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You are here: Home / Archives for Street Fighter

Our first impressions of Abigail in SFV

26th July 2017 By Qazimod Leave a Comment

When I first heard that fighting game fans would be able to play as Abigail in SFV, I felt both happy and a bit silly. You see, Capcom originally introduced the second season of Street Fighter V DLC by saying that all but one of the characters in the second season would be brand new. I originally thought that this meant they’d be new to the world of gaming in general, but just because a character is brand new to the Street Fighter series, it doesn’t necessarily mean that they can’t be an existing character from another Capcom franchise…and so, we can now play as Abigail in SFV. He was originally one of the remaining henchmen that Final Fight players had to face before they reached Belger – after fending off several Slashes, Js and Breds, Abigail would come charging in and hopefully continue to run into the path of your weapon. Of course, we’ve already seen other Final Fight characters join the Street Fighter series (Poison, Andore/Hugo, Guy, Cody, etc) but this was still a bit of a surprise for me.

Abigail in SFV – absurd proportions

Abigail in SFV

When you think of classic games with memorable characters, scrolling fighters probably aren’t in the same league as RPGs, but when I heard that we’d be able to play as Abigail in SFV my first recollection was that he was no midget. He already towered over the Final Fight heroes in 1989, and so when I saw Abigail in SFV I was happy that he had retained his absurd proportions. If he’s standing near the middle of the screen then his head grazes the stun gauges of the players, and in the fictional SFV universe most of the other characters would either be craning their neck up to look at him or fighting whilst staring at his chest. It’s not just a matter of spectacle either – when you’re playing against Abigail in SFV you might have a hard time jumping over to the other side of him. (On the other hand, I guess you can throw out a cross-up attempt as soon as you like because you’ll always be close to the hurtbox…?)

Abigail in SFV – piston guns

Abigail in SFV

Looking at the special moves for Abigail in SFV, they largely consist of motions (quarter-circles, half-circles) and multiple neutral button presses. The Abigail Punch is most reminiscent of Jack-X’s Piston Gun in Street Fighter X Tekken – the opponent receives a flurry of upward blows and gets knocked up and away, making it useful for getting out of corner pressure. Giant Flip is a downward smash after a, well, giant flip… but the EX variant allows for numerous follow-ups if you time your button presses correctly. If command grabs are more your thing, Abigail in SFV comes equipped with a throw called “Abigail Smash” that can be executed with a half-circle motion and sees the opponent being tossed upwards and then smashed down. However, the party piece is Nitro Charge – hit two kicks and Abigail automatically runs towards the opponent, and the player can then follow up with an attack or throw. He can even stop short by cancelling the run with his V.Skill.

Abigail in SFV – armours and counters

Abigail in SFV

As for the V-System, he can puff out his chest to go into a brief counter-state if the V.Skill is used – when an attack connects with this, the opponent is sent reeling backwards and takes damage. Meanwhile, the V.Reversal is a jumping two-footed kick that knocks the opponent away and down and the V.Trigger allows for “charged” fierce attacks if the button is held. In a similar manner to focus, the charge will also grant a hit of armour to Abigail. The Critical Art sees him knock a foe down, lift them up and pummel them before smashing them into the “camera” glass.

Whilst they’re rarely my “main” characters, I really like having a pocket grappler and Abigail in SFV is a lot of fun. His walk is quite slow and he’s a huge target, but I really like the portrayal of the Final Fight character here, and the Nitro Charge and Abigail Punch just feel great. So maybe I’ll put Gief aside in favour of Abigail. We’ll see. As ever, let us know how you’re finding Abigail in SFV by leaving a comment below.

You can try Abigail in SFV right now, as he’ll be available to download by the time you read this.

Filed Under: Games Tagged With: abigail, capcom, games, SF5, SFV, Street Fighter, Street Fighter 5, Street Fighter V

You can now enjoy Ed for SFV in new DLC

31st May 2017 By Qazimod Leave a Comment

In the latest content update for Capcom’s divisive fighter, players have been treated to a number of welcome changes and additions to the game, including the introduction of Ed for SFV. Whilst this is the first time the character has been playable in the series, the unveiling of Ed for SFV was met with a positive reception, because this is a character with history. He was seen in the story sequences for Balrog in Street Fighter IV but very little was revealed about the character, and this week fans are able to get their hands on his moveset.

Ed for SFV – “special” moves

Ed for SFV

The reveal of Ed for SFV is just one of several all-new character reveals that Capcom has planned for Season 2. Before this, we had already seen what Kolin had to offer, and despite some visual similarities to Karin she had a moveset that made her incomparable to most other fighters in the roster. With the arrival of Ed for SFV, we’re seeing yet another brand new character with a personality and fighting style that doesn’t seem to mimic too many existing characters, so it’s refreshing to see that these new challengers are more than mere reskins of series favourites. Ed doesn’t have any “unique attacks” in his movelist but his special moves are interesting since none of them require motions. Hold fierce and he’ll do a lunging punch whilst shifting to the other side of the opponent. Press any two punches and he’ll launch his foe into the air. Mash punches and he’ll do a rush-punch combo. The most complex special move is the Psycho Spark – the command is forward+MP, but you can’t simply press MP whilst walking towards the opponent and expect the move to come out. Instead, you press the direction and attack together, and Ed beats the foe with a psycho-power infused blow.

Ed for SFV – pop-ups and V-System

Ed for SFV

People familiarising themselves with Ed for SFV will also enjoy the rising kick attack known as Psycho Rising – press two kick attacks and he’ll boot the foe into the air, following up with an air attack if a punch is pressed. There’s a risk that if Psycho Rising misses it could be punished as a player falls to the ground, but Ed can also do a ground-based attack known as Psycho Upper that knocks the opponent up and away. Either one is useful for getting some breathing room if you’re under pressure, but Psycho Rising seems like a bigger gamble since you’ll be left hanging if you miss.

The V-System builds on this philosophy with the V-Skill – press the buttons and the opponent will eat a combo and get knocked down; hold the buttons and they’re snared by psycho energy before being launched up and towards Ed, making it more viable than Psycho Upper if you’re looking to follow up with something (using the V-Skill and then Psycho Rising or Upper seems to work.) Meanwhile, you can crouch and press the buttons to snare a jumping opponent, pounce on them and bring them to the ground, or you can crouch and hold the buttons to simply pull a jumping opponent to the ground with your psycho energy. Whilst I enjoyed these moves when trying out Ed for SFV, the rest of the V-System is pretty unremarkable; the V-Reversal sees him move to the other side of the opponent and the V-Trigger is a giant orb-like projectile that combos the opponent if it hits. That said, you can use directions to alter the speed of the orb when it comes out, which makes for fun guessing games. Also, the orb’s big hitbox pretty much secures some easy follow-up damage after a successful held V-Skill.

(As an aside, there are some interestingly goofy things you can do with Ed for SFV when you have infinite V-gauge in training mode; you can only put out two orbs V-Trigger at a time but if you keep throwing one out when another’s about to disappear you can perpetually juggle the enemy for a while… sadly I think that they eventually become invincible to the projectile.)

Ed for SFV – now with improved CFN

Ed for SFV

The addition of Ed for SFV is already a good enough reason to get back into the game, but it’s worth briefly mentioning the extra features added to CFN in this update. You can now blacklist players and view you blacklisted players, manage your pending friend requests, view a timeline of friend activities in the game, view more in-depth information in each fighter profile, and more besides. It’s a great update, and people who play the game regularly are sure to welcome the changes.

Filed Under: Games Tagged With: capcom, ed, games, SF5, SFV, Street Fighter, Street Fighter 5, Street Fighter V

Kolin for SFV now available as DLC

1st March 2017 By Qazimod Leave a Comment

The introduction of Kolin for SFV represents the first of several all-new characters that will make their series debut in the fifth instalment of Capcom’s acclaimed beat ‘em up series. If you recall, director Takayuki Nakayama revealed that after Akuma, the following five DLC characters in Season 2 would be completely new faces. At first I jokingly suggested that the second season would take inspiration from “Street Fighter V – A Shadow Falls” and give us five marginally different Bison dolls to choose from. After seeing Kolin for SFV on various streams and later trying her out when she became available to download, it seems that she’s a lot more fun and inventive than I could have imagined.

Kolin for SFV – cool customer

Whilst most characters in the Street Fighter universe are content to throw balls of fire or indeterminable “energy” of some kind, a player who picks up Kolin for SFV will note that she’s a rare character who has ice-based attacks. More than simply being a new graphical effect over similar moves, the various abilities of Kolin tie in nicely with the frosty theme. We can talk about all of that later though, as Kolin is a formidable opponent even before you get to the ice attacks. The normal attacks aren’t too special (no pun intended) save for a nice hitbox on the jumping medium kick, but the move list reveals lots of surprises – a unique attack that acts like Abel’s wheel kick from SFIV (push MK whilst moving towards your opponent), a backdash which can lead to a dashing or jumping follow-up (perfect for playing guessing games with the opponent), an arcing projectile and a variant on Decapre’s “Rapid Dagger” attack from Street Fighter IV. Players who pick up Kolin for SFV will also discover an interesting counter, where Kolin can push a foe back and knock them down, but only if they are countering an attack at the right height – the strength of attack used for the counter determines the height, and so it’s more risky than your average counter.

Kolin for SFV – V-System

Her V-Skill is another counter, although it also works as a regular attack if you don’t get the timing for the counter. Named “Inside Slash”, it will either end up striking the opponent normally, or – if you use it just as you’re being attacked – cause a dramatic change of hue briefly as Kolin strikes back for a counter blow. In between the two hits there’s also a bit of forward movement, so it could be pretty useful for escaping corner pressure (although the attack itself does a lot of knockback too.)

Kolin for SFV has a V-Reversal which is slightly less outlandish – simply making her roll to the other side of an opponent – but her V-Trigger is an impressive frosty callback to The Incredible Hulk in the Marvel vs. Capcom games. Well, sort of. If you’re familiar with the Gamma Wave move in that game, it sees Hulk tear up the earth and send a shockwave of hurt along the ground, and Kolin’s V-Reversal is a wave of ice that behaves in a similar manner. Finally, you’ll find that Kolin for SFV has an interesting V-Trigger – named “Diamond Dust” – that sends a wave of ice spikes towards the opponent, knocking them down and sending them into a “frozen” state where their stun gauge no longer drains out. Instead, the opponent will have to land an attack on Kolin for their stun gauge to recover. Meanwhile, if a player successfully lands Diamond Dust and it completely fills the stun gauge, the opponent will be unable to move and the Kolin player can get a free punish.

Kolin for SFV – good gimmicks

My first impressions of Kolin for SFV make me feel like she’s a character with a lot of gimmicks, but that’s no criticism – players who take advantage of the projectiles and backdash follow-ups could seriously outplay opponents who aren’t used to dealing with her just yet. During lounges with other PSN friends I’m still enjoying Juri, and I look forward to seeing how she fares against Kolin. If this represents the quality of future newcomers, Season 2 could keep Street Fighter V interesting and entertaining. Don’t forget to leave a comment if you have success with Kolin and successfully use her ice to see you through ranked battles and casual games.

Kolin for SFV is available now, as is the Season 2 character pass. We will cover future season 2 additions as they become available.

Filed Under: Games Tagged With: capcom, games, Kolin, SF5, SFV, Street Fighter, Street Fighter 5, Street Fighter V

Akuma for SFV released, season 2 underway in 2017

27th December 2016 By Qazimod Leave a Comment

Akuma for SFV was released sometime in December of 2016 and whilst I wasn’t planning to get the new character pass at first, I thought that since I had already written so much content on the characters introduced in the beta and the first season, I should probably continue and look at the characters of the second season. We do know that Akuma for SFV will be the only character in the season 2 roster that is returning from a previous Street Fighter game, and that the other five (or however many) characters in season 2 will be brand new characters. This means that I should stop hoping for the likes of Ingrid or Necro, but at the same time if the new characters are as good as the likes of the new faces in Street Fighter V that could be no bad thing. Besides, the season 1 roster was full of familiar faces – Alex, Guile, Balrog, Ibuki, Juri and Urien – so it’s understandable that they would want to take a break from reinventing existing characters. Until then, we can enjoy Akuma for SFV, a new iteration of the demonic Shotokan who has fully succumbed to the Dark Hadou (or is it Dark Hado? It’s unclear.)

Akuma for SFV – familiar moves

Akuma for SFV

Akuma for SFV marks the return of a character that has featured in SFII, III, IV and now V, so you would hope that most moves are familiar. Indeed, fireballs (of the regular and red variety), hurricane kicks and dragon punches are all present and correct, there’s a demon flip slide move that can be interrupted if you hit an attack whilst Akuma is in the middle of the jump, and his Critical Arts showcase his old SAIII from Street Fighter III: 3rd Strike and his signature Raging Demon (Shun Goku Satsu) super which requires V-Trigger to be active and demands that a string of inputs is tapped out in quick succession (jab, jab, move forward, short, fierce.) In training mode this delivered 400 damage, so it’s a useful Critical Art but the requirement of V-Trigger activation and a full Critical Art meter offers two warning signs to an opponent that a Raging Demon move may be coming.

Akuma for SFV – appearance and effects

Akuma for SFV

Akuma for SFV has a brilliant appearance and character model. In SFIV he was defined by his red hair and demonic eyes, and in SFIII he had more detail and animations that looked great. SFIV’s 3D treatment was excellent, defining his face, muscles, clothes and everything, but the full “mane” of hair given to Akuma for SFV is a great touch. The only real disappointment is that this appearance doesn’t change that dramatically when in V-Trigger – since Akuma’s backstory is all about someone who has studied and practiced the ways of the Dark Hadou (or Hado) in his search for power, I expected the V-Trigger to offer a bit more than the feeble neon flames coming from his shoulders in wisps… but that’s a minor thing.

Akuma for SFV – the beginning of season 2

Akuma for SFV

Despite finding less time to play Street Fighter V lately, I’m still curious to see what the brand new characters bring to the game – I was a bit wary of old characters having their movesets redesigned so drastically with the season one additions (Ibuki and her bombs, Juri and her new teleports, etc) but maybe some brand new characters are just what’s needed – with a clean slate there’s no point of reference that can be used to generate preconceptions. And after all, new additions such as Laura and Rashid are a lot of fun already, so I look forward to seeing what they come up with.

Akuma for SFV is available now, as is the Season 2 character pass. We will cover future season 2 additions as they become available.

Filed Under: Games Tagged With: Akuma, capcom, games, Gouki, SF5, SFV, Street Fighter, Street Fighter 5, Street Fighter V

Save on Street Fighter T.N.C 04 Guile Figurine

6th May 2016 By Dan Thornton Leave a Comment

Hopefully you’ve already shared our joy at the arrival of Guile as a DLC character for Streetfighter V. If you’re a fan of the US Air Force Major who appeared as one of the original 8 characters in Streetfighter II, then you’ll be happy to know you can save on the upcoming release of the BigBoysToys Street Fighter T.N.C 04 Guile figure.

Street Fighter T.N.C. 04 Guile

Not only has Guile appeared in almost every Street Fighter game (he was hidden in the initial PlayStation release of Street Fighter Alpha), but he was also the main character of the live action Street Fighter film, played by Jean Claude Van Damme.

The pre-painted PVC and ABS figuring and base measures 230mm wide, 170mm high and 130 mm deep, including Guile’s famous flat top hairstyle, which Capcom claim has to be styled with special-order army hair spray.

Street Fighter T.N.C. 04 Guile 3

The officially-licensed figure comes in a fixed pose with no assembly required, but like the other figures in the series, it has an LED light and sound effect to demonstrate Guile’s famous Sonic Boom special move.

Street Fighter T.N.C. 04 Guile 2

As with the rest of the BigBoysToys Street Fighter Series, Guile will cost $89.99 (£61.28), and will be in stock on June 30th, 2016 at Play Asia. If you want to save $8, then use the code “BIGBOYSTOYSHK” as you checkout to get the figure for less..

The first character in the series, Ryu, is currently out of stock. But you can still get your hands on Ken and Chun-Li.

Can you still call yourself a Street Fighter fan if you’re not at least a little tempted to have something like this on your desk? The series will have 8 characters in all, so if your favourite from the original Street Fighter 2 hasn’t appeared yet, don’t panic.

Filed Under: Art And Literature, Games Tagged With: BigBoysToys, capcom, Figurine, guile, Statue, Street Fighter, Street Fighter V

Street Fighter V March update released

30th March 2016 By Qazimod Leave a Comment

SFV_marchupdate1

On Monday I found out late in the evening that the Street Fighter V March update was available for players to download. The original plan for Street Fighter V’s DLC was that content would be released on a monthly basis and the first piece of new content would be available in “March”. If you recall our review of the base game, you’ll know that Street Fighter V launched as a solid fighting game that was missing some of the features and modes that fans of the genre have come to expect both from Street Fighter and from fighting games generally. Combo challenges and multiplayer lobbies were some of the more obvious omissions – present in Super Street Fighter IV, SFIII: Third Strike Online Edition and even Street Fighter X Tekken, but not here. Even though they aren’t essential features necessary to enjoy the core experience, the shallow offering of extra modes left Street Fighter V players thinking that the game had been rushed out to coincide with the big competitive gaming events happening around launch. Worse still, when people discovered that this content would be coming in “March” they were hoping that it might arrive at the beginning of the month, but discovering that the Street Fighter V March update wasn’t available until the last week of the month might affect the confidence fans have in Capcom’s ability to deliver content regularly and smoothly, especially after those fans had already experienced errors and issues during the betas and the first week or so of the full game being available.

Street Fighter V March update

Street Fighter V March update – Challenges

Happily, the online experience of Street Fighter V is much better today than it was originally, and the first new content in the Street Fighter V March update is definitely a step in the right direction. Not everything planned for the update is available right now – returning character Alex is visible on the character select screen but not yet playable until later, and the ingame shop is not active at the moment – but there are new features in the Challenge menu and it looks like the Battle Lounge mode has been updated as well. The Challenge menu has a Trials mode which should be familiar to SFIV fans, and also a Demonstration mode that has rolling gameplay demos of various concepts crucial to improving at SFV. As I’ve been playing Rashid more than any other character I went through his challenges first. Unlike SFIV where you are taught special move inputs, then unique attacks and finally combos, Rashid’s challenge list is nothing but combos, but the generous motion detection and my familiarity with the character made it an enjoyable experience. Another welcome change is the ability to show commands for moves in the challenge display, rather than names of moves. If you’re like me and you forget what to press in order to get EX Eagle Spike->Flap Spin->EX Spinning Mixer, you can flip this option and see the commands in the form of those traditional symbols we’re all familiar with. The Demonstrations are also worth a mention; whilst I originally criticised the game’s tutorial for omitting certain crucial gameplay concepts, the demonstrations in the Street Fighter V March update are more in-depth, covering everything from counters and chip to cross-ups and anti-airs.

SFV_marchupdate2

Street Fighter V March update – Lounges

I didn’t get a lot of time to play with the updated Battle Lounge, but it looks as though it’s the same as the old Battle Lounge but with seven more player slots. However, this is fine – it’s all anyone really wanted from the game in the first place. You might have a bunch of people playing Street Fighter V on your friends list, but trying to organise group battles before would have been a mess, with players having to enter a party and continually drop in and out of two-player lounges or whatever. If the netcode holds up well in these eight-player lobbies, it could lead to a lot of fun late night SFV sessions over weekends. Anyway, that’s all there is to say about the current state of Street Fighter V right now – it had a lot of issues to begin with and there might still be dropped connection errors or other things to grumble about in the future, but the Street Fighter V March update is definitely a move in the right direction.

Filed Under: Games Tagged With: capcom, SF5, SFV, Street Fighter, Street Fighter 5, Street Fighter V

Street Fighter V review

20th February 2016 By Qazimod Leave a Comment

Street Fighter typifies a certain kind of mindset when it comes to immediacy in games. You hear it from the console gaming crowds (although SFV is available for both PC and PS4) – why spend time fiddling with INI files and downloading drivers and patches when you can put in the disc, press the button and go? It’s just like the arcades, they say – you put your coins in, pick your characters and within seconds you and your friend are enjoying a few rounds of Street Fighter with minimal amount of fuss. Such a strong legacy and association with immediacy has to bode well for Street Fighter V, surely?

Struggle Fighter

Street Fighter V

On day one, Street Fighter V greeted its players with missing features, occasional disconnects and long wait times where you don’t know if the game is actually doing anything or if you need to close the application and start over. Those who are able to get into one of the game’s available modes and start playing will find SFV to be very enjoyable… however, my first impressions when drafting this review led me to believe that I had bought an entertaining and refreshing fighter experience shackled to a wonky infrastructure that was struggling to hold everything together. Being able to play in the training or story modes whilst the game searches for online opponents is a great feature that worked well in the later SFIV games, but when this leads to connection errors terminating your play session in a single-player game mode, it can be frustrating.

V is for Very fun

Street Fighter V

And it’s a shame that I have to start the review in this way, because when you aren’t getting tied up in technical issues SFV is great fun. Matches are fast-paced, normal moves are more damaging than before (and more satisfying as a result), the animations and effects are excellent, and the roster has something for everyone. Whilst there are a few new faces, the classic characters are still given a slight twist with the V-System abilities. Have you ever wanted to play a Zangief with armour abilities or an R.Mika that powers up her throws by delivering peppy monologues to the viewer? SFV lets you do these things and more. The V-System takes the playfulness of USFIV’s Omega Mode and turns it into a standard mechanic, making every match satisfying in its own way.

It’s a gameplay feature that adds a lot to the game, but even without it Street Fighter V has one of the most well-rounded casts in a Street Fighter game for a while, where none of the initial 16 fighters feels like a wasted character slot. Coming from Street Fighter IV – which in its latest Ultra iteration features eight “shotokan” characters (loosely built from the Ryu template of “fireball, dragon punch and hurricane kick”) – the amount of variety here is welcome, and whilst charge and grapple characters exist in the game, you won’t be asked to perform triangle-input supers; Zangief’s 720 is about as intimidating as the motions get. Combined with the forgiving motion interpretation of SFV, this means that you’ll rarely suffer from input anxiety when playing random select sessions with a friend. Admittedly, this could all change when new characters get introduced as DLC, but for the moment it’s a great cast.

The faces and places of Street Fighter V

Street Fighter V

However, not everyone wants a Street Fighter V review that’s all movesets and gameplay systems, and happily the presentation of the characters and the environments is excellent. Even though SFIV’s fighters already had a charming cartoony quality with their bright colours and lively animation, each fighter in SFV’s roster immediately has a lot more personality, whether that’s from the way they behave in their idle stance, the facial expressions during more spectacular moments in fights, or just extra lighting and texture detail offered by new-gen technology. Elsewhere, the stages often impress – a lot of fuss may have been made over the dynamic, changing environments before release, but the backdrops have plenty of detail and colour irrespective of the stage interactions that may be triggered during matches. Whether the presentation and style of SFV will be as memorable as that of its predecessor remains to be seen, but generally matches are as enjoyable when spectating as they are when playing.

Fighter fun

Street Fighter V

What all of this means is that in-between a rushed front-end and some flaky activity behind the scenes, there’s a really fun fighting game, and the gameplay modes that are present on release can make idle evenings disappear in a flash. The single-player challenges offer incentives with in-game rewards, the battle lounge presents a simple but pleasing environment for two players to enjoy casual matches, and CFN works well at creating a unified player base amongst PC and PS4 owners. One mode that’s less impressive is the tutorial: much like the one seen in later betas, it covers movement, jumping, attacks, throws, guards and the V-System – however, it doesn’t mention stun, EX moves, Critical Arts (the equivalent of super combos), crush counters (unique attacks that send opponents reeling and leave them as open as they might be after a focus crumple in SFIV) or other advanced techniques, and with no manual in the retail PS4 game, that can be a problem. There’s still a lot in the game to keep players occupied though… and despite concerns about online play, I see fewer connection errors every day so I’m hoping that things will only improve. If you’re looking for something with the quality and robustness of Ultra Street Fighter IV, it might be worth waiting until the missing features get patched in, but if you just want to enjoy a new and fun Street Fighter game and accept that a few rough edges need smoothing out in time, it’s still worth a look.

Street Fighter V is out now for PC and PS4. More information can be found at StreetFighter.com and Capcom Unity

Filed Under: Games, Reviews Tagged With: capcom, fighter, games, pc, PS4, Street Fighter, Street Fighter 5, Street Fighter V

Street Fighter V Beta 4: round-up

2nd February 2016 By Qazimod Leave a Comment

Street Fighter V Beta 4 went live for beta participants on PS4 and PC at the end of January. This is the final beta to be released before the game’s release in mid-February, and with the previous beta unlocking all but one of the (pre-DLC) characters for people to play, there was a lot of speculation regarding the kind of content that would be present in Street Fighter V Beta 4. As it turns out, if you played the third beta during the final phase of the test you would have had a good idea of what to expect here – all but one of the characters (Fang) is unlocked to play, you can practice against a training dummy, and you can let the game find online opponents whilst you train. Consequently, the following isn’t really going to reveal any new character or feature information, but instead offer some opinions on a few of the matches that occurred over the weekend and extra details on move and character properties.

Street Fighter V Beta 4 Day 1 – Headbutts!

SF5b4_4b

Before you can even get to the main menu of Street Fighter V Beta 4 you’re faced with a series of slides explaining the new beta features – most notably, an improved Fight Request setting that lets you specify certain conditions for match requests when the game is searching for opponents (e.g. if you only want to play opponents in player matches and not ranked matches, or if you want to filter out people with bad connections.) With no sign of Fang and no extra modes to try out, I set up my fight requests and waited for my first match. It was my Rashid taking on an opponent’s Ryu, and they started the match strongly; blocking my obvious setups and capitalising on my move recovery to take the first round. Even so, with some nice manoeuvring and pressure I won a round back. I couldn’t tell you how the match ended as I received a “connection lost” error after the 2nd round KO – but we’ll never know if that was Street Fighter V Beta 4 being flaky or the opponent quitting early.

In between matches I picked up a few things during training. For one thing, I haven’t been using Rashid’s command roll (press both medium attacks whilst crouched) nearly as much as I should – it passes through projectiles and could be useful for closing distance without jumping forward into a dragon punch, for instance. Another technique I picked up involves Zangief. I never really mentioned the Head Butt unique attack before (move forward and use the heavy punch – or “fierce” – attack) but it stops projectiles almost like a parry. The interesting thing about this move is that you can execute it fairly soon and still stop an attack, because the hitbox stays active for longer than you might think. Meanwhile, if you try and do the move just before a projectile hits, the startup of the attack’s animation is just long enough for you to take a hit, so it’s less about activating the move at the last moment and more about activating the move at the right moment. That said, the Iron Muscle V.Skill (a temporary stance that absorbs one hit) is a much “safer” option for stopping attacks than the Head Butt, so you could just use that instead.

The majority of the first evening was just spent testing my Rashid against other players online; with no new characters or gameplay modes available there wasn’t a whole lot of extra content to explore, but the matches were still quite fun.

Street Fighter V Beta 4 Day 2 – Bogeys!

Street Fighter V Beta 4

One interesting thing about picking up a new fighting game is that it can be like opening up a toybox – each character does different things and these affect opponents in different ways depending on different conditions. On day two of Street Fighter V Beta 4 I was able to try out two or three things I had been thinking about. For instance, Rashid’s V-Trigger sends a pillar of wind towards the player, damaging them if they touch it without blocking. However, Rashid is also very manoeuvrable and can backflip over an opponent’s head and land on the other side. Since characters in Street Fighter automatically turn to face one another, this allows for an interesting pressure game where you can place the pillar in front of an opponent and backflip to land behind them. I believe that players are safe to an extent if they continually block, but I still won a round with the setup, so who knows.

Another test was less technical. Playing as Birdie, you can leave him in his idle pose and he’ll eventually pick his nose and flick a bogey at the opposing character. However, this bogey counts as a hit and deals 12 points of damage. It can be blocked, but why do that when Ryu’s V-Skill allows him to parry attacks and stop some projectiles? A new challenge was created and I aimed to complete this challenge before Street Fighter V Beta 4 was over.

Unless the bogey is a pixel, it’s impossible to see onscreen – the only clue about its location comes from the time it takes before it hits an opponent. A few failed attempts were eventually followed by a successful parry from Ryu, so if a Birdie player is ever trying to finish you off in humiliating fashion, you can still parry it away. Yes.

Street Fighter V Beta 4 Day 3 – Milestones!

Street Fighter V Beta 4

Despite being somewhat shy about playing against the online masses on day 2, I still had some fun back and forths where my Rashid play saw me cross the 1000 LP (league points) threshold. It’ll be interesting to see how the economy of fight money (earned in fights to buy in-game content), EXP (reflecting your experience with a particular character) and league points (general experience for the player) works in the final game – right now league points are the only thing that can be deducted from online losses from the very start, so they feel like the main measure of skill.

During day three of Street Fighter V Beta 4 I had more online match fun – including one game with a Cammy player who had tons of patience and would punish each of my mistakes without fail. Cammy has such good range with the Spiral Arrow and decent manoeuvrability with Cannon Spikes that it’s hard to find a good angle to approach her from. Meanwhile, a more patient game against a Zangief player went in my favour, and was closed out with a V-Trigger pillar of wind that Zangief walked right into with a running grab move that can’t be cancelled once it’s activated.

If one big positive can be taken from Street Fighter V Beta 4, it’s that the fight request mode gets results early and often. Admittedly, the current beta didn’t let me disable fight requests on the previous day (presumably as they were keen to get data on the online matches) but I rarely had to wait long to find an opponent. In comparison, some participants of the first beta found it near-impossible to initiate a match with another human opponent online, and so players were left messing around in training without ever having any real opposition to test themselves against.

It’s impossible to say whether SFV will have as much of a long-term impact on fighting games as SFIV did, but the past few days of Street Fighter V Beta 4 have been very promising. There are still features missing or disabled in the beta that I hope to eventually see in the full game (particularly online lobbies) – however, with the game launching in mid-February, we won’t have to wait long to find out.

Filed Under: Games Tagged With: beta, capcom, pc, PS4, SF5, SFV, Street Fighter, Street Fighter 5, Street Fighter V

Street Fighter V Beta 3: new character round-up

4th January 2016 By Qazimod Leave a Comment

Earlier in December 2015 Street Fighter V Beta 3 went live for beta test participants. It contained a number of familiar faces from the original beta, but as the beta continued three more characters made their SFV debut…

Street Fighter V Beta 3 Phase 1 – Laura debuts

Street Fighter V Beta 3

A few minutes with Brazilian fighter Laura will quickly show you that this is a character who has a bunch of abilities focused on making sure that her opponent isn’t able to pile on the pressure and give her no room to breathe. The most useful special moves and V-gauge abilities are all focused on keeping the other player out of Laura’s personal space.

The Split River move, for example, is a snappy shoulder barge that pushes opponents back slightly and leaves them reeling momentarily, potentially disrupting players who want to pile on the attacks.

Laura also has a slightly limited – but still effective – projectile attack. The Thunder Clap special move sends a wave of electricity across the screen towards the opponent. If the Thunder Clap is used with a light attack button, the wave will move slowly and disappear after travelling a few feet. That move duration can be changed with the use of stronger special move attacks that result in the waves staying on-screen for longer.

All of this is great if you want players to stay away from you, but for the opponent that have closed the distance, Laura has a command grab – Sunset Wheel. This move sees Laura grab her foe, jump in the air and bring herself down on them. The command grab has to be performed at quite a close distance for it to work, making it another risky move; however, it could be useful for catching out players who aren’t expecting to get grabbed.

With all of this in mind, Laura might sound like a character who always fights at close range. Thankfully, the V.System also offers some fancy dashes and back-dashes, as well as a unique move akin to Abel’s Wheel Kick that covers good distance. Anyway, if you’re afraid of people playing pressure games and want to stop them from being all up in your business, Laura is worth a look.

Street Fighter V Beta 3 Phase 2 – Zangief and Dhalsim debut

Street Fighter V Beta 3

The second phase of Street Fighter V Beta 3 brings with it an unusual sense of comfort and familiarity. Street Fighter IV was a game that was keen to show off the original World Warriors in a brand new 2009 fighter and Street Fighter V has begun by throwing in classic characters alongside the new arrivals.

Of those veteran fighters, Phase 2 of the beta introduced SFII favourites Zangief and Dhalsim. I was particularly fond of playing the Russian wrestler in SFIV so I was pleased to find that he became the first of the Phase 2 characters to be unlocked. Lariat moves, spinning piledrivers and those frightening running grabs are all present and correct, and whilst the spinning piledriver asks for a 360 motion in the command list (demanding that a player push forward and quickly rotate the stick or d-pad around in a clockwise motion before pressing a punch attack), those motions are just as lenient as they were in SFIV. Rather than make the full rotation, you can push forward and rotate around 225 degrees (to the up/back direction) and it will still count as a spinning piledriver when you push the attack button.

The V-System also offers some interesting options for Zangief – the V-Skill allows him to absorb one hit whilst the buttons are held and results in an attack when released. However, if this V-Skill is used during V-Trigger, Zangief will keep absorbing hits for a short duration. As useful as this can be from a defensive point of view, it’s still pretty risky because you aren’t able to do a whole lot else whilst you’re sitting there soaking up hits.

One thing that fans of the Street Fighter IV series will notice is that Zangief’s Banishing Flat (also known simply as ‘Green Hand’ due to Zangief’s appearance during the move) is absent in Street Fighter V. This was an incredibly useful move for Zangief players that wanted to pressure their opponents and it will be missed, but I think that the new V-System moves make up for its absence.

Street Fighter V Beta 3

Dhalsim was unlocked for Street Fighter V Beta 3 players a few hours later on the same day and whilst I didn’t play him that much in Street Fighter IV, he still feels somewhat familiar.

Each Yoga Fire projectile is belched out in a mischievous arc, Yoga Flame attacks knock the player down and can be used in mid-air, and Yoga Teleports see Dhalsim vanish and reappear – either in the same spot or on the other side of the opponent.

The moves are familiar enough to avoid alienating fans of the older games, but the new animations and effects make everything feel fresh and new again. The stationary Yoga Teleport could have its uses when avoiding fast projectiles and a teleport that moves Dhalsim could be useful for escaping corner pressure.

Even without the special moves, Dhalsim still has great long-range normal attacks thanks to his stretchy arms, and the use of normal and special moves together can create some interesting traps. For instance, throwing out a Yoga Fire projectile that travels in a high arc might make an opponent block the high attack but Dhalsim’s arms are so long – and the projectile moves so slowly – that you could sneak in a low normal attack whilst the opponent is distracted by the fireball.

Dhalsim’s V-System abilities seem like some of the most gimmicky abilities we’ve seen so far in these beta tests. Despite this, they suit his character in Street Fighter V Beta 3 and may have some interesting applications in matches.

The Yoga Float V-Skill is almost exactly what it sounds like: Dhalsim floats in the air momentarily and during this time he can be moved freely left or right by the player. This means that if Dhalsim is floating towards a Rashid player looking to set up a dive-kick, Dhalsim can float out of the attack range to safety. Finally, the V-Trigger move Yoga Burner makes Dhalsim set the ground in front of him on fire, and anyone stood in the flames will see their health slowly drain (and converted to potential damage) until they escape the flames or the flames disappear. Since it’s potential damage, a good player could get that health back as long as they don’t take a hit, but this would be risky.

Street Fighter V Beta 3 Phase 3 – all previous Street Fighter V beta characters return!

Street Fighter V Beta 3

There isn’t much to say about the final day of Street Fighter V Beta 3, but it was still a welcome surprise. Rather than giving players a new stage, feature or character, there was an update that unlocked all characters that have been available in the current and previous betas.

The update allowed players to select any character from the first beta (Ryu, Charlie, Chun-Li, Birdie, M. Bison, Cammy), second beta (Ken, Necalli, Vega, R.Mika, Rashid, Karin) and December’s beta (Laura, Zangief, Dhalsim). The only character who remained unavailable was Fang, who we have seen in trailers but haven’t had a chance to play in any beta release.

When Street Fighter V Beta 3 has all of these characters available at once, it reinforces the feeling that the game’s cast is diverse enough to keep everyone happy – maybe I don’t find Charlie too appealing, but it doesn’t matter because I can just play Rashid or Laura instead. Fans will have their favourites and these favourites will change over time as new strategies are discovered and balance patches are rolled out. In the meantime, Street Fighter V looks like it will be a solid addition to the series.

For more information on Street Fighter V, click the links below:

StreetFighter.com

Capcom Unity

Filed Under: Games Tagged With: beta, capcom, pc, PS4, SF5, SFV, Street Fighter, Street Fighter 5, Street Fighter V

Street Fighter V: Beta 2 – new character round-up

18th November 2015 By Qazimod Leave a Comment

Street Fighter V saw its second beta go live for PS4 and PC users in October, providing players with more new characters to play with in training mode and ranked matches. The initial batch of characters in the first beta showed some early promise but as I’ve discovered over the various beta phases, these other fighters open up many more possibilities for interesting match-ups…

Beta 2 Phase 1 – Ken, Necalli, Vega and R. Mika unlocked

SF5_ken

Ken’s list of special moves is as you’d expect – fireballs, dragon punches, and hurricane kicks are all present and correct.

His V.Skill – Quick Step – lets him run forward and ends with an attack if you hold the buttons. However, the attack variant sees him stop a little shorter – without the attack-ender he seems to run more than half the width of the screen.

Ken’s V-Trigger allows flaming uppercuts on all three strengths rather than just Fierce, red fireballs that cause a knockdown at any strength, and flaming hurricane kicks (again, irrespective of the attack strength used). He also has too much airtime on his dragon punches for players to run under opponents with Quick Step whilst they are still coming down to earth, but it could be useful for pressure games.

I played against a CPU-controlled Vega for a while and it looks like that will be a particularly interesting pairing – Vega likes to fly horizontally across the screen and come down on slower players, but Ken’s Quick Step could make timing less predictable and might allow Ken to run up and dragon punch before Vega has even set up his own attack.

SF5_necalli

Necalli has both motion and charge-based special moves and already presents some interesting situations for a Necalli player and their opponent.

A special named The Disc’s Guidance is a charge move that functions like E. Honda’s Sumo Headbutt, launching Necalli further across the screen depending on which strength of punch is used. It will undoubtedly be useful for corner pressure and attacking at a distance, and tested against Ken’s (non-EX) fireball it goes through the projectile.

Raging Light acts like a rising Tomahawk Buster and launches Necalli upwards and forwards, which can launch an opponent into the air or catch someone jumping towards him. It also works well when paired with the Valiant Rebellion special; a stomp move which can pop an opponent into the air with the heavy attack, allowing for a Raging Light follow-up. Additionally, Necalli also has a command grab, although the grab range feels somewhat short at the moment, so it could be fairly risky.

SF5_vega

Vega, as you would imagine, has a move set that is fairly familiar to his Street Fighter IV commands – Izuna Drops, Flying Barcelona Attacks and more are all present and correct, and he can still fight without his claw.

Beyond all of this, the Switching Claw special sees Vega pull out and put away his claw rather than toss it to the ground, so you no longer have to worry about scrambling across the stage to pick it up.  Activated with two medium attacks, his V-Skill sees him flourish with a spin attack if the buttons are held. A short press will result in a spin with no attack, though – with this, you can fake out players expecting you to miss the spin attack and be left wide open.

SF5_mika

R. Mika’s specials are a mix of evasive hops, command grabs and, er, bum attacks. Whilst she could be considered as a ‘grappler’ character, she already seems a lot more nimble than SFIV’s Hugo or Zangief and her move list has no 360 or 720 motions. At the moment it’s hard to know how the specials can be used in combos, as Shooting Peach pushes the character back too far for any follow-ups. The unique attack ‘Lady Mika’ (f+HP) at least acts as a launcher and her V-gauge abilities are nice and playful, with the Nadeshiko assist calling in another character to potentially set up combos and the Mic Performance ability powering up throws to as much as 1300 damage (enough to KO some characters in one move).

There was a bit of trouble towards the end of the beta phase when I was met with the dreaded “Unable to log in to game server. [2100e]” message. I had to cut my testing short as a result but already, these four characters make the SFV roster seem more varied and interesting…

Beta 2 Phase 2 – Rashid and Karin unlocked

SF5_rashid

Rashid’s special moves are all performed with quarter-circles and single buttons – he has a Tomahawk Buster-style forward attack, can use small whirlwinds as projectiles and has a nice horizontal flying kick that’s hard to think of an equivalent for. Perhaps it’s akin to the flying kick of Mortal Kombat’s Liu Kang… but that’s a stretch.

There’s also an unusual Vortex Strike special which is like a moving spin attack and can be directed forward, upwards or forwards in a rising fashion. The projectiles fire forward or upwards depending on the strength of the attack and will be great for keeping players at a distance, and his flying kick is useful for catching players out when they think Rashid can’t reach them. That kick can also become a dive kick if performed after a jump, but it only works after a forward jump, so players looking to stay back and try to fish for a dive kick opportunity will be disappointed. That said, Rashid’s V-Skill is excellent, propelling him into a forward jump that can be cancelled into a dive kick when any kick button is pushed.

SF5_karin

Karin‘s moveset is built around motions and follow-ups, starting with a fireball motion performed with a kick attack that results in a command dash. This dash has various enders and happens so fast that the follow-ups have to be done in a very small window, but for people with good execution it shouldn’t be a problem.

She also has a kick combination and what looks like an overhead punch combo as special moves, the latter including follow-ups of its own. Meanwhile, with the V-Trigger active, her hands begin to glow and a set of new special moves and follow-ups for custom combos are available. These can push the player back a lot and knock them down, although the range of different strikes and enders means that it will take a while to figure out which combos should be used in which situations. Karin is certainly one of the more execution-dependent characters I’ve seen in the beta and she will present a satisfying challenge to people who enjoy practising the custom combos.

Beta 2 – in summary

After trying the batch of new characters offered by the second beta, it’s much easier to appreciate the kind of game that Street Fighter V is shaping up to be. Each of the characters feels immediately useful and you can quickly see how their special moves and V-gauge abilities can help them in various match situations. People will still come away from the beta with ‘favourite’ characters they enjoy using because of the way they prefer to play the game (I’m personally a fan of Rashid’s mobility and pressure) but nobody feels overpowered and every character is enjoyable to use in its own way. Whilst this is still a beta and the characters may yet be subject to future balance changes, it’s helped to make Street Fighter V a much more exciting new-gen fighter.

For more information on Street Fighter V, click the below links:

StreetFighter.com

Capcom Unity

Filed Under: Games Tagged With: beta, capcom, pc, PS4, SF5, SFV, Street Fighter, Street Fighter 5, Street Fighter V

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