Anyone else not buying into the SFV hype?

I stopped playing two months ago. With the reduction in overall frame advantage and the increase in input delay, the game still feels way too sluggish.

I don’t like not having chip kills without super, either. There’s no excuse for people like Ken or Laura to be so negative on their v-skill cancels, too.

I don’t care much about single player content, I was happy without story or arcade mode. Story mode was gutter trash writing and execution, but at least it cleared up some things about the characters, like how Chun-Li met Li-Fan, and how Sean first met Ken, and giving Urien a logical place in the story as Nash’s creator.

Game simply isn’t hype. I don’t want to return to 4, but I want 4’s pacing and aggression. I want super fast walk speeds, I want more frame advantage and I want almost every move to have it’s startup shortened by a frame.

I love how NG1313 honestly thinks I care that he’s going to ignore me…after the BS with the sales thread, I find it funny that anyone can take him seriously.

Anyway, it doesn’t take away from the issues of the fundamentals, the characters being pure flowchart and the numerous issues with the game itself…

Just played recently
Ugh

The neutral is boring to play and boring to watch… Players flailing their arms around partly cause they’re new and partly cause the game doesn’t give reason to do otherwise.

Urien looks cool tho
His combos and set ups might liven up a game that save fore a few exceptions is barren and flat.

CEO gf was the only match I’ve seen where I felt compelled to watch twice … The hype was real even tho a good chunk of it was ryu parrying Nash’s ultra.

What’s IN this game that keeps you guys going? Once combos are learned and you incorporate shimmys there seems to be an embarrassingly huge plateau with no end in sight. What am I missing?

Casual IV is more exciting to me than V at its most competitive.

Thanks, man. I’ll be sure to check myself again on that.

I miss good walk speeds. I like how 4 is less jumpy. Jumps were already good in 4, I didn’t know that they would be so good in 5. I really have to play wild if I want to win. Jab anti-airs aren’t as good in 4, I liked that, too. Input lag isn’t ridiculous, it’s a lot easier to react to jumps and dash-ins and counter accordingly. I can still hit E Ryu links, so that’s pretty cool. The game just feels more rewarding and less mashy in general.

I gotta say though, playing 5 opened my eyes to how stupid crouch teching is lol. Even with better walk speed, it’s much more difficult to shimmy a button-presser on their wakeup, imo.

I played Akuma and the twins in 4, so for me, 4 was always jumpy :coffee:

Yep, crouch teching is bullshit. 4 had far too many ways to option select your way into and out situations. Every one in 5 has SOME sort of functional anti-air now, even if it costs meter. Only 4 people have true invincible DPs.

To me, it’s mainly the frame data that slows the game down. With so many people being so negative on their mediums and heavies, it becomes a game of turns. I get how that’s more fair, but it’s not hype, and it doesn’t encourage people to try and vary their offense. If more moves are safer, the variety of available strings increases.

5 has a good base, but it needs a few more tweaks to be the aggressive game that I want. I’m not a patient player.

Changes I want for the game:

Gameplay

[list]
[] Buff everyone’s reach on their normals, especially the normals that appear to pass through people and don’t match their hit box. Most fierce attacks seem fine.
[
] Give everyone more frame advantage/less frame disadvantage on block on their normals. Yes, including sweeps. Jab strings should be pretty much universally safe on block.
[] Nerf jabs so you can’t mindlessly mash them to beat any jumping attack. Anti-airs should mostly require good timing.
[
] Speed the game up Super Turbo style. The game feels too sluggish in its current state.
[] Buff the frame advantage of most special moves, especially fireballs. You shouldn’t be able to sweep Ryu after a blocked hadoken unless you can feel his breath touching you.
[
] Make combos harder to perform, especially the highest damaging ones. Not only does making every combo easy sap away any excitement or awe, but it shaves off a layer of depth in the game: the player now doesn’t need to consider how good they are at performing certain combos before attempting them in a match. Another problem with the streamlined combos is that they don’t feel rewarding or fun to do, because you didn’t have to work to be able to do them. Making combos more challenging will also establish a clearer difference between novices and seasoned players, which SFV doesn’t do well enough in it’s current state.
[] Add a new mechanic to help spice up the gameplay, kind of like how Red Focus was added in USFIV. I’m not saying bring back focus attack, but implement something that everyone can use as a useful tool. Something that adds a big risk-reward factor to using it. There is too much normal spam going on in SFV’s neutral game, and it feels pretty bland.
[
] Increase throw range just a little bit for every character.
[] This might be controversial: Bring back hard knockdowns. Throws, sweeps and supers should all result in a hard knockdown, where the opponent is down for 2 seconds or more. The lack of any meaningful okizeme game, and the constant quick rising, results in SFV matches being constantly in a neutral state between the two fighters. With SFV in its current state, when you get knocked down, its just “I quick rise, ok lets go back to trading normals again in a completely neutral position.” There is not really a defensive and offensive game state for either player except in a few circumstances, so in essence the struggle over momentum that could sway at any time, that made other Street Fighter games all the more exciting, is basically non-existent here.
[
] Tweak Crush Counters a little. Crush Counters are mostly fine, but I don’t think its necessarily fair that a whiffed dragon punch lands you in a full Crush Counter punish combo. It’s already treacherous enough to whiff a dragon punch without CC; you don’t need to make it that much more painful. This discourages players from taking the risk and using a dragon punch more than it should, and helps promote a lame gameplay style (AKA boring).
[*] Give every character an additional Super to choose from in character select. This would just add a nice touch of variety. It would help if these additional Supers are a viable choice compared to the first ones.
[/list]

Non-Gameplay Related

[list]
[] Fix Survival Mode. It is horribly boring and tedious, and downright enraging when you get far only to fail multiple times. Unlocking colours shouldn’t be such a chore. Either remove Survival Mode entirely, decrease the number of stages, or nerf the AI.
[
] Be more generous with Fight Money. 50 after a match, plus 1000 every time you level up a character, is way too low. It takes way too long to earn enough Fight Money just from playing online to buy the things you want. More insultingly, if you bought the season pass, you get the characters without having to grind, but the other content, such as costumes and stages, you still have to unlock with an absurd amount of fight money, which doesn’t make any sense: Why make it a horrendous grind to unlock content that you don’t even sell for real money any way? Granted, doing the Survival and Story Modes gives you a decent amount of Fight Money, but you can only earn money from each of those modes once… Plus, Hard and Extreme Survival mode are unreasonably hard to beat, so you can’t really count those as easy ways to earn money.
[] Fix the input lag. Not much to say here. I heard that PC players have found a workaround, so PS4 players potentially have a big disadvantage playing against PC players. Fix the input lag for both platforms.
[
] Fix the matchmaking. I can take a nap after I start searching for a match. It takes a ridiculously long time for the game to find you an opponent, and even when it’s done, it can’t seem to do it right. Players are often paired up with someone from a different country with poor connection quality, or they are paired up with opponents either far below or far above their rank, which is not fun for ANYONE. Novices get crushed in seconds, and higher ranked players risk losing hundreds of LP all at once because the bronze they got paired up just happened to beat them, but only earn 5 points if they win.
[] Training Mode should save your settings for when you jump back in next time. It’s a bit annoying having to set all the training options every time you enter Training Mode.
[
] Fix Ken’s face.
[/list]

Word, that’s why the best Chun’s in the world, drop the link to crouch jab without CH and no American’s do it period :lol:
The amount of functioning retards in this thread that just want to be contrarian and argue for the sake of it is amazing. * No one in particular* of course :cool:

Because the execution bar is low, strategy, positioning, reads and consistently winning the neutral is far more important like in older SF games that weren’t SF4. Coming from A3/3s as main games, to me that’s much more preferable as you learn to understand the **game first **rather than individual characters and can pick up multiple characters easily. Also for me personally I’m Super Platinum rank so I get to run top players like Wong, F Champ, Chris G etc all day to sharpen my game exponentially as they have better strategy, neutral. I do agree though the game needs SOME higher execution characters, because to me the base 16 characters are very stale besides a few instances that require high level execution. Thankfully Ibuki seems to be changing that. I hope more of the future characters are in that vein.

My gripe with the current system is that I want the buffer window **removed ** as the current combo system is far too lenient and scrub friendly. You can literally mash the buttons. That and like Phenom said, whiff punishing is hard/impossible in this game. I can’t tell if it’s down to the input lag or what but medium buttons are like lights with few exceptions. Compared to 3s, this game feels like shit in that regard. Also the game still has SF4’s scrubby 5 frame reversal window as well.

I’m hoping subsequent updates fix the issues.

Agree with pretty much all of this except hard knockdown. Hard knock down should be situational only (CC, After CA hit). It’s leads to easy mode pressure otherwise.

Page 24 of this thread is legendary. Just wow lol. What set all that off?

Fix input lag. I swear to fucking god that the whole pretense of doing 2x lights into crossups jumpins in this game is stupendous to say the least. if i miss another shoto or laura or mika jumpin that i anti aired with birdie (which would only net me 60 dmg btw) compared to the buttfuck that is 300+ damage and a hardknock down or a rest.

That jumpin has little to no risk attached to it.
negative: oh no 60 dmg what ever shall i do

Positive: 300+ dmg and mixup potential
Positive: tick throws (because lag makes sure that when you want to take your turn you will be afraid of getting mash/frame trapped)
Positive: Back to the neutral game to wiff normals

And another thing. The only reason meaty and shimmy’s work so good in this game because when you try to react to something you get counter hit for free because your reaction time gets thrown out the window due to the lag.

That and dumb decisions like: Oh you pressed a normal and i just happened to jump in? Free combo to super.

I will smack ono myself.

Fixing the input lag would be nice, I have it down to around 6f on PC and its much better. Regardless the overall game still isn’t even remotely good and once again after collecting all the fight money from the new offline modes I uninstalled the game. The netcode has not been fixed so no reason to check that portion and I agree with Koumori on adding range to the moves and improving the overall game.

I find it unusual that training mode saves your settings for wake up actions and block recovery actions, but it doesn’t save the general settings at all.

Online bitches being online bitches. Can’t take a punch so he says he’ll show up to EVO strapped. Lol.

Even funny because those fuckers think that being unhappy with what is wrong with a game makes you a hater.
Take me for example, i fucking love Destiny, but i am also very vocal about what is wrong with the game and how and should improve.

I agree on jab spamming being a good anti-air. Its too scrubby.

tl:dr - I like another fighting game, so patch SFV into my favorite fighting game!

How would you describe the logic that is SF5 then? @ArtVandelay

I knew someone was going to say this.

SFV is a work of art alright.

very few pieces of media have made me feel the abject terror and hopelessness i get from playing survival mode. i have to credit the capcom design team for coming up with an emotional experience that has no rival in all other mediums of art.

Survival Horror indeed

Greatest survival horror since Amnesia: The Dark Descent. Wait? Survival mode is not supposed to be scary? Then why does it give me nightmares?

SMH. This made me sad.