Street Fighter Season 4 Cammy to have a gun


Season 4 Cammy to have a gun

Posted: 18 Jul 2018 06:05 AM PDT

Dictator > Colonel

Posted: 18 Jul 2018 07:40 AM PDT

SF3 BnB Combo Guide and General Notes - Ken

Posted: 18 Jul 2018 06:18 AM PDT

Street Fighter V is such a great fighting game

Posted: 18 Jul 2018 08:24 AM PDT

It is just something I wanted to say today, maybe because playing it yesterday made once again a terribly stressful day into a good one.

SFV is, at its core, a masterfully crafted game. The fighting mechanics have such a beautiful coherent design like I have never seem before in the genre, almost every move has a meticulous balance for speed, range, frame advantage, damage, follow-up options, hitboxes and hurtboxes that fit each and every character's fighting style and personality so well, like how Cammy and Karin, who at glance look as if they played similarly, have so much personality put into their moves. Everything about it makes so much sense it blows my mind, you always get what you pay for, each move is balanced with the character as a whole and how they are supposed to interact with others.

And because of that and because of the overall pace, it is always so easy to analyze your loses and see what you did wrong, and likewise pinpoint what you did that worked well and where your opponent failed. I used to play lots of Guilty Gear and Blazblue before coming to Street Fighter, and I would often feel overwhelmed when I lost and couldn't really understand why I happened or why did I win, because those game's pace was so fast, the moves are way more over the top instead of being all so logical like in SFV, the characters had overly long pressure strings that put Cammy to shame while also having access to overheads that could be converted into big damage, it became more of a game of lighting quick reactions first, knowledge second and reads third.

Learning in SFV is also so satisfying, you have that great replay system, where every single match fought online gets recorded and can be later watched over and over, frame by frame and learn what you did wrong as well as what you did right, with precision. And the training mode is probably the best I have ever seem, it has so many options for the dummy opponent that you can practice just about any situation the game could put you, without the need of a training partner, and this new save state feature should be mandatory for every other game, because it speed up training so much. And once again the game mechanics shine in here, because everything is so mathematically logic that you can come up with stuff by doing nothing but imagining numbers in your head, try it out, and bam, it works.

Playing online is also so great when it is having a good day, when it works, it works so well, it is almost 1:1 the offline experience, another problem I had with the other games I played was that playing offline and online where like night and day, so you couldn't TRULY improve by playing online, because you were, in my opinion, playing a completely different game, to me, fighting games are, more than reaction speed and dexterity, logic, because when everything is by numbers, reading your opponent's next move is also more feasible, but with delay netcodes, because your inputs get different delay timings online and offline, things that would be accurately read and punished offline, don't work online, while at the same time you would get away with things that wouldn't work offline so much more often. I played Guilty Gear Xrd online only at first, and what I considered being a good connection was anything between 1 and 3 delay. But even when the delay was 1, it would fluctuate, often up to 3 and sometimes past it, so this whole drama about SFV having variable input delay was the norm for GGXrd online, but not offline, and it was also completely random, so to me, it was a different game altogether. While SFV remains consistent both online and offline, again, when it is working, which for me at least, is most of the time.

And as if the GAME aspect of SFV wasn't already good enough, its art and sound direction are also the best in the business in my opinion, the character's design is so diverse and have so much charm in their simplicity, every character oozes with personality, everything from their appearance, animations and moves tell so much about them, and the music selection is also top notch, I never need to listen to an outside source for music, because the game's soundtrack not only has not a single bad theme in it, but it is also so diverse that it never gets tiring, as good as Guilty Gear and Blazblue music is, every character theme is a different flavor of the same Daisuke Ishiwatari signature style, the themes don't tell us a story like SFV does, I actually can't even tell them apart save for a few.

I love this game so goddamn much that I can even pass as a CAPCOM marketer that works for free, I look at it way past its faults because the good outdoes the bad by such a huge margin that to me the game's issues don't matter even slightly, no video game out today is perfect but SFV is damn good and I'll support it always.

Had to put this out in order to move on with my day, no use hating me or downvoting me to hell because I probably won't even check this post again. Have a nice day.

submitted by /u/elvipesal
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Menat art

Posted: 17 Jul 2018 03:48 PM PDT

SF4 Newcomers Spongebob Chart Meme

Posted: 18 Jul 2018 08:54 AM PDT

Punishing strings with ed/fang's vreversal

Posted: 18 Jul 2018 06:06 AM PDT

Is Oro’s friendship with the turtle just meant to show his extreme patience/harmony with nature, or is it also an inside joke about his ability to “turtle” opponents so effectively?

Posted: 17 Jul 2018 06:00 PM PDT

Further thoughts on G based on recent Capcom art?

Posted: 18 Jul 2018 08:58 AM PDT

Juri art

Posted: 17 Jul 2018 03:47 PM PDT

Is akuma the better shoto ?

Posted: 18 Jul 2018 03:33 AM PDT

I've decided to start again and 're learn the games fundamentals especial playing from the neutral and jumping less out of habit. So I started learning ryu which has helped keeping me grounded. But when I come to an akuma match up it just looks like ryu is outclassed in nearly every way. Is this just inexperience with ryu or is akuma just the better shoto? I've started learning akuma and applying some of the ryu knowledge to him, which seems to work . But before I fully commit to akuma is he defiantly better then learning ryu ?

submitted by /u/friendlyreapers
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Every Street Fighter Series Ranked by the Quality of the Backgrounds

Posted: 18 Jul 2018 12:05 AM PDT

Every Street Fighter Series Ranked by the Quality of the Backgrounds

Ever since I was a kid I have been enamored with the backgrounds of the Street Fighter series. I giddily recall pointing out the drunk man in Zangief's stage or wishing that Dhalsim's elephants would shut the heck up. It is therefore my goal to objectively rank the quality of the stages in each main series as best I can. This list will not penalize entries for being released on dated hardware, and will not rank the VS series, as I consider those only half Street Fighter (based on the rosters). If you disagree with my list, you are entitled to your wrong opinion. :-P

#6) Street Fighter

Has there ever been an uglier lawn?

While the backgrounds in the inaugural entry of this series deserve a lot of credit for being much more detailed than their contemporaries, they unfortunately do not hold a candle to any of the Street Fighter games that followed. Ugly color palettes, an awkward sense of scale/depth of field, and a complete lack of motion provide not an ounce of extra excitement. PS: I really want to know where the fighters are standing in Mike's stage to get that close to Mt Rushmore….

#5) Street Fighter 3 Series

Ken and Sean are truly a couple of dicks for continuing the fight.

This one stings, especially since Third Strike is, in my opinion, the greatest fighting game of all time. That being said, the series makes some odd choices that place it low on this list. But first, the pros. "New Generation" and "Giant Attack" both feature colorful and detailed stages that pop with personality and fun soundtracks. There are also some fun background interactions such as the collapsing bridge in Elena's stage, and my personal favorite is featured above (I love the implication that your literal Street Fight is what caused this accident). However, for the third entry, they went with all new backgrounds that were far less "busy". I assume the focus was to make the game more competitive by doing away with potential distraction, but the result are levels that feel empty, bordering on dull. Additionally, about 1/5th of the roster lacks stages of their own, and while this does tie into the story of those characters, it still feels disappointing.

#4) Street Fighter 4 Series

Seth's stage looks like Steampunk threw up.

While there is technically nothing "wrong" with these stages, they lose major points for playing things too safe. Many of the venues are just empty rooms/landscapes, and many feature very generic details like a nondescript doomsday device in Seth's stage and a volcano that doesn't erupt for some reason. A handful of stages feature some imagination, like the Metro City battle atop a construction girder, and I LOVED the first moment I ever Shoryuken'ed the wing of an airplane clean off, but those highlights are too few and far between. Finally, since a large number of this admittedly huge cast lack a character-specific stage, the whole affair feels kinda flavorless, despite being technically sound.

#3) Street Fighter V Series

At least it's not a giant wiener...

In the first draft of this list, Street Fighter V placed near the top, but on further review, I find the backgrounds to be much like the rest of the game's art direction: graphically superior but ultimately garish and tacky. Capcom seemed to pack in as much detail as possible, and the result are overly shadowy stages that often feel cluttered and sometimes even hinder gameplay, such as projectile obscuring ocean waves or an infuriating bowl of noodles flopping around on your head. The callbacks to Final Fight and Street Fighter 2 are a nice dose of nostalgia, but in my opinion that only proves why those entries belong higher on this list. But extra credit for taking risks, for sure.

#2) Street Fighter Alpha Series

Is that Pre-Death Lord Raptor on the far left?!?

When the Alpha series debuted, it injected a comic book art style that would be recycled for years to come, and for good reason. The SF Alpha series feature stages that are colorful, cartoonish, and chock full of fun easter eggs, like the Capcom guest characters attending Eliza's (not Ken's) birthday or the new angles on the Ayutthaya Ruins (Sagat's giant lady statue). Stages also feature just the right amount of movement and neat visual tricks like the endless cyclist herd in China or the rumbling skull-shaped storm clouds overlooking your final duel with Bison. While the gameplay in the Alpha series fails to grab me, the same can not be said for its backgrounds.

#1) Street Fighter 2 Series

Goes with everything...

I may be a little drunk on nostalgia, but there's just something iconic about these stages. The layout is well-balanced, the spectators have a fun sense of personality (even if they are a little stereotypical), and the music is timeless. I think there's a good reason these backgrounds have been imitated time and time again, and I personally loved the little things that set each stage apart, like the fact that Vega could climb on his chain link barricade or the fact that you could break the barrels in Ken's harbor level. Add in little details like the dripping water in Honda's bathhouse or the way inanimate objects come alive to celebrate your victory, and you have a set of stages that will go down as some of the greatest of all time.

What do you think? Which games should have placed higher or lower? Which of my reasonings upset you the most? I can't wait to be proven wrong. :-)

submitted by /u/Jeremotion01
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[Daily General Lounge] Here is a collection of general information & useful resources. Casual conversations, quick questions and answers are welcome!

Posted: 18 Jul 2018 05:06 AM PDT

This thread provides a place for everyone to ask simple questions and chat about anything reasonably on topic. To new players and new members of the community alike we encourage you tap into all of the resources of this sub.

  • If you're a new player looking for players around your same skill level, check out the New Challenger, the go to place for new players trying to level up!

  • If you want to learn how to play and become a better player at Street Fighter V, you must check out the useful resources below:

Street Fighter V Character Data & Move Lists

Rashid R. Mika ChunLi Ryu Ken
Cammy Laura Zangief Karin Nash
M.Bison Birdie Vega Necalli Dhalsim
F.A.N.G Alex Guile Ibuki Balrog
Juri Urien Akuma Kolin Ed
Abigail Menat Zeku Sakura Blanka
Falke Cody

Character Discussion Index for character specific combos, tips and matchups

General FAQ

  1. I'm new to SFV and this is overwhelming! What do I do?
  2. Where can I find a basic overview of each character?
  3. What does _____ mean?
  4. Where can I find combos?
  5. How can I stop being bad?
  6. Are there other Fighting Game communities?
  7. Where can I find replays?
  8. Can my computer handle Street Fighter V?
    • Click here to see Street Fighter V PC Recommended Specs!
  9. What's Footsies?
  10. Execution problems?
  11. Advanced Techniques?
submitted by /u/AutoModerator
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Another fantastic ST combo/trick video from Bob Sagat aka ShoRyuBarbie

Posted: 18 Jul 2018 06:36 AM PDT

StreetFighter accuracy on Game Elf 1162-in-1 board

Posted: 18 Jul 2018 07:23 AM PDT

Hi Folks

My brother and I are not competitive level SF2 players by any means - but we do know how to play at a decent casual level. That said, we just got hold of an arcade cabinet with the game elf 1162-in-1 jamma board. The joysticks are Sanwa JLFs. We're finding it a bit hard to execute special moves (it can be done but it's hard to do consistently).

Is it just our lack of ability, or has anyone else noticed that the SF2 emulator on the game elf boards make it difficult to execute special moves? Many thanks!

submitted by /u/mrpetrovz
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Mad Catz SFV Arcade FightStick Tournament Edition S+ is $79.99 at Newegg

Posted: 18 Jul 2018 07:14 AM PDT

use code EMCPWEX23 for the discount :)

submitted by /u/TheFloridianGambler
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Cody VT 1 Pixel comeback!

Posted: 18 Jul 2018 02:06 AM PDT

Cody VT3

Posted: 18 Jul 2018 10:29 AM PDT

Adon art

Posted: 18 Jul 2018 10:28 AM PDT

V-trigger training mode glitch

Posted: 18 Jul 2018 10:27 AM PDT

So, I was in training mode using Ibuki when a request for a match popped up. I accepted, but the connection with the opponent was lost before the start of the match. When I returned to training, I noticed that even if the icon for VT2 was displayed, the V-trigger in use was actually VT1. Basically, it displayed the VT2 icon while having 3 bars and, well, being VT1. I couldn't change it so I had to return to the main menu. Has this ever happened to you?

submitted by /u/Hoofhorn
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Zangief sucks in Guile from half screen away

Posted: 18 Jul 2018 06:07 AM PDT

�� 【MODS】 SFV AE - Kitty Biker Menat ��

Posted: 18 Jul 2018 09:44 AM PDT

Who provides everyone with their hair gel/spray?

Posted: 18 Jul 2018 09:25 AM PDT

Clearly there's a quality product being used among the cast. Is there any official lore to this? Possibly a single shadaloo like corporation with a monopoly on the market? Or individual factions fighting for their share, each with a specialty reflected in their regional fighter's hairstyle?

Perhaps this is even the reason for some of the cast's extraordinary abilities?

submitted by /u/sev_itom
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Smug (Balrog) vs Fujimura (Ibuki) - Eleague

Posted: 17 Jul 2018 11:50 AM PDT

MOV Chun comeback vs StormKubo Abigail

Posted: 18 Jul 2018 09:19 AM PDT

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