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Giant Bomb Review

256 Comments

Street Fighter V Review

3
  • PS4
  • PC

Capcom moves the venerable series forward, but not without taking a couple steps back.

It’s been seven years since we’ve seen the console release of Street Fighter IV. Back then, it took the world by storm and single-handedly revitalized the stagnant fighting game genre. In those seven years, it has remained on top as one of the most played fighting games--even to this day--due to a regular influx of new content, characters, and rebalancing. But Capcom (and Sony, who stepped in to fund enough of the game's development to make it a "console exclusive") feels like its time to move on. Ready or not. Street Fighter V is here.

Karin from the Alpha series meets newcomer Rashid.
Karin from the Alpha series meets newcomer Rashid.

Visually, Street Fighter V retains the 3D style of its predecessor, but with some stylish improvements. The new lighting, models, and painterly visual effects are striking and look great in motion. The overall tone moves slightly away from the colorful and cartoony side of SFIV and presents a slightly more realistic aesthetic. The game’s a looker. Street Fighter, you hot.

Background stages? Not so hot. There are eleven new stages with some decent variety, impressive visuals, and an improved sense of depth. However, some of the background characters are poorly modeled and animated. They weren’t great in the last game, and look even worse now when contrasted against the otherwise beautiful action going on in the foreground.

Sixteen characters is huge reduction from the last game’s tally of forty-four and many mainstays have not made the cut. Just eight fighters on this lean roster are returning from Street Fighter IV. The other half is a mix of fresh faces and fan favorites that we haven’t seen in action since the Street Fighter Alpha series. It’s an eclectic group, but most of the roster falls into familiar archetypes and playstyles. Players shouldn’t have any problem identifying with and picking up most of the cast.

But Street Fighter V’s new hook, the V-System (Variable System), is what helps set the characters apart from one another and adds a considerable amount of depth to an otherwise straight-forward fighter. It’s a simple system to grasp, but there’s some lingo involved and each character is different. Here’s the nitty-gritty and some examples in bullet-list form:

V-System

  • V-Skill - Costs zero meter. Example: R. Mika busts out a microphone, cuts a wrestling promo about Muscle Spirit, drops microphone, and her next command throw will do more damage.
  • V-Trigger - Uses full meter. Example: R. Mika calls in her tag team partner to dropkick the opponent.
  • V-Reversal - Costs one stock. Example: R. Mika just straight up does a Stone Cold Stunner.
The fusion of muscle and spirit is Muscle Spirit.
The fusion of muscle and spirit is Muscle Spirit.

To summarize, The V-System mechanics add a lot of variety, they’re easy to perform, and R. Mika is pretty OK in my book.

Critical Arts take the place of Ultra Combos, but now share a meter with your specials. Blow it on EX attacks if you need to, but those Critical Arts are something special to behold and provide some of the most impressive-looking attacks in the game.

Several other notable changes to the engine are not as immediately apparent, but are nonetheless welcome and positively impact the flow of the game. A visual stun meter returns, giving a clear indicator as to when someone’s about to see stars and helps raise tension. There is now an input buffer leniency window. That’s fighting game jargon for the timing of things like link combos and reversals are easier to do. As an old man, with old man hands, I greatly appreciate this. New quick-rise options allow you roll to either side as you’re getting up which goes a long way to help eliminate dealing with vortex and 50/50 guesswork situations.

One of the biggest changes under the hood is that you cannot die from chip damage--the exception being from chip incurred by blocking Critical Arts. Traditionally, if you’re nearly out of life and you block a special move, that’d put a big KO on the screen. But now, your opponent is forced to come to you and gives you more opportunity for a comeback.

These small (albeit significant) changes have altered the dynamic from Street Fighter IV. High burst damage, proclivity to stun states, and less damage scaling make for some tense, exciting, and short matches. In my experience with the game thus far, I’ve yet to encounter a single instance of the time running out. People are going for the jugular out there and it’s been fun as hell.

Every character's sweep is extremely punishable if blocked.
Every character's sweep is extremely punishable if blocked.

There’s a lot to learn about this new Street Fighter, but Capcom seemingly expects you to find out a lot of it on your own. The game does include a forced tutorial explaining the most basic of basics like how to jump, block, and hit buttons, but only gives a truncated explanation of the V-System itself--V-Reversals are not even mentioned. It won't even tell you about the quick-rise options at your disposal. Challenge Mode, which could present some idea of what your character is capable of, is also not available at launch. These challenges go a long way in getting newer players ramped up and it’s puzzling to me that they’re not available from the get-go. Just hit up YouTube, I guess. Or you could always look at the in-game Capcom Fighters Network.

I’ve been hitting this mode up a lot. It serves as a portal to some community features like leaderboards and adding favorite players/rivals. Most importantly, it’s also a repository for match replays. If you know the Fighter ID of the player you’d like to follow, you can search for them, or just do a general search for the character(s) you’re interested in, and you’ll get a list of replays which you can watch. I’m not at all against stealing tech and copying playstyles of people better than me and since every online match is automatically cataloged, you'll have plenty of options to learn new tactics from other players or scout out your potential opposition.

There’s also a staggering number of statistics available. Or, actually, there's room for a ton of statistics. The game looks like it's set up to track all kinds of things, like the percentage of First Attacks a potential opponent has landed. But the stat tracking simply doesn't work. The vast majority of stat categories are just filled with zeroes. Presumably that's still being worked on, but as of right now it's completely dead.

I mentioned Fighter ID. That is your platform-specific name. Street Fighter V is cross-platform, meaning PC and PS4 players can connect to one another. In fact, they play very well together. The downside to an agnostic network is that everything is tied to that Fighter ID, which is separate from your Steam or PSN name. Invites to other players must be made using that Fighter ID and not directly through Steam or PSN. It’s a bit cumbersome at first, and there doesn't appear to be any way to link the same name across multiple platforms or accounts, but the benefit of cross-platform play outweighs this small inconvenience.

Once you are online and logged into the network, you can queue yourself up for ranked or casual matches. You’ll also need to set up your player preferences such as your fighter, their costume color, and favorite stage ahead of time as joining a match will bypass character and stage select. It speeds things up if you’re only focusing on one character--and I think most serious players do--but having the ability to shake it up on the fly for casual matches would have been my preference.

"You must continue muscle training, comrade."

Creating an online Battle Lounge (which is a chill name for lobby) is indeed an option in the menu, and you’ll get a lot more freedom in your parameters. Character select before match? Sure. Want to run a First to 5? Go for it. How many private slots do you want? Like 4? Too bad. At launch, the Battle Lounge only supports two people. An update down the road will accommodate for up to eight people with spectating, but until then, you can only lounge with one person at a time. That's hardly even a lounge. It's like a casual match with the options that the casual matches should've had in the first place.

Capcom has retooled its netcode and is now using a rollback style, similar to the highly lauded GGPO. In theory, the end result reduces the feeling of input delay and more closely resembles an offline experience. Mileage varies, of course. And if you have a bad connection, you might see the action on-screen do some crazy time travel forward and reverse stuff. It’s a bad scene. Luckily, I’ve yet to encounter much of this and I’ve been overjoyed with how smooth nearly all of my matches have been--even in cross-coast fights.

This is all completely dependent upon server stability, though, and Street Fighter V’s servers have gotten off to a rocky start. Upon launch, even logging in was a challenge, which gave us a look at how gracefully the game handles downtime and mid-match server outages. The answer? Not gracefully at all. If you're deep into the game's survival mode and the server drops, all your progress is lost and you're sent back to the menu, where you can attempt to reconnect. Costume color and title unlocks seem to be tracked server-side, as is all your currency. So playing offline won't get you any Fight Money, character levels, titles, or anything like that. The game doesn't seem to perform a resync when it reconnects, so this led to a situation where, if you played the story mode offline, you wouldn't get any of that currency unless you replayed the entire mode while connected.

In the couple of days since launch, the servers have seemed to stabilize considerably. Matchmaking is mostly consistent and the only drops I’ve encountered have been few and far between. For the most part--and perhaps the most important--the matchmaking and netcode have been encouraging, if not great. Occasionally, matches will fail to submit results, award points, or replay data. This is especially disheartening if you’ve just beaten a player ranked higher than you. Whether this is due to the opponent rage-quitting or just a general server snafu, is uncertain.

That’s one of the more major issues, but several other minor ones exist in the network. Match statistics don't reliably populate, searching for a specific Fighter ID can be a crapshoot, and inexplicably replay data just goes… missing. There are a lot of kinks that Capcom clearly still needs to work out in its network.

If you find yourself needing a breather from online play, you’ll always have an offline versus mode and training room, of course. But aside from that, the single player offerings are scarce, not very interesting, or not even in the game yet. I mentioned the upcoming Challenge Mode, but another odd omission is an overarching story mode. That’s months down the road. Until then, there are individual character story modes that serve up a tiny bit of backstory and personality. Presentation-wise, these play out as gussied up storyboards with a couple one round fights against a brain-dead AI opponent thrown in the middle. It’s a rough experience and feels unfinished or even placeholder. Several backgrounds are simply a screenshot of the 3D stages with a filter overlay.

Spoiler: These guys know one another.
Spoiler: These guys know one another.

They’re over quickly enough, I guess, taking maybe an hour to complete them all. You’ll also gain some Fight Money (provided you’re online) which is the in-game, earnable currency… to spend in a shop that will also not be open upon launch. Zenny is another form of currency, but you pay real money for that. Either form can be used to buy future DLC characters. Premium costumes will cost Zenny while story mode costumes can be purchased with Fight Money. Though we haven't seen the actual in-game currency prices for new characters, Capcom claims that you'll earn enough Fight Money for the first DLC character (SF3's Alex) by playing through those brief story modes.

Color unlocks are stuck behind the game's survival mode, which comes in four difficulties that determine how many fighters you'll have to face and how tough they'll be. Along the way, you'll earn points that can be used in that run to refill your health meter, give yourself a defense boost on the next fight, or raise the stakes by giving yourself a disadvantage in exchange for more points on the next battle. I don't especially want to play the survival mode. But I like unlocking costume colors and that's the only way to do it. So I'll play a little survival mode.

Obviously, I have some very strong feelings towards Street Fighter V--positive and negative. The lack of single-player content is less of an issue for me personally and I’m sure a lot of people feel the same and are really only interested in local or online versus. But there are a surprising number of modes and features that are either missing completely or coming later that should have been included at launch.

However, I don’t want to understate the fact that I am having an absolutely great time playing Street Fighter V. This is a really fun engine, I dig the new characters, love the reimagining of the old, and the netcode has been very good to me. Am I moving on from USFIV? Definitely. But there’s not as much spring in my step as I hoped there would be. If you're looking for anything other than a solid fighting game with strong netcode, you should probably hold off until the game sees a few more updates.

256 Comments

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ryguy777

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Thanks Jason!

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hassun

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Edited By hassun

This game is launching in an incredibly barebones/incomplete state to accommodate for the Capcom Pro Tour. It's a crappy situation but Capcom and Sony have invested so much in the E-sports side of things they HAVE to release it now (the first tournament of the tour starts February 26) and then add the other features somewhere down the line.

I wonder how it will affect initial sales.

.

I would argue that SFIV (or at least USFIV) was also all about high burst damage.

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recroulette

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Seems like it's going to be a great game for people already into fighters but not a fantastic entry point for casual fans. That's too bad.

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Boss_Kowbel

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Finally! We finally get to see Jason bust out his writing chops outside Quick Look decks or Game of the Year lists!

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madlaughter

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Thanks and well done, Jason!

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Joe_McCallister

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Looking forward to Jason's final word on it - I've been playing it for review and have enjoyed much of the changes - but the most sour part of my experience pre-release was the fact that I could not get into an online match, ranked or casual - not even a battle lounge at all. Constantly sitting at the "connecting to opponent" prompt was a major bummer - but I'm going to get a bit more time in this evening online and hopefully be able to get some matches in, update my score and review.

Jason is spot on - it's gorgeous, all the visuals and tweaks are great, and I like the V-Skill/Gauge/Meter/Reversal/Trigger stuff quite a bit, and it's still a technically solid example of a great, if not the best fighting game out there. If it weren't for the online issues, the fact that the shop wasn't open at all to get a look at costs, and my Fighter ID and all currency was reset four different times in the days before the launch it just put a seriously bad taste in my mouth.

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MilesTheWolfman

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Edited By MilesTheWolfman

Very level-headed pre-review. Even though the game's content may be on the scarce side at the moment, that doesn't change the fact that I'm still looking forward to picking up my copy tomorrow. Jason - what's your FighterID? Maybe we'll get to play some matches some time.

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hmoney001

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That capcom cup rush.

#illuminati

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cooljammer00

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This guy can't even beat Dan. How can I trust his review?

Also, a pre-review? What is this, Polygon?

Just kidding, @unastrike. Love you, you true winner, you.

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VN1X

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Edited By VN1X

pre-review... you mean preview? :P

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Y2Ken

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Edited By Y2Ken

Yes, Oestreicher review content! Thanks, Jason.

Definitely sensible to wait and see how the online pans out post-release before dropping a score. But I'm glad to hear that the general feeling on the game itself has been very positive. Let's just hope that once things are fully live they actually work well. I'm very excited to get in either way, it's going to be fun going from the ground up once again with a brand-new Street Fighter experience.

I also appreciate the R. Mika love. Girl's got that lucha styyyyle.

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thelastgunslinger

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It sounds like great core gameplay marred by a lack of content and some truly weird online requirements. I think I'll hold off until the full story mode is out in July.

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StarvingGamer

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Sorry Jason, but Critical Art is just the new name for Supers. There is no analogue for Ultra Combos.

I'm glad they're pushing the game out for CPT but the lack of other stuff is really gonna hurt their review scores and potential sales. I wonder if it wouldn't have been better to recontextualize this as something like a SFV prologue with the "full" release coming in March when the challenge mode gets released. It would still make fiscal year and maybe turn off fewer casual players.

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MetalFace

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My only gripe with this pre-review is the complaint of SFV lacking characters as compared to Ultra SFIV. Its not really fair to compare a brand new game on a new engine's roster to that of a game that has been out for over 7 years. Vanilla Street Fighter IV had a 17 character roster and it increased with updates through the years which SFV will do the same thing.

Aside from that minor complaint that was a great review.

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@recspec said:

Seems like it's going to be a great game for people already into fighters but not a fantastic entry point for casual fans. That's too bad.

I'd actually say the opposite: the low character count, increased accessibility of combos and while a lot of little changes were brought up by Jason in the review, it all equals to a faster playing game where you can more easily do the flasher moves. I'd say it's much easier to jump in here than with vanilla SFIV.

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TheUnsavedHero

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This seems like a game that come this time next year, will be a pretty neat fighting game experience. Looking forward to finally playing this game. Thanks Jason!

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GrandHarrier

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This really sounds like they are rushing an unfinished, half cooked, mess of a game out well before it is ready.

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Mento

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Edited By Mento  Online

Looking forward to the post-pre-review. Good work, Jason.

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sammo21

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Edited By sammo21

Any chance you might update the article with any information on fight stick support? I have a Virtua Stick High Grade from the PS3 days (still holding out for a PS4 Virtua Fighter, even if just a port) and hope to use it for SFV.

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sfighter21

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@liquidus said:
@recspec said:

Seems like it's going to be a great game for people already into fighters but not a fantastic entry point for casual fans. That's too bad.

I'd actually say the opposite: the low character count, increased accessibility of combos and while a lot of little changes were brought up by Jason in the review, it all equals to a faster playing game where you can more easily do the flasher moves. I'd say it's much easier to jump in here than with vanilla SFIV.

I don't know man. Vanilla had Championship mode. That was legit. Def helped me level up my game... :)

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Undeadpool

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@liquidus said:
@recspec said:

Seems like it's going to be a great game for people already into fighters but not a fantastic entry point for casual fans. That's too bad.

I'd actually say the opposite: the low character count, increased accessibility of combos and while a lot of little changes were brought up by Jason in the review, it all equals to a faster playing game where you can more easily do the flasher moves. I'd say it's much easier to jump in here than with vanilla SFIV.

The problem is that's logic from someone already invested. On the surface, it sounds great and will likely help filthy casuals like me who don't have 8 hours a day to spend on the game. But as an entry-point? A game like this NEEDS to launch with a robust tutorial, or at the very LEAST that challenge mode.

Likewise: SFIV's Focus Attack needed only a cursory explanation because it was universal across all characters, but not including a V-trigger explanation when some of them are buffs, some are parries, some are full-on moves? THAT is a TERRIBLE move.

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damnboxes

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Great write-up Jason!

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recroulette

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Edited By recroulette
@liquidus said:
@recspec said:

Seems like it's going to be a great game for people already into fighters but not a fantastic entry point for casual fans. That's too bad.

I'd actually say the opposite: the low character count, increased accessibility of combos and while a lot of little changes were brought up by Jason in the review, it all equals to a faster playing game where you can more easily do the flasher moves. I'd say it's much easier to jump in here than with vanilla SFIV.

Sorry, I may have a weirder definition of "casual fans" than most. I mean the people that don't read video game websites and just go to Gamestop or the gaming section in Walmart to get games. The Madden and Call of Duty players.

A lot of people go "Who cares about those folks?" but for a company that couldn't even fund the game on their own, it seems like a bad idea to leave those people out. Mortal Kombat X was a top ten selling game last year, and people going from that to this are going to be turned off by how bare the whole thing is.

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deactivated-5e4c09d3ba1b3

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@metalface said:

My only gripe with this pre-review is the complaint of SFV lacking characters as compared to Ultra SFIV. Its not really fair to compare a brand new game on a new engine's roster to that of a game that has been out for over 7 years. Vanilla Street Fighter IV had a 17 character roster and it increased with updates through the years which SFV will do the same thing.

Aside from that minor complaint that was a great review.

Yeah, it's a bit misleading to say SFIV had 44 characters. That was after one 30 dollar upgrade from "vanilla" to "Super" and, what--2 more updates after that? This is a good review, especially considering most fighting game reviews are kinda pointless, but I don't want people to get the wrong idea about the game.

I think another thing worth mentioning is how much they changed the returning characters. Charlie/Nash and Vega/Claw no longer being charge characters is kinda huge.

I'm one of the people that pre-ordered and got the season pass, so this review isn't for me anyway, hah. Just wanted to point out some things that might confuse people, because let's face it, fighting games can get pretty confusing.

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TheHT

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Good write-up! That prologue story mode sounds super rough. Yikes!

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Volt

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Still a little disappointed about the story mode, but not enough to slow down the hype train for tonight. Been looking forward to this for months.

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Jayzilla

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The one thing I felt SF4 lacked all the way through was teaching new players how to play properly. Sure, I can go to youtube and watch people and take notes and try to apply that stuff. Do I want to do that? Nah. I am waiting to pick this up June or later when the roster is beefier and it has all the modes that a fighting game should have at a premium price.

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ripelivejam

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Jason review woo!

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Asadasa5

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The real problem with a lack of challenge mode and single player in general is the inability to learn new characters at all. I don't really know what to look for when trying to discover BnBs for some of these new characters and all of the info online is based on beta info that doesn't necessarily transfer over. It means I'm getting my ass kicked immediately and for the foreseeable future, and that isn't the funnest.

I've also on two separate occasions run into the same person three times in a row, but I can definitely chalk that up to pre-release.

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turboman

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Awesome review.

However, the real question is how does it hold up to science?

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Atwa

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Exactly what I expected, seeing all the content beforehand. I still bought, cause I only play online anyway.

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Humanity

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We should get a second opinion from a real expert - someone contact Dan.

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mrbubbles

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Edited By mrbubbles

D: a Jason review!

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deactivated-5e4c09d3ba1b3

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@asadasa5 said:

The real problem with a lack of challenge mode and single player in general is the inability to learn new characters at all. I don't really know what to look for when trying to discover BnBs for some of these new characters and all of the info online is based on beta info that doesn't necessarily transfer over. It means I'm getting my ass kicked immediately and for the foreseeable future, and that isn't the funnest.

I've also on two separate occasions run into the same person three times in a row, but I can definitely chalk that up to pre-release.

You obviously shouldn't have to look up characters on YouTube to help you, but hey, a lot of fighting gamers are stuck in the past. I know I am.

https://www.youtube.com/channel/UCwjCv0qskwD49UjHUSSCRmg/videos

Here's some videos that I found helpful. Not every character is represented, and it's based on the last beta, but it should give you a really good idea on how to use some of the characters listed.

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JCGamer

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Can you use PS4 fighting sticks with this game?

Game looks pretty good, but as someone who is terrible at on-line competitive games, guess I'll wait for more of the "game" to come out before getting this one.

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donchipotle

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I was already planning on playing as Mika. Hearing that she can straight up cut a promo mid match confirms I made the right choice.

Now here's hoping I can get not terrible at the game.

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I'm sure this game will be even better when SFV: Super Ultra Omega Final Reloaded + Edition comes out a few years down the road.

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Dastardry

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Edited By Dastardry

When has a trial/challenge mode ever helped anyone and not just given them the idea that the way to get good at the game is to do combos you'll never do in an actual match and not things like not mashing like Dan Ryckert, blocking, punishing, footsies etc?

The tutorial stuff that's arriving soon after launch sounds like it will actually be about helping people.

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skinnyluigi

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but what about the science

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Hunkulese

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My only gripe with this pre-review is the complaint of SFV lacking characters as compared to Ultra SFIV. Its not really fair to compare a brand new game on a new engine's roster to that of a game that has been out for over 7 years. Vanilla Street Fighter IV had a 17 character roster and it increased with updates through the years which SFV will do the same thing.

Aside from that minor complaint that was a great review.

First console version had 25 dudes.

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TheHT

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@dochaus said:

I'm sure this game will be even better when SFV: Super Ultra Omega Final Reloaded + Edition comes out a few years down the road.

Capcom's made a big point of saying they're not releasing multiple version of the game, so they player base remains unified.

It's basically adopting a model similiar to free-to-play stuff like Heroes of the Storm when it comes to adding new characters and such.

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Dastardry

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@hunkulese: Key word here is console release. You and others are completely ignoring the fact that the arcade version was out for a year with 16 playable characters before finally releasing on console.

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Hunkulese

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@dastardry: Not ignoring anything. When people had the chance to buy the game for $60, there were 25 playable fighters.

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Dastardry

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@hunkulese: Well if you wait 6 months then you get 22 characters and the things you want. No one is forcing you to buy the game before then.

Don't give me any crap about how it's unfair that other people will have time to practice before you can.

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citizenjp

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Edited By citizenjp

@skinnyluigi said:

but what about the science

Reasonable inquiry^

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Hunkulese

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@dastardry: Not really sure what you're so worked up about. I paid my $90 months and am more than happy with what I'm getting.

Doesn't change the fact that base game is shipping with half as many fighters as IV did.

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TheKruseMissile

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@theht said:
@dochaus said:

I'm sure this game will be even better when SFV: Super Ultra Omega Final Reloaded + Edition comes out a few years down the road.

Capcom's made a big point of saying they're not releasing multiple version of the game, so they player base remains unified.

It's basically adopting a model similiar to free-to-play stuff like Heroes of the Storm when it comes to adding new characters and such.

I sincerely doubt there won't be at the very least digital bundles of the game+DLC at some point.

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BigBossLebowski

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Edited By BigBossLebowski

He compares the 16-character roster to SFIV's 44, but didn't SFIV launch on console with 19 characters?

Edit - Felt kinda like a douche for just picking that one thing out. Great review overall, Jason. Very informative.

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lethalki11ler

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Still debating whether or not to buy it, lack of fighters in the roster is slightly concerning... Maybe I'll wait a few months until the roster grows a bit before jumping in.

Great review though!