Birdie and Charlie Nash make their return to the Street Fighter universe, where they join the classic characters such as Ryu, Chun-Li, Cammy, and M. Bison. Many newer characters and will be added to the list diverse, offering a wide variety of fighting styles for players to choose from. New strategies and battle mechanics: Easily accessible new combat mechanics, which revolve around the V-Gauge and EX Gauge, provide a new layer of strategy and depth to the franchise that all players can enjoy. V-Trigger: unique capabilities that use the entire V-Gauge, giving players the opportunity to inflict damage when activated. V-Skill: utility skills (such as fraud) for each character that can be activated at any time. V-Reversal: unique attacks against using a strain of the V-Gauge. Arts critics: the ultimate attacks that use the entire EX gauge. For the first time in franchise history, the online community is unified in a single player pool, yet allowing more unborn rivalries.
My favorite moment so far in Street Fighter V was a mirror match against Ken Ken. A Ken-off. Halfway through the first round my opponent online has come a long, fancy combo that I did not know. If this was Street Fighter IV, I would have gone to waste, my confidence shot by the knowledge that I was playing against someone with more technical knowledge than me and the skills to put it into practice, in a game in which the complexity was king. Instead, I won. Not with my fancy combos, although I have some-but with a cool head, to the benefit of twenty years’ experience, knowledge of which buttons to press and when.
This is the best way to describe Street Fighter V, I think. Yes, there are many complex things going on, but at its core, it is a celebration of what makes fighting games tick, and what makes them exciting. It is a battle of wits, psychology, conditioning your opponent do what you want them to do, and punish them severely when they do.
Mechanically, it is perhaps the Street Fighter game more accessible, there has been since the days Sfii. Special movement commands have been simplified, with most made with the classic, quadrant or Hadouken Hurricane Kick entries, and only a handful of movements requiring semicircle, 360 or payment motions. Combo timings were opened with three straight frame input buffer that brings even the most difficult key combinations within the reach of mere mortals like me mathematics: the frame data can be said that there is only one window a frame between two punches or kicks, but the buffer is four; it may not seem like much, but believe me it is.
The most transformative change involves both medium attack buttons. Pressed simultaneously, the key element of the governed Street Fighter IV, the Focus Attack-a beautifully designed, but incredibly complex multi-tool you can use to escape the pressure near or space to make your mistakes in any safety or continue a successful combo. He was brilliant, but totally incomprehensible to the novice player, a real stumbling block for the intermediate warrior and absolutely essential for those on the stage of the tournament. This is not good for a game that Capcom hopes will expand the fighting game audience exponentially. In its place is something that is as cleverly designed and brilliantly executed, but is much, much simpler to implement and understand.