Street Fighter V (Exclusive to PS4 and PC!)

J3RK

[H]F Junkie
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Nice! Now the only staple character I can't play at this point is Akuma. Granted, I have a lot of mid-level favorites that aren't in, but that's not as critical to me. I know they haven't said anything about Akuma, but I'll be pretty disappointed if he doesn't end up in the roster. Otherwise, I think Juri, Ken, and Laura will do just fine for me now.
 

Pivo504

2[H]4U
Joined
Feb 18, 2005
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Are they going to add all the originals....I feel so many characters are missing for a full priced game & is seriously lacking in character selection. Where's sagat, Blanka, Akuma etc etc will they add voice chat soon! ?
 

J3RK

[H]F Junkie
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Messages
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Are they going to add all the originals....I feel so many characters are missing for a full priced game & is seriously lacking in character selection. Where's sagat, Blanka, Akuma etc etc will they add voice chat soon! ?

They've only confirmed outright the current roster as far as I know. Juri was either the last or second to last of the announced characters. That doesn't mean there won't possibly be more as DLC options. These were just the original ones that were covered under the original game plus the season pass. I would love to see them add a lot more. I can't see them turning down DLC money or more online presence by not making more available. It would certainly keep the game fresh if they added a character a month for the duration of SFV. They did say that they weren't going to have multiple versions like (SF4, SSF4, USF4.) Just additions to SFV over time. (if I remember correctly)
 

Domingo

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I really, really doubt voice chat is incoming.
As far as more characters, this is a Street Fighter game. What they're doing is par for the course going all the way back to the original SF2. They have the core characters and will slowly add additional characters and moves over the course of a few years. The only real difference is that instead of releasing sequels, they're now able to add additional content via DLC. DLC which has thus far been pretty expensive.
SF2 went from 8 characters to 16 in Super Turbo. Alpha went from a dozen to nearly 40 in the final revisions of Alpha 3. SF3 went from 10 to 20 in 3rd Strike, although that game was a bit of a failure.
SF4 went from 18 characters to 44 when it was all said and done un Ultra SF4.

As of today, Urien is the last confirmed DLC character and will be available in August. Per what Capcom said 3 months ago, they will handle any needed re-balancing toward the end of the year. If there are additional characters they won't be coming until after the game gets that "year 1" update. It's a borderline guarantee there will be more, but nobody has any idea who they'll be or when.
 

Pivo504

2[H]4U
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So any future characters that are added will need to be paid to use? I thought I read characters would be free...also there are a few originals missing sagat Blanka. .
 

Domingo

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Nobody knows about any future characters right now. I can all but guarantee they won't be free, though. Right now they're charging for anything they can. That includes the DLC characters, stages, and (especially) the outfits. Even the $30 "Season Pass" only nets you the DLC characters and one outfit each.
There's no guarantee all of the old characters will return. Street Fighter 3 only had a few of them. Alpha only got many of them via home system ports long after the fact. There are people clamoring for characters from those games, SF4, and new characters as well. It's pretty unlikely they'll all return. Especially unpopular characters like Honda, Sodom, and T. Hawk...which are among of my favorites.
 

Pivo504

2[H]4U
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Hmm I thought characters would all be free but you need to earn them or something....
 

Domingo

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Hmm I thought characters would all be free but you need to earn them or something....

You can unlock the current DLC characters via the in-game currency system. The trick is, even if you do everything possible (all of the story modes, the large story mode, trials, survival, etc.) you're only going to unlock 4 of them. Plus, some of those tasks are much easier said than done. Some of the trial combos are incredibly tough and the 100-man survival mode takes hours + is pretty challenging after round 30 or so.
You get points for playing online, but it's a minuscule amount. Right now I get about 1000 points for every 50'ish matches. Unlocking a character is 100K points.
Many of the alternate costumes have no option to unlock them with anything but real money, too.

I have to imagine Capcom will probably sell some kind of DLC bundle at some point. There might not ever be a "Super Street Fighter 5" but that doesn't mean they won't make some sort of Game of the Year Edition or Complete Edition at some point, too.

The game has been a bit of a failure retail-wise, so I hope they re-think all of this nonsense.
 

syn3rgyz

Gawd
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Jun 14, 2005
Messages
763
The quickest ways to earn fight money are the individual story modes. You can blow through all of those in 15-20 minutes total. Just skip the slideshows. Each character only has to fight 1-3 matches and the opponents more or less just stand there.
From there, the survival mode on easy isn't too bad as well. I've completed it with about 1/2 the cast and could probably do it with the others if I wanted.
The main story mode gives you some, too. It's roughly 90 minutes from beginning to end, but you can skip the cutscenes if you want. If you did that, it might take 30 minutes to complete.
Just doing all of that should be enough to net you 2 DLC characters and Guile's background. You might even be able to get 3 DLC characters but I'm not sure.

I've stopped playing ranked matches, but playing online casuals gives you next to nothing fight-money wise. You only get more when you level up. I'm at level 33 and it takes like 50 matches to level up now.
i went through the story and it only gave me enough to unlock one character. The online searches take forever for some reason, survival mode also doesn't give fight money for me.
 

Pivo504

2[H]4U
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Feb 18, 2005
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So what is the quickest way to unlock all the characters besides by paying of course lol. I've been enjoying the online just wish there was live chat...this is my first online fighting game
 

Pivo504

2[H]4U
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I agree black stone! I'm having fun with it but it could be because it's my first online fighting game. I hope sales pick up so cap com continues to support it
 

Domingo

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Urien and the last major year 1 update are live. You can now purchase all of the colors via normal fight money without having to grind through Survival mode.
They also added daily/weekly bonuses to allow you to earn additional fight money via specific goals (throw 30 fireballs, land 3 supers, etc.). At this point the game is essentially "feature complete."

Now it's just going to be speculation as to the DLC characters for Season 2 and what kind of larger balancing tweaks they plan to make.
 

Pivo504

2[H]4U
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So everything is good to go now? I don't remember sfv asking me for admin rights last time I played...do we need to delete any files?
 

Domingo

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It's gone now. That was only there on Friday. Oh Capcom. After being so committed to doing well on the PC, this was pretty lame.
It all relates to them putting a bunch of stuff that isn't done in the game code and people finding it. Like all of the DLC characters and unlocking Urien/Juri months early.
 

GOD'SlittleSERVANT

Supreme [H]ardness
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Jul 18, 2001
Messages
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So did an update take this kernal file away? Or do we have to manually delete it?

Have they added arcade mode yet?

I've been wanting to purchase this, but after hearing about the kernal file and no arcade mode, I would rather wait until it's at least $20.
 

syn3rgyz

Gawd
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Messages
763
So did an update take this kernal file away? Or do we have to manually delete it?

Have they added arcade mode yet?

I've been wanting to purchase this, but after hearing about the kernal file and no arcade mode, I would rather wait until it's at least $20.
they finally added a fight against CPU mode but no arcade mode still. I haven't been playing it much due to lack of arcade mode and online being super laggy if you're not playing against someone in the same state as you.
 

Domingo

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So did an update take this kernal file away? Or do we have to manually delete it?

Have they added arcade mode yet?

I've been wanting to purchase this, but after hearing about the kernal file and no arcade mode, I would rather wait until it's at least $20.

They rolled it back so that file is no longer there (and no longer runs on the game startup). Still no arcade mode. There are no more planned updates at the moment so the odds of them adding it in 2016 are pretty slim. Not sure when Capcom Cup is, but that's almost certainly when the new updates for Season 2 will be announced. I'd suspect that will include the Season 2 DLC characters, new game mechanics, and probably some additional game modes.

Online performance has been good for me. It's only been problematic when getting matched with people from Brazil and the UK (I'm in the central US).
 

Pivo504

2[H]4U
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Feb 18, 2005
Messages
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Does anyone know the fastest way to earn new characters without paying? Online has been great for me not sure what all the fuss is about....I got in on the mk xl beta and online was horrible for that....sfv has only lagged literally one game out of 100s this is also playing with out of country players
 

Domingo

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The fastest ways to earn points are via story mode. There's the main story (you can skip the actual cut scenes), and the individual story sequences. You can blow through everything in about 20 minutes if you skip all of the plot. Setting survival mode to easy also works. You only have to fight 10 matches and they first 3-4 opponents don't do much more than stand there.
Playing online is a slow grind. I haven't messed with ranked matches in forever, but casual matches don't give you much.
Pretty sure if you do all of the story modes you'll have enough points to unlock at least 2 characters. Maybe 3, but I can't recall for sure.
 

Domingo

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Capcom Cup has been announced for December 3rd. There is a VERY good chance the season 2 content will be unveiled there. At the very least they'll probably give some vague details about new DLC characters and gameplay tweaks.
 

FinalAura

[H]ard|Gawd
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Yeah, I really wasnt expecting that. Not the biggest fan of Akuma, but he's a welcome addition for sure. Hopefully this brings more players to the game!
 

J3RK

[H]F Junkie
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Jun 25, 2004
Messages
9,560
Yeah, I really wasnt expecting that. Not the biggest fan of Akuma, but he's a welcome addition for sure. Hopefully this brings more players to the game!

I wasn't a big fan for the longest time, but he definitely grew on me.

My basic set has been Ken, Akuma, Juri, and now Laura, so getting Akuma back will be nice. There are other characters I'd like to see come back too, but Akuma rounds out my top four. Fei Long would be nice. (I believe I read that he would be in SFV, but haven't seen anything lately.)
 

TheToE!

[H] Brewmaster
Joined
May 17, 2005
Messages
7,494
Yeah, I really wasnt expecting that. Not the biggest fan of Akuma, but he's a welcome addition for sure. Hopefully this brings more players to the game!
Finally, I'll be back when he's released. I tried every character at launch and just could not connect with any of them at all.
 

FinalAura

[H]ard|Gawd
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Jan 10, 2008
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Haha hopefully he brings you back in. I connected with about 4 chars so far. Overall the game is still pretty fun to me.

My only gripe is that there is no online filtering for region and shitty ping results. 9pm pst always has a bunch of Japanese and European players online.
 

J3RK

[H]F Junkie
Joined
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Messages
9,560
I have yet to play an online match? What can I do to make it work on PC?

Sorry, I can't be of any help with this. I'm guessing Domingo might be able to help there. I only play local matches with friends. I haven't played online at all yet.
 

Domingo

Fully [H]
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To play online you just go to "Casual Match" or "Ranked Match" on the main menu screen. It pulls your character and stage preferences based upon your Favorite character, so you'll want to make sure you set that up first. In general, both seem pretty active. It's rare that I have to wait for more than 30 seconds for a casual match. By default the games give you a runback option (best of 3), which is nice.

I'm not surprised that Akuma was announced, but the timing was definitely interesting. Ono has hinted that Capcom Cup will have more announcements, so we might end up seeing another new character or possibly some Year 2 update news. Even though he isn't really my style, I think Oro would be a great fit. Sodom is who I'd like to see, though.
 

Domingo

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Welp, Capcom Cup is now over and (surprisingly) two Americans squared off on the final with NuckleDu (R. Mika and Guile) beating Ricki Ortiz (Chun Li).
Akuma is on the way for the week of December 20th and there are at least 5 new characters coming for season 2.
Supposedly all 5 *might* be brand new to the SF universe, but there has been some back and forth over whether that was a mistranslation or misunderstanding.

Some of the season 2 tweaks have been shown at the Playstation Experience. Chun Li's instant air lightning legs have been nerfed, and Mika's Mid-screen irish whip setups have, too. Characters seen as weaker (mainly Dhalsim so far) also have some new buffs. Grey life also regens much slower. I'm sure there will be more once people actually get their hands on the game and the change-list.

Should be interesting. I was kinda hoping for some major mechanics changes (like new V-moves to choose from), so hopefully the test build isn't feature complete.
 

cageymaru

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Patch notes for Season 2.
http://www.capcom-unity.com/harrisony/blog/2016/12/19/welcome-to-season-2-of-street-fighter-v

Welcome to Season 2 of Street Fighter V!
DEC19



Happy Holidays from the Street Fighter Team!

As previously announced, December 20th marks a huge content update for Street Fighter V. There’s a lot coming out, so hit the jump for a quick recap.

First up is all of our festive Holiday DLC, Ryu’s B-Boy and Chun-Li’s B-Girl costumes. Don’t forget, there is a holiday bundle that will include all of the holiday content for the discounted price of $19.99 / €19.99 / £15.99.





Please check out our previous blogpost for full pricing details on the Holiday DLC, including its trailer and screenshots.

As announced at PlayStation Experience 2016, Akuma will be making his debut to Street Fighter V and is coming tomorrow alongside his Story, Premium Battle and Nostalgia costumes. If you want to make sure you’re set for next year, the Season 2 Character Pass is available for purchase here, and will grant you with Akuma, five brand new fighters throughout the year, Premium Battle Costumes for each and an exclusive PS4 theme.





For more details on Akuma’s moveset and costumes, click here.



As Combofiend mentioned in his blogpost, the team has been hard at work ensuring the 2017 season of Street Fighter V is its best yet! We’ve been paying attention all year long and these balance changes are the combined result of Capcom Pro Tour tournaments, online play, player feedback, and internal testing. The goal was to ensure a rich, diverse gameplay experience with each character that both players and spectators can enjoy.

In addition to the balance changes, you’ll find a few other features included in the patch:

Direct Input controller support

We are happy to announce that Street Fighter V on Steam now officially supports Direct Input controllers. You’ll find this in the Other Settings section of Options.

Background Music Select

In Battle Settings, you’ll now be able to select your preferred music in Training and Versus Modes as well as Casual and Ranked matches.

Fighter Profile Radar Charts

Additional updates and fixes have been implemented into Fighter Profiles.

Updated Rage Quit System

The current Rage Quit System has resulted in a significant decrease in rage quitting. That said, we always planned to take this one step further and are ready to further address the issue with this update. In addition to losing League Points and being locked out of online matchmaking for a set time, the following additions have been made to the system:

  • Matchmaking Update - Players who frequently disconnect during matches will now be more likely to be matched up with other players who exhibit similar behavior. The same applies for honorable players who rarely, if ever disconnect; they will be matched up with similar players.
  • Player Profile Icons - The worst offenders and the most honorable players will also have a special icon displayed on their Fighter Profiles.
  • League Points Deduction – Anytime a player disconnects during a match, their League Points will be deducted as if it was a loss.
For character-specific changes, we’ve created a handy pdf for easy access. You can download it here.

Overall

  • Many adjustments have been made to invincible moves that don't use meter. Since there was a big difference between characters who had invincible moves and those who didn't, such as a Shoryuken, many changes have been made to moves that were invincible with no cost.
  • Parameters and hit situations for all normal throws have been adjusted. Changes have been made to characters who can loop throws at the edge of the screen. Even after the adjustments, there will be some characters who can loop throws, as those parameters have been adjusted less compared to other characters.
  • Due to changes to the game, some general attacks have been adjusted for each character. Along with changes 1 and 2, and the other changes to the game, characters who were able to attack more often and had a long reach became significantly stronger. Due to this, regardless of the strength of the character, general attacks for all characters have been adjusted.
Ryu

  • Ryu's Shoryuken properties have been revised, while his general attacks have been changed to match the changes to the entire game. In addition to those changes, Ryu can now V-Trigger cancel the second hit of the Jodan Sanrengeki as well as special cancel his standing HP during V-Trigger, ultimately widening the moveset that can be used during footsies.
Ken

  • Ken's airborne Tatsumaki Senpukyaku parameters have been adjusted as the attack was quite strong. Although that may have weakened him in the air slightly, we made it so the Lion Breaker can be cancelled into his V-Skill, allowing Ken the ability to land high damage on the ground depending on the situation.
Chun-Li

  • Chun-Li's special moves such as Hyakuretsukyaku (both grounded and airborne) and Kikoken have been revised, and adjustments to advantageous parameters have been made. The duration of her V-Trigger has been shortened, but V-gauge is easier to fill up as she now has additional attacks from V-Skill and increased combo potential. Additionally, her new special move cancels have given her a wider range of attack variety.
M. Bison

  • Adjustments have been made to Psycho Reflect, where the player now gets to choose when they want to shoot the projectile received from absorbing an attack or projectile. Additionally, EX Psycho Blast range has been increased, allowing it to reach the edge of the screen, providing more options for attack. Hit invincibility has been added to EX Head Press during V-Trigger, giving him some defensive buffs as well.
Nash

  • Moves that were used frequently during footsies have been adjusted. Advantages on Side Knee Attack and Sonic Boom have been adjusted and a new target combo that includes Bullet Clear has been added to give him the ability to go on the offensive while in close range.
Karin

  • Parameters for most of Karin's general attack have been revised. As Karin's primary weakness was her lack of anti-airs, an airborne target combo has been added to strengthen her anti-air abilities.
Cammy

  • With the revision to Cammy's Cannon Spike, her defense has weakened a little. However, offsetting this is the addition of new combo possibilities and positive changes to her advantage after certain attacks have landed.
Birdie

  • Birdie's attacks have been adjusted to match the general changes to the game. The advantage after certain attacks have increased, including the ability to follow Standing HK to Standing MP and Crouching HP to H Hanging Chain.
Necalli

  • Parameters for all of Necalli's main moves have been revised. Opening Dagger can only be charged while V-Trigger is active, giving him a wider range of offensive options.
Vega

  • Parameters for some of Vega's normal attacks have been revised. As Vega's damage output was generally questionable, Aurora Spin Edge and Crimson Terror have been strengthened, increasing the return when they land.
Rashid

  • Rashid's attack options have been increased by making it easier to do combos that include V-trigger and CA. Additionally, his jumping MP has been adjusted so that it can combo into Airborne Eagle Spike, increasing his anti-air abilities.
R. Mika

  • R. Mika's properties for Passion Press and Passion Rope Throw have been revised so that she can no longer mix up the opponent anywhere, anytime. She also now has an airborne target combo, increasing her anti-air abilities.
Zangief

  • The advantage and distance between Zangief and the opponent when his moves land or are blocked has been adjusted, giving him more opportunities to choose between hits and throws. All special moves including Double Lariat have been adjusted.
Dhalsim

  • Dhalsim's special and normal moves used frequently during footsies have been strengthened, resulting in an increase in his ability to control range.
F.A.N.G

  • F.A.N.G's attacks frequently used at mid-range have been adjusted to be slightly slower, however the advantage on hit has been increased. As damage output with F.A.N.G was questionable, special moves can now be performed without charge during V-Trigger to allow for higher damage potential.
Laura

  • Laura's attacks have been adjusted to increase her overall combo potential. Additionally, her advantage after combos has been adjusted so that it's easier for her to continue offense.
Alex

  • To match the changes in the game, Alex's mid-range attacks have become a little slower. However, Alex's close range damage output has increased as new combo opportunities such as, Crouching LP > L Flash Chop and Lariat > Standing MP have been added. Additionally, the anti-air ability of crouching HP has been improved, making it easier to do damage when he properly reads the opponent.
Guile

  • Adjustments have been made to Guile's unique attacks, such as decreasing the hurtbox around his feet during the Rolling Sobat and increasing the advantage on his Knee Bazooka and Reverse Spin Kick. By increasing the strength of these attacks, there should be an increase in the amount of unique moves used during footsies.
Ibuki

  • Ibuki's dash has been sped up as well as her jump to help her close the distance against the opponent quicker. Her standing MK has also been strengthened greatly to provide more attack/defense options once she gets in.
Balrog

  • Balrog now has more ways to break through the opponent's guard. Changes, such as minimizing the recovery on Buffalo Pressure, increases his mix up potential and making crouching MK a low hit gives him greater high/low options. Special moves such as Screw Smash have been changed from charge moves to command moves to help with offense, while adjustments have been made to each stage of Turn Punch, to increase how much space Balrog can move in an instant.
Juri

  • Attack properties of Juri's normal attacks have been adjusted while combo potential has been increased through modifications to her standing MP to standing MK. Additionally, her ability to cancel all versions of Fuharenkyaku with her V-Skill allow her greater movement options.
Urien

  • Some of Urien's normal attacks have been revised, resulting in an increase in a greater advantage after those attacks hit or are blocked. Another offensive improvement is that jumping LK can now cross-up, resulting in more offensive variety. On the defensive side, crouching HP startup has been quickened in an effort to increase his anti-air abilities.
Lastly, we here at Capcom would like to wish everybody a Happy Holidays and a Happy New Year. It has been a fantastic year and we are even more excited for what we have in store for you in 2017. Next year marks the 30thAnniversary of the Street Fighter series and for the latest updates on our upcoming celebrations, make sure you follow us on Facebook and Twitter.
 

Domingo

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Tough to tell if the Zangief changes will be enough to make him compete at the highest level. I'm of the opinion that he was never that bad, but it did seem like he was in an uphill battle in 2/3 of matches. At the very least it sounds like he can combo in the lariat off far, far more attacks. That should create some additional (guaranteed) damage and more knockdown mix-ups.
I was kinda hoping for some Running Bear Grab tweaks, but I guess at higher levels people aren't mashing their way out of stuff that much.
 

Domingo

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I've put in a decent amount of time over the last week and I actually think Zangief is extremely good now. It isn't that he's necessarily worlds better (although his is a bit better), but the slower pace and additional frames they added for the rest of the cast even him out. I'm no world beater, but I've only dropped 1 best-of-3 match in the last week. I'm not really doing anything different, either. The lack of invincible reversals, slower pace, and a lariat that no longer misses = a big difference. I'd be interested to know if other character specialists feel like they got better, too.
If nothing else, SF5's stupid "favorite character" thing forced me to get pretty good with only one character.
 

J3RK

[H]F Junkie
Joined
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Messages
9,560
I've been thinking about starting to play again. It will be interesting to see how it goes. I'll give it a try with my typical set of characters.
 

Domingo

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I suppose the amount of enjoyment the game is probably reliant on which characters you play. The reliance on fundamentals (a little like SF3) makes certain characters incredibly boring. I imagine being a Ryu or Karin player must be torture just because of how often you're stuck fishing with the same 2-3 moves. The difference in a pro player vs. random silver online player is precision only. It isn't very exciting or sexy.

There's very little question that the game has been a commercial disappointment. The community is mostly divided, too. Even though I like the game I'm full-on shocked how little they changed it for Season 2. Nobody outside of higher level players will even notice those changes.

I wouldn't be shocked if Season 3 is either an overhaul (aka. Super SF5) or if they just bail on the game and move on to SF6.
 

J3RK

[H]F Junkie
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Messages
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This game is just shit. I'm out for good.

I actually find it rather fun. But then, I'm not competing with anyone online or anything. Just playing with friends in the living room with a little alcohol. It's tip top under those circumstances. Of course I also have SF4U and every previous iteration of SF just in case we get bored with V. :D
 

Domingo

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I like almost all of the Street Fighter games and they all have their own unique charm. I think what this one is lacking is depth. When did you last see someone do something you didn't know was possible? When did you last see someone using a technique you'd never seen anyone else try? I haven't, and I watched most of EVO and Capcom Cup, too. There aren't any techniques (like 'isms in Alpha or Focus Attacks in SF4) that provide room to develop a unique style. It makes the game accessible for anyone to do what they just watched NuckleDu or Daigo do. Yet at the same time, it can make the matches feel stale. There isn't even any excitement in large combos, tough links, or crazy techniques. The games can still have win/loss drama, but the only time you really get any excitement is when people are using obscure characters like Vega or Ibuki. It's still tough to master, but the path from new to "good" is as small as it has ever been.
 
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