Тёмный

Why did so many people hate Street Fighter V? 

rooflemonger
Подписаться 234 тыс.
Просмотров 135 тыс.
50% 1

Опубликовано:

 

28 сен 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 1 тыс.   
@rooflemonger
@rooflemonger Год назад
SFV is straight up a good game now, and the transformation its had over the years has informed Street Fighter 6 which for the most part has near universal praise going on at the moment. However SFV was a very rocky boat at the start, and it garnered a lot of criticism and honestly, quite fairly so. So lets talk about why SFV had so many issues in the early days, and what was done over time to help fix it!
@cthulhu888
@cthulhu888 Год назад
As much smack sfv gets, it did improve on what sf4 did and it certainly revitalized the brand over the past few years. If anything i think its faults wil be what will make sf6 such a knockout its already proving to be. I think sfv will dethrone sf3 as the blacksheep of the series though i doubt sfv has the outlasting potential to bring us another moment 37 someday though. The biggest thing sfv will be talked about fondly years from now are all the crazy costumes we got more likely lol 😄
@greytoeimp
@greytoeimp Год назад
I don’t agree. It’s hardly “good”. Better sure 😢
@JamesOGant
@JamesOGant Год назад
I think sf6 will be worse because of all the negative nancies about 5. Sf5 was far better than 4 as a fighting game, but 4 was more popular, and there was a pandemic in the middle of sf5. Just because something is popular doesn't mean it's good. There's no perfect street fighter, and nostalgia blinds people, but I think 5 is the best SF so far except SF3 3rd strike. They added the reversal, the shift, the priority system with crush counters, the skills and the triggers, and all of these things I liked; all were character specific. SF6 without a priority system and crush counters will be a lot like a KOF game or something- very fast paced and a lot of button mashing. And all of the things that I mentioned are gone from 6 so far at least. It seems like 6 may just be an updated version of sf4 with a red move a blue shield and a green quick movement skill and all are universal skills for everyone... this to me is a step backwards from what 5 was and is.
@TonyJenn
@TonyJenn Год назад
@@greytoeimp it's good now
@mattyryon
@mattyryon Год назад
@@cthulhu888 In no way shape or form is it an improvement on SFIV
@JCintheBCC
@JCintheBCC Год назад
I jumped in at Champion Edition, and, honestly, never knew about all this until I got more into the FGC. It's like finding out about your partner's wild history years into the relationship.
@Sune
@Sune Год назад
perfect analogy 😂
@SpringdayAutumnmoon
@SpringdayAutumnmoon Год назад
I just recently bought Champion Edition. I've heard of a lot of these issues, but damn, some of it's even more embarrassing than I thought.
@itsmellslikeupdog
@itsmellslikeupdog Год назад
Emotional
@junior1388666
@junior1388666 Год назад
In that case sf5 was a junky giving bj's at a street corner for 5 bucks
@Rajalae
@Rajalae Год назад
@@itsmellslikeupdog you are so lucky 2012 - 2016 when sf5 launched was such a fucky time to be a fighting game fan you are so lucky you came now
@AgelessObsession
@AgelessObsession Год назад
As someone who was deeply involved in my local scene during the SF4 days and fell off completely at the start of SF5, one thing I think this video overlooked was how offense changed. SF4, infamously, had a lot of ways to escape pressure. FADC shoryu was unpunishable until Ultra, backdashes had a ton of invincibility, and any grappler could blow you up with a 1 frame grab if you were overzealous. In addition most Ultra combos were also reversals, and so the potential of someone blowing you up for 'smart' pressure was constant. SF5 corrected for this in the other direction, perhaps overly so. Command grabs had actual startup now, so mashing them in pressure was no longer an option. Backdashes were counter hit punishable. And infamously, season 2 removed the invincibility from non-EX shoryus across the entire cast. This meant that when someone forced you into the okizeme game, finding a safe way out was extremely difficult. In early seasons this was even worse because there were throw loops that allowed the attacker to make their grabs meaty, so even mashing a jab would still lose out. It was also a very lopsided guessing game. The reason 'take the throw' became a memetic piece of advice is because if you got stuffed out of your throw tech, you were guaranteed to eat a full crush counter combo that would end with you in the exact same position. This was all happening alongside other changes that made the neutral/poking game a lot less prevalent. Fireballs in SF5 were much weaker than the previous title, along with most characters getting some sort of anti-fireball option in their kit (Cammy's backfist, Gief's flex, Rashid's roll etc). Even if you managed to play footsies for 80% of the round it was very easy to lose one interaction and then get vortexed to death by characters like Mika or Laura. A lot of this got ironed out in later seasons by making buttons less plus, adding proration to crush counter combos so they were less devastating, and adding V-Shift to give the defender more ways to interact. Offense is still very strong, but more attacks have lingering hurtboxes that allow whiff punishing to be more consistent and viable. It's still not my game of choice, but I think it's a huge improvement over where it was on release. tl;dr surely he won't grab me the fifth time in a row-GODDAMMIT
@eoretaspace
@eoretaspace Год назад
this sounds like laura in a nutshell, and this is coming from a guy who watched SF4 from vanilla to ultra but on and off for sfv (But watched the evo finals this year)
@WegraX
@WegraX Год назад
I have no fucking clue what you just said
@notimeforcreativenamesjust3034
@notimeforcreativenamesjust3034 4 месяца назад
​@WegraX Basically people didn't like that you had to think more on offense instead of being able to OS every defensive option, hated that the game came out in a unfinished state, and didn't jive with the early Vsystem
@gentlemanjared
@gentlemanjared Год назад
They did absolutely nothing to promote Necalli. He's supposed to be this terrifying eater of souls and he just jobs and jobs. Then isnt even the boss in his own debut.
@ThePivotaddict
@ThePivotaddict Месяц назад
Necalli promised nothing and delivered less
@ngubod16
@ngubod16 Год назад
Im really surprised you didn't mention anything about the netcode. Or maybe it was already super obvious. For me it was the biggest issue when I got the game because there was nothing to do offline so the only thing to play was ranked but there was the whole 7f of input delay online AND the horrible netcode AND the constant server disconnects that just crippled the game. That sound the game makes when someone RQs used to plague my sleep.
@killercore007
@killercore007 Год назад
And that the console versions were basically paywalled to even do any online stuff.
@ADreamingTraveler
@ADreamingTraveler Год назад
He did mention the netcode for a couple seconds but yeah if the netcode was actually decent there might have been more life in the game early on. I'm glad companies are finally realizing that having a great online helps keep your game alive and people playing...who would have thought lol
@Lestakeo
@Lestakeo Год назад
A few things I think I didnt hear in the vid ; - the game came out without legacy controller settings. Stick users coming from PS3 and 360 had to buy a new one in order to play. - for at least 6 months after release the invite system did not work. I couldnt create a room and invite my friends. - the game came out with a ton of delay input, especially on PS4, which made some moves unreactable. At the top of my head (I could be wildly wrong), Nash's dash was 17 frames and the game had something like 14 frames of delay input. This delay input rendered zoning impossible and made people fish for a crish counter. It was touched upon in the vid but it was not gracious to see people spam hp/hk in the hopes of hitting something. - the game was a PS4 exclusive on consoles, cutting itself from a large part of the playerbase, given for years the majority of players in SF4 were on the Xbox 360. - the game had stuff in it that simply did not work. The rooms and invites being broken was horrendous but other stuff like the battle statistics (how much you defend or you attack) did not work for years. Why even put it in the game in the first place ? - the rollback was awful. Rollback may be fantastic on paper but this one was to this day the worst implementation of one I've seen. Infuriating. - lack of defense mechanics. Backdash were not invincible, and worse would get crushed if you were hit by hp or hk. It would take years before V-shift were a thing. People around me would rage about having paid the game but not having a story mode, I forgot the details by now but they complained about stuff that Capcom was open about not being there and would be coming in the future. So I defended the game, for years. But 2 to 3 years in I burned myself on it and to this day I still can't stomach it. It is a shame. At least SF6 beta looked fun and it seems that the game will have more content in it at launch than SFV a few years in. I could also play with my friends and the rollback seemed good. Right out of the box, the beta is miles from the horrible beginnings of SFV, that makes me hopeful.
@GohanOXG
@GohanOXG Год назад
Holy shit, I actually forgot that the game was a PS4 exclusive. lmao
@jeremybrown9611
@jeremybrown9611 Год назад
Yeah for me that was the worst part for me, it should've been multiplat idc what money Sony gave them. It was a double edge sword. Yeah it was the best selling SF game but at what cost, I mean SF6 is shaping to be the better game with multiplat so it's gonna sell better
@aeolusedge8575
@aeolusedge8575 Год назад
I know this is months old, but to correct one part: SFV had a PS3 Legacy Controller option. I believe it was one of the first newer fighting games to implement the feature at the time.
@Lestakeo
@Lestakeo Год назад
@@aeolusedge8575 It indeed was there as a day one patch, thank you for correcting me. But I know I personnally couldnt get my stick to work through legacy and it was the same for several friends of mine.
@hassanabdullatif5861
@hassanabdullatif5861 Год назад
It was rushed
@Joofthesoup
@Joofthesoup Год назад
Elaborate
@hassanabdullatif5861
@hassanabdullatif5861 Год назад
@@Joofthesoup I don't need to
@Joofthesoup
@Joofthesoup Год назад
@@hassanabdullatif5861 then your reasoning thrown into the trash
@hassanabdullatif5861
@hassanabdullatif5861 Год назад
@@Joofthesoup Ur reason is the one that's thrown into trash The game was broken, the physics were weird, and it was very horribly unbalanced, also the unnecessary DLC can be earned through just playing the game Yeah, you wanted me to elaborate so I gave you just that
@GilangD21
@GilangD21 Год назад
@@hassanabdullatif5861 but he didnt present any reason, just asked
@Bipumasta
@Bipumasta Год назад
Honestly, my main gripe with SFV was with its roster. It felt awfully small compared to SFIV and all of my mains were gone (Rufus, E. Honda) or had been butchered so badly by the development team that they had lost all the tools that made them fun or viable (Juri). It was also so terribly balanced that a good chunk of the few characters available during Season One were just barely playable: Zangief was a mess, F.A.N.G. was incredibly fun but not super viable and you knew the balance had to be really crappy when Ryu, the poster boy character, was bottom tier. It just felt like a downgrade from SFIV in every way, even visually it was less appealing.
@eoretaspace
@eoretaspace Год назад
i hate to say this but ppl really should know by now that buying vanilla SF titles is a bad move unless ur competing for a tournament, they always do frustrating small roster resets for every new SF title they launch unless its a collab title
@ADreamingTraveler
@ADreamingTraveler Год назад
I loved playing Juri in SF4. I recently just got SF5 and was trying her out the other day and I actually hate how she plays now. I thought maybe I was just misremembering how she was in 4 or something. I'm really hoping she's a lot better in 6
@Bipumasta
@Bipumasta Год назад
@@ADreamingTraveler I played in both SF6 betas. Juri was lots of fun there, much more than in SF5!
@WeirdEdz
@WeirdEdz Год назад
Do you not remember sf4 having a small roster too? People forget
@DIRTYSOUTHSHINOBI
@DIRTYSOUTHSHINOBI Год назад
​​@@WeirdEdz bruh the SF4 base roster had 25 characters compared to SF5 base roster with 16.. I hate when people just be saying shit
@danross1038
@danross1038 Год назад
I hate that it takes several years for a game to get just right, only for it's predecessor to be announced shortly after.
@Lepidopterous.
@Lepidopterous. 6 месяцев назад
I mean this was never a thing lol. Games were never normally released this half-baked. That started later with fighting games after developers started leaning so heavily on DLC content & sales. Yes Street Fighter games always had tons of versions, but it was never intentional like they do nowadays where they give you 10% of the game with 90% coming later (exaggerating but you get the point). An early taste of this was how Capcom packaged Street Fighter X Tekken with the DLC already encoded on the disc but locked behind a paywall. So everyone was paying full price for an incomplete / partially locked game and it pissed off a lot of fans.
@sakumaFR
@sakumaFR Год назад
Sometimes I do wonder if SFV lost its audience the same way SF3 did. I got into SFV last year so I didn't experience the disappointment that others had but I imagine it could have been at the same level as SF3. It's also possible that a larger new audience has been gained due to esports but if it did launch at the beginning as a good game, how much bigger would the SF audience be right now?
@kaleidoslug7777
@kaleidoslug7777 Год назад
HUGE. I don't have the data to back this up, but I strongly believe SFV being poorly received was a net positive for every other fighting game out there, particularly the smaller ones. Suddenly the bulk of people who did or would have played SFV had good reason to try something else. I'm an example of that, I got into GG and KoF instead of buying SFV because of the bad press and I've only recently started playing it again (its great), had it had good press ages ago I'd have bought it first
@Darkkfated
@Darkkfated Год назад
Ironically, SFV made a lot of the same boo-boos with the initial roster that SFIII did. SFIII was "Ryu, Ken, and a bunch of freaks," and everyone hated it. And here in SFV we have "Ryu, Ken, Chun, a couple of returning favorites, and a bunch of obscure characters that were last seen in the lower tiers of the Alpha series. Oh, and Necalli, a villain who somehow manages to make Seth seem interesting in comparison." Not great, and most people were underwhelmed.
@zfranke3dome
@zfranke3dome Год назад
Before you got in to SFV what Fighting games did you main? Reason I ask because most people transition from SF4>SFV felt a downgrade.
@Kara-de5cz
@Kara-de5cz Год назад
@@zfranke3dome only because of some anime endings and combos ?
@cammyshill3099
@cammyshill3099 Год назад
@@Darkkfated Those "low tier Alpha characters" were the most requested characters by the community in the final days of IV. Mika, Karin and Nash were all requested characters and people hoped to see them in the spot that ended up being taken by Decapre as last IV character.
@DJmouchi777
@DJmouchi777 Год назад
The way SFV released was unforgivable, but probably a net good for the FGC as a whole. A lot of older FGC players basically only played SF and other SF related games, with a lot of old fighters not being taken seriously. Capcom made so many early missteps with the game that the FGC stopped being Fighting Games by Capcom and hordes of people started actually looking at other fighting games seriously. Lots of players jumped ship for a variety of reasons, and good chunk of the people that stuck around were either in it for the money or their love of SF trumped any misgivings they had with V. I was in r/kappa during the first season or so of SFV and saw tons of people drop the game for stuff like Tekken and Xrd. I'm only slightly exaggerating when I say the FGC of 2022 wouldn't be the way it is now without Capcom shitting the bed so hard. Thanks, Capcom. Your initial fuck up was so bad, the FGC flourished looking for better games to play! While they have improved a lot later on (I think around season 3-4 was when the really started to regain people's goodwill and become a legitimately good game) and SFVI looks like it might be a banger right out the gate, it cannot be understated how badly SFV's initial release and first few years were. It was boneheaded decision after boneheaded decision (like, y'know, 𝒑𝒖𝒕𝒕𝒊𝒏𝒈 𝒂 𝒓𝒐𝒐𝒕𝒌𝒊𝒕 𝒊𝒏 𝒑𝒆𝒐𝒑𝒍𝒆𝒔 𝒄𝒐𝒎𝒑𝒖𝒕𝒆𝒓𝒔) and going from that to the state they're in now is legitimately impressive.
@JagerXIII
@JagerXIII Год назад
Even aris said that one of the factors in tekken 7’s success and growth in community is because of capcom dropping the ball with sf5. In our local community, most of the people played tekken and I was basically the only sf4 player who frequented the game center while the rest of the 15 or so sf4 players would only drop by if there was an event, so I knew some of the tekken guys there. Ffw a couple of years later, they were surprised that i was on a tekken 7 cabinet. I told them I didn’t really like 5 so I switched to tekken 7 and that’s how i became a part of our local tekken 7 community.
@madmaxiemartialartsnerd485
@madmaxiemartialartsnerd485 Год назад
Thing is I think the bigger hero to the story was the success of Mortal Kombats Reboot. For many fighting game titles were Taking Ls. Soul Caliber, SF, and there was one more fighting game that took a L but it escapes my memory. But point was Mortal Kombats team basically laid down the hallmark standard of what we want for a good fighting game launch. 1-A decent story and good character design, for the world we are fighting in, while pros may not give a fuck, the vast majority of casuals eat up good lore for breakfast. This is what brings in the fan artists, the cosplayers, the youtubers, which is essentially your free advertisement. 2- A good spectate mode to watch good players or our friends. This has become a staple in all competitive games 3-Good arcade challenges. While I for one never cared for arcade modes and challenge modes, I always either did story modes or player vs player, I am well aware the huge portion of casuals LOVE this shit. 4-Vault unlocks. A fun thing about fighting games is unlocking things, in the past it use to be characters, but honestly this is a system we can't go back to even if we wanted to. Selling characters is simply better for both casuals and the pros. For Casuals they might not have time to do weird obscure challenges to unlock characters, for pros they dont wanna spend that time, they just wanna buy their main and master it. But what MK showed, is unlocks can be more than just characters, it can be art, it can be trophies, it can be hidden story confirmations. There is a lot of things you can put in a vault lock to unlock through challenges. MK reboot wrote the book on what should be in a fighting game before its deemed worthy for launch, and Capcom thought they could just half ass it. But no this woulden't work, fans tasted the good shit and they weren't going back to water.
@DabbinHarambe
@DabbinHarambe Год назад
I have a vivid memory of playing SFV the December of the year it first launched. My mom had bought my cousin a copy of it for Christmas, and after all the gifts were opened, we went to play it together like we did with SF3TS and SFIV. After only 30 minutes of just fighting each other, I asked my cousin if he was having fun, and he looked at me with a face that said it all: He didn't want to be rude and say he wasn't having fun, but that's what he felt. I felt so bad for him and my mom, who didn't know any better, and we just haven't played SFV since then.
@Omnitrix8
@Omnitrix8 Год назад
Same, my copy is somewhere gathering dust. Never touched it in years
@eduardobrigas4177
@eduardobrigas4177 Год назад
SFV was launched February 2016
@DabbinHarambe
@DabbinHarambe Год назад
@@eduardobrigas4177 My bad, I reread my comment and saw how it was misread. I added "of the year" to make it more clear. Thank you for catching that, I actually appreciate the feedback :D
@WeirdEdz
@WeirdEdz Год назад
You definitely didnt have much fun playing sf4 then 😂
@keithl8080
@keithl8080 29 дней назад
Every SF veteran knows that SF5 was a game designed to attract new players (newbies lol), Capcom wanted to make it a fighting game version of DOTA 2, so they can make more money turning the street fighter series into a service based E-sport competition game. So they can charge gamers $30 every 6 months for new characters and costumes instead of making a 100% completed game for $60. The input is over simplified, the pace is ultra slow, and the mechanics are terrible. They even "pause" the game when you activate "V-skills" to fit the skill of newbies, which is a joke for anyone good at fighting games. Another reason that SF5 was terrible is because Capcom turned street fighters from fighting game into a guessing game since SF5, I forgot how many times I see players with little skill won with jab, grab, jab, jab, grab. I understand that Capcom tried to make SF5 more exciting for streaming and the E-sport scene, but they weakened most defensive options, and favorited offensive play style way too much.
@thetoondevil
@thetoondevil Год назад
I was a big Street Fighter fan, I remember getting the 360 just so I could get SF4 when it launched. And it was kind of the same story with SFV. But I was hugely disappointed when the game launched. I kept the game in hopes that it would get better but it took soo long to get there. While it's good now, I can't help but still have that sour taste with the game.
@21Handguns
@21Handguns Год назад
This is definitely something that has been discussed a lot,but i'd say the timing of how bad the sfxt launch was, combined with the game's lack of other console ports other than PS or PC,crappy promotional material compared to the previous installment,lack of single player options,lacking gameplay and horribly small roster,and the whole story mode shinanegans that happened definitely hurt the game's reputation and overall sales as well as favor in most of the players. I mean,i was someone who was very into USF4,and i didn't even hear crap about sfv until Juri was released lol. It was bad,and honestly a miracle that in the end capcom was able to save the game and make it into a pretty good ass game considering what the had. SF6 is definitely gonna kill the game once that releases though lmao
@phdbot4483
@phdbot4483 Год назад
With Street Fighter 5's horrible launch, my friends and I held off on getting the game until it started to become decent. By Arcade Edition, I enjoyed what I tried of it despite its flaws. Last time I enjoyed it however was playing the "Mysterious Mod" with one of my friends. Incredible mod someone made and gave every character new moves, buffs, and even added a new mechanic that goes by "V-Cancel" which can be cancelled into a unique move at the cost of 1 V-gauge.
@goldenbrandon1716
@goldenbrandon1716 Год назад
After going back to sf4 it’s noticeable how much less stressful, taxing, volatile and random the gameplay is. I actually feel like I’m winning due to good reads and strategy and losing due to my opponent outplaying me. In SFV it’s just so random with all of the brain dead blow up mechanics
@galmart3111
@galmart3111 8 месяцев назад
Sf4, known for honest characters like Elena and Yun
@infiniteon1834
@infiniteon1834 Год назад
I think the small roster on Street Fighter V’s launch isn’t as much of the issue as the characters that got excluded. Remember, everyone was complaining about how Guile and Blanka and Honda weren’t in the base roster and didn’t come back until DLC, and the negative press that came from the series-defining characters missing out. Granted, SF6’s base roster isn’t that much larger than 5’s, but I think it hasn’t gotten as much flack due to having all the World Warriors from the jump (plus Cammy and Deejay), at least from the perspective of the general public. Also I’d say the newcomers in 6 generally being more well received than 5’s base newcomers helps (Rashid is the only unanimously liked one: Laura’s got some mixed reception, FANG is mostly hated but has a small dedicated fanbase and everyone forgot about Necalli).
@mousefire777
@mousefire777 Год назад
Why would someone complain about Blanka not being in the roster?
@infiniteon1834
@infiniteon1834 Год назад
@@mousefire777 Because it’s Blanka. He’s an iconic character to the series and it would feel weird if he’s not there.
@mousefire777
@mousefire777 Год назад
@@infiniteon1834 Dan and Sakura are at least as iconic and they aren't toxic as fuck to play against
@HolyHadou
@HolyHadou Год назад
I kinda thought you'd mention the netcode issues and that one time they almost installed a rootkit on the PC version and disabled the the Netcode Mod fix someone in the community made. Also Story Mode showing up 3 months late?
@jakobmann1497
@jakobmann1497 Год назад
Sf5 biggest mess up was probably the state it released in. Its in a great and solid state now and has a huge roster
@Alfrebaut
@Alfrebaut Год назад
Personally, for me, there were a few reasons why I wasn't super into the game, like the character design, the major changes to a bunch of characters that I played, but the reason I quit was the input delay. It was so noticable for me that it felt like playing with lag, which just made the game feel worse than all the other fighting games out there, so I just stopped playing it.
@AndrewAnstrom
@AndrewAnstrom Год назад
He really glossed over this point for some reason... when the game launched, that's all I remember hearing about it in reviews.
@wareternal3226
@wareternal3226 Год назад
I jumped into SFV a few days ago after playimg for the first time a couple of years ago, and now, unlike last time, I'm having lots of fun. In fact, I watched your guide yesterday lol. Coincidence? 🙉
@rooflemonger
@rooflemonger Год назад
🐵
@-nomi.-
@-nomi.- Год назад
It's incredible just how much controversy this game generated in its early days. Like the rootkit stuff which was a real bad look. SFV is in a good place now but the only thing that's a shame is that what we have now feels like what we should have had in 2016 (except the dlc characters)
@notimeforcreativenamesjust3034
Not really, season 3 should've been what we had in 2016
@sleazyfellow
@sleazyfellow Год назад
Having 16 characters at launch this day and age is just a "hey we're gonna supply dlc for years", which means, more money from the fan base. Most don't like that.
@danielm5161
@danielm5161 Год назад
A lot of it was the graphics and general art direction too. It has gotten a lot better over the years but the first couple years it looked terrible.
@DragynFyre12
@DragynFyre12 Год назад
I love SFV and tbh I think its has a lot of personality and polish a lot of other fighting games on the market don't have. Tbh I think this vid could've been more brutal 😅 you didn't even go into input delay, netcode, the root kit, throw loops, etc
@unique_mushroom
@unique_mushroom Год назад
yeah the biggest things that came to my mind was input delay and throw loops lol
@ArkThePieKing
@ArkThePieKing Год назад
For me personally the big problem SF5 had (and still has to an extent) is 1: the insanely high damage everything does and 2: how stupid safe block strings there are. It's so easy to just get into positions where you have to block 5, 6, even 7 mixups at a time because you just cannot punish anything on block. It was especially egregious on launch and has gotten better but there's still a lot of that. And because damage is so high you only need to guess wrong a couple times for a round to be over. In the early days of Street Fighter 5 it wasn't uncommon at all for a Cammy or Bison to trap you in the corner and you were done. They could just keep you there forever until you tried pressing any button and you were put in the ground for it with no opportunity for counter play at all. I still think that moves are generally too safe on block, and damage is still ludicrously high but it's been dialed back enough that matches are at least enjoyable and you can find gaps in your opponents offense to take your turn back so to speak. Street Fighter 6 looks to be addressing BOTH these problems. Very few moves are plus on block, and the damage has been scaled back dramatically so even if you do end up getting pressured and punished, the round isn't just over because you had the audacity to block a move. VERY excited for the next iteration of Street Fighter, I will be SO glad to put 5 behind me lol.
@omegaweapon116
@omegaweapon116 Год назад
Exactly. This game is all about block stun and getting dizzy into a death combo
@blackoozaru1916
@blackoozaru1916 Год назад
i love this game, i been saying that for the last 6 years, but i never pretended it was perfect or anything, i was there at the beggining and i left for DBFZ for some good 2 years, also because DBFZ is probably my top 3 fighting game, but yes it was rough! You were generous enought to did not mention how bad the netcode was(now its just ok) and the rootkit issue, today i totally recommend this game specially because its always on sale and worth the money
@rooflemonger
@rooflemonger Год назад
year 1 honestly nobody cared about the netcode. People were just happy to have rollback, and the rootkit issue honestly didn't effect sales in any real way, just people being loud for the sake of being loud. Wasn't great sure, but its not anything that created any real impact
@The_Gamers_Gamer
@The_Gamers_Gamer Год назад
@@rooflemonger RN the game still has one sided lag that can be forced upon you. For many reasons including the other player mashing. Has that effected sales? No but it's yet another valid reason why people hate this game.
@Wiktorino1984
@Wiktorino1984 Год назад
They makes to many season passes and sell game in little parts. Capcom never changes final version is great but we suffer too long time.
@blackoozaru1916
@blackoozaru1916 Год назад
@@Wiktorino1984 yeap, I know and I like it, did were satisfied with season 1? I'm glad they added a lot of characters and things to the point pretty much everyone has a character to play... I agree a game has to be released complet and SF6 will be, but I still want many many seasons of content for that game too.
@XEPHOURIA
@XEPHOURIA Год назад
You're the first channel that I've ever found from googling 'beginner's guide' or 'how to' and proceeded to binge watch and thoroughly enjoy
@the_ed2274
@the_ed2274 Год назад
I remember before SFV came out, they said they wouldn't come out with multiple versions of the game like they did with IV. Well...
@rgbrob
@rgbrob Год назад
Disconnection issues were frequent in the launch days here in Australia I remember. It was even difficult to play survival mode as frequent internet dropout would cancel survival mode during mid play despite it being an offline mode in effect.
@SevastovTv
@SevastovTv Год назад
Wow for someone new at fgc (2018 was the year I understood and love fighting games) that's a lot negative for SFV than I thought, I only thought were the lack of characters and maybe the visuals but it's way deep wow.
@tomsnowden6201
@tomsnowden6201 Год назад
I loved how long it took to unlock one of very few characters..That was a lot of fun.
@The_Gamers_Gamer
@The_Gamers_Gamer Год назад
100K FM grind is ridiculous.
@rooflemonger
@rooflemonger Год назад
Yeah lots of Street Fighter content on the channel right now! Mostly cause.... everything else is so dry lol, as mentioned in the recent community post. Whenever that lastest DLC hits for strive rest assured there will be full coverage, whenever there is news for Project L we will talk about it, but for now in lieu of news, I can find stuff to talk about SF wise, so SF it is 👁 (also expect an indie fighter showcase soon...)
@thepear6684
@thepear6684 Год назад
They hyped Necalli up, just to instant kill him in the Story😂😂😂😂
@ThaPremiere1
@ThaPremiere1 Год назад
If we dont talk about monetization when we talk about why SFV was poorly received, then we arent being genuine. The truth is that SFV slow development was due to the fact that the intention was always to sell features over time.
@ReginaldVannison7777
@ReginaldVannison7777 Год назад
I think the biggest reason is obviously the netcode. My only gripe with Capcom concerning SF5 is not giving it a next gen upgrade with better netcode.
@valeoncat13
@valeoncat13 Год назад
In their defense, it was too far into SFV's life to make adding better rollback(cause it does use rollback) to the game. It's much more costly to change netcode after a games run, because a lot of that stuff is baked into the animations/inputs/etc. The game is balanced around both offline and how netcode works. So adding a new netcode in a lot of cases requires the game to be "rebuilt" around the new one. Which is extremely time consuming and costly brecause of it. My assumption is, thanks to the development of SF6, there just wasn't any incentive to retrofit a game on it's last legs. Especially when they expect most of the playerbase to make the switch.
@elneco4654
@elneco4654 Год назад
@@valeoncat13 The better part is, there was a fan patch that made the rollback actually playable. What did Capcom do immediately after? PATCH THE GAME SO THE NETCODE FIX ISN'T POSSIBLE.
@rooflemonger
@rooflemonger Год назад
netcode discussion wasnt really on the table til partway into year 2. Its an issue sure, but at the start it was met with nothing but praise for the most part.
@starlord1521
@starlord1521 Год назад
@@elneco4654 they patched the game incorporating the netcode fix something even hifight and Altimore stated. The netcode has issues but let's not start lying about it
@MEETHEGROUCH
@MEETHEGROUCH Год назад
@@starlord1521 Netcode was the issue. They patched the game of course, and made it worse and unplayable for others. I remember that clear as day. That's why I dropped the game. What is El Neco lying about?
@ADreamingTraveler
@ADreamingTraveler Год назад
I remember being so excited for SFV back in 2015. I had just come off 100 hours learning SF4 with a friend and still getting my barrings on fighting games as a whole to actually learn them. I was all set and ready to buy the game at release and commit to learning it. Then the game came out and everyone said how awful it was. I basically avoided the game and never got into any fighting games since I had stopped playing SF4 around that time. I did finally pick up SFV a few months ago on sale since I wanted to get myself more familiar and ready for SF6 in June since I want to learn and commit to it. SFV is decent. It's not bad but it definitely doesn't get me excited like 6 does. Something about 5 just feels a bit boring to me unless you're playing more of the recent roster.
@marz4588
@marz4588 Год назад
No chip damage kills outside of super chip + v-trigger comebacks devalued comebacks and killed the hype for me as a viewer. They became almost manufactured, imagine if the same applied to 3rd strike would evo moment 37 be remembered as such a legendary moment?
@GodParticleZero
@GodParticleZero Год назад
Too many safe moves, stubby normals, awful comeback v-trigger system, a lot of hitboxes seem...weird. Never want to play that game again
@Greenhorn.
@Greenhorn. Год назад
As a casual fighting game player my experience felt like a free to play game. It's something I expect from games these days.
@nickkiller-0710
@nickkiller-0710 Год назад
I think that one of the big issues of SFV's launch is that people not only were frustrated with learning the game mechanics (which were very flawed back then) but they didn't have their main to rely on, so it felt very unwelcoming to play
@Filthy_Larry
@Filthy_Larry Год назад
Ever since Cammy debuted in Super Street Fighter 2, she’s been my main.
@sdlock83
@sdlock83 Год назад
Having "main" is stupid!
@eejeej6363
@eejeej6363 Год назад
3:32 Arcade mode should be standard on all Street Fighter games! I have no idea what Capcom was thinking.
@ace-solo
@ace-solo Год назад
SF4 > SF5
@kosmosu2
@kosmosu2 Год назад
Thank you for the lesson. I bought SF5 at launch but as uber casual i was severely disappointed with its lack of single player or arcade mode. also lack of little characters stories too.
@adlerjeramie
@adlerjeramie Год назад
I love SFV as it is now. I hated SFIV so much at launch that I didn't even look at SFV until I just so happened to play it at an arcade last year (just after Oro and Rose released.)
@ok-tchau
@ok-tchau Год назад
You haven't mentioned that 3/4 of the roster is paid DLC. I played quite a lot of SF5 in the beggining trying to force myself to like the game and I could afford like one or two characters with fight money.
@thotacon
@thotacon Год назад
For me the 1st issue I had was the art style. Between banana hair Ken and lion King Akuma I didn't even want to play my old mains because I couldn't stand to look at them. The fact the tekken 7 had a better Akuma than SFV is really messed up.
@hectorvelez9709
@hectorvelez9709 Год назад
The hype for SF6 has gotten me back into Street Fighter V and I'm motivated to try to struggle to get out of bronze eventually. Also using it to transition into using a button box (snack box micro) since my 40 year old wrist is busted at this point and my inputs were kinda garbage to begin with. It's also now gotten me very invested in watching pro tour and I'm now kinda obsessed with Street Fighter League.
@barbedwings
@barbedwings Год назад
You sound like a great fit for the FGC Boomers Discord! (discord.gg/fgcboomers) 30+ year old FG players, with a pretty big SFV population, and a bunch of us use stickless controllers due to wrist/arm issues.
@h2_
@h2_ Год назад
The input delay was the biggest issue for me on release. Felt like playing while stuck in mud, it was gross.
@ajshiro3957
@ajshiro3957 Год назад
2 years? No wonder I never came back. I picked up King of Fighters 14 and also I believe Tekken 7 was coming out like 2 years after SF6.
@falconxblast
@falconxblast Год назад
V is in such a great place, I don't want to start this journey over again! I hope you're right and 6 is great out of the gate!
@PiCh62
@PiCh62 Год назад
We all known that Ken's face was the big issue.
@Markjima
@Markjima Год назад
going from usf4 to 5 was kinda jarring, it felt more restrictive especially in early days and it took so long for it to find its footing that it already put many people off myself included. once it got there it was great hopping in with seth and rashid was incredibly fun but it took a long time to get there
@Neoxon619
@Neoxon619 Год назад
Simple, SFV was rushed out the door in a suboptimal state. Granted, the game is a great package now. But it took years for SFV to get to that point, & you only get one chance at a good first impression. Though if nothing else, Capcom clearly learned the right lessons going into SF6. As for roster size, 16 characters made from scratch is to be expected. Even SF6 isn’t that far above launch SFV. The complaints ultimately came down to the content.
@NissanZaxima
@NissanZaxima Год назад
Because it’s a Capcom game and people love to sling monkey poop at their titles because it’s the cool thing to do. Other fighting games do the same things as Capcom titles and no one bats an eye.
@alloounou6900
@alloounou6900 Год назад
I think it has to do with Capcom and Street Fighter being huge names. They're being viewed as the leaders of the genre, the most influential, most successful regardless of how true those things are. So people expect more out of them.
@DJmouchi777
@DJmouchi777 Год назад
I never heard about Tekken or Guilty Gear putting a rootkit in people's computers...
@RenRip
@RenRip 12 дней назад
A case study on why you don’t force a new engine during a time of crunch onto a group of devs not familiar with Unreal and was busy with both Ultra SF4 and SF x Tekken
@VNSnake1999
@VNSnake1999 Год назад
The same reason why SFxT died. Street Fighter 4 was too good. SF5 to SF4 is like MK11 to MKX.
@SoulWarriorSF
@SoulWarriorSF Год назад
V-triggers and lack of freedom
@leighsherval1023
@leighsherval1023 Год назад
I got a Steam Deck a few weeks back and never played SFV. Looks like it runs well on the Deck so I will likely pick it up very soon
@sandrin0
@sandrin0 Год назад
there was also what it did to the fgc as a whole, going from basically 8 years of community growth with the release of sf4 after the post-sf3 "dark ages" and the decline of arcades outside of asia, with great attendance numbers for the big tournaments, lots of new fgs coming out, the revitalization of older games with newer players, livestreaming taking off, community content (like the excellent adventures for example) etc. it was pretty much "an era of prosperity" for the fgc, and sf5 kinda hit the brakes on all of it. Not immediately though, I think sf5 at evo 2016 still has the highest entrant number of any fighting game tournament, but it was supposed to "carry the torch" from sf4, and its failure to do so even affected fgc-adjacent communities like smash which started to stagnate a bit post-2016. mvci certainly didnt help much either
@N12015
@N12015 Год назад
I'm sure smash and traditional fighting games have no relationship. Smash had/has DLC issues aka Bayonetta and Steve.
@jpVari
@jpVari Год назад
A number of things make me glad I found this genre when I did... Growing up with it would have been nice but I'm barely mature enough for the salt now lol, so I don't mind coming in late. But I'm also glad I didn't play sfv til 2020! It's been a pure joy especially with falke by my side.
@KiteGr
@KiteGr Год назад
There where 4 Major issues that made me sell the copy of Vanila SF5 I bought on PS4. 1. Freemium mechanics on a paid game. The whole "you can get the new content in-game, but it'll be painfully slow unless you pay" and "Get a ton amount of the currency early from 1 time rewards, and everything dries up after that unless you pay" mechanics are stuff you only see on Free2pay mobile crap. 2. Bare bones. You can't get more bare bones than that. You said it! 3. Censorship before, during and after it's release. Nothing rises my buyer's remorse more than finding out the product is censored. 4. No complete retail version. Dispite feeling that the game owns me money for buying it at launch, and having miniscule content, expecting me to pay or suffer to get more, I was ready to jump right back once a complete edition was released. I like collecting my games after all, and you can't make a collection out of digital licenses. All updated editions after that had the hatefull voucher and their unsold vanila disks inside.
@catnekokot
@catnekokot Год назад
The game can be forgiven for anything except the main thing - netcode and overall stability of the game. Each online round is a new game, each new opponent is a new timing for everything (sf5 is the only game in which there is a situation where you are clearly sure that the game itself takes place before or after the picture is drawn on the screen; if you adapt that you win but this is terrible for overall skill growth bc this is a set of new competencies that is not needed in principle anywhere, even in SF5 itself outside of a bad online connection) Offline or in an ideal connection, this is a great game from 2 or 3 year for sure. But since there wasn't much to do besides grinding the ranking - the overall impression is still terrible, especially for the first serious fighting game due to the problem described above.
@joandarc441
@joandarc441 Год назад
Abigail: Broom broom I got attacked and cancelled on Twitter.
@StruffyTheClown
@StruffyTheClown Год назад
I really didnt like how .. "surgical" SFV feels, especially in the beginning. Only certain combos were allowed to work and only in specific ways. "This button would lead exactly into this one other button" and nothing else. Everyone did the same combos. If you wanted to utilize your knockdown advantage there was exactly one way to do it. "Buffer this button and dash up" or whatever. At times I felt like I was just working my way through a flowchart over and over and over again. I didnt really felt engaged at all, neither with the game nor my opponent, just "did as I had to". I was missing the option to "free style", figure out my own combos, my own mixups. Everything felt like it was setup to work in a specific way by the developers and nothing else was allowed or would even put me at a severe disadvantage.
@hurricane7727
@hurricane7727 Год назад
True Sf4 and Sf3 and Sf2 and I think also Sf Ex Series let's you make your own Combos
@xSonicFlashx
@xSonicFlashx Год назад
SFV is decent now I must admit. However, there are still fundamental issues with the mechanics and gameplay. Being a SF4 player, I just couldn't find the same fun factor and satisfaction in SFV. I'm just waiting for SF6 now.
@tengutribe
@tengutribe Год назад
We all know odd numbered SFs are the worst and Even numbered SFs are always the best ones. 2, 4,...and now 😁 6. Except sf3 si and 3S. Those were dope
@windego999
@windego999 Год назад
I can tell you right now the reason I hated it was it played awkward, lacked content and I hated how stiff the animations looked compared to older SF games like some people just felt weird. Cody in particular just felt neutered in terms of moveset and animations and I missed his old moves. Plus how the game remained so unbalanced for the longer time. I just couldn't stick with it.
@heymemesaucevichaelhere9595
V-Triggers are the biggest reason I struggled to get into the game even in its best state, when I started playing was halfway through its lifespan and I tried it again when people considered it good and I got arcade edition upgrade for free, V-Triggers were just such an unenjoyable mechanic that I couldn't enjoy the game overall
@darrotbun5696
@darrotbun5696 Год назад
I didn't hate it. I hate how it was launched and how bare bones it was.
@jamespero6803
@jamespero6803 Год назад
I've been playing since 92. I took a break for a few years in the early 2000s but played sf4 from the beginning to the end. I played sf5 for the 1st 9months and never touched it again. This was the 1st sf game I can say I actually hated
@ciclop3
@ciclop3 Год назад
The game had nothing on release. The online was broken, 16 characters only and banana hair ken. SFV is a completely different game now. I love it.
@krissrock
@krissrock Год назад
yeah, the launch of 5 with basically only Online fighting...was weird. I think this was at the dawn of 'everything has to be online' ... and a couple early games just forced you to be online unnecessarily. Another example..Titan Fall. But I think you answered the question of why ppl hated the game back then... it think there's a completely different set of reasons why ppl don't like it now. I'm not sure Capcom has fixed those...only time will tell
@TheSuperSmashBros01
@TheSuperSmashBros01 Год назад
Street Fighter V’s launch serves as a necessary lesson for ALL fighting game developers: Fighting Games is a genre you need to do right, take your time, miss your yearly fiscal year if you have to, I guarantee it will pay off and win everyone over in the end. At the very least Capcom would look at this game and learn from its shortcomings to not only improve the game but take these missteps to heart when developing Street Fighter VI and now EVERYONE is excited for the game.
@innocenthedgehog8367
@innocenthedgehog8367 Год назад
My biggest problem with 5 has always been the lack of creativity. With very few exceptions, the devs designed each character to have one optimal way to play them, and one only. If you look at 4, the difference in Daigo's Ryu versus Valle's or Choi's or Jyobin's is very apparent; there was no "correct" way to play the character for optimal results. Whereas most characters in 5 have obvious uses for each button, linear BnBs that require no execution, a priority system that takes out trade combos and a bunch of other interesting interactions you had in 4, almost universal hitboxes which removed character-specific combos, stubby normals with little recovery, etc, etc, the game just didn't have the sense of discovery after the first week or so. The main times the meta develops is when balance patches drop. 5 has obviously come a long way to fixing some of these issues since launch, with the final season's cast all being really interesting with a lot of depth, but fundamentally, 5 is a game which pushed e-sports hard, while significantly reducing the skill gap from previous games. Those two choices do not work together. I can only imagine what game we could have gotten if Matsumoto and Nakayama had more say in direction from the start. After all these years, 5 is finally the game it was trying to be all along, but that's still a game I have little desire to play. I am incredibly optimistic for 6. Everything so far looks incredible.
@Knifegash
@Knifegash Год назад
Freedom of combos and such are good for fun, but linear paths for optimization isn't necessarily a bad thing. It leaves more room for the ''game-within-the-game'' to emerge, that chess match that occurs between each interaction that branches off into the other possibilities. There's plenty of hype to be had watching pros hit those 1-frame links in SF4, but those realms of skill in execution are a huge gap away from everyone else, whereas getting routes off was accessible to a lot more people in 5 if you put in the time to understand how the system worked.
@innocenthedgehog8367
@innocenthedgehog8367 Год назад
@@Knifegash I agree that the chess-match aspect is very important, and I'd say 4 has a lot more of that than 5. You have many more options (invulnerable backdashes, meterless reversals, crouch-tech OS, better buttons, focus-backdash, etc) which you have to account for during any interaction. All of these things have counters (except for the bullshit backdashes lol), and the decision on how to pressure is a lot more nuanced than using one dedicated plus-frame medium to stagger or shimmy with. Also, one-frame links add more decision making, because you often have to choose between going for the really hard combo that kills, versus the guaranteed one which leaves the opponent with a smidge of health; it's not purely a spectacle thing. 6 having universal parry, generally negative normals, drive reversal and the like seems to be attempting to expand the decision space once again, minus some of the BS 4 had. I don't know much about 3rd Strike, but I'm pretty sure that game had a similar thing with the different types of parries and such. I'm probably oversimplifying 5 here, but I hope I made sense lol.
@Knifegash
@Knifegash Год назад
@@innocenthedgehog8367 SF4 has all of those mechanics going for it, but a lot of it gets thrown out of the window before it comes down to whatever invincible move you have that can chip. EX moves to chip to death became a huge problem, this fact is uncontestable and something they've worked to address in 5 and even 6. There's also the ridiculous scaling which actually punished going for lengthy combos as an offensive tactic and made it more about forcing the opponent into a state where they were not attacking you. And I actually can't believe I'm seeing someone defending crouch-tech OS, arguably an unpatchable glitch. Furthermore, 4's roster is mostly redundant due to wack tiers, it is always so refreshing to see a varied list of characters in tournaments in 5 due to actually good balancing. I don't think universal parries are going to count for a whole lot in 6, it seems very weak unless you get a frame perfect parry. I liken 5 as a sequel to 3S, and 6 as a sequel to 4 in terms of match flow.
@innocenthedgehog8367
@innocenthedgehog8367 Год назад
@@Knifegash I don't understand why chip-kills are a problem. Crouch tech gets bodied by frame traps. Minus normals seem to offer a great opportunity for reads in 6. I press st.LP and I'm -1; if I think the opponent's going to challenge me, I can do a parry to punish their counter normal, but if they predict that, they throw me and get PC damage. If I think they're going to press a button, I can chain two jabs together which will beat that and give me a CH conversion. If they predict I'm going to chain the jabs, they can parry and punish me. This is obviously all theoretical, but I see potential for some very interesting mindgames here. And 4 definitely has wack balancing, no arguments there. But I think that's a side-effect of having characters with very different tools. I don't see a perfectly balanced fighting game as one where every match-up is 5/5; I see it as one where every character excels in particular match-ups. 4 definitely doesn't accomplish this, even if it tried. Elena, Yun, Akuma, Evil Ryu are absolutely busted.
@cloudunderweather9554
@cloudunderweather9554 Год назад
Street Fighter had a lot of issues and a lot of them were fixed, but the biggest one that has many people still feeling sour about the game has not gone away. One of the most famous nicknames for the game: Guess fighter 5. The feeling that whether you win or lose comes down to chance in a lot of interactions still remains. The best players are successful cause they can mitigate these scenarios and force it on their opponents, so it still happens at every level. For the casual/low-level player it happens literally all the time... and its not fun. ...oh, and the netcode is still ass.
@bljacks5
@bljacks5 Год назад
My biggest gripe was how limited the combos were :-(. When the game first came out and the combos were so toned vs down it really put me in a sad place LOL... Versus how Street fighter 4 combo system allowed you to be more free
@rooflemonger
@rooflemonger Год назад
well thats character to character really i'd say. SFV Guile or Seth can easily match the most insane stuff SF4 can put out.
@bljacks5
@bljacks5 Год назад
@@rooflemonger lol that's my point... Only two characters could really do long combos like that. To be more specific.. let's use RYU as an example. I get that every game is different so all the same combos will not work. In sf4 he could do two c.lp into low roundhouse... Or 3 c.lp into low roundhouse.. he could do c.lp c.mp into low roundhouse.. LOL you get my point and he can do other simple things like that and have way more combos than the Sfv Ryu... And that's without fadc. In sf5 you can only connect maybe two normals into a special and that was it and if you tried to go for a third hit usually it'll push you far away unless you had a media attack to start the combo. The game definitely has more combos now but in the beginning the lack of made me really dislike the game
@Eman-vp6ju
@Eman-vp6ju Год назад
@@bljacks5 but its not only two characters; they're just examples. Gill, Dan, Juri, Oro, Chun-Li, Rose, Akira, and probably more I'm forgetting also have hella saucy combos.
@bljacks5
@bljacks5 Год назад
@@Eman-vp6ju he's talking about the beginning of Street fighter 5 when those characters were first released. And I think you're missing my point. I'm not saying characters didn't have good combos I'm saying the freedom that Street fighter 4 had in their combos is missing in Street fighter 5 combos
@LastHazzerd
@LastHazzerd Год назад
The change in managment likely had an effecton, or was a symptom of, the dev focus shifting more to appease the players of the game rather than the sponsors of the game
@beganfish
@beganfish Год назад
That's very unlikely, the game had been constantly improving since it was released, the management only changed like last year or something.
@brian_cream
@brian_cream Год назад
I think the only bad thing about this game that never got fixed was the netcode, it's definitely not as bad as before, it's functional. But booting up SFV is hard when you're used to silky smooth GG strive.
@sadowolf
@sadowolf Год назад
Just to hang a point on the launch roster, I really didn't think of it as anything out of the ordinary for a Street Fighter game, and I think fans really have short memories when it comes to that. SFII had a starting roster of 8, and by the SSFII Turbo it had 16, 17 if you count Akuma. Alpha immediately followed that and had a starting roster of...10 characters; 13 if you count secret playable characters again. In Alpha 3 (home versions) it ballooned up to I think 39 characters. But we'll count Alpha 2, since only that was released when they moved to SFIII; Alpha 2's final roster was I think 19. Then came SFIII, which boasted a measly 10 characters again. By 3rd Strike it got up to 19, the same as Alpha 2 but way below Alpha 3. Finally, SFIV launched with 19 characters, and years later got to the 44 being referenced in this video. So sure, SFV's starting roster of 16 is less than SFIV's, but just like every other game in the series, it eventually blew up (to the point it boasts the most characters of any game in the series), and just like every other game it launched with less characters than the game that preceded it.
@VALIANTWEENUS
@VALIANTWEENUS Год назад
Buying a game and its DLC content is a lot like voting. If y’all just allow a video game company to give you bare bones ie an incomplete game with glitches. Then that’s on you. The new wave of gamers basically just allow companies to charge them a premium on incomplete (and sometimes broken games) w/ a crap ton of DLC at launch. Which should of been included in the game from release, instead of 6 months later:
@Lee313FGC
@Lee313FGC Год назад
Love this game. It has its flaws but now it's a great game now
@ClexYoshi
@ClexYoshi Год назад
I agree with most of the points here, but there's a couple of things I feel you failed to mention that still stick in my craw to this day. 1.) at the time of it's release, the video games industry was still strongly pushing back against the idea of mobile game-style MTX put into the game and Street Fighter 5 is guilty of some truly ghoulishly abhorrent stuff. it is a retail priced triple A game that tries to sell you colors, skins, characters, stages, timed-exclusive event stuff, loot boxes for the survival mode, shots at the challenge matches against boss characters, etc. I do not feel that the Fight Money system excuses this unreasonable amount of gated content, and I basically don't ever want to touch my launch copy of SFV I got for my PS4 any more because at this point buying championship edition seems like the better option for not getting taken for a ride. That's not even getting into the option to toggle mobile game style ads to get extra Fight Money. 2.) Everything to do with the online experience. the Netcode is borked so badly that it gave rollback netcode a bad name, and also... usually primarily online based games, when you buy them on PS4, they tended to come with a leaflet with a code with some free Playstation Plus on it. Street Fighter V came with a leaflet with a redeemable free month of Twitch Subscription to Capcom Fighters.
@casual_C
@casual_C Год назад
I prefer characters to be from different parts of the world representing different fighting styles. I liked the concept of Rashid and Laura, but not so much the others. The others are just too wacky and weird for me. Loved the concepts of El Furte, Juri, and Hakan in sf4. Jamie in sf6 is the kind of new character I'm interested in
@Lucy2Juicy
@Lucy2Juicy Год назад
Did you say too wacky, but like El Fuerte and Hakan? Is that what I just read?
@casual_C
@casual_C Год назад
@@Lucy2Juicy Lol, yeah I knew some might feel like that. I just like that Fuerte and Hakan have styles that are grounded in what region they come from. Yeah their gameplay is unusual, but I think their designs are parts of what sf is about to me. I like it when the developers build a new character around a region's culture/fighting style
@Lucy2Juicy
@Lucy2Juicy Год назад
@@casual_C While I love wrestling, Lucha libre and might like what Hakan is into I'd say the designs are the worst and least SF about them. One looks like a creature, The other a template of a Wrestler given Cooking as a theme like a bad Vince McMahon style jobber
@casual_C
@casual_C Год назад
@@Lucy2Juicy I care more about the representation of different fighting styles. Turkish oil wrestling: check. Lucha libre: check. The minor details don't matter to me. One likes cooking? One has a big family? Ryu hates spiders? Ok, whatever. As for looks, Blanka is green. Hakan's look is not much of a big deal to me. How they play is what's really important
@Lucy2Juicy
@Lucy2Juicy Год назад
@@casual_C Fair to say but if true the detail of too wacky wouldn't have came up. Every SF bar SF1 allows you to play as many different martial art styles, but normal and made up. However I can agree with the general idea of variety in styles.
@chrisb8698
@chrisb8698 Год назад
Two more things on the gameplay: 1. Capcom went with an abysmal delay based netcode with SFV when rollback was readily available and becoming the standard for many other fighting game franchises, making SFV seem behind the times off the jump. 2, if you came from Ultra SF4, there was a marked loss of expression with how you could play characters in SFV for the most part. Capcom severely reduced the usefulness of light attacks and made them much harder to start combos with, but then have each character some kind of "magic" combo button that glued an opener to other moves. This limited the overall combo routes characters had and basically made a very clear "optimal" style for each character causing them feel very "cookie cutter" as people said. Couple this with the the overcentralization and utility of crush counters plus the smaller roster at launch and you had a very barren feeling game. Profound sadness...
@DevilJin01
@DevilJin01 Год назад
As someone who came from Marvel 3 and Killer Instinct, SFV's gameplay didn't bother me that much. I was already used to playing very volatile, swingy fighting games with lots of installs so I think SF players were just caught off guard by that. Even in 3S getting killed by Genei Jin every 5 seconds and grabbed and killed by Makoto is just a day in the park there. Looking forward to 6 for sure.
@gamelord12
@gamelord12 Год назад
V triggers are a comeback mechanic, and that sucks, but they're less egregious than Ultras from SFIV. And though they didn't emphasize this enough in the mechanics, you could earn them by using your V skill, not just by getting hit. Another thing that sucked about the game was that there were no chip kills except for with supers, and supers shared meter with far more useful EX moves, so too many games came down to a slog where one or both characters are alive on a magic pixel fishing for the last hit. There were two things that made me hate the game though. 1) The netcode was bad, and in 6 years, they never found it worth the investment to fix it. 2) I've heard people refer to this game before as +2 Fighter, because you kind of just had to memorize which moves your opponent had that were unintuitively +2 on block; if you didn't, you'd get blown up in just a couple of interactions, and the round is lost. A lot of the other fighters I play have universal defense mechanics like pushblock, Fautless Defense, and whatnot (which the Drive system in SFVI seems to mimic to some degree as well) to handle these kinds of scenarios that are otherwise knowledge checks, but it just made SFV completely unfun to learn until you overcome these knowledge checks. They added V Shift later, which may have solved this problem for me, but at that point, I had no interest in returning to the game's terrible online experience.
@All-Muscle
@All-Muscle Год назад
It's still the best SF game to me, love this game 💝.
@JonahGhost
@JonahGhost Год назад
Because it wasn’t Street Fighter. It was Street Fighter vs Tekken 2… SF4 was the last true SF.
@jayxx_slayer9456
@jayxx_slayer9456 Год назад
honestly I feel like it was how limited the characters felt and lack of modes then the roster cause I still think 16 is a good number it’s the quality not quantity
@jesuspernia8031
@jesuspernia8031 Год назад
Exactly the word I would use to describe the game. “Limited”. Every character was 1 dimensional.
@jesuspernia8031
@jesuspernia8031 Год назад
Exactly the word I would use to describe the game. “Limited”. Every character was 1 dimensional.
@TeryJones
@TeryJones Год назад
It still sickens me that Capcom charged full retail price of 60 goddamn dollars for a bare bones game that only catered to the hardcore esports crowd, absolutely repulsive. I don't care how "complete" the game is now they shouldn't be allowed to sweep that horrendous business practice under the rug, that kind of bullshit makes what they did to Asura's Wrath seem like a mild tickle! And as such, between this and Marvel Infinite, I don't have much faith in SF6 even this late into the waiting game. Damage has already been done. I mean for fuck sakes they expect 60 dollars for that upcoming game as well, hell there's an "Ultimate Edition" going for 1o5 dollars! For vanilla SF6! That doesn't exactly fill me with confidence.......
@kentaronagame7529
@kentaronagame7529 Год назад
You need to remember SFV was made when capcom was on the ropes financially. I'd say the biggest difference between the launch of SFV and SF6 is most obviously money. After SFV came out, Capcom just kept knocking it out of the park with hit release after hit release. Their profits jumped wildly and steadily over the coming years and the more they made, the more SFV got. Releasing franchises like Monster Hunter to Steam for the first time and breaking the franchise's sales records by light years. Now they're extremely well off and I think that that's exactly what you see when you look at SF6. If you think about it, it's actually been quite some time since capcom released any game that wasn't a major hit. They're on a roll. Several of their franchises were on the decline like RE, DMC, MM for various reasons and Capcom turned them all around after SFV. MH became a mainstream success story. Capcom's been getting fat and now we're gonna reap the fruits of that with SF finally getting what it deserves.
@bbwfinesser2895
@bbwfinesser2895 Год назад
better question: why do people dedicate thousands of hours to a game they hate for any reason beyond that it's the current title?
@JasonYJS_xoxo
@JasonYJS_xoxo Год назад
Crush counters had to shave off 20% damage from the next move, while VT cancels shaves off 30%
@mohammedosman4902
@mohammedosman4902 Год назад
You downplayed how bad the input delay was. Also, so many throws that first season. We had 'throw loops' ! Also, the worst, worst thing about the game was the netcode
@lil----lil
@lil----lil Год назад
"Learn from your mistakes" Who would've thought that this was a good idea?! I mean it has been around like FOREVER!!!!!!!!
@poppapiltch5601
@poppapiltch5601 Год назад
Remember kids, if you spend as much time with books as electronics, you'll know the phrase is "glimmer in your eye" not "glimpse"
@chriswilson7288
@chriswilson7288 Год назад
The biggest problem for sfv for its 1st year was it wasn't a complete game period . The dlc wasn't even dlc exactly as those characters were meant to be in base game but ended up being unfinished so we had to pay the bill along with are 60 bucks to an uncompleted game missing tons of content. Mainly because either way Sony or Capcom rushed to put out the game and nobody questioned this season 0 content.
@thrillhouse4151
@thrillhouse4151 Год назад
1:55, this, thing, on the right side of the screen. Just look at it, I know I hurts.
@Eman-vp6ju
@Eman-vp6ju Год назад
Button strength priority made CC fishing in neutral even more insufferable. I forget, is that gone in SF6?
@SpectralSound.
@SpectralSound. 11 месяцев назад
The whole sf5 situation si so absurd to me.yeah i get the hate it got in its first year,but in 2023 sf5 with all content? A superb game.but of course everyone just likes to ride the hate train,just because.
@TheWonkster
@TheWonkster Год назад
I worked at gamestop when the first update that added some SF content to Monster Hunter Wolrld that required an SFV save to access, even with my discount I couldn't justify spending $10 on a used base game copy so I just borrowed it.
@AdamantMindset
@AdamantMindset Год назад
as a indian i hate it because of it's server. in 2019 they had this huge "net code" change whatever update. which screwed my experience. previously I could get matches every 3-5 minutes, after that I had to wait for 30mins sometimes to get a match, had to drop the game. sucks since I was loving it and was ultra Gold and each day felt like I was achieving something. hope SF6 is better man, although I will only get it on sale and after akuma reveal.
@KBerry-ug5zx
@KBerry-ug5zx Год назад
Wait... ESPN had an issue with R. Mika's costume? Don't they show real-life humans beating each other half to death in cages on primetime TV?
Далее
Necalli, The Failed Street Fighter Character
11:11
Просмотров 170 тыс.
Street Fighter V - What Happened?
16:14
Просмотров 768 тыс.
Офицер, я всё объясню
01:00
Просмотров 3,2 млн
ТАРАКАН
00:38
Просмотров 306 тыс.
From Disappointment...to Redemption | Street Fighter V
28:10
Why Can't Fighting Game Villains Stay Dead?
30:30
Просмотров 30 тыс.
STREET FIGHTER V History - Why did it cause OUTRAGE!?
20:21
A History of Cut Street Fighter Characters and Designs
41:34
I Genuinely Love Street Fighter V
27:40
Просмотров 56 тыс.
Deep Dive: Why Is Mexico So Good At King of Fighters?
12:55
Revisiting Vanilla Street Fighter V
20:11
Просмотров 35 тыс.
The Lost Street Fighter Roster...FOUND 25 Years Later!
18:16
Street Fighter Retrospective - Part 5 - A New Era Begins
2:37:20