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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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ripelivejam

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How much Hanime is included with the initial release?

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Grimluck343

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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.

I maybe wouldn't call it a "mess," but it is weird that they are gonna add all these features later this summer. Like, why not just wait to release it when you have a more finished product? Hopefully the servers don't melt.

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deactivated-5e4c09d3ba1b3

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@hunkulese said:

@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.

Because the review is implying IV shipped with almost double of what you're saying.

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AMyggen

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Great review Jason!

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Mezmero

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I thought I was going to scoop a copy of this game day and date on PS4 but now I'm not so sure. I guess I wasn't clear that there were only 16 characters in this game. Not that character count means everything in a fighting game but it makes the lack of stuff you can do in single player that much more apparent. Thanks for the review Jason. You've given me some stuff to think about.

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MetalFace

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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.

First console version had 25 dudes.

Which was not the first version of the game. The very first version of Street Fighter 4 was for arcade and had 16 characters with one hidden. The console version didn't come out until almost a year later which is Street Fighter F's second iteration.

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FLStyle

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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.

It's exactly what it needs to be for the start of the Capcom Pro Tour.

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poser

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Pre-Review eh?... oh god I blame... Polygon for this.

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cikame

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I will still never know if console players can invite PC players and vice versa until i do it myself, it's implied that it works but never actually confirmed even in reviews.
The roster lacks any characters i find interesting, the new focus on rush down is a big change and it doesn't feel like all the characters have survived the new mechanics, the stage music is dreadful, i used to play sf4 with my american friend but i don't know if the netcode will handle that as smoothly until we try it, there's too many things about this release i'm weary about i just can't get excited.
The lack of characters and unfinished or missing modes has lead me to call this an early access game, i assume the game is balanced for the upcoming dlc characters already as they're going to be finished and released so rapidly, it's a development plan for an early access title.

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GrandHarrier

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Edited By GrandHarrier

@flstyle said:
@grandharrier said:

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

It's exactly what it needs to be for the start of the Capcom Pro Tour.

I'm not part of the Capcom Pro Tour or even the competitive scene so why, if I want this game, am I being sold a shell of a game that lacks even basic functionality like vs. CPU?

Yeah, I'm going to just wait on this. I'll buy it when it's $20 and feature complete.

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thesteve19

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Having to wait for the challenge mode is a bummer, but I'm still very excited. Thanks Jason.

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Biddy

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This reminds me of Rock Band 4, where it is a game that evolves over time. I wonder if this is attributed to the state of the industry and how things are evolving as well. Hitman appears it's taking this route by going episodic. Completing games must be tough at this day and age.

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cursed_potato

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How about a quick look? Would love to see Jeff and Jason get in one but I am assuming from all the random posting that Jeff is on personal leave for a special occasion. How about Jason kicking Dan's butt all over the place. I can see Dan taking a liking to that Rashid character.

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enoteware

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What's a good fighting stick to buy for PC/PS4? Something that's not too large, but well built. Thanks!

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kollay

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My only complaint is the lack of an actual lobby at the moment as I'm in it just for the local and online vs. I do feel for those looking for a meatier single player experience.

CYCLOOOOOONE!!!!!!!

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Gruntypig

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As Someone who's never seriously played a fighter before and purchased a arcade-stick to get into this game I'm looking forward to getting blown the fuck up.

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jedikv

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Nice write up, looking forward to the full review. My only concern is how much grind will there be to unlock content via 'Fight Money'. (mainly characters, since that's a balance issue).

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I wish Jason had talked about training mode a little more. I'd like to know if the game has better teaching tools than SFIV

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@hunkulese said:
@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.

First console version had 25 dudes.

Which was not the first version of the game. The very first version of Street Fighter 4 was for arcade and had 16 characters with one hidden. The console version didn't come out until almost a year later which is Street Fighter F's second iteration.

That's not the point. People going to the arcade aren't worried about the value they're getting. People paying for the console version are.

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thefriend

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Looks like Capcom just wants to get the game released in time for the end of the fiscal year. That's really a shame.

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Edited By KaneRobot

Looks like I can wait for this to be 30 bucks on Steam or whatever. Pretty disappointing.

Oh, and if you actually believe Capcom when they say they won't be releasing newer versions of this game (Super/Ultra/whatever)...that's adorable.

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MetalFace

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@metalface said:
@hunkulese said:
@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.

First console version had 25 dudes.

Which was not the first version of the game. The very first version of Street Fighter 4 was for arcade and had 16 characters with one hidden. The console version didn't come out until almost a year later which is Street Fighter F's second iteration.

That's not the point. People going to the arcade aren't worried about the value they're getting. People paying for the console version are.

That's fine. All I'm saying is you need to compare both games' first version and when looking at both games first versions the starting roster numbers are almost identical. Generally most bran new fighting games have a similar sized roster to SFV. Hell original Blazblue only had 12 characters. The times when there are more are generally games like Tekken that have been running the same engine for years.

When it comes to value for Street Fighter V the number of characters should be the least of peoples' complaints.

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Seinenfeld

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@thefriend:it's more about the Pro Tour, as the patch that includes the more notable exclusions is coming in March, so if they'd waited until then for release it would still be before the end of the fiscal year.

@slag: the training mode has a ton of options, but isn't going to teach you how to play the game better unless you're experienced. There's going to be a mode in the March patch that sounds like it will teach new players, so seeing how that shakes out is probably your best bet.

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Slag

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@seinenfeld: that's good to hear. I'm not new to fighting games, just poor at execution and the more advanced things like frame counting etc.

Never sure if my timing is low or too fast on a maneuver that sort of thing.

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deactivated-5909e94ba2838

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SFIV is a game I have sunk more time into than any other, I love fighting games. I however, hate buying unfinished games. I do realise the extra stuff is relatively meaningless for a game like this but it still rubs me the wrong way to see it missing.

I know That 1 month from now I will care very little about challenges and trials, larger lobbies will come once most of my friends drop out, 4 months from now I will care even less about a tacked on single player. Not a big deal when looking back 5 years from now, but this is stuff I love to get into when I first boot up a fighting game, it only really has value at this very specific point in time. I am almost obliged to buy it day 1, though as irrational as it sounds, when it comes to a series you love its always a little disappointing to get less than or even exactly what you were expecting.

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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.

A DLC bundle, sure, but not a standalone expanded version that renders the original obsolete.

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Jason reviewing games?! What's next, Dan producing video content (I'm not counting his Taco Bell runs)?

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As much as I want a new fighting game to sink my teeth into, I judge my fighting games on roster more than anything. There just aren't enough characters here. It makes me want to wait for the ultra super edition that will inevitably be out at some point when all the dlc characters are available.

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Edited By Cybexx

This feels like they are basically launching this game as an Early Access game without calling it that. I was one of those people that preordered for beta access, didn't really work out for me because when I was paying attention to the beta uptime early on I was almost never able to login and these more recent beta periods caught me by surprise. I usually didn't realize they were on till literally right after they closed. But I'll accept that as a me problem.

I was kind of excited to see the recent features video that they were actually adding a tutorial to a Street Fighter game but it is too bad to hear they went super bare bones with it. I never really got a good understanding of the V-System from the handful of matches I played during the beta.

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ripelivejam

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Edited By ripelivejam

I'd like to see a crazy detailed training mode and some sort of endless mode a la killer instinct. Hell they should just ste-, I mean borrow all the stuff from KI at this point (fightatars too plz)

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Edited By FLStyle

@flstyle said:
@grandharrier said:

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

It's exactly what it needs to be for the start of the Capcom Pro Tour.

I'm not part of the Capcom Pro Tour or even the competitive scene so why, if I want this game, am I being sold a shell of a game that lacks even basic functionality like vs. CPU?

Yeah, I'm going to just wait on this. I'll buy it when it's $20 and feature complete.

I agree, for your needs you should wait for that big (and free) NetherRealm style story mode DLC to drop in the Summer. Had the Capcom Pro Tour started then I doubt the game would be releasing in Feb. It's just that Capcom's esport investment compels them to make good on their attempts to try and reach DOTA 2 levels of exposure.

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Belegorm

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@hunkulese: You really want to learn a new SF with 25 characters?

3rd Strike had what, 17 or so, not nearly as many matchups to learn but there was still always more to learn.

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steveurkel

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I dont like any of the new character and the art direction took a turn for the bleh. In a year where mortal kombat actually got a nice upgrade but this one seems like a down grade

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ripelivejam

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Edited By ripelivejam

@steveurkel: this has potential, but I agree that MKX kind of got shafted and thrown to the wayside last year. The online play and Pc version issues may have helped bury it, though.

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Edited By Thiago123

@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.

Yup - and technically one was a hidden character so really a roster of 16 selectable characters, same as SF5. (I'm not saying that I think there is one given how bare-bones this release is, but it wouldn't surprise me if there wasn't a hidden character somewhere in the game).

@starvinggamer said:

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

I'll probably get flamed for this so let me first state that I really like Jason and I LOVE that there is finally some FGC representation on the GB staff, but it kind of boggles my mind how he mixes some basic stuff up (e.g. Critical Art is the same as a 'super') and sort of plays really rough against something like Dan's mashing from UPF.

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Crippl3

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I've got some questions about the V system for people who would know.

How do you build V-meter? And what does Jason mean by a "stock" regarding V-Reversal, do you have a limited number of them?

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John1912

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Edited By John1912

Man I cant believe they are releasing the game without the single player story! That is really BS!

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jedikv

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L33T_HAXOR

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"Dirty" Dan Ryckert is the real SFV expert, so I'm just gonna wait to hear his take on the game.

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Solh0und

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I don't have a issue with the lack of Story mode at launch and will definitely enjoy playing it tonight.

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John1912

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@crippl3 said:

I've got some questions about the V system for people who would know.

How do you build V-meter? And what does Jason mean by a "stock" regarding V-Reversal, do you have a limited number of them?

I didnt play much of the beta, but V trigger should be built by performing attacks/specials moves. Using is would deplete your "stock" which would need to be built back up before using again.

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Seinenfeld

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@slag: I'm in a similar boat, but had a good time playing the beta and found it pretty easy to hit combos as it's very lenient for the most part. It's a lot easier to adjust your timings than in SFIV (which I played very little of partly because it felt so tough to do the simplest shit).

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cthomer5000

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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.

I didn't read it as a negative in the write-up at all, simply a statement of fact. That whole paragraph indicates nothing positive or negative to me. Just 8 returning fighters from the last game, and 8 others who are either brand new or returning from even earlier.

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mems1224

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jejoma

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I always love getting reviews from the guys who don't review full time. Has Drew done any reviews?

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I'll ask this here since people in the comments might know, but do the new Mad Catz SFV Tournament Edition 2+ sticks work on PC as well? The information I found, including Mad Catz' own store page only says PS3 / PS4.

I've had a bad experience with my SFIV TE stick which doesn't work on PC due to some Nvidia driver stuff or something and I've been hoping they fixed that shit for the new stick.

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deactivated-5e851fc84effd

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You got your Polygon in my Giant Bomb.

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Edited By elyhaym

@benderunit22: As of now there's no innate support. You have to "force" support through Joy2Key or something similar.

Q3) What game pad and arcade stick can I use?

A3) XInput-compatible game controllers such Xbox 360 and Xbox One game pad and arcade sticks should work right out of the box. If you are using a DirectInput-based device such as Sony’s DualShock 4 game pad, you may need to install a third party XInput emulator/wrapper that translates DirectInput calls into XInput calls. While we cannot endorse or validate third party software, you can search for “directinput to xinput wrapper.” If you’re using a DualShock controller, search for “DualShock Controller on PC.”

Source: https://steamcommunity.com/app/310950/discussions/0/483368526574345402/

AFAIK all the PS4 sticks use DirectInput.

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Hunkulese

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I'll ask this here since people in the comments might know, but do the new Mad Catz SFV Tournament Edition 2+ sticks work on PC as well? The information I found, including Mad Catz' own store page only says PS3 / PS4.

I've had a bad experience with my SFIV TE stick which doesn't work on PC due to some Nvidia driver stuff or something and I've been hoping they fixed that shit for the new stick.

Markman (community manager for Mad Catz) says they're working on a firmware update to get them working on PC, but it'll be post launch.

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