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Street Fighter V |OTVI| The More I Know, The Worse I Play

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Farewell

Member
Wow so you can finally listen to stage themes in casual and ranked matches in season 2, game changer for me, was pretty sick of playing battle lounges.
 

Zackat

Member
If Mike just did tournaments and streamed he would do well. I'd sub to Mike "Mike Ross" Ross's stream if he did it often.
 
At the very least, if this is a beta they plan to launch, we get to send some feedback all over their faces.

So long as they don't buckle to whining about justified nerfs.....
 

mnz

Unconfirmed Member
Don't call for nerfs of moves that aren't even out lol.

Nothing wrong with a good slow anti-air.
 
Would be cool if you could at least EX DP after the Axe Kick AA. Just a good way to really deter jumping if more characters had bigger damage AAs.
 

JayEH

Junior Member
Seems like they're trying to have some AA juggles with Balrog with the change of screw upper to a DP motion. Still remains to be seen if that will be viable though given how slow the move is.
 

Westlo

Member
This removes all doubt in my mind that Fukusawa is a much better "original stage theme composition" guy than "character theme arrangement" guy.

That's always been the case since vanilla SFIV.

Though his best remix themes are all stuck in single player modes.... Akuma SFIV theme, mid boss, boss battles for Sfxtk....
 
Cool, he can combo off of AA b.HK. I hope this means they're giving everyone more damaging AA alternatives.

FANG's cr.hp xx light ryobenda as an AA is my dream.

I get a more damaging AA, poison them and put some distance between us in the process?
FUCK YES
 
the the 2017 season pass up on PC?
Nope, don't think so. It'll probably be the 20th at this rate.

So another season of thumbs ups?
giphy.gif
 

Shadoken

Member
I would throw haggar and Eddy E out of a window for Hugo

Also capcom seems content with keeping haggar out of street fighter, the joke being him and Gief having " the same " moveset

Yup.. I am happy with keeping Haggar as the official Final Fight rep for MvC. Cody and Guy feel like SF characters now. At least let Haggar retain that OG Final Fight rep. Plus I think he is the most mainstream iconic character in that franchise.

Ucchedavāda;226633782 said:
Here's something interesting:
According to SteamDB, a new 'test200' branch has been added to the SFV depot (for reference, we are on 'test13'), which is 1.76 GB larger than the current version. What is notable is that unlike the other branches, it looks like Capcom has not put a password on this one, either by mistake or because this is intended as a yet-to-be-announced public test.

I am unable to test it at the moment, but you can try to grab it by clicking on SFV in your library, selecting properties, going to the 'BETAS' tab, and selecting 'test200' from the drop-down.
https://steamdb.info/app/310950/

Does this still work? I am just seeing NONE in the Betas tab for my SFV.
 

myco666

Member
Birdie changes from reddit
Birdie s2 changes so far

Atrosh - Today at 12:52 PM

-birdie st.hk is atleast +7 on hit now, can do st.hk -> st. mp

-Can juggle with bullhead after cr.hp (even non-ex)

-Birdie st.hp crushcounter rumour was fake, just a regular counterhit

-f+hp crushcounter, they go higher in the air or something, you can just do mp bullhead -> super immediately (in s1 you had to time the mp bullhead properly or super would whiff)(edited)

-His damage output seems mostly untouched

-Nerfed damage a little bit on ex dive, but it's still as fast as before (180 instead of 200)

-St.HK crushcounter launches opponent further back ,BUT it's offset because you can do st.hk -> st.mp now, so no need to dash up cr.mp anymore

-cr.lk nerfed, has 5f startup

-V-reversal greater pushback and less + on hit (launches them further back) - guess this is a nerf and a buff (more corner carry, but 0 oki),

-Seems to be some kind of suction effect, when you cancel st. mp into mp bullhead, he teleports forward a little bit before doing the bullhead. I guess this means you will never get the mp -> whiffed bullhead thing again

-Can raw confirm lp/mp/hp bullhead into super

-BOYZ

-We can raw confirm st.mp into mp bullhead (it's difficult though)

-bad news: st. mk feels slower on startup

-slide (df+hp) is -7 on block now

-hp bullhead still -5, but less pushback I think, almost the same though

-st.mk is definitely either 9 or 10 frames startup (from 8), can no longer do st.lk (ch) -> st.mk

-overhead has slightly less range

Not sure how I feel about these. st.HK into st.MP doesn't seem really that necessary but I'll take it.

Also what does raw confirm mean?
 
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