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Street Fighter V Beta Thread: Welcome, future '16ers! (Currently Inactive!)

What's your PSN ID? :V

BrunoLazzarini

Here is the "proof":

11794364_10200794079212199_786950115885744232_o.jpg
 
Finally got to play. About 20 minutes in training, and a few matches. I just don't think fighting games are for me anymore, but the game felt and looked pretty good! Wish the command list would've worked! I figured out most of Nash's moves but couldn't figure out anyone's critical arts.

Anyway, not to come off as negative about the game, it looks and plays well and I think it will please the hardcore :)
Here's the command list for each character:
http://lukafaxx.github.io/sflist/sf5/
 
Got in for 10 minutes or so.

Ryu seems to have easy enough damage. I do like the smaller combos and huge damage. I've never been a big combo fan even back in SF2. (All based on the rather insane idea that since combo scaling exists, it's weaker to do any combos.)

So I think I may actually have an interest in playing Ryu for the first time ever.

Cammy and Chun Li are weird going in cold. Nothing seems to really combo like I'd think it would. (I do the legs... Then what? etc) But then, I never really played around with either much since Super Street Fighter 2.
 
I started playing during the end of sf3 era going into sf4 and i must say sf5 is a perfect game for my fight style. More focus on fundamentals and less gimicks but still have some essence of sf4 in few links and input shortcuts. The pacing can be really fast or really slow which is nice in my opinion. Overall after playing a few match i think im back to rejoin the FGC I stopped playing around sf4:ae2012
 
Got in for 10 minutes or so.

Ryu seems to have easy enough damage. I do like the smaller combos and huge damage. I've never been a big combo fan even back in SF2. (All based on the rather insane idea that since combo scaling exists, it's weaker to do any combos.)

So I think I may actually have an interest in playing Ryu for the first time ever.

Cammy and Chun Li are weird going in cold. Nothing seems to really combo like I'd think it would. (I do the legs... Then what? etc) But then, I never really played around with either much since Super Street Fighter 2.

Chun-Li actually have a really easy combo that takes a lot of damage (527)
Air HP, back HP, Kikouken, Critical Art
(You can even ignore the Kikouken)

I hate her V-Trigger, but her v-skill is pretty awesome.

 
Early ramblings on Chun. I'm sure a lot of this has already been said elsewhere.

Definitely feels more offensive compared to SF4. Seems like she has several tools designed around getting her in so she can run a close pressure game. Don't know if df+mk (the new flippy hazanshu-like thing) is plus or negative but it doesn't seem more than a few frames negative if it's even negative, but it seems very good for closing midrange space to get closer for pressure. Can confirm into cr.lp xx legs on counterhit.

cr.mk is obviously better than the sf4 version, but honestly it's gonna take more time to know how good it really is. Hitconfirmable into legs and such. Didn't play 3S so I'm not used to playing Chun and having a cr.mk.

Chun in general feels like she has less midrange priority than sf4, but still good priority while being rewarded more from a single hit. RIP st.mp. Not really sure what to make of her new back.mp.

st.hp. Really good footsies tool. Feels pretty similar to SF4 except maybe slower? Linkable into super on counterhit.

cr.hk seems pretty much the same as SF4 except a lot less safe? Pretty sure I was getting punished on block with it.

ex legs feels like more of a "just do it" thing to pressure with since it's pretty neutral on block. lk legs confirmable into cr.lp at point blank range. Thinking an optimal meterless punish might look something like cr.hp xx lk legs -> cr.lp xx mk legs or something.

Not really sure what to make of her vskill because it looks like it's only use is to get over fireballs. Enzo said it can be a combo extender but I couldn't figure out a combo she could extend with it.

Her vtrigger though is fucking GODLIKE. Fucking. Godlike. Back+hp becomes plus on block and confirms into cr.mk. df+mk confirms into cr.lp w/o counterhit. But the thing that jumps out at me that's really good is that pretty much all her AA normals get juggle potential and are comboable into super in vtrigger. nj.hk? Get supered. Jump into a st.hp? Get fucking supered.

Being a qcf super instead of a charge super now, her super seems really ridiculous against fireballs.

She can hit super from a ton of different things. Her game is probably gonna revolve a lot around that.

Back+hk actually seems like a pretty good frame trap button from point-blank range. Seems pretty neutral on block even though it looks like it wouldn't be, and confirms into st.mp on counterhit. Whiffs unless you're right next to them though. CH b.hk -> st.mp -> cr.mk xx hk legs xx super was the highest damage combo I was able to do. Like 60% or something. st.mp feels like it's gonna be the go-to frame trap button tho since it has more range. Didn't really get to test it out much as an antiair but it was beating bison devil's reverse shit clean.

But yeah, Chun. Pretty different. Pretty similar. Pretty fun. Can't wait for tomorrow's beta.

Shit is gonna suck when the test is over because the game doesn't come out proper for another 8 months :(
 
Chun-Li actually have a really easy combo that takes a lot of damage (527)
Air HP, back HP, Kikouken, Critical Art
(You can even ignore the Kikouken)

I hated her V-Trigger, but her v-skill is pretty awesome.

Yeah, I'm sure she has good stuff. That's just my "oh shit, I actually got in!" then frantically fumbling about impressions.
 
I wonder if they would ever put in the double kikoken back on the V-trigger. IMO, it wouldn't be oppressive like the initial reaction to it when it was first shown because basically every character in the game has something around fireballs (and even in that build Ryu in Denjin mode could charge his fireballs to take multiple hits of kikoken).

Who knows. They're going to be changing things around so its possible. I think so far the only thing I've noticed that irks me a little is that second hit of crouch fierce isnt cancelable and cr jab links after short legs literally point blank. (It's still cool that you can do (point blank) cr fierce xx short legs cr jab xx whatever), but It leaves her low game exclusively to low forward, which is a great button but doesn't lead to much. Obviously its way too early for this kinda talk, but hey this is why its good to have a beta.
 
Who knows. They're going to be changing things around so its possible. I think so far the only thing I've noticed that irks me a little is that second hit of crouch fierce isnt cancelable and cr jab links after short legs literally point blank. (It's still cool that you can do (point blank) cr fierce xx short legs cr jab xx whatever), but It leaves her low game exclusively to low forward, which is a great button but doesn't lead to much. Obviously its way too early for this kinda talk, but hey this is why its good to have a beta.

Her cr.HP can be special cancelled into ex legs (the second hit, not just the first hit. The first hit can be special cancelled by all iirc). For some strange reason it can do the EX one but not the normal one. It's strange that it makes such an exception for that normal.
 
Shit is gonna suck when the test is over because the game doesn't come out proper for another 8 months :(

My thoughts exactly. Only 4 games in and I can't get enough already. I hope it gets extended coverage in the media so I can enjoy it vicariously through videos and test runs and whatnot. Plus the other beta phases, of course.
 
This game is too damn good. Lives up to the hype if it weren't for the network problems. I wish Capcom went the Killer Instinct route and released the game early (obviously after they fixed network issues) with a cast of 8 for a cheap price. And release the second batch of 8 characters next year in March with the story mode and etc. I don't think I can wait and it's hard to go back to USFIV after this.

The killer instinct concept worked amazing, I started with the free character and now I own all characters and waiting for season 3 :)

And the updates are really constant, they deserve huge success :)
 
Got in for 10 minutes or so.

Cammy and Chun Li are weird going in cold. Nothing seems to really combo like I'd think it would. (I do the legs... Then what? etc) But then, I never really played around with either much since Super Street Fighter 2.

I'm right with you. I've been measing with cammy for a majority of the day and I know most of the moves separately but cant connect anything for shit. First time ever playing her though.
 
Her cr.HP can be special cancelled into ex legs (the second hit, not just the first hit. The first hit can be special cancelled by all iirc). For some strange reason it can do the EX one but not the normal one. It's strange that it makes such an exception for that normal.

I actually didn't even test to see if certain normals were exclusively ex cancelable. That would be pretty interesting mechanic (or apparently already is lol).
 
Funny thing is there were only two players that beat out of my 25 or so matches and one of them was a birdie

There was two out of three that I beat. One was just completely bad, and couldn't block correctly. The other was falling for my can setups which got them almost all the time. Lol :P

Edit: If you were the winner. The Nash lamed me out with Sonic Booms, tried using Bull Revenger to close the distance but it failed/missed every time.
 
I have tried 3 days now, haven't got passed the error screen. I give up, give me a notice Capcom when you have a beta that is actually possible to beta test.
 
If I play with my US account I get kicked to the XMB menu, but if I play with my EU PSN account I get 21007 error code without being kicked to XMB.

I play from EU with an Amazon US code. Downloaded it with US PSN account and installed it with EU PSN account.
 
Early ramblings on Chun. I'm sure a lot of this has already been said elsewhere.

Definitely feels more offensive compared to SF4. Seems like she has several tools designed around getting her in so she can run a close pressure game. Don't know if df+mk (the new flippy hazanshu-like thing) is plus or negative but it doesn't seem more than a few frames negative if it's even negative, but it seems very good for closing midrange space to get closer for pressure. Can confirm into cr.lp xx legs on counterhit.

cr.mk is obviously better than the sf4 version, but honestly it's gonna take more time to know how good it really is. Hitconfirmable into legs and such. Didn't play 3S so I'm not used to playing Chun and having a cr.mk.

Chun in general feels like she has less midrange priority than sf4, but still good priority while being rewarded more from a single hit. RIP st.mp. Not really sure what to make of her new back.mp.

st.hp. Really good footsies tool. Feels pretty similar to SF4 except maybe slower? Linkable into super on counterhit.

cr.hk seems pretty much the same as SF4 except a lot less safe? Pretty sure I was getting punished on block with it.

ex legs feels like more of a "just do it" thing to pressure with since it's pretty neutral on block. lk legs confirmable into cr.lp at point blank range. Thinking an optimal meterless punish might look something like cr.hp xx lk legs -> cr.lp xx mk legs or something.

Not really sure what to make of her vskill because it looks like it's only use is to get over fireballs. Enzo said it can be a combo extender but I couldn't figure out a combo she could extend with it.

Her vtrigger though is fucking GODLIKE. Fucking. Godlike. Back+hp becomes plus on block and confirms into cr.mk. df+mk confirms into cr.lp w/o counterhit. But the thing that jumps out at me that's really good is that pretty much all her AA normals get juggle potential and are comboable into super in vtrigger. nj.hk? Get supered. Jump into a st.hp? Get fucking supered.

Being a qcf super instead of a charge super now, her super seems really ridiculous against fireballs.

She can hit super from a ton of different things. Her game is probably gonna revolve a lot around that.

Back+hk actually seems like a pretty good frame trap button from point-blank range. Seems pretty neutral on block even though it looks like it wouldn't be, and confirms into st.mp on counterhit. Whiffs unless you're right next to them though. CH b.hk -> st.mp -> cr.mk xx hk legs xx super was the highest damage combo I was able to do. Like 60% or something. st.mp feels like it's gonna be the go-to frame trap button tho since it has more range. Didn't really get to test it out much as an antiair but it was beating bison devil's reverse shit clean.

But yeah, Chun. Pretty different. Pretty similar. Pretty fun. Can't wait for tomorrow's beta.

Shit is gonna suck when the test is over because the game doesn't come out proper for another 8 months :(
Can u do record and playback in training mode? If you can, you can check if something's positive or negative by recording yourself doing the move and holding up immediately, then on playback block the move and hold up immediately, and see who jumps first. Best to do it as a mirror match because in some games some characters have different amounts of pre-jump frames.
 
Can u do record and playback in training mode? If you can, you can check if something's positive or negative by recording yourself doing the move and holding up immediately, then on playback block the move and hold up immediately, and see who jumps first. Best to do it as a mirror match because in some games some characters have different amounts of pre-jump frames.

Pretty sure there was no record function. I just set the dummy to jump and block all.

Don't think this worked in sf4, so I wonder if prejump frames don't share airborne properties like in sf4.
 
Can u do record and playback in training mode? If you can, you can check if something's positive or negative by recording yourself doing the move and holding up immediately, then on playback block the move and hold up immediately, and see who jumps first. Best to do it as a mirror match because in some games some characters have different amounts of pre-jump frames.

You can't record/playback or make the AI do anything aside from crouch and jump. It's basically impossible to actually test situation based stuff which is a shame.
 
How are people even able to play this?

At first I was having server issues where the game told me it's unable to access the servers, now it just kicks me out of the game back to the Playstation Menu....without even giving me any error codes.

Wtf?
 
How are people even able to play this?

At first I was having server issues where the game told me it's unable to access the servers, now it just kicks me out of the game back to the Playstation Menu....without even giving me any error codes.

Wtf?

It's in maintenance right now.
 
Cammy and Birdie already released!?

I haven't even gotten into one game yet.

Did they just pop up in the character select menu or did you have to download and update file?
 
Birdie has a down forward heavy punch where he dives at the ground that I didn't realize existed. I've caught people with it a lot.

you can do lightning legs in the air?

Yup, it's a motion now and has an aeriel version. Dunno if you can TK it though since I haven't tried Chun.
 
"Unable to login to game server. [21007]"

"Disconnected from game server. [10003]"

"The latest titel update has been uploaded to the server. Close and restart this application to download and apply the update [2100a]
*restarts application*
No update.

Same error msgs.

this is ridiculous.

Havent had a game all day.
 
Will try log in with my US account next. Have asleep for the past 12 hours and just woke up. Can't wait to try it out.

So how many days are they extending the beta?
 
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