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Street Fighter V: Vega Reveal Trailer

Everything has to be easy and accessible because Casuals don't want to be frustrated.
Does charging makes you feel more manly?

Charging sucks, it forces to play your character in a weird way that you wouldn't need to play had the game no charge mechanics. It doesn't add anything, There's not a single thing that charge controls can do that normal motions can't, but there're lots of things that normal controls can do that charge can't.

You invested lots of time in learning the tricks of charge controls, I'll shed a tear for you, man.
 
Man at first I was kinda meh about Vega and his reveal, but after watching the video a few times i'm actually pretty excited for him.

Loving the little spin move he does when he changes stances (you can see this from the first combo he does in the video at 0:16, he starts the combo with the claw and in the middle does a little spin when he puts it away and finished without the claw).

He has a few interesting new moves, the backwards claw slash that he does in the next combo, that one he actually does at the end of the combo after the stance dance, he does a target combo (at least that's what it looks like) and then has a slash move without the claw.

the next combo also has the new special (at first i thought he did a stance change but it looks like the same target combo from the end of the first series).

The next section he does a wall dive which either A: he does low enough to combo or B: they've added enough hit stun (also taken away the knockdown, possible knockdown with claw?) to continue the combo into roll which looks like it ends in the flip kick (possibly when he doesn't have the claw? might be a slash with it).

His Izuna drop was started from the ground, I wonder if that will be a command grab now rather than being part of the wall jump (or possibly like running bear grab it has two versions depending on the proximity to the opponent?).

Okay scratch that, still watching the video it looks as though EX roll does not allow you to combo but without the claw he still does the flip at the end which results in a knock down. Following that Vega does an EX wall dive which hits twice and allows him to combo into the EX wall jump (which kinda negates my proximity theory from before on the Izuna drop) which looks like his old SF4 combo (just basic hit into ex wall jump) although after he ends with the swan dive he then uses V-trigger which looks as though Vega tosses a rose at his opponent (sorry Dudley) and when it hits, Vega has his dash through follow up.

This looks like it doesn't really matter where on screen he is because at the end of the video he is across the screen and hits with his V-trigger which still results in the follow up slash which results in a knockdown (opponent is spinning in the air, not sure if this means anything in relation to the type of knockdown, techable or otherwise).

and of course ends with his super. That is hard to tell if he cancels it off of his wall jump or if the first part hits just like it did at the end of SF4.


Kinda long write up but those are the things I could take away from Vega, I like that his V-trigger might be able to blow up someone trying to hard zone him (oh god if sim is in I hope i have something to deal with that) and lets him start his Oki game again.

He looks pretty awesome and someone I might have to mess around with.
 
This is exactly what I'm expecting

Someone mentioned in the other thread.

But perhaps Vega's stance changing between Claw and non Claw changes between charge moves and QCF moves.

Claw Stance - Charge Moves
Non Claw Stance - QCF Moves

Makes sense I think Gen plays like this too.
 
using spanish flag colours

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spain-state-flag-210-p.jpg

Oh that is awesome


Wished i liked Street Fighter cuz this game looks gorgeous
 
Someone explain this to me. Is hating charge characters/charging a new thing? Did charging techniques skip a generation or something? It's not high level calculus, people! I love charge characters as a good change of pace/style.

i wont play him if he's not a charge char lol

i see too much scrubby(?) crying about charge chars
 
Does charging makes you feel more manly?

Charging sucks, it forces to play your character in a weird way that you wouldn't need to play had the game no charge mechanics. It doesn't add anything, There's not a single thing that charge controls can do that normal motions can't, but there're lots of things that normal controls can do that charge can't.

You invested lots of time in learning the tricks of charge controls, I'll shed a tear for you, man.

As a charge player I spit on you.

Charge characters have a unique mix of offense and defense. Being able to buffer your attacks in the midst of your rush down and being able to break out of their own defense when an opening is available makes them unique. Plus doing a psycho crusher or Buffalo with a HCB or QCF is fucking dumb.
 
Personally I've played Vega since Street Fighter 2. But get this, I HATE charge moves. I've just had to put up with them for all these years. I love playing Vega for his speed and normals but the possibility of not every move being a charge is exciting me.
 
Does charging makes you feel more manly?

Charging sucks, it forces to play your character in a weird way that you wouldn't need to play had the game no charge mechanics. It doesn't add anything, There's not a single thing that charge controls can do that normal motions can't, but there're lots of things that normal controls can do that charge can't.

You invested lots of time in learning the tricks of charge controls, I'll shed a tear for you, man.

Oh no, charging makes me play different and we all know different is bad. Homogenous controls for the win.
 
Does charging makes you feel more manly?

Charging sucks, it forces to play your character in a weird way that you wouldn't need to play had the game no charge mechanics. It doesn't add anything, There's not a single thing that charge controls can do that normal motions can't, but there're lots of things that normal controls can do that charge can't.

You invested lots of time in learning the tricks of charge controls, I'll shed a tear for you, man.

Weird? Forces you??

latest
 
how would you balance sonic booms if not to make them charge? you couldn't maintain the overall speed (recovery) and fundamental purpose of the move without coming up with some other kind of restriction (like requiring meter) to prevent abuse. being able to walk back and forth and instantly activate a scissor kick or headbutt would be ridiculous. removing charge doesn't work unless you fundamentally alter certain movesets--in other words, you're fixing what ain't broke and reducing gameplay variety to appease people who are too lazy/afraid/scrubby to spend a little time becoming acclimated to a different style.
 
Does charging makes you feel more manly?

Charging sucks, it forces to play your character in a weird way that you wouldn't need to play had the game no charge mechanics. It doesn't add anything, There's not a single thing that charge controls can do that normal motions can't, but there're lots of things that normal controls can do that charge can't.

You invested lots of time in learning the tricks of charge controls, I'll shed a tear for you, man.
I don't like playing charge characters but I don't agree with this at all.
 
Well this was a nice surprise to come home to. I wasn't expecting Claw to make it into this game at all but I am excited to play him.
(PLS be better than USF4 Claw)
 
Someone explain this to me. Is hating charge characters/charging a new thing? Did charging techniques skip a generation or something? It's not high level calculus, people! I love charge characters as a good change of pace/style.

I've played my share of charge or partial characters over the years (including significant time using SFA Chun & Nash, Alex, Remy, Oro, Q, Decapre), and I'm certain that I prefer standard motions. I think charge motions provided a certain element that resulted in some unique playstyles, but I dislike the idea of a character having to crouch block (or standing block) while not on defense. I hate watching it, I hate doing it, I hate playing against it.

It wouldn't bug me if there were the standard amount of charge characters in SFV, but in looking at things from a "for the good of the franchise" perspective, I'm not going to shed a tear for them being phased out. Easier inputs, more fans, less elitism, I'm okay with that stuff. Charge motions kind of feel more 90's to me than anything. We'll see if they are missed. I'm sure Urien will be charge based. :P

how would you balance sonic booms if not to make them charge? you couldn't maintain the overall speed (recovery) and fundamental purpose of the move without coming up with some other kind of restriction (like requiring meter) to prevent abuse. being able to walk back and forth and instantly activate a scissor kick or headbutt would be ridiculous. removing charge doesn't work unless you fundamentally alter certain movesets--in other words, you're fixing what ain't broke and reducing gameplay variety to appease people who are too lazy/afraid/scrubby to spend a little time becoming acclimated to a different style.

Have you seen Nash? Also, chill with the scrub talk. It's not about laziness/fear/whatever other belittling term you are throwing out there, it's about mass appeal. Big picture.
 
Have you seen Nash? Also, chill with the scrub talk. It's not about laziness/fear/whatever other belittling term you are throwing out there, it's about mass appeal. Big picture.

I've not only seen Nash, but I've played Nash and his boom is nothing like Guile's from a gameplay standpoint. the differences in start-up and recovery basically make it a different move. do you need some explanation about the mechanics to understand better?

i'm not sure how having a few charge characters harms the game's mass appeal at all. there are far more important factors for that than staple mechanics.
 
Not a single replay tells one thing that you can do with charge vs normal. Charge is certainlt different... and worse.

try this:

how would you balance sonic booms if not to make them charge? you couldn't maintain the overall speed (recovery) and fundamental purpose of the move without coming up with some other kind of restriction (like requiring meter) to prevent abuse. being able to walk back and forth and instantly activate a scissor kick or headbutt would be ridiculous. removing charge doesn't work unless you fundamentally alter certain movesets--in other words, you're fixing what ain't broke and reducing gameplay variety to appease people who are too lazy/afraid/scrubby to spend a little time becoming acclimated to a different style.


honestly, I doubt anyone who's against charge moves will come up with any actual reasons that aren't bullshit like "it's tricky" or "it's unpopular"
 
I've not only seen Nash, but I've played Nash and his boom is nothing like Guile's from a gameplay standpoint. the differences in start-up and recovery basically make it a different move. do you need some explanation about the mechanics to understand better?

i'm not sure how having a few charge characters harms the game's mass appeal at all. there are far more important factors for that than staple mechanics.

Right, it's why guile would still fit and not be a clone. Charlie's booms are more like poison now.
 
I'm not on the "everyone's face is ugly" train that seems so popular now but for some reason Ken's face just isn't recognizably Ken. I can't really explain why but if I wasn't being told specifically that was Ken I'd have no idea that it wasn't a new character.

This hasn't been in issue in any previous version of SF for me so it's strange that he looks so different to me in this game.
Hmmm not sure what you are seeing there man. Looks like Ken with a new hairstyle in those shots. Also Ken looks ridiculous in SSF2
 
I've not only seen Nash, but I've played Nash and his boom is nothing like Guile's from a gameplay standpoint. the differences in start-up and recovery basically make it a different move. do you need some explanation about the mechanics to understand better?

i'm not sure how having a few charge characters harms the game's mass appeal at all. there are far more important factors for that than staple mechanics.

You asked how to balance sonic booms if they aren't charge anymore. I pointed out that it's been done already......
 
You asked how to balance sonic booms if they aren't charge anymore. I pointed out that it's been done already......

Right...they aren't booms they are just kinda shitty fireballs now. The idea of a good fast recovering projectile in the way booms traditionally have been goes out the window when you have to balance everything around instant moves.

I dont wanna lose diversity because some people don't get the mechanics.
 
It allows for faster special moves with less recovery, which wouldn't exist otherwise because of balance issues.
That's bullshit and you know it. There're plenty of ways to balance these other than their input method. I suggest you to try Rising Thunder (and anybody that thinks charge is good) and you'll understand why chars should be played on their moveset, not their input method.

Sonic boom is all you have, then explain me why Chun's shitty balls are charge? Awful recovery, awful damage, awful range. What are they balancing exactly? Charge motions are there to contempt charge fanatics. Not to balance anything out.
 
Right...they aren't booms they are just kinda shitty fireballs now. The idea of a good fast recovering projectile in the way booms traditionally have been goes out the window when you have to balance everything around instant moves.

I dont wanna lose diversity because some people don't get the mechanics.
They still have fast recovery relative to other projectiles on Nash in SFV. They just have really bad startup relative to traditional ones. It lets him do the full-screen walk-behind with his slow Fireball that Guile's done forever.
 
That's bullshit and you know it. There're plenty of ways to balance these other than their input method. I suggest you to try Rising Thunder (and anybody that thinks charge is good) and you'll understand why chars should be played on their moveset, not their input method.

Sonic boom is all you have, then explain me why Chun's shitty balls are charge? Awful recovery, awful damage, awful range. What are they balancing exactly? Charge motions are there to contempt charge fanatics. Not to balance anything out.

Probably there to balance out her amazing mobility, awesome pokes, and combo potential. They allow her to control space, but not as well as better fireballs.

And you can keep your rising thunder. I'll continue to appreciate games that try their own thing and appreciate that they're not the same.
 
So now we're charge fanatics just because we like a little variety? I mean, I loved Guile precisely because he played so differently.
 
Does charging makes you feel more manly?

Charging sucks, it forces to play your character in a weird way that you wouldn't need to play had the game no charge mechanics. It doesn't add anything, There's not a single thing that charge controls can do that normal motions can't, but there're lots of things that normal controls can do that charge can't.

You invested lots of time in learning the tricks of charge controls, I'll shed a tear for you, man.

Charge moves are there in order to control the frequency and method in which you can do specials in order to strike a balance between various sorts of gameplay styles that otherwise would not be limited due to charge. For example. if you gave Honda the ability to headbutt while walking forward it would completely change the balance of the character. They're there to regulate certain characters and without charge moves those characters would play completely differently. Honda would be borderline broken if he didn't have to make the sacrifice between moving forward and playing offensively without the defensive option of headbutt or buttslam. You gain the life lead with Honda first, and then make them come to you, sitting on the life lead with your great defensive options. If Decapre teleport mixup was done with a command her offensive game would be too strong. She could jump in, do a quick blockstring, teleport to the other side, then do another quick string and then teleport again. Her "auto mixup" would be even more pronounced without charging there to regulate the frequency of her ability to teleport. Without charging, she wouldn't play the same.

You can make the argument that those character should then be balanced differently in order to accommodate regular command inputs rather than charges, and I can see why you think it sucks, but I don't think eliminating charge moves from a game that is heavily based on footsies and controlling space would be beneficial. All it would do is just limit the type of variable gameplay from the roster. Guile without charge moves and no balance changes leads to the 3DS version of SSFIV, where he was an overpowered monster due to instant touchscreen sonic booms. Guile balanced to accommodate no charges looks like Nash, where he plays completely differently, is completely oriented towards offense, and fundamentally plays nothing like Guile does. The magic of charge moves is that characters like Guile and Nash can co-exist in the same game simply because charge moves fundamentally change how characters control. If you think charge moves suck, don't play the characters with charge moves. But don't use your disdain for them to dictate the loss of diversity and richness of Street Fighter v's potential gameplay.
 
Does charging makes you feel more manly?

Charging sucks, it forces to play your character in a weird way that you wouldn't need to play had the game no charge mechanics. It doesn't add anything, There's not a single thing that charge controls can do that normal motions can't, but there're lots of things that normal controls can do that charge can't.

You invested lots of time in learning the tricks of charge controls, I'll shed a tear for you, man.

No

They are fun to use and let you attack while you attack.

Just dont jump in on guile and you will be fine
 
Does charging makes you feel more manly?

Charging sucks, it forces to play your character in a weird way that you wouldn't need to play had the game no charge mechanics. It doesn't add anything, There's not a single thing that charge controls can do that normal motions can't, but there're lots of things that normal controls can do that charge can't.

You invested lots of time in learning the tricks of charge controls, I'll shed a tear for you, man.

I prefer charge inputs because I tend to mess up command inputs more. Why should they limit players like myself who prefer this method just to appeal to people like you?
 
That's bullshit and you know it. There're plenty of ways to balance these other than their input method. I suggest you to try Rising Thunder (and anybody that thinks charge is good) and you'll understand why chars should be played on their moveset, not their input method.

Sonic boom is all you have, then explain me why Chun's shitty balls are charge? Awful recovery, awful damage, awful range. What are they balancing exactly? Charge motions are there to contempt charge fanatics. Not to balance anything out.

avatar quote.

Anyway, I'm sure everyone would love it if Chun had QCF motions combined with her amazing footsies. Imagine if there was a game where you could walk back and forth waiting to hit crouch forward into super!
 
So now we're charge fanatics just because we like a little variety? I mean, I loved Guile precisely because he played so differently.
You can't talk about variety when half the cast in SF games are charge characters. I play chars because their moveset, not because their input method, unless the control method is limiting my playstyle, in which case I will go towards characters that are more versatile.

Probably there to balance out her amazing mobility, awesome pokes, and combo potential. They allow her to control space, but not as well as better fireballs.

And you can keep your rising thunder. I'll continue to appreciate games that try their own thing and appreciate that they're not the same.
So charge is a hurdle that represents a balance factor, right? So how is a restrictive input method a good balancing tool? I could think of a million better ways to make a game more balanced than going for restrictive input methods.

You're missing a good game in Rising Thunder, a handful of nice ideas and some interesting conceptss that work quite well against what one can think based on theory alone. USFIV is the better game in most every way. That said, SFV NEEDS to use BO3 for ranked matches. BO1 Ranked feels so random in comparison. Shorter and less intruding Supers/Ultras would be welcome as well.
 
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