Street Fight Money V

I’m sure they’ll give him some sort of jab > lp chop thing

I’m really loving this game so far despite really sucking when playing offline against my coworkers. It was difficult to adjust to the input lag w/ respect to guarding for instance… I used to move forward-back and still getting hit, turns out you can’t really guard at the last possible moment.

my LP window keeps going very slightly up, but I absolutely cannot play without eventually losing 400 lp.

I had a great run last night where I ended on a match win streak of 7, basically because I decided to stop playing conservative and just start being ultra aggressive. Then tonight I only won one (casual) match out of, like, ten. Just felt completely unable to respond quickly enough to what was happening in my matches. Amazes me that people can have the mental composure to perform well at major tournaments.

I’ve been thinking about looking into my local sf scene actually - I’m just really not digging online play atm, and I’m interested to see what it’s like playing the game against people in the same room, for more than one set even. I think I’d enjoy that more/find it less frustrating than playing online.

Netplay matchmaking is useful for a lot of exposure to playstyles of varying quality, and a chance to practice things in a real situation. But because of lag, the fact that once you play one game you’re never going to see this player again, etc., it overemphasizes some parts of the fighting game skillset. Like being able to adapt extremely quickly to what your opponent’s doing, and using gimmicks that will work just once to quickly take a round. Not that those aren’t valuable skills, but when you’re playing a longer set, and when you might play that guy more than once, you get to think about other elements of the game!

In the 2/3 games format used in most tournaments, you can get away with being a little slower on the uptake for some things. You shouldn’t go out there TRYING to throw away a round/game to figure out their gameplan, but it gives you more time and more data to figure out your opponent’s habits and how they want to approach fighting your character/you.

The salty runback system Capcom has confirmed they are implementing will be interesting. Would be more interesting, I think, if they just enforced all ranked matches to be 2/3 games like all standard format tourneys - loser allowed to re-pick, all casual matches unlimited rematches with character select options for both always.

They’ve gotta be working on structured online tourney implementations with bonus point payouts, I would imagine, as well.

I’ve been having trouble reconciling when the animations don’t really match the outcome of hits/grabs ect. Tonight I had a light kick coming out the animation had started, but I was thrown out of it. IDK that feels super wrong to me. Still working my way up.

That’s almost certainly a by-product of lag. I think Street Fighter V uses a GGPO-like method for networking, which means “rollbacks” are possible. What happened was that your opponent input a throw before you input your kick, but because of latency your machine didn’t know they input a throw. When the packet finally arrives the game will “rollback” and simulate the game up to the point you’re currently at as if the throw had taken place instead of the kick.

I know that probably doesn’t make you feel any better about it, but at least now you know why it happens.

Unfortunately, this is kind of inevitable when you’re playing fighting games online, and the only real way around it is to introduce a bunch of input lag so that actions can happen only after the game knows they’re safe to happen.

Knowing is half the battle?

Thanks for walking me through that. It actually makes a lot of sense. I play with buddies a lot in the same room, so online I could sense myself getting more frustrated and this would explain why.

http://www.capcom-unity.com/haunts/blog/2016/03/24/sfv-march-update---release-date-and-new-details

Man, you know your development schedule is still screwed when you have to delay launching the Pay Real Money store.

Alex on the 30th, tho

and no update on PC fighstick support. WTF capcom.

At least for Madcatz stick users, you can apparently download a driver which switches you over to Xinput now.

Only for the SF5 products from February. Anything before then is “info coming soon!”

I got a Hori Fighting Stick Mini 4 and the PC version of SFV and I just assumed it would work and it don’t. Can someone explain the issue to me? It works for everything else. I tried using XB360 emulation to no avail. I hear Joy2Key works but I didn’t try that yet.

except the driver won’t install! and nobody at Madcatz knows anything about what’s going on. :slight_smile:

This is a better punchline than I’d expected.

There are two standards used for modern USB controllers: the traditional “USB gamepad” interface, supported by DirectInput, and the XInput standard MS created alongside the Xbox 360. Most USB controllers use the old style, including PS3 and PS4 controllers, but increasingly newer games support XInput instead, as it is reportedly far easier to work with and creates an “standard” of what buttons and analog sticks & such a controller offers. SFV only supports XInput right now, and I’ve never trusted those 360 pad emulators as far as I can throw a USB stick, so, JoyToKey is your best bet.

So the trials are up, and I can’t clear even some basic ones. I feel like there’s some timing inbtween animations that I’m not hitting.

Also it looks like most characters lead with jump in for 6/10 of these.
How are there only 10 combos shown for each character?
Are they putting in more later?

I’m honestly a bit baffled by this.

so all the first wave of store outfits leaked and holy shit these are awf–

wait

OOHHHHHHHH YEEEEAAAHHHHHHHHHH DIIIIIIG IT

All the trials I’ve done so far are really easy, if often dumb as heck. They’re a mixture of “not ENTIRELY useless” and “here is a dumb thing that technically works but you won’t ever actually do,” which is standard for this mode.