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What happened to his 4.6B?Isn't it like his signature move.

In Street Fighter Alpha and MvC, Bison's Psycho Crusher functioned as a super rather than a special attack.

EDIT:

If that's the case, than maybe Bison gets his Psycho Shot back?
 
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Psycho Shot/spark is back. He can EX it to turn it in a close range projectile ala Dhalism.

Psycho Crusher moved to super status now, like alpha.

Forgot to mention he fires two psycho shots.
 

Gameplay of players who actually know what they're doing and better showcasing the characters.

Really glad that hard knockdowns are damn-near nonexistent. Also, the QCF+PPP/KKK motion for Critical Art seems to be homogenous among all the characters. No more of this:
vAbefzg.png
.
 
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Haha!
I actually enjoyed a little challenge with Vega,wonder how it'll turn out in the end.
 
So I'm half correct.

Birdie looks incredible. I love how his V-skill is eating garbage.

Cammy actually looks like a human being and not some weird doll. And she finally has some butt after all this time!

If Juri is in, I'm hoping to see what she'll look/play like.
 

Gameplay of players who actually know what they're doing and better showcasing the characters.

Really glad that hard knockdowns are damn-near nonexistent. Also, the QCF+PPP/KKK motion for Critical Art seems to be homogenous among all the characters. No more of this:
vAbefzg.png
.


Hard knockdowns didn't really exist in SF4, either. It's just the issue of how the paced the game and how they created a mish-mash of reactions to hits for characters from different numbered games. Anyway...

I did get to play the game a bit. There's quite a bit of good stuff in SFV right now that's good and some stuff I'm a little wary on, but I think they're moving in the right direction at last.

Basics:
Overall game has more frames of animation and fluidity now. Moves take longer to execute and no real crazy 2-frame start ups anymore. One of the biggest improvements in the offensive game and they did this by fixing the ability to reversal out of block stun. You can't mash out a DP or reversal like in SF4 from block anymore. Instead, the game works a little similar to Alpha where you'll need to execute and alpha-type counter using meter from the V-Trigger. It works out pretty well.

My main issue with V-Trigger, though, is that it only charges up when getting hit or for certain V-actions (Nash, Bison, Birdie, Ryu, Cammy). Instead of through normal attack and block actions like the super meter. Since most of the V-actions are reactive it generally means you need your opponent to do something before you can use it. It gets especially apparent for characters like Nash, Bison who need projectiles to actually charge their Variable Meter. With Cammy and Birdie, there's not much worry since they have more offensive V-actions (or at least, neutral). Still I think some characters may have problems down the line if they don't adjust things.

My other issue is that it is way too easy to stun. Literally two combos is really all you need to rack up the stun meter over 80%. It is good encouragement to force players to play aggressively, but it might be too high. I don't think SF3's stun meter went up that high that quickly. I think this is something that'll get adjusted before release.

Other than that, I'm pretty okay with everything else. Combos are still hard to do in SFV, but I was told they're trying to make them easier. A few characters (Nash, Chun-Li) have target combos (ala SF3 and some characters in SF4) which makes things a little easier, but I don't know if this will be applied to every character.

Nash: First character I played. He's not a charge character like I originally thought, but a motion based character. He's described as a rush-down character and is supposed to be pretty friendly. He's anti-air is actually a QCB motion rather than a DP motion, and it doesn't have any invincibility (so it isn't super useful as an anti-air on wake up). Nash's sonic boom (QCF) has a very slow - slower than Ryu's - start up, but the recovery is pretty quick. It's still spammable, but Nash can't rely on it like Guile could in SF4. You'll need other options.

Nash also has the moonsault kick. This is probably his best special move. It dodges through projectiles in the air and stops above the enemy and hits them with a downward flash kick. It doesn't really have any follow-ups but it is a quick way to get in and force your opponent on the defensive. I can't remember if it acted as a overhead, though, it is unsafe on block so expect to sweeped/DP'ed/etc if it fails to land. The EX version of this move is really strong.

Nash's V-Trigger absorbs projectiles and at close-range can be used to inflict some damage on the opponent. It doesn't work on supers or multi-hitting projectiles. When absorbing projectiles, it'll charge his V-meter.

Overall, Charlie feels like a mid-speed character. He isn't super fast, but his range on some of his normals is pretty good. He has quite a few command normals including an incredibly long-range fierce punch normal. I had trouble doing some combos with him unless it was the target combos. One of them seems to have range issues on ducking opponents, though. His teleports are nice and fast, but rather reactive. The screen freeze/flash gives you plenty of time to block a reverse positioning attack, but luckily, Nash can teleport a number of different ways. His super has incredible range (probably full-screen), and can dodge stray projectiles.

I'll talk about the other characters some other time.
 
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