Videos/Gameplay/Info Street Fighter V
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Embargo fuera.

Street Fighter V: Battle System Trailer



Versión HD:┬áhttps://mega.co.nz/#!9hsmAYTB!WcV0eulN-GOzZDPOZHQmohhm6pI5auBS2VBDs-fhx6o

Street Fighter 5 New PS4 Gameplay Impressions (1080p, 60fps): Ryu, Chun-Li, M Bison, Nash



Ryu vs Bison in 1080p/60 - Street Fighter V Gameplay



Mecánicas:


Cita:V-Skill
V-Skills are unique skills per character that can be accessed at any time by pressing medium punch and medium kick together. These skills do not require use of the V-Gauge and have different uses per character (e.g. mobility, offensive, defensive). V-Skills are rather important in battle as they may help a character in an area theyÔÇÖre weak at or help to fill up the V-Gauge quicker. Learning how to properly and efficiently use each characterÔÇÖs V-Skill will be key in winning matches.

V-Trigger
V-Triggers are unique abilities per character that can only be activated once the V-Gauge is full, by pressing heavy punch and heavy kick together. V-Triggers, much like Ultras in Street Fighter IV, are a way for your character to turn the tide of battle. That, however, is where the similarities end. Activating the V-Trigger, which allows access to a characterÔÇÖs full potential, is merely step one. It is completely up to the player to properly utilize the benefits received from the V-Trigger to change the course of the match. As V-Triggers add quite a bit of depth to each character, mastering their use will be paramount to victory.

V-Reversals
V-Reversals take up one stock of V-Gauge, and allow a player to counter the attack of the opponent while blocking, thus creating some breathing room. They are similar to ÔÇ£Alpha countersÔÇØ from the Street Fighter Alpha series, but this time not every counter results in a universal effect; some push the opponent back, some knock them down and some switch sides. Players should explore each character to see how their V-Reversals function.

EX Gauge
ThatÔÇÖs not all, however, as there is also the EX Gauge, which builds as you deal damage to the opponent. The EX Gauge allows characters to perform powered up versions of their special attacks and when maxed out, their Critical Art. Critical Arts are highly damaging, cinematic attacks that are unique to each character.


Ryu


Cita:V-Skill : MindÔÇÖs Eye
Ryu uses his senses to ÔÇ£seeÔÇØ the opponentÔÇÖs next attack and parries it accordingly. All attacks (high, low, mid) and projectiles can be parried if timed correctly. Multi hitting attacks can also be parried with the correct timing. Fans of Street Fighter III will remember that the ÔÇ£parryÔÇØ was the core battle mechanic of that entire series! The mechanic now returns as a single V-Skill of Ryu, demonstrating how serious we are about making every character unique to one another.

V-Trigger: Denjin Renki
Ryu powers up and enters Denjin Renki mode. In this mode, his normal and EX Hadokens, as well as his Shinkuu Hadoken gain an electric charge, resulting in faster travel speed, higher damage, and higher stun. While in this mode, normal and EX Hadokens can also be charged, which result in even higher damage or a guard break if blocked. Additionally, his Shoryuken attack also deals additional damage when it connects against the opponent.

*Note ÔÇô Denjin Renki mode only lasts a short amount of time and is tied to a timer.
Chun-Li

Cita:V-Skill: Rankyaku
Chun-Li kicks powerfully off the ground and flies toward her opponent at an angle lower than her normal jump. While in the air, Chun-Li can use air attacks and special moves as she descends upon the opponent.

V-Trigger: Renkiko
Chun-Li concentrates her ki into her hands and feet which results in attacks hitting more times than normal. Light attacks have no additional benefits, medium attacks hit one extra time, heavy attacks hit two extra times. This benefit is not extended to special attacks.

*Note ÔÇô Renkiko only lasts a short amount of time and is tied to a timer.
Nash

Cita:V-Skill: Bullet Clear
Nash reaches out and absorbs any normal projectile coming his way. If close enough to the opponent, Nash can absorb their life force, causing damage.

V-Trigger: Sonic Move
Nash travels at supersonic speed and ends in one of three different places near the opponent based on what the player inputs. Players can choose to end up behind the opponent on the ground, behind the opponent in the air, or in front of the opponent in the air, and can act immediately once Nash appears.
Bison

Cita:V-Skill: Psycho Reflect
M.Bison uses his Psycho Power to absorb any normal projectile or attack coming his way. If the player continues to hold down the Psycho Reflect after absorbing either the projectile or attack, M.Bison will throw a Psycho Shot back at the opponent.

V-Trigger: Psycho Power
M.Bison completely unleashes his Psycho Power, which results in a change to his dash and certain special attacks. He now teleports during his dash, able to pass through projectiles and attacks, and also disappears and reappears during his Somersault Skull Diver and Double Knee Press attacks, making them extremely hard to track.

*Note ÔÇô Psycho Power only lasts a short amount of time and is tied to a timer.


Avances:
http://www.destructoid.com/my-first-thre...3564.phtml
http://www.ign.com/articles/2015/06/11/e...-fighter-5
http://www.eurogamer.net/articles/2015-0...v-triggers
http://shoryuken.com/2015/06/11/going-ha...-benefits/
(Ultima edición: 11-06-2015 16:21 por Kase.)
#2
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No me gusta nada el género, pero mira que es bonito el cabrón me dan ganas hasta de jugarlo, una pasada.
#3
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Sin duda Bison es el personaje más feliz de todo Street Fighter, esa sonrisa permanente lo demuestra.
[Imagen: Charleekun.png]
#4
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A mi me parece un pepino de juego. A ver con qué plantilla sale.
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#5
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Cita:Throws have a wiff animation - This means two things: One, failed throw attempts leave you open to attack. Two, there is no more option select crouch tech, it just results in a failed throw and a bad situation!

Backdashes don't have any hit invulnerability - They do have throw invulnerability though. Still, this makes wakeup backdash pretty much a non-option. Gone are the days where you can backdash to safety for free.

Crush Counters - This is a new mechanic. Some moves, when they hit on counterhit, will cause a unique stun state that will allow for normally impossible follow-ups, kinda like Fatals in BlazBlue and Persona 4 Arena.

There are no Ultra Combos - Critical Arts, which behave like supers from SF4 in every way, are the only flashy, high damage moves in the game. Ultras are completely gone, there is nothing remotely similar to them.

Normals deal chip damage - Normals deal temporary chip damage when blocked. If you take a hit before this temporary damage heals, it becomes permanent. This is not a game for turtles!

Stun Gauge is back - Stun has been in most Street Fighter games, but only Third Strike made stun progress visible. SF5 does too, encouraging offensive players to "ride their kill" when they see they're close to stunning.

Target combos are more prevalent - Like in Third Strike, Target Combos are more prevalent in Street Fighter 5. Links are still the primary combo method, but Target Combos seem good enough to be usable in some cases.

Higher overall damage - Not Tekken or Marvel vs. Capcom 3 high, but this is a more dangerous game than SF4. Eating a fierce Dragon Punch hurts enough that you won't want to jump too much, and loose hits add up fast.

Bigger discrepancies in walk speed - While Chun is about as spritely as you'd expect, Ryu is a step slower than usual, and Nash and Bison are plain mired in mud. This may lead to some characters dominating the footsie game.

No Focus mechanic - Focus is out. You'll have to deal with projectiles the old fashioned way, and strong, single-hit pokes can no longer be swept away with a universal mechanic. This places a premium on old-school Street Fighter fundamentals.

Hard knockdowns are rare - I didn't test this exhaustively, but a Capcom employee told me that only throws and Critical Arts cause hard knockdowns. Wakeup times are faster in general, so you'll have to adjust your okizemi game accordingly.
(Ultima edición: 11-06-2015 16:35 por mike.)
#6
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Me mola mucho lo de las V-Skill.
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#7
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Que pasada!! slowpoke

Bison mola un huevo sisi

Parece que han cogido prestados ataques de King of Fighters como las patadas de Rugal de Nash o la "honda" que hace Bison que se parece a un ataque del todopoderoso y ninguneado Geese Howard adorar

Que buena pinta tiene, tengo muchas ganas de que salga para pillarlo en PC y luego en One cuando saquen Super Street Fighter V.
#8
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Pues me ha encantado el combate, además, aún queda casi un año para que salga, así que me imagino que tendrán mucho que pulir.

Por cierto, M Bison es otro personaje, muy diferente a sus anteriores versiones.
Entre todas las estrellas, una desprende más calor y brilla más que las otras, la luz de Samus Aran.
Sus batallas se extienden más allá de su vida y quedan grabadas en la historia.
#9
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Pues esta chulo la verdad, a años luz de SFIV, menos que el backdash no tenga ninguna invencibilidad todos los cambios jugables me parecen muy acertados

(11-06-2015 16:29)Charleekun escribió:Sin duda Bison es el personaje más feliz de todo Street Fighter, esa sonrisa permanente lo demuestra.

Con esa voz yo tambien estaria siempre sonriendo
(Ultima edición: 11-06-2015 20:14 por Ignis.)
#10
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El diseño y modelado me convence bastante respecto a SF IV, ha mejorado bastante.

Un saludo.
Persona 5..Ya falta menos de un mes.


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