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Street Fighter V Champion Edition - Free Trial (all 40 characters) on PC/PS4 until 19th August

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Volkswa-Gen

Super Street Fighter II: The New Dodge Challengers

Mitsubishi Lancer Evolution Moment 37

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7 hours ago, krenzler said:

 

 

Heck yes, great watch, thanks.

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Agreed. 

 

Also, I promise I'll stop now, but:

 

Ford Orion Hart

Volkswagen Cross Up!

E. Zonda

Toyota Corolla-cancel

Sinclair C-FT5

 

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Decided to have another foray into the world of actually trying to play this game rather than just watching and reading about it.

 

Just got matched up with a super bronze player called imstilldadaddy85 and initially thought "weird that someone's borrowed his username down in low ranks" but after watching his Guile perfect me twice, very nearly twice more and seeing he was based in the UK with 23 wins out of 23 I guess I've just had a humbling taste of just how terrible I am compared with actually good players :lol: 

 

I'm glad I knew who it was though, anyone else might've just thought 'These super bronze players are something else!' and uninstalled the game, never to return.

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This years Pro Tour DLC has been announced, at its usual ludicrous price of £20 with a percentage going into the prize pot.

 

Hill's new costume is hilarious. Everyone gets a new colour to make them look like they've slept in a coffin. The CPT winner's costume and the new stage will be shown at a later date.

 

You also get 10,000 Fight Money which is almost completely redundant at this point.

 

 

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Finally, some VERY nice Sagat buffs in the new patch, V-Skill 2 has two frames of tiger knee block/hit recovery shaved off across the board and the hurtboxes basically removed so it beats pretty much everything. I was disappointed by how weak it was on release but I'm really surprised they've gone that far with it. I guess it's still locked behind a charge which isn't always easy to get though so maybe it's fair enough. I'd been messing around with G lately but will probably go back to being trash with the big man.

 

Rashid/Abigail notably nerfed and they seem to have changed the way matchmaking works but I'm not sure to what extent they've just messed around with what the bars represent versus actually improving it?

 

Also, everything was 'Extended the hitbox inward'.

 



Ver 202003 changes

------------------------------------------

ALL FIGHTERS

Moves For Which Hit Boxes Have Been Extended Inward :

Performing certain actions at close range resulted in some attacks missing. To remedy this, we have extended the hitboxes of these moves inward. For more information on adjusted moves, please see each character's adjustment list. We have considered how the extended hitboxes affect battles, and decided that these moves will not hit opponents from behind or if they are in the air. Made various other minor fixes and improvements

 

RYU

-----------------------------------------

Forward Dash
Removed the unnecessary reversal hitbox that was in the 2nd half of the movement.

[Normal/V-Trigger I] Crouching MP Extended the hitbox inward. [V-Trigger I] Hadoken (Lv. 2 and 3)
Extended the hitbox inward when the move is activated.

Thrust Strike (V-Skill II) 1)
Extended the hitbox forward for an unsuccessful move. 2) Can now cancel a successful move into a V-Trigger. 3) Reduced the knockback distance of an unsuccessful hit. 4) Increased the blackout effect when the move hits, and reduced the delay before start-up. 5) The 1st successful hit now causes the opponent to fall to their knees. 6) The 1st successful hit on a grounded opponent knocks them back a shorter distance. 7) The 1st successful hit on an airborne opponent knocks them back a shorter distance. 8) Extended the collision detection upward during the movement of the 2nd hit when successful.

CHUN LI
-------------------------------------------

[Normal/V-Trigger I] Crouching MK
Extended the hitbox inward.

[Normal/V-Trigger I] Hazanshu (V-Skill II) 1) Extended the hitbox forward. 2)
Ground collision is now detected 1F earlier

 

 

NASH
------------------------------------------

Crouching MK
Extended the hitbox inward.
Jumping Sobat
Extended the hitbox inward.

EX Sonic Scythe (V-Skill II Ver.)
Under certain conditions, the 3rd attack would miss, so its mid-air combo count has been reduced.

M. BISON
------------------------------------------

Crouching MP
Extended the hitbox inward.

Psycho Reflect (V-Skill I)
Extended the hitbox inward when the move is activated after projectile absorption.

Hell's Warp (V-Skill II)
Increased pushback on block.

 

CAMMY
-----------------------------------------------------

Axel Spin Knuckle (V-Skill I)
Extended the hitbox inward.

BIRDIE
------------------------------------------------------

Standing LK
Extended the hitbox inward.

Crouching LP
Extended the hitbox inward.

 

Crouching HK
Extended the hitbox inward.

Crouching MK
Extended the hitbox inward.

Chewing Time (V-Skill II)
Can now be canceled into from an EX Bull Head or an EX Bull Horn.

Bull Drop
Extended the hitbox on the 2nd attack inward.

Hanging Chain (L/M/EX)
Extended the hitbox inward.

Bull Revenger
Extended the hitbox inward.

Bull Head (V-Trigger I Ver.)
Extended the hitbox inward.

KEN
---------------------------------------------

Standing LP
Extended the hitbox inward.

Crouching LP
Extended the hitbox inward.

 

NECALLI
---------------------------------------------------

Crouching MP
Extended the hitbox inward.

[Normal/V-Trigger I/VTrigger II] Culminated Power (V-Skill I, Backward Input Ver.)
Extended the hitbox inward.

[Normal/V-Trigger I/VTrigger II] Crawling Beast (V-Skill II) 1)
Moved the hitbox further inside the projectile when the character is touching the opponent. 2) Projectile invincibility now lasts to 7F before stun ends.

VEGA
--------------------------------------------------

Standing LP (claw/barehanded)
Extended the hitbox inward.

Standing MP (claw) Extended the hitbox inward.

Crouching LP (claw)
Extended the hitbox inward.

Crouching MP (claw/barehanded)
Extended the hitbox inward.

Crouching HK
Extended the hitbox inward.

Buster Claw
Extended the hitbox inward.

Bloody Kiss - Rojo (V-Trigger I)
Extended the hitbox inward.

Sky High Claw
Changed the mid-air hitbox from 7F to 5F, as unnatural behavior would occur when certain hits landed directly before the airborne hitbox was activated.

Bloody Rain
Changed the hitstop for the initial attack from 15F to 8F, reducing instances in which the character would take damage

R. MIKA
-----------------------------------------------
Standing MP
Extended the hitbox inward.

Crouching LK
Extended the hitbox inward.

Crouching MK
Extended the hitbox inward.

Crouching HK
Extended the hitbox inward.

Heated Mic Performance (VSkill I) (Neutral/Forward Input)
Extended the hitbox inward.

Pumped Up! (V-Skill II) 1)
Can now cancel into V-Trigger II. 2) Extended the collision box of a successful move upward.

L Shooting Peach
Extended the hitbox forward.

M Shooting Peach
Changed active attack frames from 8F to 10F.

EX Shooting Peach
Reduced hitback and knockback on the 2nd attack, making it easier to land a 3rd hit in the air or on the ground.

RASHID
----------------------------------------------

[Normal/V-Trigger I] Wing Stroke (V-Skill II)
Increased the size of the hurtbox for follow-up jump attacks. Additionally, extended the time it takes to move back then forward immediately after performing the move.

[Normal/V-Trigger I] Airborne Wing Spike (V-Skill II)
Increased landing time on hit, guard, and whiff by 5F.

[Normal/V-Trigger I] EX Airborne Wing Spike (V-Skill II)
Increased landing time on guard by 5F.

Ysaar (V-Trigger I)
Extended the hitbox inward when the move is activated.

[Normal/V-Trigger I] Whirlwind Shot (V-Skill II) 1)
Extended the hitbox inward when the move is activated. 2) Extended the hurtbox sideways during the move.

EX Spinning Mixer
Changed recovery time on landing from 16F to 26F. Haboob Extended the hitbox inward when the move is activated.

KARIN
---------------------------------------------------
Crouching HK
Extended the hitbox inward.

Fudo Sosho (V-Skill II) 1)
The V-Gauge now increases when the projectile collides with another. 2) Reduced knockback distance of the non-held version when it results in a crush counter. 3) The start-up of the non-held version has been changed from 11F to 12F. 4) Reduced the stun for EX Seppo by 2F when it is canceled into from the hold version. 5) Reduced the mid-air combo count.

ZANGIEF
------------------------------------------------------

Iron Muscle (V-Skill I)
Inputting a step cancel before a Muscle Walk gave an advantage, and occasionally resulted in an unintended Muscle Walk. For these reasons, a step cancel can no longer be performed in advance.

LAURA
------------------------------------------------------

Crouching LP
Extended the hitbox inward.

Crouching HK
Extended the hitbox inward.

[V-Trigger I] Volty Line (VSkill II)
The character's central axis no longer moves on 1F and 2F.

DHALSIM
---------------------------------------------------

Standing LK
Extended the hitbox inward.

Standing HP
Extended the hitbox inward.

Yoga Mala (V-Reversal)
Extended the hitbox inward.

Yoga Sansara (V-Trigger II)
Extended the hitbox inward.

Yoga Flame
Extended the hitbox inward.

EX Yoga Gale
Now V-Skill II as well as V-Skill I can be canceled into on whiff.

F.A.N.G
----------------------------------------------------

Standing LK
Extended the hitbox inward.

Crouching LK
Extended the hitbox inward.

Crouching MK
Extended the hitbox inward.

[Normal/V-Trigger I] Nishodoku (V-Skill I)
Extended the hitbox inward when the move is activated.

[Normal] Sodokubu (V-Skill I)
Increased the opponent's knockback time on hit.

 

ALEX
--------------------------------------------------------

Crouching HK
Extended the hitbox inward.

Chop
Extended the hitbox inward.

Lariat
In some situations, it was difficult to hit an opponent at close-range, so the body's hitbox has been extended downward.

Overchain (V-Skill II)
Can now be canceled into from EX Air Stampede, EX Slash Elbow, and EX Flash Chop.

EX Slash Elbow (V-Skill II Ver.)
Reduced the mid-air combo count.

 

 

GUILE
---------------------------------------------------
Standing LK
Extended the hitbox inward.

[Normal/V-Trigger I] Sonic Blade (V-Skill I)
Extended the hitbox inward.

Dive Sonic (V-Skill II) (When cancelled into after any target combo, points 1 and 2 do not apply.)

Changed all actions from 54F to 59F. Increased the time before the jump by 3F, and the start-up from 22F to 25F. Additionally, the landing recovery time has been changed from 13F to 15F. (No changes were made to hit and guard stun.) 2) Changed the invincibility timing for foot hurtbox from 7F to 13F. 3) Reduced the hitbox downward. 4) Reduced the hurtbox downward while jumping. 5) Reduced pushback on block.

Sonic Hurricane
Extended the hitbox inward.

IBUKI
-------------------------------------------------

Makibishi (V-Skill II)
Makibishi can now be stopped with an attack in the interval between startup and landing.

Fum Shuriken (Haku) (VSkill II)
Extended the hitbox inward when the move is activated.

Fuma Shuriken (Kokufu) (VSkill II)
Extended the hitbox inward when the move is activated.

Kunai (All strengths)
Extended the hitbox inward when the move is activated.

Kunai Ikkinage
Extended the hitbox inward when the move is activated

BALROG
----------------------------------------------

Standing LP
Extended the hitbox inward.

Crouching LP
Extended the hitbox inward.

Crouching MP
Extended the hitbox inward.

Crouching LK
Extended the hitbox inward.

Crouching MK
Extended the hitbox inward.

Hard Smasher (V-Skill I)
Extended the hitbox inward.

Hard Pressure (V-Skill I)
Extended the hitbox inward.

Buffalo Swing (V-Skill I)
Extended the hitbox inward.

Buffalo Pressure (V-Skill I)
Extended the hitbox inward.

Dash Grand Blow (All strengths)
Extended the hitbox inward.

JURI
-------------------------------------------------------

Fuha Enzan (V-Skill II) 1)
Charge reduced from 53F to 50F. (The charge now ends once the action ends.)

URIEN
---------------------------------------------------------

Metallic Sphere (Normal L/M; EX L/M)
Extended the hitbox inward.

AKUMA
----------------------------------------------------

Crouching LP
Extended the hitbox inward.

Kiai (V-Skill II) 1)
By inputting a command at the right time while holding the move, you can now strengthen the Sekia Goshoha. 2) Reduced the recovery time after being hit by a projectile by 10F. 3) Limited the mid-air combo count. 4) Reduced stomp damage from 80 to 50. 5) Reduced stomp stun from 80 to 50. 6) Decreased the amount the V-Gauge increases on stomp from 80 to 40. 7) Decreased damage caused by the head's hitbox from 100 to 80. 8) Reduced the stun value of the head's hitbox from 100 to 80. 9) Reduced V-Gauge increase from the head's hitbox from 120 to 90.

KOLIN
------------------------------------------------------

[Normal] Standing LP/Crouching LP
Fixed a bug where the Frost Tower couldn't be canceled into.

[Normal] Hailstorm (All strengths)
Fixed unnatural behavior that occurred when performing a standing block on a projectile approaching from behind

ED
---------------------------------------------------------

Standing LK
Extended the hitbox inward.

Crouching MP
Extended the hitbox inward.

Psycho Cannon (V-Trigger I)
Extended the hitbox inward when the move is activated.

ABIGAIL
----------------------------------------------------------

Crouching LK
Hitback on block increased.

[Normal/V-Trigger I] EX Nitro Charge 1)
Now causes the opponent to fall to their knees on a grounded hit. 2) Limited the mid-air combo count.

MENAT
---------------------------------------------------------

Soul Spiral (V-Skill II)
Changed active attack frames from 8F to 10F when crystal ball is held.

ZEKU
--------------------------------------------------------

(Old) Kuchiyose - Shii (VSkill II) 1)
Made the cancel timing for Shukumyo 5F faster. 2) Changed the timing the Shii appears from 30F to 29F. 3) Entire action reduced from 65F to 64F.

(Young) Kuchiyose - Bii (VSkill II) Sekibu no Jin, Hakuso no Jin

Made the cancel timing for Shukumyo 5F faster. 2) Changed the timing the Bii appears from 30F to 29F. 3) Entire action reduced from 65F to 64F.

SAKURA

--------------------------------------------------------

Haru Hayate (V-Skill II)
Increased the knockback time on a grounded hit.

 

BLANKA
------------------------------------------------------

Standing LP
Extended the hitbox inward.

Standing HK
Extended the hitbox inward.

Crouching LP
Extended the hitbox inward.

Crouching LK
Extended the hitbox inward.

Crouching MK
Extended the hitbox inward.

Amazon River Run
Extended the hitbox inward.

 

 

FALKE
--------------------------------------------------------

Standing HK

The hitbox inside the ankle now hits crouching opponents. 2) Changed recovery time from 22F to 23F. (Recovery time also changed when hitting/guarding, but not on a crush counter. 3) Added a hurtbox 1F before the hitbox is active. 4) Increased the time until the hurtbox on the attacking foot disappears by 5F. 5) Added a hurtbox between the knee and the foot that lasts from when the attacking foot's hurtbox fades to the end of recovery time. 6) Decreased pushback on guard.

Zweitrit

Now hits crouching opponents. 2) Increased recovery time on guard from 9F to 14F. 3) Reduced pushback on guarding opponents

CODY
------------------------------------------------------

Wrench Fist (V-Skill II)
Fixed a bug where some projectiles could not be evaded before the hitbox is activated.

Lumber Sweep (V-Skill II)
Fixed a bug where some projectiles could not be evaded before the hitbox is activated.

Snipe Shot
Extended the hitbox inward.

G
------------------------------------------------------------

Crouching MP
Extended the hitbox inward.

Crouching HP
Extended the hitbox inward.

Crouching HK
Extended the hitbox inward.

G Protection (V-Skill II)
Extended the hurtbox forward for the cancel version.

G Smash Over (Lv. 3/EX/VTrigger I)
Extended the hitbox inward.

G Smash Under (All strengths/levels)
Extended the hitbox inward

 

 

SAGAT
------------------------------------------------------------

Tiger Knee Crush (V-Skill II Ver.) 1)
Reduced the knee hurtbox. 2) Reduced the hit and guard recovery time by 2F.

EX Tiger Knee Crush (V-Skill II Ver.)

Reduced the knee hurtbox. 2) Reduced the hit and guard recovery time by 2F.

LUCIA
-----------------------------------------------------

[Normal/V-Trigger I] Arrest Heel (V-Skill II)

Increased the pushback on block for the regular version. 2) Reduced the size of the box that triggers the opponent's block.

GILL
----------------------------------------------------

Pyro Reverse Kick (VReversal)
Decreased pushback on guard.

[V-Trigger I/V-Trigger II] Divine Comet
No longer costs V timer to use.

Seraphic Wing

Fixed a bug where in certain situations the second hit onwards wouldn't combo. 2) Changed to prevent the attack from being stopped by armored attacks when cancelling into it from Pyro/Cyro Cyber Lariat.

SETH
-------------------------------------------------

Spin Pendulum (V-Trigger II)
The guard will now be continuous when following up from a guard into a Cyclone Disaster.

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Lads, I've got a ps4 now, so in the 3 minutes of the day when I'm not chasing a small baby around and my wife isn't watching Ozark I might try to download and play this children's fighting videogame against you.

 

Do I have to pay Sony money in order to be able to do "online"?  I've not done video games for about 5 years so have no clue how anything works now.

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Looks like there's gonna be some sort of announcement for SFV tomorrow at 4pm.

 

Dunno what to expect really. I know there's the as-yet unrevealed stage and costume for the Pro Tour DLC but the tweet sounds like maybe it's more than that?

 

Xbox One, Switch and next gen versions with cross-platform matchmaking please. Sorting out the still-atrocious loading times would also be welcome.

 

Maybe it'll just be characters and costumes.

 

 

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The site isnt loading yet but looks like five new characters and three new stages are being added alongside new costumes (including a competition for fan-designed costumes).

 

Quote

THE FUTURE OF SFV:CE

We know our players are wondering what’s next for Street Fighter V, so we have some exciting news to share. Due to the positive reception to Season 4 and Champion Edition, we are planning to do a final Season “V”, which will add “V” more fighters to the roster. Three new stages are also being planned.

That’s all for now, but we’ll be back later this summer to share more details regarding the new content coming to Street Fighter V. For now, please continue enjoying everything included in Champion Edition.

Stay safe and thank you again for all the support.


https://t.co/3Q6jxVQXKx?amp=1

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Wow, any guesses? I'm going:

 

Makoto

Dan

Sodom

Oro

New character

 

Guess C. Viper, Dudley and Fei Long are other strong possibilities.. Think I've covered most of the bases there.

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They're best saving Viper for SF6 at this point? Even though I hate her.

 

Shes been rumoured since Arcade Edition though so I kinda expect her, Rose and Oro. Then Decapre and Abel for the last two since they have models in the story mode already.

 

I'd be mostly content with whoever though, I wasn't expecting such a substantial update. The only characters I absolutely do not want are Yun/Yang, Oni, Evil Ryu and El Fuerte. That said I didn't want Seth either but they're actually a load of fun.

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Haggar, Maki, Guy and Sodom. Lets get the whole Final Fight crew in here. Sean for the 5th spot. Personally, I am not a fan of any of the Street Fighter 4 newbies.

 

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