QUOTE(abusive123 @ Apr 15 2016, 04:37 PM)
if anyone is looking for a training partner (i'm about 900-1000 LP). please add me capcomid: Abusive or steamid: abusive123
Might help if you put down your mains.LYN STREET FIGHTER V Thread V6, Rise Up!
|
|
Apr 15 2016, 04:48 PM
Return to original view | Post
#341
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
|
|
|
|
|
|
Apr 16 2016, 09:32 AM
Return to original view | Post
#342
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
QUOTE(TruthHurts @ Apr 16 2016, 09:00 AM) Hi K/gamers ... Line's good. SFV have a pretty good netcode. We've good connection to local, Singapore, Thailand, China and sometimes Taiwan as well. I love fighting games and wanted to play like SF / Tekken and KOF but since the days of arcade, i was the best and just need a token to last at least 30 to 1hrs of game vs anyone who drop a coin in. Now the Arcade era is long dead, i move to online.. but my line is currently 4mb screamix since unifi have not reach to my area the extreme lag totally kill me. But then i did ever have a match of KOF2002 special edition with one of the Steam player who add me and i totally rape him till he don't want to play with me any more when i invite and pester him to play. Anyone here can tell me how's the UniFi line lag in fighting game since Unifi has already reach my area about 3 weeks ago. So i can join K/fighters. Philippines and Indonesia can get pretty wonky at times. So avoid those countries. |
|
|
Apr 16 2016, 11:31 AM
Return to original view | Post
#343
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
QUOTE(TruthHurts @ Apr 16 2016, 10:18 AM) You can choose the best connection only, but I normally set those to Auto. Can't see ping, but the best connection have little to no lag. I played in arcades too, all I can say is, I'm rather surprised. Its like they're playing at the opposite cab. |
|
|
Apr 19 2016, 08:12 PM
Return to original view | Post
#344
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
|
|
|
Apr 26 2016, 01:58 PM
Return to original view | Post
#345
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
|
|
|
Apr 26 2016, 08:07 PM
Return to original view | Post
#346
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
QUOTE(Ji3MOON @ Apr 26 2016, 08:00 PM) tat tourney daigo look too defence in all his game..tokido fierce keep attack and attack..i started love his game play..and sad no sagat for boncan Depends on how you look at it to be honest. At this point at least, most of my games are reactionary and slower than that of say, SF 4. I don't know whether it's the game or otherwise, I like it better this way. Maybe it's just me getting older. |
|
|
|
|
|
Apr 27 2016, 01:44 PM
Return to original view | Post
#347
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
QUOTE(pikacu @ Apr 27 2016, 08:34 AM) wow, now i know why SF5 got mixed review on steam (apart from sucky story line mode) I never game below 1080 before, how's it like?its a broken mess if played below 1080p resolution. black screen ftw, and there are no solid workaround.. can' use lptp anymore, need to use desktop :/ |
|
|
Apr 29 2016, 10:42 AM
Return to original view | Post
#348
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
Yeah the patch is massive.
On the other note, Guile is up. |
|
|
Apr 29 2016, 10:43 AM
Return to original view | Post
#349
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
SFV: Guile Release and April Update Details
Community Announcements - WBacon [capcom] Guile, one of the most iconic characters in franchise history, is reporting for duty in Street Fighter V starting tomorrow at 7PM PT! He retains his classic fighting style that allows him to keep his opponents at bay with Sonic Booms and Somersault Kicks while adding a handful of new weapons to his arsenal through the Variable System. Other big ticket items such as the Air Force Base and the introduction of our "Rage Quit" penalty system are also part of this April update. Just like Alex, Guile will be available for FREE to all players until the in-game shop that uses real currency is launched. Once the shop launches, the free trial period for these characters will end and players will have to use Fight Money or real currency to purchase them. Joining Guile’s release is the first new stage to be added to Street Fighter V post launch. Guile’s Air Force Base returns with a shiny new jet, a next-gen boom box and some familiar background characters that fans may recognize from their Street Fighter II days. This stage is available beginning today in the In-Game Shop for 70,000 Fight Money. Season Pass holders will receive this stage for free as a thank you for their continued support of Street Fighter V. Also included in this Street Fighter V update is the first implementation of a system to punish players who frequently disconnect during matches (aka 'rage quitters'). The system will continue to be refined over time and more enhancements will be implemented in the future. Additionally, a number of improvements to the matchmaking system have been made, which speeds up the time it takes to find an opponent and simplifies the process of creating and connecting to Battle Lounges. Lastly, there are a few bug fixes involving certain moves and scenarios that have not been behaving as intended. These have been fixed in the April update. Ryu/M. Bison/Vega(no claw) Bug: After dishing out Ryu & Vega's (no claw) C. LP or M. Bisions C. LK, while doing a light attack rapid cancel at the absolite latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the "other action" will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select. Fix: Made the rapid cancel timing of said moves 1F shorter. Ryu Bug: In the guard animation branch of Ryu's C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage. Fix: Adjusted the counter box on Ryu's C. HK so that it is no longer present afterter the hitbox is not longer active. Ken Bug: In Ken's C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn't a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken. Fix: Adjusted the first 3 frames of Ken's C. LP (including rapid cancels) so that Ken is in crouching state. Bug: In Ken's M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon. Fix: Corrected the feint box on Ken's M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance. Bug: When a portion of Ken's EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior. Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up mottion occurs. Chun-Li Bug: In Chun-Li's EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump). Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended. Bug: In Chun-Li's J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit. (There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit) Fix: Adjusted the juggle potential of Chun-Li's J. MP so that it is the same whether or not it is a normal hit or a counter hit. Cammy Bug: Cammy's S. HK's hit box is no longer active, she was throw invincible. Fix: Added a throw box to Cammy's S. HK & Lift Combination while the move is active. Bug: While Cammy's EX Razer Edge Slicer is active, she was throw invincible. Fix: Added a throw box to Cammy's EX Razer Edge Slicer while it is active. Dhalsim Bug: During C. MK, Dhalsim was throw invincible. Fix: Added a throw box to Dhalsim's C. MK. Karin Bug: When the fourth hit of Karin's EX Mujinkyaku hits an airborne opponent, the opponent's float is differed from when it is a normal hit and when it is a counter hit. Fix: Made it so that the 4th hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit. Bug: There were 2 bugs in Karin's EX Ressenha. ①When the second hit hits as a counter hit, the opponents Critical Gauge increase would be "0" ②On counter hit, EX Ressenha's starting juggle potential would be "0" for each hit. Fix: Adjusted EX Ressenha on counter so that the opponent's gauge increase and starting juggle potential are the same as when it is a normal hit. Laura Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner. Fix: Expanded S. MP's hit box downward so that the move yields the same results in both corners. Necalli Bug: When rapid canceling Necalli's C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version. Fix: Unified Necalli's V-Trigger C. LP to the normal version. M. Bison Bug: When throwing an oponent with Psycho Fall, depending on M. Bison's position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended. Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed. Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character's behavior would be irregular after the hit. Fix: Changed the behavior after hit on the EX Double Knee Press. R. Mika Bug: In R. Mika's C. HK, there wasn't a throw box in place.. Even though the move is visually performed on the ground, it was throw invincible. Fix: Added a throw box to R. Mika's C. HK while the move is active. Alex Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo. Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when cancled into) is the same as when it is used on its own. Need a full rundown of Guile? Check out the Guile announcement post here which includes his moves and his new stage with screenshots! You can also watch his trailer on our YouTube Channel. Please note that in preparation for the Guile update we will be taking down the Street Fighter V servers for maintenance starting at 8AM PT until 6PM PT. Additionally, you can follow @SFVServer on Twitter for the latest server status updates. That's it for today! As always, follow us on Twitter @StreetFighter for the latest news and updates! |
|
|
Apr 29 2016, 04:24 PM
Return to original view | Post
#350
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
|
|
|
Apr 29 2016, 07:21 PM
Return to original view | Post
#351
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
QUOTE(kianweic @ Apr 29 2016, 06:57 PM) Hi all, Unfortunately no, I was using 750ti prior to this and I couldn't get it working to the level acceptable.I am using a Geforce GTX 580 (with an intel i7 3770) in Malaysia. Any recommend settings at 1080p for this? I have set everything at maximum in Jakarta PC which is sporting a Geforce GTX970. Thank you. Change it. |
|
|
May 28 2016, 08:55 AM
Return to original view | Post
#352
|
![]() ![]()
Junior Member
257 posts Joined: Jun 2008 |
Is it me or is SFV way less hype than before?
I don't find myself playing it a lot. |
|
Topic ClosedOptions
|
| Change to: | 0.1127sec
1.00
7 queries
GZIP Disabled
Time is now: 9th December 2025 - 11:48 AM |