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Street Fighter V Beta Thread: Welcome, future '16ers! (Currently Inactive!)

Nope, for some reason all PS4 recording features are disabled, even though they don't care about streaming with external equipment. Seems a weird decision to me but I guess they didn't want 100x as many people streaming 22002s.

There was also a private beta a couple of weeks before, no streaming for that, looks like they used the same build.
 
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I think the thing that's going to take the most getting used to for me is that the normals don't change when you're close to the opponent. I think I might end up liking this better in the long run, but for now it's just weird.

Yeah, I've been thinking about this over the past weeks, and while I do see some benefits to this new approach such as more predictable move-sets and a better control over your character('s zoning) perhaps, I also wonder if this omission won't change the overall flow and look of combat too much.

It just always felt natural to me that a character would hit his/her opponent differently from up close; i.e. by automatically switching from a long to medium range fight where moves are more extended to an in your face brawl up close where moves change accordingly so to speak. I especially liked this in III with its smooth animation in general because it created such a nice flow of combat.

In addition, this change also leads to having far less animations per character doesn't it? Could Capcom be changing this out of economical reasons as well in other words, or do people here agree that it might actually be primarily because of gameplay reasons such as improved control etc?
 
Not even once I have got to training mode :( I know it's beta and this is why they make these, but if even once I would get in and try it..
 
Yeah, I've been thinking about this over the past weeks, and while I do see some benefits to this new approach such as more predictable move-sets and a better control over your character('s zoning) perhaps, I also wonder if this omission won't change the overall flow and look of combat too much.

It just always felt natural to me that a character would hit his/her opponent differently from up close; i.e. by automatically switching from a long to medium range fight where moves are more extended to an in your face brawl up close where moves change accordingly so to speak. I especially liked this in III with its smooth animation in general because it created such a nice flow of combat.

In addition, this change also leads to having far less animations per character doesn't it? Could Capcom be changing this out of economical reasons as well in other words, or do people here agree that it might actually be primarily because of gameplay reasons such as improved control etc?
Well there's still a lot of command normals so I think it's strictly for gameplay reasons.

Oni was actually like this too. None of his moves changed when you were close. It was actually very useful because you ALWAYS knew which move you were getting.
 
Haven't been able to play a match :(

Hate the fact that I've got to use my ps4 dual shock :p


But it's not too bad, going to wait for Birdie anyway.
 
Proximity normals made some of the normals outright useless because one could have better usages than another. They removed that so all normals could serve a purpose rather than just sticking to a select few.

I'm hoping that they've thoroughly thought it through. and have things to make up for it. For instace, the new animations for when certain moves are blocked, like Ryu's heavy kicks, I think are brilliant. Hopefully that kind of stuff will balance out the close animations and that natural feeling. But for now yeah, it does feel like something's missing.

Well, yeah, SF4 had dozens of normals for no damn reason, so this game in comparison feels empty. The benefit is less dropped combos over stupid stuff and a much stronger knowledge of your character and being able to use all their tools.

And III didn't have proximity normals for all characters. Some had a handful, some had like one.
 
Yeah, I've been thinking about this over the past weeks, and while I do see some benefits to this new approach such as more predictable move-sets and a better control over your character('s zoning) perhaps, I also wonder if this omission won't change the overall flow and look of combat too much.

It just always felt natural to me that a character would hit his/her opponent differently from up close; i.e. by automatically switching from a long to medium range fight where moves are more extended to an in your face brawl up close where moves change accordingly so to speak. I especially liked this in III with its smooth animation in general because it created such a nice flow of combat.

In addition, this change also leads to having far less animations per character doesn't it? Could Capcom be changing this out of economical reasons as well in other words, or do people here agree that it might actually be primarily because of gameplay reasons such as improved control etc?

I'm hoping that they've thoroughly thought it through. and have things to make up for it. For instace, the new animations for when certain moves are blocked, like Ryu's heavy kicks, I think are brilliant. Hopefully that kind of stuff will balance out the close animations and that natural feeling. But for now yeah, it does feel like something's missing.

Also I don't think it's Capcom trying to cut corners. It might be a little easier for each character now, but I think in the end this is probably a smart change because it gives players an easier time understanding each normal.
 
I'm loving the feeling of this game. Played with Ryu against another Ryu. Parrying feels easier to do than 3rd Strike for me as there is a whiff animation. Obviously I'm a Noob and in find it hard to fight against a V Trigger Ryu due to the fast Denjin hadokens. By the way the graphics are amazing character details and animations are insane, probably the best looking fighter I've ever seen, makes me questions the people who say it looks similar to SFIV.
 
I'm loving the feeling of this game. Played with Ryu against another Ryu. Parrying feels easier to do than 3rd Strike for me as there is a whiff animation. Obviously I'm a Noob and in find it hard to fight against a V Trigger Ryu due to the fast Denjin hadokens. By the way the graphics are amazing character details and animations are insane, probably the best looking fighter I've ever seen, makes me questions the people who say it looks similar to SFIV.

That comparison picture displayed obvious differences but some people were avoiding real discussion because of concern trolling.

Now that the game is out in beta form (for like three people), I'd like to see what they are saying, but it'll probably be more goal post moving.
 
Parrying is indeed fun. I had somebody parry the three hits of a fully charged hadouken from me. I also got to parry a sonic boom/Teleport j.hp, which was my highlight. Felt so good!

Still though, it feels odd at times, so I end up messing up a parry. My goal is to get through lightning legs. :P
 
Parrying is indeed fun. I had somebody parry the three hits of a fully charged hadouken from me. I also got to parry a sonic boom/Teleport j.hp, which was my highlight. Felt so good!

Still though, it feels odd at times, so I end up messing up a parry. My goal is to get through lightning legs. :P

It does 37 hits now, so have fun with that.
 
One thing about this beta is that it has made me unbelievably thirsty for offline versus. I just want to sit and run sets for hours right now.
 
still haven't played a second of this despite trying almost every hour since it supposed to be on. i would be so happy to be in training mode.

thank you capcom :(
 
So what did I miss guys? Read that the NA period of beta testing after the server resets is over now, did some Europeans get a chance to play as well?
 
So what did I miss guys? Read that the NA period of beta testing after the server resets is over now, did some Europeans get a chance to play as well?

France here and I played during the supposedly NA-only phase so I don't know how that region-lock is supposed to work. Now it's a 21007 loop for me.
 
This thread is ugly. It should be split between cries and info. I feel for the people that can't get in, but who cares? I mean, 99% messages in this thread are complaints and cries, 1% are actually discusing about the content. Control yourselves, please. Finding useful info is very complicated.
 
Keep up the good fight my brothers!

It's almost 2 am on this side of the planet so I'm gonna take it down, don't care what Capcom is talking bout now. I'd say I got a good 20 or so matches in, had a nice time with the game and many it feels good to play something "honest" again.

No crouch tech
No Safe DP with FA
No HardKnocks

Ryu seems like he will be really scary in the right hands, but I'm still waiting for my boy Ken, his running game looks amazing, I hope they give him his kara throw back, he can kara off RH overhead since it moves him forward.

But yeah, didn't fight that many Bison, mostly mirror with other Ryu's that I basically destroyed lol, but definitely no real fighting game players on so meh. I guess I should do some impressions if you guys want?

Characters look great, amazing at times, but backgrounds still need a lot of work
Menus of course seem barebones and generic
Game seems slower than USF4
Damage is much higher
Throw game is strong
Each character really does feel unique
Combos are really easy
Playing on pad shouldn't be an issue for a large number of the cast
Yomi/Footsies/Reads are very valuable in this one
Turtles will get destroyed here if they are not smart, everything does damage
learn how to block, stop mashing now, or, you're gonna die

This thread is ugly. It should be split between cries and info. I feel for the people that can't get in, but who cares? I mean, 99% messages in this thread are complaints and cries, 1% are actually discusing about the content. Control yourselves, please. Finding useful info is very complicated.
here ya go buddy '0) Sorry I only used Ryu the whole time...
 
Keep up the good fight my brothers!

It's almost 2 am on this side of the planet so I'm gonna take it down, don't care what Capcom is talking bout now. I'd say I got a good 20 or so matches in, had a nice time with the game and many it feels good to play something "honest" again.

No crouch tech
No Safe DP with FA
No HardKnocks

Ryu seems like he will be really scary in the right hands, but I'm still waiting for my boy Ken, his running game looks amazing, I hope they give him his kara throw back, he can kara off RH overhead since it moves him forward.

But yeah, didn't fight that many Bison, mostly mirror with other Ryu's that I basically destroyed lol, but definitely no real fighting game players on so meh. I guess I should do some impressions if you guys want?

Characters look great, amazing at times, but backgrounds still need a lot of work
Menus of course seem barebones and generic
Game seems slower than USF4
Damage is much higher
Throw game is strong
Each character really does feel unique
Combos are really easy
Playing on pad shouldn't be an issue for a large number of the cast
Yomi/Footsies/Reads are very valuable in this one
Turtles will get destroyed here if they are not smart, everything does damage
learn how to block, stop mashing now, or, you're gonna die

Crouch tech is supposedly in though.

Ryu is minimal on combos but can punish very, very brutally. Ryu as he should be. Do not want to come across a scary Ryu fuuu. Pepper thy Angus!

Charlie has combos coming out of his ass. So many options and so far the one that has a few directional normals/proximity normals. Not sure how I feel about all his combo ops though. Feels like he has too many, even.

Chun-Li is not bad. Hard to comment on as she isn't someone I used much in other games. I suppose her lightning leg combos are much easier given the motion input, now. Her VS is neat. I suspect there are numerous interesting combo ops but I'm not too good with her to really say.
 
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Still?
 
Crouch tech is supposedly in though.

Ryu is minimal on combos but can punish very, very brutally. Ryu as he should be. Do not want to come across a scary Ryu fuuu. Pepper thy Angus!

Charlie has combos coming out of his ass. So many options and so far the one that has a few directional normals/proximity normals. Not sure how I feel about all his combo ops though. Feels like he has too many, even.

The crouch tech you referring to is probably the one Nerdjosh found and its apparently very hard to do.

Charlie has a bunch of combo starters but he has to be close for most of them or he easily whiffs.


maintenance
 
Ryu seems like he will be really scary in the right hands, but I'm still waiting for my boy Ken, his running game looks amazing, I hope they give him his kara throw back, he can kara off RH overhead since it moves him forward.
Perhaps the the fact that throws are stronger than ever is the reason why he won't have his kara back.

Thanks for your impressions. Good to see that the gameplay basics are solid now.
 
Sucks I couldn't stay up to play beta when people were getting in, work kicked my ass yesterday. Its nice to see a few of you were able to get some fight time in. Will try again later today. Any crazy findings in game with characters?
 
『Inaba Resident』;172940600 said:
The crouch tech you referring to is probably the one Nerdjosh found and its apparently very hard to do.

Charlie has a bunch of combo starters but he has to be close for most of them or he easily whiffs.



maintenance

That's the one, yeah.

You're right with Charlie. His basics do easily whiff, so I suppose having a keen awareness of space should be key to avoid going into combos that'll miss. E.g. his lk, mk, lp, mp... The mp can quite easily whiff.

Saying that, a lot of light normals whiff in this. It's as if push back has increased or something. I don't mind it. Just something to readjust to.
 
I stopped trying to get in at 1am yesterday. I can actually get to the title screen again this morning. By the sounds of it, things really haven't improved much.
 
That's the one, yeah.

You're right with Charlie. His basics do easily whiff, so I suppose having a keen awareness of space should be key to avoid going into combos that'll miss. E.g. his lk, mk, lp, mp... The mp can quite easily whiff.

Saying that, a lot of light normals whiff in this. It's as if push back has increased or something. I don't mind it. Just something to readjust to.

MP with Charlie is what I noticed whiffing the most. After jumping in, if I got jabbed once or twice, I was completely out of range to do anything I could get a combo off of. And yeah, light normals seem like they push back more. When I first started playing, I automatically tried doing multiple lights like 4 and I was thrown off when they started whiffing right away.

I stopped trying to get in at 1am yesterday. I can actually get to the title screen again this morning. By the sounds of it, things really haven't improved much.

They opened up the severs back up only NA for a few hours and decent amount of people got to play for a while. They're down for scheduled maintenance right now and they'll go back up in a few hours. Still NA only, I think.

What the fuck is this NA only bullshit?
Thanks a lot again Capcom for your great support for all of us not American...
I didn't care much about all the fuck ups before that, but seeing that is making me rage a little bit: where is the EU only beta at now?

From ComboFiend:
"We will be testing from 7pm-1am tonight, but tonight are going to be limiting the beta to only North America. This will reduce the strain on the servers, and provide a better work environment to fix the problem. Once we can get things running well in North America, we will then announce a time to do a global test including both Europe and Asia. "
 
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