Is it too late to get into Street Fighter V?

llt23

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Havent had a chance to update the profile... My Xbox stuff is for 360:flabbynsick:
My PSN is bikuDRIVAH <--Guess what character I play :jawalrus:
 
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Buying a PS4 and getting into sf5 is on the list...

I just don't have the funds right now for a console.
 
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Killigraphy

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outside of looking better how is it -definitively- better?

half the game is designed around a fukking comeback mechanic :heh: i mean its dope but no buildings have been crushed


You're thinking of crush counters a bit askew, this is isn't x-factor, in fact some v-isms aren't worth using. Wong is using a rushdown Karin, and zoning in general is out of the question. Its more of a back to basics type SF, think SF2, high risk high reward. The game is about knowing when to commit as even the slightest yolo-ing will get you wrecked. You can see it with the pro's. Many of them changed/changing toons as the game moves along (excluding Chris G's Guile as that's getting patched). Ultimately its a game wherein its hard to pick a low tier character as even slow or less combo based toons can win matches definitively.
 

Khalil's_Black_Excellence

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outside of looking better how is it -definitively- better?

half the game is designed around a fukking comeback mechanic :heh: i mean its dope but no buildings have been crushed

It got rid of most of the zany and cheap bullshyt. Things like invincible back-dashes and trades into full meter combos are gone (also juggle comboable supers always get the full super, rather than all the wonkiness of IV's Ultras of who gets a full super vs. who's get half or even full whiffs, even if it should theoretically combo). shyt, pretty much all supers follow the games intended mechanics of how they're suppose to work in combos all across the board . Also, there's a lot less overly long-just-for-the-sake-of-being-long combos (that shyt is for mahvel vs. and anime fighters, not SF), only supers can chip kill (which greatly reduce guaranteed, uncounterable win situations), reduced throw range, better balance of normals priority (with decrease in high damaging, overly reliable jab combos), vortexes aren't as overly reliable, practically eliminated excessive runaway tactics, & high emphasis on full commitment moves defeats a lot of YOLO and flowchart shenanigans.

Also, peep game at how much the animation are much smoother now.

tumblr_o8zfc3IzOt1qagop1o2_540.gif


No, that's Street Fighter IV.:lolbron:

Also, a lot of folks want to compare the last version of SFIV to this one, which isn't fair, considering it went thru like 5 or 6 updates to become the game that that is. It's more fair to compare vanilla IV to V at this point, which did not have double the cast and supers and whatnot, to which a lot of folks like to bring up in their debates between the two games.

Lastly, the main reason why "buildings weren't crushed" is due to all the negative backlash Capcom got for shytting the bed on so many other factors about the game that is outside of the main gameplay.
 
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benjamin

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look...95% of you nikkas in 2 years wont even be thinking about SFv, while im still going hard..im an old SF head, if you gotta ask if you should get it :stopitslime: this game aint for you..

6k LP, stylin on dez nikkas.:blessed:
 
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