I just love the fact that I dumped 100,000 points
of Fight Money into unlocking one of the earlier Season 2 characters in Street Fighter V literally three days
before the announcement of the next character -- who then proceeded to drop two
days later. Like, I was under the
impression that I’d have more time to play, both to get used to my new choice
(Kolin) and earn at least a little money
towards the next (Menat). NOPE. Boy, do I feel like a clown.
Anyway, Street
Fighter V. It’s been out for a good
while now, and both it and Capcom have taken heat. More, and more, and more scorn has been flung
their way, to the point where -- if you go strictly by the comments sections
online -- one out of every three people hates the game. Is that a fair assessment? Well, having put some time into the game, and
with so much time passed since its 2/16/16 release date, I think I need to put
my own thoughts out there. At the end of
the day, I can only speak for myself.
Still, let me say this to start: the people that
like (or love) SFV are entirely
justified. And the people that are
disappointed in (or hate) SFV are also entirely justified.
But enough of that. Here’s what I think. Ready?
Here we go!
--For some people, it may not seem like much of an
effort on the devs’ part to “inject life” into the game just by tossing in more
characters. But you know what? I think that they really do help in the long
run. Having, learning, and using whatever
World Warrior pops up is a key part of the experience, and it keeps things
fresh.
--To wit: up until a few weeks ago, I only played SFV once in a blue moon. But once I decided to try expanding my stable
of characters to choices I never would’ve gone with before? Suddenly I’ve found a ton of new reasons to
play the game and get better.
--That said, I’ve run into a weird problem: I can
never make any major gains or losses in Ranked because I switch out characters
on a whim. So I’ll lose a ton of points while trying to learn
Zangief, but once I get over the hump I’ll earn them right back. Then I’ll lose those points with Chun-Li, and
then earn them back over time. I haven’t
taken the fight online with Kolin yet, but I get the feeling I’ll be withering
away in Ultra Bronze for a while yet.
--Granted I was
in Silver before, buuuuuuuuuuuuut…well, I took FANG out for a spin a while
back, and that was a mistake.
--Speaking of Ranked, there’s something that’s
been bothering me for a while: how is it that I can still fight against people
(like Ken players) who rely on the same braindead tactics you’d expect from Day
1 in SFIV? Are there just some people who can slip
through the cracks by relying solely on jumping roundhouse into sweep, and
random EX Shoryus?
--Now here’s the big issue: I don’t know if it’s a
problem on my end vis a vis my connection (since it’s a problem my brother also
suffers through), but for whatever reason I keep getting matched up with guys
from other countries -- and because of it, I have to fight matches with absurd
levels of lag. Apparently that’s a
reality even if you narrow the pool down by region. Should I blame Capcom, or curse my miserable
fate?
--Seriously, sometimes I don’t even recognize the
flags these online warriors are flying.
But even in cases where I’m up against rival Americans, there are times
when the lag is…severe, to say the least.
I want to say I dreamed this, but I swear that the lag/rollback netcode
was so bad at one point it completely
negated the Super I landed with Zangief.
Or maybe it was the work of an enemy Stand.
--Now let’s talk characters. Going from SFIV to SFV was a huge
loss for me, because Capcom dropped virtually every single character I played
regularly. T. Hawk? Gone.
E. Honda? Lucky to cameo in
Alex’s story. Dee Jay? Basically given the
Yamcha treatment. I’ve only got
Guile left, and even then he was never my first choice (as much as I like the
character). So up until the past month
or two, I was basically strapped to Birdie, Rashid, and Necalli. And in turn, Necalli was only a VERY
occasional choice.
--I don’t know the
Season 2 changes intimately (let alone the
Season 2.5 changes), but I heard that Zangief was much improved from the
outset. So naturally, I started trying
to use him in matches. I won’t say he’s
my favorite grappler, but he’ll still do in a pinch. He may have lost his green hand, but he can
still make it work by playing things slow and steady with a piledriver every
now and then. Also, I don’t know if this
is a popular opinion, but I actually think his SFV super is way cool. It
may just be one suplex, but it’s a suplex that drives foes into the ground just
by flexing a little more. That’s rad.
--I haven’t really gone on about her before, but
I’ll set the record straight now: I think Chun-Li is among one of the coolest
characters -- not just in SF, not
just in fighting games, but overall.
She’s the first lady of fighting games for a reason. And without a doubt, I think that from a
visual standpoint she looks incredible in
SFV -- beautiful yet strong, graceful
yet fierce. Of course, that just makes the
reality much harsher.
--The problem I have is that I’ve never really,
seriously played Chun in any capacity -- mostly because I was afraid I didn’t
have the execution needed to play her. I
couldn’t do jack crap with Honda and his Hundred Hands; what hope did I have
with Lightning Legs? But since SFV has painted itself as a more
beginner-friendly game, I think the gates have finally been opened. I’ve learned a bit with her, and I can use
her in actual matches with relative success.
“Relative success” being “at the end of each session I will almost always
end up breaking even point-wise”, but at least I’m not losing everything I
have. I can’t wait to play her again.
--…Is what I would like to say. But I walked in on my brother one day, and he
was knee-deep in using Chun-Li for his online escapades -- and doing way better
than I ever could. Even if I set aside
the fact that it was wholly disheartening to know he would go on a tear (except
when he lost -- I really should talk
to him about lowering the game’s volume when he plays), there’s still an
unspoken rule between us. We don’t play
each other’s characters unless one of us has abandoned said character for a
sufficient, obvious amount of time. So I
thought it was safe to pick up, Chun, only to get smacked because of it. WELP.
--I’ve still got a “pocket” Chun-Li, but I put
some time into R. Mika as an emergency measure, just in case my bro sank his
teeth into the World’s Strongest Woman and decided to never let go. I do have a weak spot for grapplers, and Mika
is one entry on a VERY short list of female grapplers (which is a problem, for
sure, but that’s a discussion for another day).
Now I need to learn some Nadeshiko combos. Or maybe I’ll just het her belly-flop down to
setup a sneaky secret command grab.
--I haven’t taken Mika online either, and won’t
until I have a stronger understanding of her buttons and moves. My big concern? She might be too volatile to consistently
give me what I need to survive. As I
recall (at least from tales of Season 1), she could blow up an opponent in a
matter of seconds once she got started and/or snared them in the vortex. Can I do that consistently? I have my doubts, but nothing has been
confirmed or denied yet.
--For posterity’s sake: I’m mostly okay with
Mika’s default costume. It’s not my
favorite, but it’ll do -- and to be fair, I think it’s a step up from her Alpha 3 costume. I do think she looks better in her
cheerleader outfit, her Story costume, and the recently-released school
uniform; honestly I think I’d be more excited to play as her if I had easy
access to any one of those. But that
feeds into a problem I have with the game.
--Overall, I do like SFV. But these days, it
seems like I -- and others -- like it in
spite of everything. That is, it
continues to be a good game in spite of Capcom’s interference (or lack
thereof); the business side of the equation really does interfere with the
final product in frustrating ways.
--As an example: like I said, I like Chun-Li, and
I was (and still am) ready to put some serious time into playing as her. To facilitate that, I decided that I’d use
some of the Fight Money I stocked up to grab some of her other costumes. “That office lady outfit looks pretty
cool. I should get it,” I thought,
unaware of my crippling naiveté. It
turns out that -- for now, but probably for months to come -- you can’t use the currency you earned
in-game to grab it. Your only option is
to plunk down cash.
--I thought that the whole purpose of Fight Money
was to circumvent having to use real world money. But in the end, Jim Sterling had it right:
the in-game currency is only a pretense, with the game distorted and
psychological warfare employed to get you to buy a cosmetic item that would’ve
been unlockable a decade ago. “Oh, yeah,
you can use Fight Money to buy whatever you want! Until we decide that the new content is just too labor-intensive!” “Oh sure, you’ll have plenty of opportunities
to earn Fight Money! Now you’re free to
grind out money at a slow and unreliable pace in order to gain
exorbitantly-overpriced trinkets. Fun!” It didn’t have to be there, but this is AAA
culture and Capcom wants a stake in it.
--Credit where credit’s due: it could’ve been way worse.
--It wouldn’t be as big of a problem if there was
a fair and balanced approach to earning FM and unlocking the content you want;
countless games have had in-game shops with items obtained via in-game
purchases, and that’s been a system that’s worked for whole console
generations. But in SFV? Gotta grind through
trials to get a few Fight Pennies. Gotta
clear Survival Mode to get cash and alternate colors, even though Normal
difficulty is basically braindead until the last 5 stages, wherein the AI
starts blatantly reading your inputs.
Gotta scrimp and save, because you have to choose between grabbing one
of the new stages or unlocking one of the new characters. Unless you play religiously every single day.
--And what’s it all in service of? Even if you overlook whole “THERE’S NO ARCADE
MODE!” complaint -- which to be fair is a viable one -- there are still missing
features that have yet to be implemented.
Matchmaking is problematic.
Promised content (like the nostalgic costumes) went months without
updates. Release windows for new
characters have been missed, not to mention that trailers or even basic status reports were MIA. Individually, it’s possible to overlook these
problems and press on with the game -- but the fact that there are so many observable problems, and
problems that haven’t been fixed to this
day means that Capcom screwed up.
And Capcom doesn’t have a lot of leeway for failure these days.
--It’s a shame, because the core gameplay is still
there. If you understand what to do and
when to do it, then SFV becomes less
about hitting those inputs within a fraction of a fraction of a second and more
about controlling the flow of battle.
That’s how it should be. It’s
still recommended that you learn more than just jumping roundhouse into sweep,
of course; still, fundamentals outstrip extended, resource-dependent,
ultra-long combos. Read the opponent,
manage your moves, and fight judiciously.
That’s what it’s all about.
--It should go without saying at this point,
but…seriously, don’t jump whenever you
feel like it. You don’t know how
many matches I’ve won (and lost) by way of a successfully-landed anti-air. That’s especially the case when you have
anti-air Supers to be mindful of (Rashid has one, as does Bison -- and those
are the two surefire ones I know off the top of my head).
--I’m still new to Kolin, but her standing
roundhouse exemplifies one of the things I enjoy about SFV: it’s got some serious impact to a lot of the moves. With Kolin, if you land that big boot, you’ll
feel it in your bones -- not to
mention open up some new combo opportunities.
Regardless, it’s a way to help players get engrossed in the fight;
nothing says BATTLE quite like a screen-shaking blow.
--Speaking of Kolin: bold choice for her to brave
harsh blizzards while letting a decent-sized chunk of her thighs hang out. I guess that’s the zettai ryouiki
at work.
--I got around to trying Abigail finally. I feel like my first impressions are a bit
weighted to one end because I did so against my brother -- whose
endlessly-pressuring, high-mobility, only-I-get-to-attack fighting style is
what I liken to “a selfish lover” -- but he seems OK. He’s really big, which means he’s probably vulnerable
to certain combos and moves that’d whiff on others. Fighting against Menat and her Soul Spheres
(especially when you don’t know how to counter that) is a hassle. He’s so slow, he makes Potemkin look like a Lamborghini.
That extends to his normals, too, which means even a crouching medium
punch has insane startup.
--But in turn?
He’s freakin’ strong. Even a
basic combo into an EX move seems like it does monumental damage, to say
nothing of his command grab. I’d imagine
he’s even more of a terror once you learn how to use his other moves (or even
learn his other moves), like his command run and his slam attack. Until then?
His V-Trigger state alone makes him dangerous because -- setting aside
his charge-ready punches that become unblockable -- he also gets a power boost,
just like Birdie. If my guess is
right? If an Abigail corners you, start praying.
--There have been times when playing SFV has made me long for Guilty Gear. Why?
Because even if GG is
considered by many to be the harder game to play, I value it for offering
multiple, viable defensive options. If
you have the meter for it, you can blow someone off you, steadily repel them
(while negating chip damage), stop their offense cold with a well-timed attack,
or just burst to cancel their combo immediately. That’s all on top of the defensive moves each
individual character has, whether it’s a reversal-ready DP, a counter, an
anti-air, or whatever.
--Meanwhile, SFV
has…V-Reversals, and that’s basically it.
I know that some characters have to be better at taking pressure than
others, but that feeling of helplessness when you’re getting attacked isn’t
what I’d call pleasant. Nor is the fact
that you know what your opponent is
doing, but you don’t have a good, instant, reliable answer to it.
--On the whole, though, it seems like this is a
game that dramatically favors offense, and I’m not sure if that was the best
move. Off the top of my head, I know
that Ken, Laura, Karin, and Rashid all have dedicated moves that help them get
in faster. Chun-Li and Balrog do as
well, albeit in different forms. Then
you’ve got a whole host of characters that are part of the Screw Fireballs Club
-- like Bison, Nash, Menat, and hilariously enough, Ryu. That’s just based on their V-Skills; it
doesn’t take into account the myriad anti-fireball moves the cast has.
--Sometimes, you have to get up close and
personal. That’s fine. But having played this game for as long as I
have, it seems like - up until recently when Guile climbed up the tier list -- SFV has a strong slant toward rushdown
and pressure, and in-your-face action.
And, okay, that’s not my favorite fighting style, but it’s fine to have
some characters prioritize that. Now it
seems like all but a couple of characters prioritize that, and even those that
don’t are still pretty decent at it.
--It makes me wonder if they dropped guys like T.
Hawk and Dee Jay because the devs couldn’t figure out how to make them
super-fast, in-your-face types of guys.
Same goes for Honda, too -- although I’d think that with Hundred Hand
combos, he’d fare a little better. Or
the will to go buckwild with his data.
--Are there still footsies in SFV? Depending on who you
ask, some say yes, and some say no. I
say yes, but with an asterisk. Yes, some
characters have normals that let them fight at their pace and distance, as per
their strategy. But even if that’s true,
there are a lot of buttons in this
game that don’t have the reach you’d expect or even hope for. Ryu’s crouching medium kick is a famous
example, but it’s hardly the only casualty.
There are gifs of normals that just flat-out
whiff, and it’s frustrating to have happen in an actual match. Part of the reason why I play Birdie (and
started to use Chun-Li) is because I wanted a button that could at least come close to outranging others. The alternative is to walk into someone’s
attack range and get clipped because of it.
(Though of course, there’s more to footsies and normals besides pure
range.)
--Granted, it’s still entirely possible to make
fighting in the neutral game work for you; I’d imagine that’s what forward and
back dashes are for, after all, and pro players like Punk are making it
work. But SFV’s “lack of footsies” is a meme for a reason, and it’s one more
point of contention -- a real sour note -- that this game didn’t need.
--…But maaaaaaaaaaaaaaaaaan, who cares about the
fighting game shit in a fighting game?
God, the soundtrack is so incredible, and they just keep piling on the
hits.
--So, like, there’s input lag in this
game. Originally, it was set at
eight frames; somewhere along the line, Capcom
reduced it to roughly 6.5. It seems
like such an inconsequential thing, but I’m starting to suspect that even a guy
like me -- someone that probably has turtle blood running through his veins --
can feel it. My inputs in a number of
cases seem totally wrong, not just
early or late. My blocking doesn’t
register. I swear on my bones that I’ve
input the proper commands to stop jump-ins, but they didn’t pop in and I lost
because of it.
--Admittedly, I’ve wondered if it’s less of a
problem with SFV and more of a
problem with the PS4 pad; it feels like I get more execution errors there than
I did with, say, the PS3 pad or the 360 pad.
That might be something worth looking into. Then again, I don’t have nearly as many
problems when I’m playing Tekken or Guilty Gear. Given that?
And given how many times dear old big bro has wailed into the night
about how much he’s crippled by those accursed eight frames? I’m inclined to believe that, once again,
those who leverage complaints aren’t just doing it because all the cool kids
are doing it.
So at the end of the day, I have to be frank. Yes, I like SFV -- but even if that’s true, I recognize immediately that it’s not in an optimal state. The last time I played online, I managed to
do pretty well for myself with the proper actions and reactions against my
opponents. And it felt great, no
question. It truly was the romance
between player, player, and game. But
then that romance went belly-up when there was such a severe lag spike that we
jittered around the screen like we were stuck in a corrupted QuickTime Player
file.
It’s so disheartening to know that there are these
issues with the game, even now. I want
to go on this journey with SFV -- to
find my own answer in the heart of battle -- but thanks to Capcom, it feels
like I have to walk on a road covered in hot coals, caltrops, and Lego bricks
to do it. And it shouldn’t be this way. Not with THE marquis franchise, the lord of
the genre’s old guard. I don’t know what
it’ll take for SFV to redeem itself
-- to become something that people are still playing because they love it, not
just out of obligation -- but I hope that something gets done soon. I really, really do.
So, Capcom?
I know I said this already, but I’ll say it again: come back.
Now then.
Let’s see how Marvel Infinite turns
out.
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