the defensive instead. But this new Vega feels more like the character is supposed to be, and is capable of being a speedy fighter, I think.

4Gamer: Well, he is a Spanish Ninja after all.

Nakayama: By changing his special moves to command moves instead of charge moves, SF5's Vega has been able to become more "like himself". With that, we're more able to bring out the character's unique traits, and reboot them while still maintaining their general playfeel, which is the reason you're seeing less charge-based moves this time around.

4Gamer: All this makes me even more excited to find out what Guile will be like.
TLDR:
  • Alex was brought in due to his popularity overseas. He has little popularity in Japan itself (not really surprising, but this is a Japanese conducted interview).
  • Muh main Juri is in because they wanted to add one fighter from SF4. Their reasoning for why her is due to her "internse personality," which made her different from the other female fighters.
  • The 6 dlc characters are still in the conceptual stage, so anything can still happen with them. They specifically mention that they are looking into making Balrog play differently from his past iterations.
  • They feel nu-Vega is the way his character is supposed to be. (not sure how I feel about that...)
 

pakoito

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Nu-Vega feels really nice, not having the stupid inputs you can now walk forward and poke, or fall back to the wall mixup game just nice.
 

Stompa

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Dec 3, 2013
Messages
531
They're using the rollback netcode this time around, which is currently provides the best multiplayer experience for fighting games. And I don't think there's gonna be difference in netplay between PC and PS4 since there's gonna be crossplay.
 

pakoito

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The beta's netcode was poop. Everyone on PS3 was on wifi so matches were like an episode of Dragon Ball. My PC is borderline perf to run the game and I had lots of matches at 10fps randomly, even tho it's capable of 60fps consistently.
 

pakoito

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Jun 7, 2012
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Hows the gameplay?
Subjectively good. We won't know until some months in.

Initial impressions is that's footsies heavy, no 1 frame links, no plinking, and no day 0 breaking mechanics like crouchtech.

The game has a dota/lot model now, so no more yearly updates. So far they're iterating and patching fast anything mildly interesting that was found on the beta.
 

pakoito

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Jun 7, 2012
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Is this a good thing? I know nothing about MOBAs.
Patch-wise yes. The game is now a lobby with stats, replays, and access to game modes and matchmaking. Less console game, less Arcade machine with online and story mode, now it's built as a multiplayer online game.

Content-wise. No more expansions as toons, stages and costumes are patched in and acquired as in-game paywall/grindwall.
 

HotSnack

Cipher
Joined
Mar 7, 2006
Messages
650
Hows the gameplay?
Subjectively good. We won't know until some months in.

Initial impressions is that's footsies heavy, no 1 frame links, no plinking, and no day 0 breaking mechanics like crouchtech.

The game has a dota/lot model now, so no more yearly updates. So far they're iterating and patching fast anything mildly interesting that was found on the beta.
Do you know how did they get rid of plinking? I thought that was just a quirk to how capcom handles their fighting games. Seems a bit weird that they would go out of their way to get rid of it since they are trying to get rid of useful 1-frame links anyway, unless I am missing something and that it is used in a lot of option-selects.
 

Adon

Arcane
Joined
May 8, 2015
Messages
667
Plinking is just to help with 1-frame links, and while SFV still does have 1-frame links, they have a 2-frame buffer window now so plinking would be useless anyway.
 

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