Street Fighter V: Arcade Edition |OT2| Street Fighter Has Come Home

Oct 25, 2017
1,544
I’ve been warming up each night with casual matches where I just focus on neutral. No jumping, no crush counter combos, no command throws, or raw specials. Just whiff punishes, throw teching, anti-airs, blocking. I lose most matches, but I tend to draw the rounds out, even getting some time outs.

I’m learning it’s the most troll shit you can do in SFV. People don’t know what to do. They don’t give no runbacks. They hate it.

I love it.
Justin Wong has some words for you JusDoIt:

 
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Oct 26, 2017
608
Yesterday I was chit chatting with fellow Akuma player in the Akuma discord. He was struggling to make Platinum for a long time but then he finally made it last night. He felt pretty happy and decided to ask me for some sets before he called it a night which I'm down with. That 1st set was a wake up call to me lol. He beats me 5-3 and my ego is kind of bruised. I'm Super Diamond and though I didn't expect him to be free, I never expected to lose a longer set either.

We run it back two more times and I win 5-1 each but by the end I realize I'm really not that much better than him in most regard. The big difference is that I have good AA and he doesn't. So while he was trying so hard to find ways to beat me without jumping, I was jumping all over the place on him. I'm sure I'm not the only one who looks at ranks and think this person should beat this other person as long as they're legitimately in that rank, because that's what I did with him and I paid the price for it.

One other thing I still can't get over with him. He can't AA DP, but he has godlike reactions to my fireball and could punish with Akuma's MK tatsu. At first I thought he was just doing it randomly, but the more I threw fireballs I realized he could legit react and punish me for it. I have no idea why he struggled so hard to reach Platinum but I felt like if the dude had a AA game he'd probably be in Diamond for sure.
 

2n2

Member
Oct 25, 2017
2,239
With the ability to transfer your account between Type Arcade and the PS4 version. Would this give any hint that BB/PP would make a return? I saw Bonchan's account having PP playing Type Arcade.
I would love to see that happen. I really don't like an overall ranking as I'm way, way worse with most characters other than one or two, and it messes up matchmaking. It discourages experimentation with multiple characters and encourages creating multiple accounts, which hurts Capcom in the long run if people get their free characters that way. It really seemed like poor planning by Capcom.
 
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rude

Member
Oct 25, 2017
4,990
There comes a point where ranks are really just about how much you’ve grinded/how familiar you are with certain matchups rather than actual skill. I’d say super gold/ultra gold is the place where most people online are relatively competent. I’ve seen UGM players on steam get obliterated by people in gold/plat numerous times.
 
Oct 27, 2017
402
California
That puts me in a much higher percentile than i thought i was. It also maybe says something about whatever component of matchmaking is based on league that maybe having 4 delineations within the top 1% is not as important as adding some more break points for the bottom 38%.
 
Oct 25, 2017
1,544
The only issue with those population graphs is it includes inactive accounts. A breakdown of the player population active within the last three months or so would give a more accurate breakdown of the current player population.
 
Oct 30, 2017
1,120
When does the arcade version release? Before or after Evo?

I assume they'll need that full game patch to sync them up.
It releases this March. So maximum a month aprox. we should get an update prepare the PC &PS4 versions of the game to make them compatible with this version.

We have Evo Japan in the middle so it would be a good oppprtunity to have a cool game update ready for that event. I saw this Saturday they uploaded internal stuff for the Steam version, which means there is someone working on it even during weekends.
 
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Oct 25, 2017
20,050
It releases this March. So maximum a month aprox. we should get an update prepare the PC &PS4 versions of the game to make them compatible with this version.

We have Evo Japan in the middle so it would be a good oppprtunity to have a cool game update ready for that event. I saw this Saturday they uploaded internal stuff for the Steam version, which means there is someone working on it even during weekends.
I didn't realize we had a hard release date. Now the random update w/ the achievements make more sense.
 
Oct 30, 2017
1,120
As you may remember I recently mentioned they internally added Jan 30th two SFV DLC to Steam so I thought they may be released very soon. Not DLCs like a game update, a new character or a new stage. In this particular case, I'm talking about the DLCs you see in the Steam or PSN stores, like costume or stage bundles, game OST, season pass or CPT bundles.

But after investigating the upload date and release dates of all previous DLC, I see that is very unlikely that they may be released soon. Instead now I think they are more likely to be released (just a guess) around March or April, but it's hard to make a prediction because the times vary a lot for each group of DLCs uploaded at the same time.

For the 18 already released DLCs uploaded to steam servers after the SFVAE release they spent an average of 67.5 days between their first upload/creating and their release date. The fastest took 24 days and the slowest took 161 days. 6 of them, including the recently uploaded, remain unreleased.

For the 16 already released DLCs that were uploaded/created between the SFV and SFVAE releases, needed an average of 133 days to be released. The fastest were released the same day they were uploaded, the slowest took 519 days. 3 of them remain unreleased.

P.S.: When I say "uploaded" I mean that they created a Steam app for this DLC that later may be updated adding content and data. Until they are released they use this "SteamDB Unknown App" placeholder name to keep its content secret. I don't have info about their content and can't datamine them because they are unpurchased DLC so I can't download it.


For each DLC you can watch their story of upload and changes using this URL https://steamdb.info/app/989970/history/ and replacing the number for the "Steam DLC code" mentioned in the table.

I got the list of DLCs from here, where you have a list of changes for the whole Steam SFV game, that also includes these DLCs. Notice that from time to time they mention
"Changed ListOfDLC – 425110,439410,444680,444700,462010,475230,480520,480530,480540,480550,590750,691300,700850,700851,750310,780660,789460,789461,789462,807290,807400,807401,863180,863181,863182,893320,893321,906440,971240,971241,971242,971243,971250,971251,971252,971260,984950,989970,995950,1009400,1017120,1025060,1025061".

Text in green means they added it in this entry, text in red means they removed it.


Next thing I'll investigate will be the SFV app itself, the time spend between each time they release a new version to their QA servers for testing and a new game. Hopefully, if the follow a fixed patter may help us know when can we expect the next game update.

I didn't realize we had a hard release date. Now the random update w/ the achievements make more sense.
I saw it here, we know it should be released during "March 2019". http://www.arcadebelgium.net/t6052-street-fighter-v-type-arcade#35107
 
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Oct 30, 2017
1,120
Capcom Q3 FY2018 results ("Continuing from Q2, highest profit levels in Capcom history"):
http://www.capcom.co.jp/ir/english/news/html/e190204b.html
http://www.capcom.co.jp/ir/english/data/pdf/result/2018/3rd/result_2018_3rd_01.pdf
http://www.capcom.co.jp/ir/english/finance/review.html
http://www.capcom.co.jp/ir/english/finance/profit.html#rank02_area
http://www.capcom.co.jp/ir/english/data/pdf/explanation/2018/3rd/explanation_2018_3rd_01.pdf
TLDR: Specially due to MHW success and overall good performance they are getting the best income and profits in Capcom history.


Regarding Street Fighter they mention:
  • They mention that Street Fighter 30th Anniversary Collection "performed strongly" in a place and "performed well thanks to a dedicated fan base and strong brand power" in another.
  • They mention that released Resident Evil and Street Fighter V pachinkos and they struggled.
  • "Meanwhile, esports, which was featured as a demonstration event at the 2018 Asian Games last year, continued to increase in popularity around Japan with the start of league matches and the launch of pro teams domestically in an effort to expand the fan base."
  • Held the Capcom Cup, the world championship tournament capping the Capcom Pro Tour, in the US in December 2018. Online maximum concurrent viewers exceeded 100 thousand people
  • Held the Capcom Pro Tour Japan Premiere in September 2018. Attracted more than 3,700 spectators, resulting in the largest tournament at the Tokyo Game Show compared to other tournaments held that day
  • Plan to run the Capcom Street Fighter League powered by RAGE from February through March domestically in Japan
  • Announced the Street Fighter Pro League – USA, which will run in the US starting April 2019
  • Considering various possibilities for eSports, including holding regional league tournaments
Not clear if they are including SFV here but they also mention "In addition, high-margin catalog titles steadily increased sales and 3 contributed to improving profitability" and "Signifiant unit sales growth driven by catalog sales, including releases and major titles from the previous year". Catalog titles are the ones released in previous fiscal years, so both SFV and SFAE are catalog titles (but obviously as main examples they mention MHW and RE7).

They didn't update their Platinums Title page today (expect it for February 11th or 12th, they traditionally wait for a week after they release quarter reports), so we don't know of SFV, SFVAE, SF30th AC, Capcom Beat 'Em Up Bundle. The numbers posted on that page are still from September 30th.

I like the art at the bottom. The poster with Sakura in the middle. Shinkiro art, right?
Yes, this one is made by Shinkiro. The other one is made by Bengus (a.k.a. CRMK).
 
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nded

Member
Nov 14, 2017
3,086
Controller support through Steam overlay is actually pretty great. You can use X360, Xbone, PS3, PS4 and Switch controllers, hot swap on the fly, change controller order and everything. Problem is every other SFV update will mess with something or Win10's own overlay gets in the way.
 
Oct 30, 2017
3,063
I've been through several controllers. F310 wire detached, first 360 controller being a defect and the right trigger spring breaking on my second one. Sixaxis is a shit controller and my DS3 can't properly do a half circle forward.

And I though I finally settled with
Ds4 v2, but then the right dpad can't double tap properly a week after Kage came out.

So I have to settle with the shitty sixaxis controller.
 
Dec 26, 2018
171
There comes a point where ranks are really just about how much you’ve grinded/how familiar you are with certain matchups rather than actual skill. I’d say super gold/ultra gold is the place where most people online are relatively competent. I’ve seen UGM players on steam get obliterated by people in gold/plat numerous times.
I'm 300 points away from reaching Gold and achieving semi-competence. I just hope I can make it before my attention gets pulled away due to Dead or Alive 6....

At the very least, I should be able to hit Gold by end of 2019.
 
Oct 25, 2017
1,544
Do they have charts for other months? i want to see how much the casual user base has stop playing since they got rid of weekly 2500FM missions..
That chart is total population* only, it doesn't tell you what percentage of those 984,043 unique accounts are inactive.

Edit: Ranked population. All accounts that are 0LP share the same 984,043 rank. IIRC someone on r/SF dug up through CFN data that there are currently ~3.1 million unique accounts.
 

remz

Member
Oct 25, 2017
1,423
Bison doesn't carry players is the biggest belly laugh I've had in a long time, Lmao.

Especially putting him in the same tier as menat and juri. Bison has so much fucking easy to execute bullshit.
 
Oct 30, 2017
1,120
That chart is total population* only, it doesn't tell you what percentage of those 984,043 unique accounts are inactive.

Edit: Ranked population. All accounts that are 0LP share the same 984,043 rank. IIRC someone on r/SF dug up through CFN data that there are currently ~3.1 million unique accounts.
Doing some numbers with the percentage of Steam and PS4 players that played 10 online battles (data from trophies) I just estimated that SFV+SFVAE sold around 3.1M/3.2M copies:
https://www.resetera.com/threads/ca...hw-sales-is-now-11m-units.97552/post-17588249

Can you please share the r/SF link? I'm interested to investigate it.
 
Oct 25, 2017
5,112
Urien and Bison not being at the very top...aren’t there like 8 million Bison and Urien players ranked above diamond
Online is different. The reasons characters like Balrog, Urien, or Bison have high win percentages on CFN is because of movesets that rely on high reward for things that are difficult to react to. With lag, the potency of many of their tools increase.
 
Oct 25, 2017
1,544
Doing some numbers with the percentage of Steam and PS4 players that played 10 online battles (data from trophies) I just estimated that SFV+SFVAE sold around 3.1M/3.2M copies:
https://www.resetera.com/threads/ca...hw-sales-is-now-11m-units.97552/post-17588249

Can you please share the r/SF link? I'm interested to investigate it.
Yeah, here is the post: https://www.reddit.com/r/StreetFighter/comments/amrrhe/sfv_player_distribution_for_s4/efoww8h

With wireshark on the PC you can see the row count when loading the ranking page.

"[{"currentpage":"1","tookUsec":"66696","totalpage":"74209","totalrows":"3710432","searchtype":"none","sortdir":"a","sorttype":""}]}]}
According to that row, CFN has records of 3,710,432 unique accounts.
 
Oct 25, 2017
5,043
Akuma only in the middle for carrying players? Yeah, no. Ken sure as hell doesn't get to be all the way down there with him making up at least 3/4 of the players I run into, and even Ryu would at least be in the middle now.

And yes, Bison being all the way down there is a complete load of crap with how much of a pain in the ass he is relative to the actual effort involved.
 

rude

Member
Oct 25, 2017
4,990
Online is different. The reasons characters like Balrog, Urien, or Bison have high win percentages on CFN is because of movesets that rely on high reward for things that are difficult to react to. With lag, the potency of many of their tools increase.
I wasn’t even thinking about offline play at all when I saw the chart, so yeah.
 
Oct 30, 2017
1,120
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rude

Member
Oct 25, 2017
4,990
It was a mistake to make those games “arcade perfect” between the button nonsense (which is why I’ve only put 10 hours in so far) and no Alpha 3 Max.
 

2n2

Member
Oct 25, 2017
2,239
I can't say I'm glad about the Capcom SF (and MM?) collections doing well considering the lack of care and quality of life features. They really sell based on them being rom collections alone. SF missing a modern-era button config was awful.
 
Oct 25, 2017
2,418
Miami, FL
I'm surprised the SF collection sold that well considering how often people like to criticize the Street Fighter brand as a whole. (Some criticism is deserved by some trolls take it too far.)
 

Iggy

Member
Oct 27, 2017
1,809
My hope is that they don't make a new Vampire collection... but just take the one on PS2 and port it without changing anything to it.
Don't fuck up, Capcom. Don't start over something you managed to get right already once.
 
Dec 16, 2018
16
In regards to UGMs losing to gold, etc, I think it's kinda important to remember that after a certain point, a lot of players fall into a mindset of "this is how you're supposed to play". I work with a coaching server and one of the things I see a lot when we have folk from rookie to gold train exclusively with diamond up is that they get conditioned to a certain style of the game then get steamrolled by wild. I can understand that happening to higher level folk running setplay.exe who dont adapt quick enough.
 
Oct 25, 2017
1,663
My hope is that they don't make a new Vampire collection... but just take the one on PS2 and port it without changing anything to it.
Don't fuck up, Capcom. Don't start over something you managed to get right already once.
No thank you, the existing one on PS360 is near perfect.
 
It was a mistake to make those games “arcade perfect” between the button nonsense (which is why I’ve only put 10 hours in so far) and no Alpha 3 Max.
This a cold take. The button macros are an issue, but having rare SF games like ST, Alpha 2, and Second Impact on consoles is way better than getting some janky ass version of Alpha 3 with Ingrid in it. You got the real Alpha 3 already.

Justin Wong has some words for you JusDoIt:

I'm trying to convert to the church of lame now. I'm playing the exact wrong character for it, and I'm from the region whose philosophy is RTSD, but I'm embracing lameness in 2019.
 

Iggy

Member
Oct 27, 2017
1,809
No thank you, the existing one on PS360 is near perfect.
No original Vampire, no version select, no dip switches to fiddle with each patch, and no Dee, though. We need the PS2 version for preservation purposes (Also, Hunter2 Arrange had some interesting modifications for giggles).
Ideally, it should be a collection of all the collections, with all the stuff from the PS2 version, plus the Chaos Tower and the stupid "what if" versions from the Matching Service version.
But with our luck it's just going to be "Savior1 with online and some ugly filters".
 

rude

Member
Oct 25, 2017
4,990
This a cold take. The button macros are an issue, but having rare SF games like ST, Alpha 2, and Second Impact on consoles is way better than getting some janky ass version of Alpha 3 with Ingrid in it. You got the real Alpha 3 already.



I'm trying to convert to the church of lame now. I'm playing the exact wrong character for it, and I'm from the region whose philosophy is RTSD, but I'm embracing lameness in 2019.
They could’ve included multiple versions of certain games is my point. Restricting the collection to JUST arcade titles was like...objectively bad and I don’t see how you could even disagree. And I liked using Yun and Maki in Alpha 3.
 
I'm just now realizing that Evo Japan is happening the same weekend that SFV turns 3 years old.

SFV released 02/16/16. Evo Japan is 02/15-02/17. I think the event ends on the 16th for those of us in the West (finals should start around 4 PM PST that Saturday). If we don't get a huge update then ain't none coming ever.
 
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Oct 25, 2017
20,050
I'm just now realizing that Evo Japan is happening the same weekend that SFV turns 3 years old.

SFV released 02/16/16. Evo Japan is 02/15-02/17. I think the event ends on the 16th for those of us in the West (finals should start around 4 PM PST that Saturday). If we don't get a huge update then ain't none coming ever.
With Type Arcade in March suddenly the weird silence makes a lot more sense because they're effectively relaunching the game in Japan and are focused on that.

I'm guessing EVO Japan has a character, and one will follow in March for the Type Arcade launch.
 

rude

Member
Oct 25, 2017
4,990
What if they launched every remaining new character this season has in March for the arcade launch...can you imagine being able to play Rufus, T. Hawk, Seth, El fuerte and Violent Ken in just a few weeks?