New to the update. 1. Gill 2. Gill's stage 3. 40th character 4. Balance update 5. 2nd v-skill for the whole cast
As usual, gameplay updates are free. The new characters and stages can be bought à la carte with real money or Fight Money.
But for $30 (or a $25 upgrade for existing users) you can get damn near all of the content produced for this game. All of the characters, all of the DLC music, and 95% of the stages and costumes (colors included; the only exclusions are Capcom Pro Tour DLC, a few brand promotion costumes, and a small number of Fighting Chance loot box alts).
Game releases in full 02/14/20, but pre-orders can unlock everything released to date right now. Gill and his stage will be playable next month.
I know most of y'all jumped off the game a long time ago, but this is a good jumping on or catching up point.
Ryu's at first glance looks like another parry, but it's actually a neutral poke like Karin and Ibuki's with a Kolin counter on start up. All three of those v-skills are useful, so giving Ryu the best of both might be what the boy needs.
Ken's is his CvS2 wheel kick. You can combo into and out of it, it goes over fireballs and lows, and it can be charged to be plus on block. If it's an overhead too (and it looks like it might be), it might be OD because it's pretty fast.
7. "Gill doesn't look like he has conventional Crush Counters" In response to Reply # 0
Which is kind of nuts for Street Fighter V. His neutral and conversions are going to be completely different from the entire cast. He'll have to rely entirely on his Retribution set-ups (following up his fire and ice status effects with an attack of the opposite type) to cash in on damage, so he's looking like one of the trickiest characters in the game. If not THE trickiest.
13. "It's a whole new entire game, man." In response to Reply # 12
Everybody is relearning now.
The balance changes (largely focused on whiff punishing big buttons from previous seasons, tweaking health values, and cranking up the strengths and weaknesses of each character) and v-skill 2s make it a radically different update. Certain v-system combinations are almost like brand new characters.
17. "it's a light mania" In response to Reply # 16
it's crazy for street fighter standards but tame compared to some anime fighters. maybe some of this was in CvS2? 3rd strike? it's nice. i like it. i like seeing fighting game devs experimenting and learning from other games in the genre. i wonder how long woshige has been fighting for this to be implemented
>And Rashid telegraphs his airdash with a backdash each time.
this shit is some bullshit in the corner
>Gill is scary, but he really gotta set you up to cash in, so >he's not oppressive until you get debuffed. Fighting him in >neutral ain't bad, but once he gets going it's hard to stop >that train.
and he does not have an invincible reversal aside from CA. and his 3 frame is stubby. just stay on him
21. "We're all playing the same game again, at least." In response to Reply # 20
They've reduced the synchronization window by 67%.
This is mostly pluses all around. It's more consistency in general. But it does have some minuses.
Since rollbacks are less one-sided, the burden of a bad connection will be shared more often. And since the synchronization window is narrowed and the game is constantly updating ping now, that burden can introduce a lot of visual stutter and more dropped inputs.
Before we had massive teleports (instead of small stutters), but very few dropped inputs.
So the game looks more smooth to the eye, but it got slightly less responsive.
On February 18, 2020, we performed network maintenance adding a new patch to address Street Fighter V network gameplay experiences. The subsequent performance analysis and investigation have been completed. Please see the details below regarding the adjustment.
■Adjustment Summary Reduced the impact of one-sided rollback affecting the leading user when the connection between the two users' online match is out of sync. By doing so, the input corrections between the leading user and the subsequent user are now expected to be more smooth and accurate.
■Adjustment Details - Changed rollback frame value variable based on the Ping with the opponent. - Updates the Ping value to its actual value every second, instead of updating it to the average Ping value over the last 8 seconds. - The game will now attempt to resync when inputs cannot be synchronized within the maximum rollback frame allowed.
■What to Expect The gameplay experience of an online match depends heavily on the network environment as well as the hardware specifications between the two users. In cases where the game is played using a Wi-Fi connection or on a PC that does not meet the recommended system requirements, the occurrence of "frequent input resyncing attempts" and "frame rate drops" were observed during our investigation.
If you are experiencing these issues during your online matches, it may be due to your or your opponent's network environment setting. In these situations, we recommend you review your network setup.
23. "Will probably give it a try over the weekend" In response to Reply # 20
I really need to swap the PCB in my fightstick though. Registering a legacy PS3 stick is tedious. My other stick does have a DS4 installed, but that needs a bit of an overhaul which I've been putting off because I'm busy and lazy.
<-- Dave Thomas knows what's up... __________________________
Jay: Look here homie, any nigga can get a hit record. This here is about respect. Game: Like Gladys Knight. Jay: Aretha Franklin. Game: Word, I like her too. Jay: Nigga...