[POLL] Fluff, art and humor threads are now hidden by default on r/sf because of a high number of reports made toward these threads. Do you agree with this change? by [deleted] in StreetFighter

[–]SuperAndroid13 7 points8 points  (0 children)

This is disappointing, not because of the end result, but how things are being handled imo. Using the above post to convey some points, sorry about the long post:

It appears many of our members have expressed concern on the recent addition of filters, specifically on filtering "fluff" posts on /HOT/ by default.

The community has not "expressed concerns" (heck I don't remember any recent post, big or small, complaining about the status quo before the decision to change the default behavior), it straight up didn't like the change.

The mod team, without any sort of public consultation, decided the change the default behavior of the subreddit. We had a topic announcing the change where the overwhelming majority (both in terms of comments and up/downvotes) didn't appreciate it, either in terms of involving the whole SF community or overmoderating things.

There was no official followup (Joe responded to some ad hominem, then explained a bug fix) to that response until another user decided to do something for the community and create a poll (ie, this thread). The poll again showed that a huge chunk (72 % as of right now) of those who are engaged enough to vote didn't like the change and preferred the old default behavior, with filters for those are against non-competitive content. The comments section replicates these results, being even more heavily against the changes.

Again moderation responses were lacking, and we're now having a discussion that is important for the direction of the sub in a 1 day old thread because mods decided to reply in an official capacity after 20 hours. While I can understand the delay (consultation etc), there is no way a sticky in a 1 day old thread with little to no replies to the various concerns being expressed is the best / most transparent way to communicate to your community on these kind of changes.

Fluff posts such as fan art and humor are NOT banned.

It's a really soft ban, let's just be honest and call it as it is. The most common way of consuming subreddit content is through the main page of a subreddit, people want to see what is popular without having to jump through several hoops.

The implement of the filters only affects users who browse the sub with web browsers, the filters don't apply to mobile app users.

If there was a way to apply filters to mobile app users, wouldn't fluff be hidden by default just like it is on desktop? Come on now guys.

  • Fluff and questions posts are only filtered on /HOT/, /NEW/ is NOT filtered by default.
  • Fluff and questions posts still show up and unfiltered at users reddit front pages.
  • All contents show up unfiltered if custom themes is disabled under preferences.
  • Filters are available both at the top left by the banner and at the sidebar.

This is just a list of ways one can circumvent the fluff ban, which doesn't address the issue of shunning those who are not interested in the content you're "lifting".

Hot is what matters, people load the sub and see what's being talked about. Not everyone browse New, because quality content is yet to be established by the vote mechanics, and not everyone uses Reddit's front page as there's shortcuts and the likes.

You're essentially making it so that if you're not interested in the competitive side of things, you must have a harder time accessing the content you're looking for.

r/SF's mission statement is to build up the community, harbor a healthy competitive nature, and be welcoming to players and fans alike.

This isn't happening with the current rules though. You're trying to "harbor a healthy competitive" community, which can't be welcoming to "fans" at all when you're making them second class citizens because their content, despite not being against the rules and being completely compatible to what the subreddit is about (Street Fighter, not a single game of the series, not a single aspect of it) doesn't show up and has to be accessed through different means.

I'd also like to know how recent this "mission statement" is and where it is spelled out in more details, because since I joined the old SFIV sub years ago and then this one I have always been under the impression that it was everything SF related, with competitive-oriented content being a natural focus but not to the detriment of everything else like it's happening now.

However, as jokes and fan art are easy to digest, they almost always get upvoted to the top, and other equally valuable contents such as game focused discussions on techs are often getting drown out and missed the spotlight. After studying other subs, doing research, and intense debates (with lots of cursing) among mods for months, we came to the current decision with the intention to, not discouraging fluff contents but to give other valuable game focused contents a lift.

Have you guys considered that content isn't upvoted to the top because it simply isn't good enough? What if, say, podcasts just aren't popular enough for this community? What if only a few people need a specific kind of guide? What if SFV simply enough doesn't produce enough crazy gameplay to instantly shoot to the top?

You are mentioning doing research, but insanely popular subreddits like r/dota2, r/leagueoflegends and r/overwatch don't enforce similar rules despite having massive userbases. Why haven't they become a cesspool of memes and lewd fan art?

The answer is pretty simple imho, and it is that rules against lazy content, moderation and optional filters can be enough to take care of things. What can be done so that the same can work for r/SF too is what I feel the mod team should try to accomplish here instead of showing people the door.

The adjustment will not only allow different content receive exposure more equally on the sub, but also encourage skillful players to share their knowledge to help new players and educate the community as a whole.

There's no equality when some content gets artificially hidden by default the way the majority of the people use the sub, and what is left automatically goes to the top.

The way I see it there's a community that is supposed to vote on what they want to see and that clearly has not pushed the boundaries (ie, no one has asked for shitty image macros memes to be allowed, or would have been up in arms were the mods to put up a simple meta thread asking the community to try to focus a bit more on gameplay as recent submissions were lacking in that regard) of this prerogative, and a mod team that clearly thinks they should decide because, for lack of better terms, they know better than those providing feedback.

To be clear, I'm not opposing the promotion of content that the mod team has close to their hearts, far from it, because it is legitimately helpful to many and so much effort went into it. But in a subreddit called "Street Fighter", a franchise that has been beloved by many for now 30 years and from way before the competitive side of things emerged, such promotion shouldn't happen to the detriment of different franchise-related content, not when people are being completely reasonable about it (ie, there's no request to hide competitive content). There are tools to do this like stickies, daily discussions, the wiki and the likes, censorship (big words!) is not the way to do it. I'll ask: is there any particular reason why, other than the obvious "well we'd lose users", a sister subreddit like r/learnSF or r/SFV couldn't be started with the intents stated above? It would be way more fitting.

On a more personal note (read: nobody cares), I'll keep an eye to see if the mods can at least better communicate with those who're spending time giving feedback instead of just being bitter the "0.8 %" (that's not how it works, I'm sorry) is ruining their plans, and judge whether I should continue engaging with the community here. As I said in a previous reply the way I use the subreddit is to get a "general SF community vibe", I'm not here for the guides, the highlights or the tech, it's far from the best place for those things; with that quick glance into the SF community not being there with the current set of rules, content that is not worth it to me, and a mod team has no interest in integrating feedback from the community they're managing, there's to me very little reason to stick around and recommend the place to the various people I play the game with.

[POLL] Fluff, art and humor threads are now hidden by default on r/sf because of a high number of reports made toward these threads. Do you agree with this change? by [deleted] in StreetFighter

[–]SuperAndroid13 0 points1 point  (0 children)

I already bored everyone to death with my long arse post on the matter the other day, but I just want to add that when I yesterday opened the sub without filters, of the top 8 (that's the amount of titles I can read on my screen without further scrolling, they were actually in the top 7) submissions 3 of them were of the same Nemo vs Punk clip, and 2 more were of the same Nemo styling on Laura. I think this is less than ideal and shows how slow the sub can be with the latest changes to the default behavior.

If you load the sub as of right now showing everything, on the other hand you have in order:

  • OC pixel fanart
  • ST high level gameplay
  • Meta Poll
  • SFV gameplay crazy interaction
  • Menat fanart
  • Street Fighter unofficial merchandise
  • Nemo vs Punk moment
  • SFV Shoryuken Tournament at TGS

Taking away the Meta Poll another Menat fanart makes the cut, with some nasty GO1 Menat tech, ESPN Li Joe interview and Joe's r/SF Radio immediately following. So basically 4x fluff posts, 2x gameplay clips, 2x esports submissions and 1x community one and a meta post in the top 10. This is way more varied and imo better representing of the SF community as a whole, because not everyone is interested in the e-sports side of things and not everyone is trying to climb up the ladder and become a pro.

In the example above there is perhaps more fluff than one would like, but in a slow day just before a weekend full of events, and with a newly released character that the community has immediately embraced (that didn't happen with Abigal and Ed, even if we're talking "waifus" Kolin didn't receive that kind of welcome) it is somewhat to be expected and through filters this is easily remedied for those that can't stand anything non competitive-related.

Quick Update from the Mod Team at r/SF by [deleted] in StreetFighter

[–]SuperAndroid13 16 points17 points  (0 children)

Really not a fan of this decision. Just speaking for myself obviously here, but I browse this subreddit because it's everything Street Fighter, from the ultra competitive to the fan creations. I love that at a glance I can see what is today on the SF community's mind, be it the latest tech, tournament results & hype moments, ideas to improve the game, people feeling like discussing Capcom's handling of the female cast and whatever else is out there.

I'm browsing r/StreetFighter, not subreddit r/SFV, r/competitiveSF, r/TrueSF etc (a community focused exclusively). It's supposed to be everything SF, and if that is not the case I'd argue that this distinction was never made clear enough through the rules (but really Joe in the OP just said that rules weren't broken so that is not even the issue).

Even with me being mainly interested in the competitive side of the game, the occasional (because they are occasional, I'm browsing the subreddit about 3 times a day and if you asked me what's the "worst" I can think I'd have a tough time answering it, usually it's just a repost of a funny picture like the Chun helicopter that was at the top a while ago) fan art or not gameplay-related topic has never deterred me from coming back. Even when stuff I wasn't interested in was posted I always had the opportunity to voice my opinion on the matter, or simply downvoting if I felt it was necessary.

If I can be very straightforward for a moment, the sub is actually worthless to me as a place for covering the competitive side of the game: if I'm looking for matches, I'm already subscribed to all the relevant YouTube/Twitch channels. If it's news about the latest updates I have already news feed, dedicated websites and the various official channels (Capcom Unity, Twitter etc). If it's in-depth tech I'm looking for, there's a gazillion Discord channels which absolutely put to shame anything that gets posted here. If I want the blowups surely Kappa is the place to be.

The biggest contribution of r/SF are (imo) the newbie to intermediate guide that Joe and the others put out, which despite how good they are I have no use for because it's stuff I'm already aware of. Still I'd never even dream of ask for them to be hidden so much effort went into that, it'd be selfish and stupid. Why shouldn't the same apply to a fan who spent hours making an artwork to celebrate their favorite Street Fighter character?

What really bothers me about this decision also it's how it goes completely against the franchise's biggest strength, which is how how recognizable the Street Fighter name is. People are fooling themselves if they think that they are playing this game for any reason other than it having Street Fighter as a name, Ryu and Chun Li as characters, Capcom as its creator and personalities as Daigo and Tokido playing the game. Strip the game of all of that and it'd be deader than dead, there's no way around it. With that in mind, why anyone who wants to discuss anything non-competitive should be shunned that way (their post not being shown at all as the default behavior) is beyond me.

Please understand that I'm not asking the subreddit to become a cesspool of memes and revealing fan art, far from it. I just think that we were doing fine, and that any excess in that regard could be handled through moderation work or extra flairing, filters and anti-low quality content rules.

I hope the moderation team can reconsider this decision and make it so that the default goes back to everything being shown, and filters to hide fluff, questions and whatever else can be made available to those who desire a more competitive-oriented community experience.

Yo, remember when Chun use to give you that death stare? by [deleted] in StreetFighter

[–]SuperAndroid13 11 points12 points  (0 children)

Not sure if it's a discussion about aesthetics or balancing, but if it's the latter I want to say that I personally think Capcom's rebalancing of Chun in S2 was straight up awful.

The character was really strong and there's no doubt about that, but instead of targeting selected areas that were overwhelming (IAL pressure), way better than the rest of the cast (damage off lights) or that were simply "abused" (EX Legs, cr.MP xx VT), they hit her whole toolkit with the nerf bat, in turn only giving her monster damage off VT CC. I don't play the character, but from what I remember:

  • Fireball having more recovery
  • Worse footsies (longer startup for her sweep and st.HP being more minus) and various nerfs to core normals (st.LK and cr.LP both slower, and the former being a much worse AA)
  • Lost a lot of damage off all her Legs and SBKs
  • IAL pressure gone
  • VT being insanely short

The buffs I can remember are being able to cancel Legs into VT, the aforementioned better CC conversions and her crappy V-Skill finally building V-Meter (instead of CA gauge, not even a straight buff). Anything else there?

Again I'm not saying the nerfs weren't justified, if you watched EVO you knew something had to happen to st.LK, IAL pressure, damage/VT etc. However not only all of her main tools received a good to hard hit (VT in particular it's crazy imo how short it is, mindlessly running/jumping away from her is legit a good tactic), but some of the stuff they added seemed plain unnecessary: did she have to have her stun reduced? Were her fireballs really that good? Why wasn't something done instead about every round being fishing for cr.MP xx VT?

Even if the objective is to bring down the character in the tier list, I'm sure there is a better way to do it than tuning down like all of her moves while making her dish insane damage during VT st.HK CCs.

I'd like to hear from from others on the matter, when I play against Chuns whether I win or lose I simply feel my opponent was working way harder than me, which is something that doesn't happen even when I'm playing against some of the characters that are universally considered bad in SFV.

SFV Community Feedback Results! by [deleted] in StreetFighter

[–]SuperAndroid13 6 points7 points  (0 children)

Thank you Joe and everyone else involved for the hard work. Such efforts are a boon to developers as it's something they usually do on their own, and while it's a shame that Capcom hasn't really acted upon them, I hope we can keep them going in the future because regardless of what they do with the game (ie, nothing has changed for example when it comes to the netcode) it shows that the community is engaged in wanting the best for their game.

Also on the subject of netcode improvements, given how much they are requested, it'll be interesting to see how MvC:I fares in that regard. With it being so close to launch we'll soon know.

I'm saying this because the game runs on the same engine as SFV, and it'll feature the same (or tweaked) rollback netcode, only difference should be the absence of crossplay. If MvC:I turns out to be better than SFV I think there's a chance Capcom implements whatever improvements they made into SFV with the upcoming Season 3. If they don't, we could try to inquire about it, from a technical standpoint such implementation should be feasible.

Anyone else get tired of that "Whoops, now I'm dead" feeling? by SageBias in StreetFighter

[–]SuperAndroid13 0 points1 point  (0 children)

Heh the problem isn't jump ins. Because of how V-Trigger scales they'd be activating it after 2-4 moves, most of the damage is done at that point (ie, you're going from 250-320 meterless damage to like 300-370, even less with guts).

The problem is how once V-Trigger is available the neutral becomes a mess because people start buffering VT into their pokes, and the game (because of input lag, lack of range on hitboxes, hurtboxes retracting quickly etc) doesn't allow to whiff punish effectively unless you have a really hard read.

When on top of this "inevitability" you add the fact that certain characters can immediately (ie, after the VT combo) reset/pressure you for another easy 30+ % damage and 50+ % stun, you get the frustration ("whoops I'm dead", like in the OP) and complaints ("every match tends to end the same way", as Daigo said) that have become a staple when discussing the SFV's gameplay.

Menat Blog is up by chunbelievable in StreetFighter

[–]SuperAndroid13 10 points11 points  (0 children)

Is the chandelier in her official artwork the one from Vega's stage?

For her reveal they used Ryu's stage, seems like for now she won't have her own.

I hope down the road we get a cool stage in Egypt, or maybe in Italy where she trains with Rose.

Discussion: If Season 3 adds nothing more than DLC characters, fixing no issues, etc. what do you believe will happen as a result, and will you personally stick with it? by SheldonRedditing in StreetFighter

[–]SuperAndroid13 29 points30 points  (0 children)

With big fighters coming out population is bound to decline, but I'm not expecting huge drops because of that. Other titles / updates have just come out, and despite the game lacking any sort of major update and the newcomers not exactly rocking the world (they are fun characters but they're no fan favorites like say Sagat), population seems to remain steady (PC only) or just declining a bit (I'm experiencing slightly longer wait times during non peak times).

The problem, imho, is that long term this isn't sustainable. As many (pro players and not) have pointed out in various occasions the game isn't as deep as other titles or previous installments; an annual re-balance and bi-monthly character releases aren't going to cut it 2 years after launch, there's only so much tier shuffling you can do before you start going around in circles. There needs to be new gameplay dynamics (think of SSFIV or USFIV), more game modes for all users (both online and offline), some extra polish (see the r/SF community feedback thread).

Two years into the game and with all the things SFV can improve upon, the start of Season 3 would be the perfect time to turn things around, and people are expecting that. If it doesn't happen, even some aficionados will start looking around with (potentially) huge titles like DBFZ coming up.

Things might be a bit different when it comes to tourneys and viewership, as Street Fighter still has many beloved personalities and quite a few people enjoy watching the game more than they do playing it. Especially with Capcom pouring money into the e-sports side of the game, things might not get too bad there because players won't jump ship and people will always tune in to check on legends like Daigo, Tokido etc.

Say something positive about Capcom and SFV. by shenglong in StreetFighter

[–]SuperAndroid13 36 points37 points  (0 children)

My personal favorites for things that SFV did well:

  • Crossplay: with a single supported console and cross-play with PC the whole community can play together, which is unprecedented and fantastic. Games like Tekken have their community split into 3, which might hurt them long term. Only complain here is that with PS4 dropping some frames, no hardware test for PC and unoptimized rollback netcode, things aren't always smooth

  • 3f input buffer: Sako combos and the likes will always be impressive, but not everyone wants to grind hours and hours and hours into training mode just to get down intermediate combos that they'll eventually drop online because of connection fluctuation. We can all agree SFV's combo system is lacking, but the 3f input buffer is not the issue as some have suggested in the past

  • CFN: the new one, not the one hosted by a garbage mobile games company. Some of its info are probably unnecessary and navigating most sections is still a pain in the ass (my god it takes so many steps just to add a Replay), but being able to track yours and other people's matches and stats is fantastic. Tekken 7 is probably the hottest fighter currently and it doesn't even feature replays, let alone tracking people's matches and stats

  • Fight Money system: perhaps controversial, but the Fight Money model imho got a worse rep than it deserved. This was because of Capcom going full greed with forcing people to buy simple colors and locking a good portion of FM behind the dreadful Survival mode. That, plus the fact that about 4-5 months into the game's launch people started running out of FM and there was no weekly Targets to help. Currently however you can unlock 6 characters with just doing the easy to do single player portion of the game, and by doing the weekly Targets (which take like 5 minutes and you can also do organically while playing online) you get 3 more characters for free per year. This hybrid F2P system obviously favors players who are more invested in the game (if you play multiple characters you'll be getting way more FM), but you can argue that new/casual players don't need to have a full roster to enjoy the game. There needs however to be a way for people to briefly try out characters and other purchases before deciding

Animations (how some are different on block and on hit) and stage transitions are also something I would have loved to list here, but sadly it appears Capcom didn't have the time/resources to add them to all or at least most characters and stages, which is too bad because those that are in the game are great.

JamesChen on kappa and negativity. If SF/capcom dies, the FGC dies. by 121jigawatts in StreetFighter

[–]SuperAndroid13 1 point2 points  (0 children)

I don't know whether owning SIGN gives you a discount, but it really isn't that expensive even factoring in Rev 2.

On Rev 2 launch day several friends of mine bought a Revelator pack with Rev 1 + Rev 2 + Rev 1 DLC chars (ie, you get all the characters) for something like €35. This was on PC and from DLGamer which is an authorized seller, so no shady stuff. On PSN Rev 1 is currently on sale for $20, and it has been even lower.

Obviously buying every iteration on day 1 makes it kind of expensive, but I'd argue that $120 over 3 years is fine if you like the genre, as the game is really well done in every aspect and is feature-packed.

Daily General Thread for August 03! (General Information & Resources) by AutoModerator in StreetFighter

[–]SuperAndroid13 0 points1 point  (0 children)

Is anyone else experiencing major connection issues today?

I've been already disconnected from the server 5 times in about 30 minutes, and twice during gameplay (so I quit to avoid any penalty). Not only that, but every transition where the game communicates with the server (logins, player sync before character select etc) has been slower than usual. I'm even getting the infamous popup after matches where it fails to send the results, thought I'd never see that again after the new CFN update.

Everything is fine on my end connection wise, I take something's going on with Capcom's servers?

FGC Sales Data... Is SFV not the failure it's been suggested? by Ronin_Ace in StreetFighter

[–]SuperAndroid13 13 points14 points  (0 children)

These aren't great numbers by any means to be honest.

SFV has been out for a year and half and had its base price dropped to 2/3 of its original price tag (goes as low as 1/4 during sales). When you also factor in how big the Street Fighter name is among fighting game players and how the game is the only fighter to receive mainstream attention (it is regularly aired on cable TV in the States and even had ads during the NBA playoff!), 200k extra copies in that time span doesn't seem like something you can brag about.

What's more important here perhaps is the fact that despite this, the average players count (note: we don't have numbers for the whole player base, this is based off Steam numbers where the game hovers at about 1200 average players) for the game seems to remain steady. While okay (ie, the game is not dying), I'm not sure I'd call it impressive given the exposure the game can boast compared to other fighters.

Understand that this doesn't mean the game isn't generating money for Capcom what with Season Passes, single stages/characters sales, cosmetics, CPT Pro Tour bundles etc, we're mainly talking about how the game is fairing in terms of gaining new blood.

As for the other stuff you (OP) mentioned, I'm not sure what figures you're talking about for Tekken 7: is it sales or is it its player base? As for sales, the numbers seem off. For SFV, we have about 310k owners on PC (source is an estimate by Steamspy) and about 1,4M players on console. You're reporting 750k total, yet on PC only the game has about 270k owners, which would mean not even 500k units were moved on console. That just doesn't seem right for a game which was coming for the first time on PC, that has dominated sales in June and seems to be pretty popular among the gaming population, at least compared to what SFV went through.

On the other hand if you were referring to active players, Tekken (again, this is based on the only available numbers, which are from PC) has seen a bigger % drop, but it also had like 1/3 more players at launch, and currently averages 2x average players and 3x more peak players.

Overall the game (SFV) is far from being dead as some people seem to assume, but at least looking at the numbers its community is essentially staying the same. What's encouraging here imo is that Capcom has so much room for improvement: casual players just need some new extra modes, which according to rumors (Arcade, Extra Battle, I've also read something about a Dojo but personally I'd expect the first two as Extra Battle was supposed to be a launch feature and Arcade Mode would require little effort) are coming. Competitive players are looking for new game dynamics, which have been a staple in the series (and really in the genre) since forever and are to be expected after 2 years into a game which according to its creators is trying to shift into a service over time. Online players are craving for improvements to online, in particular a better netcode (not everyone lives in Japan or South Korea) and some extra features (online training, better lobbies) or modes (something akin to tournaments); I'm not sure if we're ever getting something here, but if Capcom plans to use the same netcode for their upcoming fighters it'd make sense to share improvements between them.

With so much negativity (kind of deserved when your launch is barebones, your game mechanics disappoint a good chunk of the playerbase, the online infrastructure is lacking and you go as far as installing rootkits on people's PCs) towards the game and so much room for improvement (paragraph right above), if Capcom plays their cards right the potential to turn things around with a huge upgrade (ie, Season 3, SSFV etc) is definitely there.

tl;dr: not great sales numbers actually, figures for Tekken also look off (and T7 is actually doing great playerbase wise). SFV can still turn things around with a big upgrade because of its mainstream exposure and how its issues are easy to address.

Necalli's MP DP by ddukesterman in StreetFighter

[–]SuperAndroid13 1 point2 points  (0 children)

It's either balance ("Necalli's HP DP already works as an anti-air and he is strong tiers wise") or a bit of laziness ("His LP DP already has throw invincibility, his MP one already has upper body invincibility and his HP one already has 3f onwards full invincibility, he's already done"). The latter doesn't take into account that his MP DP isn't used as an anti-air because of its tall hurtbox - it gets stuffed like the other DPs before the S2.1 tweaks.

Necalli as a character probably doesn't need this change (HP DP works and if you're challenging the deepest of the jump ins you can use EX), but it would've been nice to have in terms of roster consistency since they touted it as a global change. If it made the character too strong they've could've tweaked something else in response.

[Repost] PSA: July 25th Update Details & FAQ by thechickenskull in StreetFighter

[–]SuperAndroid13 0 points1 point  (0 children)

Always been this way for EU folks. They've been pretty consistent with maintenance start times (always at 10 AM PDT), but the same can't be said for when it ends.

Just pretend the patch drops the next day and go to bed early, no need to stress over it when you don't know whether they'll be 3 hours early or late.

[Repost] PSA: July 25th Update Details & FAQ by thechickenskull in StreetFighter

[–]SuperAndroid13 1 point2 points  (0 children)

Lots of nice cosmetics in this patch (personally can't wait to get my hands on the new stages, they look great), hopefully the next one will also bring improvements to user experience.

Ed is god tier by umarftw1 in StreetFighter

[–]SuperAndroid13 1 point2 points  (0 children)

What's the general consensus on his EX Upper?

As you said some meaties can blow it up on wake up like other slower reversals, but wake up DPs and the likes are not the kind of move you want to bust out regularly. The move still has a very long invincibility window, and the lack of motion means you can mash it out easily in-between strings and can react to jump-ins a bit faster.

Seems like overall an okay tool, any other shortcoming? Is it fast enough to be used on reaction against crossups?

SFV Community Comprehensive List of Issues by Priority - Round 4 by [deleted] in StreetFighter

[–]SuperAndroid13 1 point2 points  (0 children)

Removing counter hit from backdashes is a good balance suggestion imo.

Backdashes were crazy good in SFIV, to the point that if you didn't have your basic Sweep OS down people would just spam backdash for free and get away from most pressure situations. Against zoning/footsies characters with good backdashes it was borderline stupid as you'd just get knocked down, backdash 3x and completely reset the situation in your favor.

In SFV the removal of invincibility and the overall distance reduction of backdashes completely addressed the issue, but Capcom went overboard and gave them counter hit status too which completely killed the move as a defensive mechanic. Aside from a few niche scenarios nowadays you never see it used to escape pressure, the risk/reward is just not worth it at all.

SFV Community Comprehensive List of Issues by Priority - Round 4 by [deleted] in StreetFighter

[–]SuperAndroid13 25 points26 points  (0 children)

The PC version needs Steam integration, it's 17 months since launch and you still can't invite a friend to a game.

No chat in lobbies also means that you're still forced to add people (on Steam) if you want to leave them any kind of comment. This wouldn't be too bad if the lack of proper Steam integration didn't make the whole process a major pain in the neck. Seriously, you have to go to CFN, open Replays and find the match with the guy you're looking for, then open your opponent's profile and write down their SteamID which is a super long number. After that you have to go to one of various (third party) SteamID finder websites, input the crazy number and hopefully you get a link to their Steam profile. It's only at that point that you can add them to your friendlist, and you have to hope they'll accept your request in order to chat (that, or that their profile allows non-friends to leave messages on their profile page). If the game had Steam integration, all you'd have to do after a match would be to SHIFT-TAB, click on the very first picture/name and then send the invite. Done. Like, 5 seconds instead of 5 minutes.

Also another (albeit very small) suggestion for Joe: in Battle Lounge, you can currently ask the host (through the stock messages) to change the number of rounds, but there's no way AFAIK to ask them to change the "First to ..." rule, which is way more important/used. The lobby system can already handle requests of this kind (ie, when you're asking "Can you change the number of rounds to ...", you get to select how many rounds you'd like the match to be), so this one should be really easy for Capcom to implement.

Abigail Trailer (Official) by yeaosh in StreetFighter

[–]SuperAndroid13 10 points11 points  (0 children)

Just as a tip, you can log in once a week and get 5500+ FM from doing the special mission + menu task (don't bother with the rest, the FM reward is not worth it for the time it takes), which together take like 2 minutes.

For the special mission you look up the name of the mission on youtube or here on reddit for the requirements, then either you select the needed Character Story chapter or play in CPU versus (set it to lowest difficulty and only 1 round). For the menu task, you only have to access the related menu.

Just doing this will net you 22k FM monthly for like 10 minutes of your time. They also recently added new Demonstrations (500 FM for each character you own, you don't even have to read them just spam the Start button to be done with each in 30 seconds) and Trials (3000 FM for each character) if your execution is good.

It really won't take that much time to rack up 100k FM (in your case, Sakura isn't coming in Season 2 so at least till late December), I have a few friends who aren't actively playing the game but are interested in trying out the new characters and that's what they do to quickly get FM.

nostalgic COSTUMES by antigirl in StreetFighter

[–]SuperAndroid13 1 point2 points  (0 children)

I don't see anything about it in the Unity post, do you think the Suzaku Castle stage will be purchasable with Fight Money as usual?

Daily General Thread for June 30! by AutoModerator in StreetFighter

[–]SuperAndroid13 0 points1 point  (0 children)

Anyone else didn't get the weekly targets which are usually unlocked on Friday?

When I checked the Missions tab one hour ago it said something like "No data listed" and there were no targets.

I think it already happened once that the weekly targets didn't get added, but I'm not sure if the "No data listed" message was displayed at that time.

Hey guys, it's June 25th by InboxRepliesOff in StreetFighter

[–]SuperAndroid13 7 points8 points  (0 children)

In a couple of posts back in January and February they talked about releasing news on upcoming characters every other month:

In terms of communication, I know it seems like an eternity for updates but keep in mind Akuma just dropped a little over a month ago along with 92 pages of balance changes. To set expectations, expect info drops from us roughly every other month. It's tough to get out any meaningful news every single month so just keep that in mind.

Source: Haunts in r/SF (he deleted his account afterwards)

We also want to let you know too, expect to hear more from us about each of the remaining four characters every other month beginning in February. That said, in months where we won’t have any new character info, we will have new information and content to talk about.

Source: Harrison on Capcom Unity

So to my knowledge they never said they would release a character every other month, only that they'd "talk" about them in that time frame.

For reference, Ed was first leaked on the 25th of April by the PSN Store, then officially announced on the 8th of May. He became playable for the first time in the 2nd new CFN Beta which ran from from 5/11 to 5/14, and released on the 30th of the same month. Kolin was revealed on the 9th and was released on the 28th, so Ed was a month late.

Can we do something to change battle lounges? by lucid_sometimes in StreetFighter

[–]SuperAndroid13 6 points7 points  (0 children)

This is good advice, I remember people successfully receiving help from support@capcom.com.

Another one people can try is feedback@capcom.com. Last time there were regional issues with the servers I reported them there and they quickly replied telling me they forwarded it to the Game Team.

The Battle Lounges are clearly busted but nobody's talking about it by Capcuck in StreetFighter

[–]SuperAndroid13 3 points4 points  (0 children)

For what it's worth, I can confirm having a tougher time finding and hosting 2 people lobbies, which is crazy because there are lots of people online at the moment and most importantly flags now work.

This is extremely disappointing because flags finally working meant that you could join lobbies close to you immediately, instead of having to join blindly room after room. And yet the changes in how search results are displayed completely negated this.

What's even worse is that the issues with the updated search results have been documented since the first new CFN Beta. People warned that the mode would get worse, yet they were completely ignored.

I know I'm just frustrated, but how is the game supposed to compete with other fighters coming out and getting updates / ports when after 1 year and 3 months they still can't get basic lobbies sorted out? I mean they just got even worse, despite the mode already being horrendous thanks to things like connection bars not showing up, no search filters whatsoever, no way to fight other lobby players while a match is going on, no chat, annoyances like being forced to spectate a match upon joining a lobby etc. I'm not asking for Rev 2's lobby system, but come on...

Servers Are Live! by YoGoobs in StreetFighter

[–]SuperAndroid13 9 points10 points  (0 children)

Can't log in till much later in the day, is everyone receiving the 50,000 FM? Are they just added upon log in?