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Back to the topic, as long as the player can use the control method they're comfortable using I think that's about as good as the situation can be. I still think the M+KB players have an edge where first person games are concerned. For fighters, it's a non-issue I think.

One issue that is more likely to crop up with fighting games, over say FPS games, using a KB is regarding key rollover. Of course there are keyboards even with nkro so this isn't inherently a problem with the control format itself.

The other is that it is "trickier" to do certain movements (such as 360s being a common example) although not impossible especially if you use a standard 4 grid (eg. WASD) style layout for movement. But on the flip side certain other movements can also be arguably "easier" on the keyboard (eg. charge backs).

Overall I don't really see the argument for keyboard vs gamepad disadvantages. The reason I cna think why this impression is there is because of the aforementioned keyboard rollover issue (you see this being brought up in discussions as a keyboard limitations) and the other is basically just familiarity (overall much more people are used to using a gamepad and would inherently be better on it as fighting games have largely been a console genre).
 
There have been several EVO players that brought keyboards. I don't think there's any inherent advantage or disadvantage to them, but I don't think I've seen any of those players win. I think that's more of just them coming from a PC background vs. tournament seasoned players. While the SF games now have a decent PC community, that's somewhat recent and was previously isolated to emus.

Lots of players use pads now, though. The EVO winner uses a PS1 pad + adapter, the current best player in America uses a 360 fight pad, and some others like Wolfkrone and Smug use stock gamepads.
 
There have been several EVO players that brought keyboards. I don't think there's any inherent advantage or disadvantage to them ...

Depending on the keyboard you canget a limited number of keys that can be held simultaneously.

I feel like there are some advantages for directional control over a joystick or gamepad - if you want to switch holding left/right you release one key while pressing the new direction. There can be little to no dead time where you aren't holding left or right. The design of sticks and pads makes that impossible since you physically can't activate opposite switches at the same time.
 
...I feel like there are some advantages for directional control over a joystick or gamepad - if you want to switch holding left/right you release one key while pressing the new direction. There can be little to no dead time where you aren't holding left or right. The design of sticks and pads makes that impossible since you physically can't activate opposite switches at the same time.

Interesting point. I hadn't really thought about that before.
 
Interesting point. I hadn't really thought about that before.

Me either. I wonder how the game interprets dual inputs? My guess it that it just favors the first one. Either way, you'd assume that if there was truly some kind of advantage to it, they wouldn't allow them in competition. Especially because SF records and shows inputs, so players tend to discover input exploits.
 
Me either. I wonder how the game interprets dual inputs? My guess it that it just favors the first one. Either way, you'd assume that if there was truly some kind of advantage to it, they wouldn't allow them in competition. Especially because SF records and shows inputs, so players tend to discover input exploits.

I'm sure it prioritizes the input, but I imagine the transition is a few microseconds faster. I don't know if that would translate to a real-world advantage. I'm certainly not good enough to notice with this game. :D
 
I believe it was shown by the hitbox (essentially a custom layout keyboard if you think about it) in some games like MvC3 you could do maneuvers (related to blocking in this specific case but later patched) that were not doable on a stick or gamepad.

There have been several EVO players that brought keyboards. I don't think there's any inherent advantage or disadvantage to them, but I don't think I've seen any of those players win. I think that's more of just them coming from a PC background vs. tournament seasoned players. While the SF games now have a decent PC community, that's somewhat recent and was previously isolated to emus.

Lots of players use pads now, though. The EVO winner uses a PS1 pad + adapter, the current best player in America uses a 360 fight pad, and some others like Wolfkrone and Smug use stock gamepads.

I have no doubt gamepad players skew "better" both in terms of typical level and at the higher end, as this only makes sense when the consider the relative size of the player bases (at least an order of magnitude higher for gamepad players).

At the end it's going to be the input style you're most familiar with since while there are differences between the input types those aren't large enough to really definitively place on as a considerable advantage over the other. This is especially more true for the vast majority of players.

I just mainly show that people shouldn't be dissuaded from playing fighting games on the PC if they are simply limited to using a keyboard.
 
Me either. I wonder how the game interprets dual inputs? My guess it that it just favors the first one. Either way, you'd assume that if there was truly some kind of advantage to it, they wouldn't allow them in competition. Especially because SF records and shows inputs, so players tend to discover input exploits.

I think one of the games in the Darkstalkers series would glitch up if you gave it left+right.

Games usually handle this conflict in one of three ways
* Act like neither left or right is held
* Act like the first direction is the only one held
* Act like the second direction is the only one held

It's not an exploit if the game accounts for it in one of those ways, just a theoretically more responsive input device. Banning keyboards would be as silly as banning optical arcade sticks because they are more consistent that leaf switches.

I believe it was shown by the hitbox (essentially a custom layout keyboard if you think about it) in some games like MvC3 you could do maneuvers (related to blocking in this specific case but later patched) that were not doable on a stick or gamepad.

Apparently it was an exploit in MvC3 that got patched.

http://www.reddit.com/r/MvC3/comments/19jcn3/thinking_about_getting_a_hitbox_opinions_on_the/
"Now if you hold left and right, towards your opponent will always take priority, so you will never block. Contrary to before."
 
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It's a positive sign that the PC version of Ultra SF4 got the recent "Omega" patch the same day as the consoles...and other the legitimate cross-platform issues (like Gen's infinite) the game plays fine.
I think Capcom's PC ports are some of the best in the biz these days.
 
Saw some of Mike Ross and combofiend demo with sf5. I'm really not liking what I saw. Movement and input seemed clunky and slow. It just had a look of being unresponsive. It's early and this was just watching gameplay so hopefully I'm wrong. I just wasn't feeling it..
 
I wasn't very impressed either, although early footage of SF4 was no better. I think we're seeing something that's really early along that will become more polished (and quicker) as they start to finish it up. I'm hopeful.
 
Saw some of Mike Ross and combofiend demo with sf5. I'm really not liking what I saw. Movement and input seemed clunky and slow. It just had a look of being unresponsive. It's early and this was just watching gameplay so hopefully I'm wrong. I just wasn't feeling it..

It was definitely rough. But I don't expect much of anything that isn't anywhere near a releasable state so that is good. I'm glad they actually are trying to switch it up. I wonder if they'll ever add parry back.. probably not as that drove away so many people and turned third strike into such a niche product...
 
While parrying wasn't my cup of tea, I don't necessarily think that's what made SF3 the black sheep of the series.
I think it came down to the game competing with it's own sibling (the Alpha games overlapped with SF3), the weird character designs (Necro, Oro, Gill, etc.) and the back to basics approach to the gameplay. Plus, even though SF3 had killer animation, the character models simply weren't as clean as the more anime-like characters from Alpha. Nor could it match Alpha 3's huge character list.

Then there's the fact that the updates started coming when arcades were starting to die off while the home versions went to the Dreamcast and only to other systems years later. Alpha got ports to the PS systems rather quickly. LOL, there were also the SF EX games plus Tekken really hit stride around that time.

SF3 had the deck stacked against it. SF5 might, too...but not in the same ways.
 
I'd play that and buy that for sure if I had the cash. Bring back my jeunesse but now I have full power in my hand :)
 
While parrying wasn't my cup of tea, I don't necessarily think that's what made SF3 the black sheep of the series.
I think it came down to the game competing with it's own sibling (the Alpha games overlapped with SF3), the weird character designs (Necro, Oro, Gill, etc.) and the back to basics approach to the gameplay. Plus, even though SF3 had killer animation, the character models simply weren't as clean as the more anime-like characters from Alpha. Nor could it match Alpha 3's huge character list.

Then there's the fact that the updates started coming when arcades were starting to die off while the home versions went to the Dreamcast and only to other systems years later. Alpha got ports to the PS systems rather quickly. LOL, there were also the SF EX games plus Tekken really hit stride around that time.

SF3 had the deck stacked against it. SF5 might, too...but not in the same ways.

It was the different iterations of SF. SF3 Third Strike is what made it good. by the time Capcom made 3rd Strike.. it was already a bit late. Lots of faithful still played it -- I definitely tried it out but I couldn't get into it because a bunch of my buddies didn't play it :(.
 
Of the 5 arcades in my area, only one got 3rd Strike. A couple got the first SF3 but ended up dumping it since everyone was either playing Tekken, MK, Marvel, or Alpha. I've never seen a 2nd Impact cabinet in my life.
I remember asking some of the operators about the games and they said the actual coin-op distributor was getting burned out with all of the revisions and people bailing on the old versions afterward. They had only just gotten the 3 Alpha games and nobody was touching them.
MK3 was apparently an awful offender and almost nobody got MK4 as a result of the constant MK3 board revisions and impossible to play CPU in MK3 Ultimate.

Anywhoo, I played SF3 and 3rd Strike, but was never a huge fan. IMO, while a great game at ultra-high levels the games aren't good for non-expert players. The balancing requires that players must be able to execute parries, links, precision techniques, etc. or half the cast is almost unusable. If you see normal to even good players playing the SF3 games, it's just ugly. The flow is bad, the characters are a design nightmare, and the game just isn't approachable compared to the Tekken 3 or Tag machine sitting beside it.
 
I like the Bison design. Seems like the air and teleport game is going to be a bigger part of this one. Unless they put severe limitations on some of these moves, it seems like SF5 is going to be more up-close and personal than 4 was.
 
I think Capcom took the Darkstalkers/Vampire games off the table when the re-releases didn't sell well.
At this point Capcom seems to have whittled their franchises down to SF, DmC, RE, and (kinda sorta) Dragon's Dogma.
Hopefully SF5 ends up being really good. If it doesn't do well, Capcom could probably be in trouble.

I grew up during the fighting game era, but I think they've taken things about as far as they can within the current franchises. Until some serious changes in technology occur, I can't imagine SF and Tekken really going anywhere new, picking up new audiences, etc.
 
So far so good. Seems like they're going for a hybrid of Alpha and SF3, although (obviously) with graphics closer to SF4.
I'm interested to see some new characters and ideas more than just re-introducing old characters. While getting characters like Alex and Oro back might be nice, they just spent the last 5-6 years adding old characters to SF4. I'm hoping the final release will be 1/2 classic characters and 1/2 new designs.
 
I'm not sure if this was mentioned in the thread already, but SFV will have cross-platform play between PC & PS4. This is rumored to be the reason it is not coming to Xbox One, Microsoft refused to allow it.
 
Should be really interesting how Capcom incorporates a grappling-heavy MMA character. She could just be another command grab/parry character or they could go further down the rabbit hole and change the style of the game to match her.
Once Namco fleshed out Marduk's tackles some people complained that he threw the pacing of the game off. I kinda liked it, but I can get how some might not.
The electricity certainly implies a connection to Blanka.

Thus far I really like the character list. I've always favored the grappler/brawler character and there are 4 of them already. Plus, even the old staples like Ryu and Vega play more like how I tend to use them. Lots of pressure and less zoning.

The only knock I have on the game is that it does feel a little too simplistic. When you watch people playing, both at high and low levels - it looks like the same things are happening. Hopefully making the game more approachable doesn't cripple the ability to have a unique style.
 
I'm not sure if this was mentioned in the thread already, but SFV will have cross-platform play between PC & PS4. This is rumored to be the reason it is not coming to Xbox One, Microsoft refused to allow it.

Pretty sure Sony funding half of game development is the real reason.
 
The final version is supposed to be out next spring. There is an early beta version that works sporadically for the PS4 and the PC beta should be launching before the end of the year.

Capcom has said that the game won't have a bunch of spin-offs and "turbo/ultra/mega" editions, but will instead have regular DLC and updates to the same base game. Technically Super SF4 worked like that (Arcade Edition and Ultra were patches), so I think it can work.
 
Pretty sure Sony funding half of game development is the real reason.

This is my thought as well. There is no reason Sony would allow a competing platform (XB1) to have the game if they funded a huge chunk of it (PC isn't the competing platform).
 
Street Fighter 5 beta hits the PC in two weeks

Capcom has announced that the second Street Fighter 5 beta test, which will actually be the first beta on the PC, will kick off on October 22nd and run through October 25th...the beta will include PC/PlayStation 4 cross-platform playtesting, as well as new characters to try, including Ken, Necalli, Vega, R. Mika, and then Rashid and Karin, who will be released on the second and third days of the testing period...players will also be able to take advantage of unlockables this time around, including titles and possibly the Kanzuki Estate stage...Leaderboards will also be live, although—sorry, folks—none of it will carry over into the next beta or final release...

http://www.capcom-unity.com/combofiend/blog/2015/10/07/street-fighter-v-beta-2-details
 
After seeing Laura in action, she doesn't seem like too much of a departure from the normal characters. Definitely not as pure grappling heavy as I expected.
I'll probably end up playing Birdie and Zangief, although Mika doesn't seem as boring as she was back in Alpha 3. People are clamoring for Alex, but I bet nobody will play him if they do add him. I think Oro would be a better choice, although the current theory is that the first DLC pack will be 4 different SF3 characters.
 
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