Street Fighter 5 isn't just Street Fighter 4 with a fresh coat of paint - EventHubs E3 impressions final entry

Posted by Jonathan 'Catalyst' Grey • June 26, 2015 at 9:21 p.m. PDT

Today we cap off our series of Street Fighter 5 E3 2015 impressions with DreamKing and my overview of the game.


One of the best things that I experienced with Street Fighter 5 is that it still felt like Street Fighter, but not just a rehashed version of Street Fighter 4 with updated graphics and running on a new engine.

While the influence of SF4 is felt in this title, Capcom has added — and in some cases taken away — enough elements where this feels like a unique entry in the series.

Catalyst's overall thoughts/impressions


Street Fighter 5 feels different than you may expect when you first start playing it.

I've played every entry in the main Street Fighter series actively since 1991, and this game does a good job of honoring elements of those past titles, but feels like a fresh take at the same time.

This is a very important distinction, because while you want the game to feel like Street Fighter, if it's just a rehash, it's more of the same that you've experienced many, many times before.

I feel like Street Fighter 5 mixes in elements of SF2, SF Alpha, SF3, and SF4, but also adds its own unique ideas into the mix to keep things fresh.

What you're left with is a high damage, reads-based footsie game, that throws in some of the shenanigans and setups from the SF2 and SF4 series, but tones them down.

The normals and ground based action feel akin to the Alpha and SF3 series, in that these aspects of your gameplay need to be rock solid to succeed consistently.

Coupled with high damage, V-Trigger/V-Skills, reboots of old characters and reworked attacks — you start to see how SF5 honors past titles, but gives things a new feel when everything is brought together.

Combos seem considerably easier this time around, and while you still need solid execution, it feels like there was a decided effort to reduce the amount of 1-frame links.

There's a much larger emphasis placed on frame traps and having a great understanding of footsies.

I'm glad Capcom resisted the urge to completely scale back pressure setups and shenanigans, though.

While the emphasis is definitely on footsies, every Street Fighter game ever released has had its share of ridiculous things that you could pull out that were hard to block if you got the right set of circumstances, and SF5 is no different — it just feels a bit more rare and hard to do this time around than it was in SF4, although some of this may be due to inexperience with SF5.

On the negative side of things, some of the animations don't feel very smooth, and playing against the same six characters over and over again gets repetitive. These issues are to be expected with a game at this stage of its development cycle, though.

Overall, Street Fighter 5 is a lot of fun, and I cannot wait to get my hands on the title when it's released next year. If things hold to form, I think many people who complained about various elements in SF4 will be quite happy with how this new title addresses their complaints.

DreamKing's overall thoughts/impressions


Street Fighter 5 plays better than I expected. Granted, the game is still fairly early in development, but after watching every bit of match footage I could find (before actually getting my hands on it), the game handled better than I thought it would.

Above all else, Street Fighter 5 is fun. Really fun. As a player, personally, I thought I'd mind that Capcom has steered away from what I do best: big combos. I truly thought that would be a huge problem for me, and yet, it really wasn't. On the contrary, I actually quite enjoyed dishing out crazy damage with short, sweet combos. Attacks feel so powerful now, and it's absolutely refreshing.

As anyone reading this probably knows by now, both Catalyst and I got tons of hands-on time with the game at E3. Upon first jumping in, it was a little difficult to break my Street Fighter 4 habits. However, I was surprised to find that I adjusted very quickly. After maybe 5-7 games, I started understanding the way SF5 needed to be played, started getting a feel for the movement and attack timings.

Right now, the game gives me a Super Turbo feel. Combos are quick (most of them, anyway), and they hurt. Single hits deal lots of damage as well, so this makes things like jumping in much riskier. This idea seemingly grabs influence from Killer Instinct, as season 2 saw increased damage on single attacks.

Speaking of which, V-Trigger also acts much like Instinct mode from KI. The main difference here, though, is that V-Trigger doesn't recover instantly like Instinct mode does. So, the idea and application is very similar, but players need to use a bit more thought before they activate in Street Fighter 5.

As it stands, each character on Street Fighter 5's current roster of six fighters plays immensely different from one another. In a recent interview, Combofiend mentioned that he and his team are looking to stray away from clone characters in this game, and so far they've certainly done so.

The beautiful thing about Street Fighter 5 is, returning characters still have the same flavor as their past iterations, but the differences made to them in SF5 are large enough to make playing them feel like a brand new experience. Trying to use Ultra Street Fighter 4 Ryu's gameplan in Street Fighter 5 really doesn't work all too well.

I played USF4 shortly after I returned from E3, and I found that I didn't have as much difficulty transitioning between games due to the stylistic differences. Basically, your past experience with one of Street Fighter 5's returning characters will give you enough to jump in and feel comfortable, but there's just the right amount of "new" to make playing them feel fresh.

I honestly cannot wait to see what else is in store for the remainder of the roster. Street Fighter 5 is shaping up to be another great fighter in Capcom's library.

Other gameplay notes


• Throw range is close to what it was in SF4, but it's the walk speeds that make it seemed nerfed.

• Taunt is done by pressing L1 and L2. All 6 buttons at the same time.

• V-Trigger activate has some delay, similar to Rose's orbs (U2), it's likely around -2 on activation.

• V-Trigger, when activated, pauses the screen for a short period of time. This enables you to react if your opponent did something, giving you extra time to anti-air them or unleash a counter move with invincibility.

• Auto-correct Dragon Punches still work.

• Input leniency seems similar to USF4. e.g. most of the shortcut motions can still be used the same as before.

• Supers damage scale in combos, as expected.

• Counter hit window for a follow up is very small and you often fly far away. Landing a combo is possible, but it's strict and situational.

• Counter hit setups seem very similar to Alpha 3 guard break in terms of time to follow up and how you have to apply setups. Getting a clean hit and following up with a combo, or something else, is hard unless you planned to land a counter.

• Ryu was able to land a standing heavy kick into his super from a critical counter hit. The window isn't large, but it is there. It's possibly to visually hit confirm and land something.

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.

Load comments (48)