Click images for animated versions
Too long; didn't watch?
It seems that when a specific normal counter hits it will either make the opponent spin or launch them in the air. Although this makes hit confirming easier, I think it's really innovative and could lead to some pretty hype follow throughs.
For instance, you counter hit Chun li which sends her spinning, then activate power-up mode and do a really damaging combo while she's still in hit stun from the counter hit..
These alternate on-hit/on-block animations are certainly something new for the SF series. I'm curious if they offer any new kind of strategic value other than simply being an aesthetic detail.
Time will tell I guess. I'm really liking the sound of these extended visual cues for counter-hits also. This is something I always felt SFIV could have benefited from - i.e. larger 'counter-hit' text blocks combined with a subtle audible tone for when a counter-hit is scored. SF5's dev team seems to be considering little details like this which is pleasing.
Great video. I really like his attention the the nuances and details that would normally be overlooked.
This is kinda why I'm a little worried about SF:V, though. I have no doubt it's going to be an excellent and technically polished fighter, but I feel like if it's light on face-value content, things all players can appreciate immediately, it might not be able to compete as well against other big name fighters when it comes to sales, especially when it due to its exclusivity.
I hope this game has a similar impact on the genre that SF:IV did at its release.
is not JUMP HK is JUMP 8 or 9 +HK look first gameplay trailer at the beginning ryu do a JMP HK!
Chun-Li's anti-air-back-flip-kick seems to launch a grounded Ryu into the air (seen in the trailer), and Ryu's crouching hard punch uppercut seems to launch a grounded Chun-Li at some point (not to be confused with his new looking EX dragon uppercut), so i guess we have launchers now.
Special moves seem to juggle a grounded opponent to allow a normal to hit once afterwards.
And the game seems to be more offense based, so if you get KOed with a revenge attack while in the corner, the game assumes you were being a mega turtle, and punishes you with a special humiliating ending (noodles bowl falling on head) and punishes you again by keeping that bowl during the following round!!
I think starting the next round from the same side you were at when the previous round finished is a great idea.
Combo-ing into a revenge attack by cancelling from a normal is over-powered, since revenge attacks at full or near full bar can do so much damage. In SFIV you need to juggle an airborne opponent or FADC (requiring meter) a grounded opponent first. Unless SFV revenge attacks don't do as much damage as SFIV ultra attacks, but instead do as much damage as SFIV super attacks.
If you look, the jumping HK looks right, but the animation and hitbox itself is off.
I'm pretty sure they just messed up the orientation of the animation because if you look at it, it looks like a regular HK, just angled the wrong way.
I'm calling Ryu out as overpowered. His instinct mode permanently grants him another hit to his fireball. So basically after using it once, it's like he has ex fireballs for the rest of the match and can blast through single hit fireballs. If other characters who rely on fireball zoning don't get the same power up, they're going to severly lose the fireball war.
I'm pretty sure every blocked heavy in SF4 is punishable too (can't think off the top of my head if there are any that aren't though)
You have no idea how this game plays, you've never played it, no official news or explanations of mechanics have been released, yet you're already saying a character is OP based on assumptions?
Ummm, yea? It's just a hypothetical discussion based on what we've seen. I thought that was a given. Or do I need to explicitly let you know so that your brain doesn't explode.
They all provided information. Some more than others. I don't see you pushing videos and trying to add something
Possible the first SF5 "X is OP" comment yet, good job on making history.
Okay, if you say so Mr. Strider Hiryu. :|
No need to yell, ya know. :|
:|
Cody's close HP is +1, Cammy's closeHP is +2, Guy's closeHK is +2, Vega's closeHP is +1, Honda closeHK is +1 and closeHP is 0F, El Fuerte's closeHK is 0F and farHP is +5F
That is just a handful there are a TON of safe blocked heavies.
I wouldn't wanna put full force on that sweep too if Chun blocked with spiked gauntlets like that. Ryu's ankles got to be bleeding after that. Which is why I prefer my spike hammer mk22 to do the job for me...or my special model 001 elastic clamps for my 3c attack >=3
Big fan of VesperArcade. I noticed the vid on YouTube and thought to myself I bet it's really good. Will have to check it out.
You've been called out as a scrub fighter. The people have spoken.
A sacrifice to the Gods has been decided, in the form of being on the receiving end of a Sako Infinite combo where there are no health bars.
You shall not touch SF5.
And so, the SF universe continues it's motion, and the Gods slowly return to their mostly eternal slumber, dreaming of fighting game matches until those rare days where they have to manifest in their human forms and attend a physical tournament.
Lord Sako stays awake, wearing a slightly twisted smile on his face, and with his Reptillian-like tail thrashing about he proceeds to grab his honoured tournament stick (signed by God itself, after seeing Sako win Capcom Cup) and stumble down the arched hallway, knowing he does not need to hold back his true capabilities with this one.
The last soul went 12 x 10^15 years before Sako got bored of the combo.
Its called BlazBlue, you should try it sometime.
I'm hype for SF5, but so far I see no innovation or originality, just thievery of other games mechanics. FA was actually unique, none of what they've shown so far is original or innovative though.
Which can all change at anytime since the game is only 20% complete. Why does this even exist is beyond me.
They should have Shin Gouki instead of Regular Gouki & have Oro
This animation being different on block is pretty dope, the stiffness sensation is partly due to this, but it's way cooler... Samurai Shodown also had this feature, Art of Fighting even featured different states for the characters as they took damage (bruises, blood), and that was pixel art! Don't be lazy Capcom
ok.....
lets assume for a second that Playstation is the winner of the console war...which it is, owns the Japanese market, the European and is on its way to own the American...
Lets assume that SF has the biggest community of any Fighting game that is being actively played at this moment...which it does.
Lets also assume that the game is going to be a well rounded, very technical and highly polished game. Which, lets be honest, it will most likely be a great game.
So.......it might not be able to compete with other big name fighters when it comes to sales? according to who? to you? and your assumption is based on what? just the exclusivity?
The only game that can compete with SF when it comes to sales is MKX, because is mortal kombat, not because is a better game or has a deeper system, just because is a classic franchise and has fatalities....
But lets put this on perspective for a second.....for SF to drop from the throne of the FGs, they need to screw the game so badly that i see nearly impossible to that to happen.
What will happen.....?
They will release the game, it will be pretty awesome, more Capcom cups, and things wont change at all.
Hopefully the other FG communities will grow with it and we will have a better and bigger FGC.
But SF is at this point the NFL of the FG E-sports....dont see that changing
This is the SFV Video I've been waiting for
Thank You!!!
1. Everyone who bought an XBONE is salty (myself included) so I would just ignore all negativity surrounding its exclusivity
2. Now that I own both consoles, there is absolutely 0 doubt in my mind that PS4 is light years better than XBONE
3. Everyone needs to ask themselves, restrict SF5 to 30 fps and 720p just to port the game over to a platform American's love (for some unknown reason) or should you ensure the highest quality game possible by cutting out all systems which cannot handle the frame rate and resolution? I think the answer is obvious
4. XBONE SUCKS!
It's a completely pointless statement; there's hardly anything to discuss yet. We've seen two characters in a short session, a limited use of the game mechanics, and the game is nowhere close to being complete. What could you possibly hope to discuss in regards to a character being "overpowered"?
As for the video, I'm incredibly excited to see more of SFV. The animations look great, and I can't wait to see more of the character roster.
What this man said.
Time to accept reality, Xbox fanboyz.
You people are the biggest load of idiots. Is it so hard to discuss if a multi-hit fireball could be overpowered or not in Street Fighter? Do you have to wait until you get all the information before you can theorize what could make it overpowered and what could make it balanced? Do yourselves a favor and hit yourselves in the head repeatedly with a hammer. It might actually make you smarter. Peace.
The incoherent outburst of pure rejection-fuelled anger and salt. It was inevitable, considering the amount of blows you were receiving left, right and centre.
It was the only logical self-defence mechanism left to utilise in such a dazed state.
The only question of interest in retrospect was the resulting magnitude. I'd say a 6 or 7/10. Extra points for the hammer part.
#FGC #scrubrapture2014
I didn't watch the video too carefully but I didn't see it go through another fireball. Maybe it's like Akuma's 3 hit fireball from SF2 where even though it can hit 3 times on block and hit, it just trades with another fireball? Number of hits that a fireball does has not always meant it gets more "projectile vitality." (I know there's a term for that, just can't think of it right now)
Alright nevermind, I just went and looked. Yeah, that seems pretty crazy.
Max's was simplified so he doesn't overcomplicate things for his audience. Max's goal in the FGC is to bring in as many new people as possible so it can grow.
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