I initially thought Street Fighter 5 was sluggish, but I soon figured out why that impression was wrong

Posted by Jonathan 'Catalyst' Grey • June 19, 2015 at 1:13 p.m. PDT

We're back from E3, and Street Fighter 5 content is going to start hitting the EventHubs front page on a consistent basis.


DreamKing and I spent almost every hour of every day at the SF5 booth to get our readers as much information as we possibly could, which includes top player impressions and an excellent interview with Capcom staff.

One of the most interesting and sobering moments actually happened very early on, though. DreamKing and I were in the midst of several sets when we noticed the game felt just ever so slightly sluggish and it appeared that blocking had a minor delay.

We confirmed this with other players at the venue, although a few didn't think there was any problem at all.

For example, blocking Ryu's fireballs on reaction was slightly more difficult than it typically was in past Street Fighter games, and we noticed the same thing in the footsies department, as we'd run into pokes we normally wouldn't have. We hypothesized that the frame data and hit boxes could be very different with some attacks.

We also considered that Capcom may have introduced some kind of delay in the blocking animations, as the game is still VERY much in development and not a complete product.

As it turns out, the issue was something most fighting game fans are familiar with, and fairly innocuous.
Some of the Street Fighter 5 setups at E3 had display lag. It took us awhile to figure this out, but we were able to get on the lagless setups, and once we did, the trouble with blocking and the slight sluggishness we noticed went away immediately.

Keep in mind, the display lag was VERY minor, but we're both highly active in how often we play fighting games, so it's something we picked up on.

The moral of this tale is that when you're testing out things for the first time, your perception of what could be happening creates an interesting reality, one that isn't always based on facts.

When you're initially testing out moves, you don't get to test every possible scenario under the sun, it's just impossible in that environment and little things being off can completely alter your perception.

So can the level of competition you're facing.

For example, you might think that M. Bison has one of the best anti-air moves in the game, with a ton of invincibility, as it beats certain attacks in one match, but against a different player with another set of circumstances, the move isn't nearly as effective as you initially perceived.

Also, Street Fighter 5 doesn't feel sluggish at all. It's just as responsive, in our opinion, as every other game in the series. It's wild how something as minor as monitor lag can impact your overall perception.

Long story short, we're going to hit our readers with a TON of SF5 impressions, based on hours upon hours of play time, but the fact of the matter is everyone's perceptions at this stage of the game HEAVILY shape what you're seeing on the web — regardless of the reality.

Impressions of Street Fighter 5 from E3 2015 build


EventHubs impressions
I initially thought Street Fighter 5 was sluggish, but I was wrong.
Chun-Li impressions.
Nash impressions.
M. Bison impressions.
Birdie impressions.
Ryu impressions.
Cammy impressions.
Street Fighter 5 overall impressions.

Top player impressions
EG|Justin Wong.
EG|PR Balrog.
EG|K-Brad.
DL|Four Wude.

Street Fighter 5 move listings
All six playable character moves.

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