Online Ranked is designed around a best two of 3 games(not rounds) format. ‘First Round is just data’ is a thing for a reason. If all tournaments are best two of three centered, it would make sense that the online reflects this format
I think it’s a combination of bison/Charlie and Birdie’s slow walk speed and the fact people don’t know the timing of things like walk up throw jab walk throw etc different hurtboxes than what people are used to,
There is also kara grabs which nobody is using either
Yeah that’s probably because Chun is the only character I know that’s confirmed to have a kara throw and I don’t even think there’s footage of her using it.
-Faster Walkspeed all around for every character.
-Specials/EX specials can kill on chip.
-Increase throw ranges a bit.
-Improve some of the hitboxes for normals. No reason for a move to be clipping through a character without registering some sort of hit or block.
-Training mode has the option to show attack data and inputs for both 1st and 2nd player. Not sure why they had this for replays in SF4 but not training mode.
-Attack data also shows frame data stuff on your last move like its startup, recovery and the frame advantage if it made contact with the opponent in any way.
-Rematch option after the match both in VS mode and online VS. Basically if it’s only 2 people playing each other and they don’t want to go through the whole character select stuff to play again, give them the option to do so.
-Bring back all the training mode features in USF4… no point in excluding a feature unless it doesn’t exist in actual gameplay like the revenge meter.
I’m sorry, but based on these, I think someone doesn’t really want to play Street Fighter.
Then this basically takes out what no chip kills are meant to do. Meaning people can once again do YOLO EXs just to chip, whether or not they’ve opened their opponent up.
One nitpick I have had for years with SF4’s online is how random select has no distinct icon during blind pick meaning you have to rely on the same audio cue as your own that can be confusing, especially when your Ultra selection is match-up dependent. Picking random character in SF5 should have its own distinct portrait, no idea why USF4 doesn’t use this.
Also, concerning DLC costumes that are inevitable, don’t be afraid to alter the colours of particle effects if necessary. I’m thinking its really likely that with a small cast that there will be homage costumes and if Ryu gets a Sagat or Satsui no Hadou costume his fireball and maybe V-Trigger effects should change to the according yellow+orange or Purple+red respectively. I would also think it would be hilarious if Chun-Li got an E. Honda costume and her Kikoken became tiny energy Sumo Headbutts.
I don’t like giving feedback until i played the game, it seems most of things have already been said (note i haven’t read all comments above) but here’s a few
Features:
Able to change region in game * Very important especially for PC Gamers*
A True Ranking system with tourney standard
Emphasize Fatal1ty_93_RUS First comment!
Later might add some feedback especially gameplay when i have more time.
This is why requests like this are I’ll advised and will quite honestly get ignored. People are trying to throw like its sf4 even though the range is the same its not which is why it looks like there is no range.
Do you increase the range or have people play sf5
Even the walkspeed argument 3,characters have been purposely given slow walk speed ,two of them have teleports ffs ,and all 3 have. Specials and normals that move them accros the screen.sorry but I his feels like the game is too slow complaints people had before they played it and actually Understood how to play it propper
there is only 6 characters in the game
The argument being made is that every single character is too slow. Not just Bison or Birdie. Every character walks too slow to play interesting ground game.
I feel like if anyone played 3s or CVS2 at like a midlevel or above they should instantly understand what people mean by that. A lot of the cool footsie situations in those games can only exist because characters have great ground mobility.
I agree that complaints about the game may be premature for now, but I also think that if we wait until the game is released and we really understand it, by then it’ll be too late and Capcom won’t be willing to make universal changes like that. I’d like them to at least test making universal walk speed increases and just see what the game looks and plays like. Like, give it a shot, right? It can’t hurt.
I kinda think an extended beta test would be better than the short ones they’ve announced. Like you run a week on your standard build, then you announce “this week we’re increasing everyone’s walk speed across the board” and push that and ask for feedback. That’s what beta tests are useful for!
-give the chance to custom various button-config sets (Set A, Set B etc), and have it selectable at character selection, like for taunts/colors/etc in SF4
-selectable stage in training mode, option to have a training grid lines (hologram-like) over it visible/invisible
-option to go to training room when you’re on line waiting your turn to play, you get automatically redirected to character selection when they end
-option for visible hitboxes/hurtboxes/both on training
AESTHETIC STUFF:
-awesome color edit, but allow me to don’t be forced to see my opponent’s color edit. Give an option to see other peoples stuff as basic 1p color
-3 color edit slots a la SFxTK
-custom stage mode. Like you can chose moment of the day, graphic filter, set pieces and characters, chose the music form a list that contain all SFA/2/3/4 ones.
Give it clear limits so as memory is ever light/even lighter than normal stages, it just need to be loaded few seconds before the match.
As for char color edit, option for the host to disable it online.
-3/5/10 slots for that, and option to download cool ones you face online, maybe have an online gallery where you can download (basically just copy) the best ones.
GAMEPLAY STUFF (i don’t understand shit compared to Capcom developers so take it as my 2cents):
-Slighty faster walkspeed, i will like see a lil bit more horizontal movement
-a middle way between old (you die) and new (you don’t) chip death: set an amount of gray dmg, like 100/200 hp after wich you die or at least suffer guard crush animation.
Maybe make this “extra lifebar” slowly return full with time, so basically who want cause chip death have to keep pressure on his attack
-give to everyone some visible graphic effect when on v-trigger (as now for Cammy and maybe Nash is’nt visible)
-Give to Ryu some extra trick, be it SF3’s donkey kick or USF4 Omega counter punch or whatever. Just want the character to feel a lil bit more “new” and have one more unique tool that push him more far from Ken
-Please, make quicker Dictator’s walking-forward speed
I don’t know Chun and Cammy certainly do not walk too slow to me, however this could easily be the slower characters throwing off perspective, Bison is a interesting one several Capcom people have come out and said his walk is balanced around his specials and his v-trigger, his gameplan is ment to involve little walking back and forwards more getting in and mauling. IS he ment to be playing a ground game? he has teleports moves that appear just behind your head all in all hes prob the fastest character in the game. he has to get a honest hit, but is he ment to be playing a ground footsie game?
I could and will agree with the complaints if 3 more characters are slow walkers,if they walk like chun or cammy it makes everything different ,
just saying its a complaint i’d hold off on until I see more
@d3v Thanks for stickying the thread and I think I will send this off tomorrow to Unity. Give it one more day to get feedback.
Yeah I like the idea of beta testing faster walk speeds or other theoretical changes to the gameplay. It’d be like letting people beta test SF2 Hyper Fighting for the first time and getting feedback on it. Now that we are in the year of 2015/16 it should be a lot easier to hot fix test these kinda things. Maybe since the PC version will most likely be less strict with patches and tests, have PC players try those things out and give feedback then beta or release on PS4 later.
I do agree also that the important thing is to get it out there early that we would like to see adjustments to things and don’t want to let them get too comfortable with just us getting what they’ve been giving us. It’s the age of internet and DLC. No reason to not get our voice out first and start communicating early before people get complacent with how the game is.
Especially when it comes to the features. Poverty fighters shouldn’t be the only fighters that are truly focused on ease of setting up for tournaments and researching the innards of the game within the game. That’s why I really want to push the features and at least have them look at what we are looking for in gameplay.
I think that’s the problem a lot of veteran people here have. We don’t want to see another SFIVish game where characters who are known for having fast walk speeds are now suddenly Makoto/Juri style anime characters that need slow walk speeds. I don’t like the idea of purposefully forcing a character who was known for chip games with scissors, strong tick throws and walking in and out with buttons to suddenly have molasses slow walk speed because “we want to make him more animu”. There should be a nice compromise where we can still have the faster walk speed Bison as they already added in chip on normals and big damage/stun on throws again which with some faster walk speed would bring him back to his CE/ST glory days. They’re almost there, but we gotta deal with the animu agenda apparently…
Just kinda strange to see that he has much slower walk speed than Viper does in SFIV and she’s about as animu/high flying as it gets. I get it because of his potential with the V Trigger options like the invinsible specials, teleporting air specials, ground dash and such, but I think there should be a better way to compromise. Maybe make the V Trigger a shorter time frame or tone down some of the options so it is more fair to have Bison walk back and forth like he has pretty much always been known for.
In general the whole “you have slow walk speed because you mix people up” philosophy is really flawed IMO. Games like KOF13 and most of the older SF games have quick movement amongst a large portion of the cast without having to set these arbitrary walk speed rules. That’s why I have no faith in them making SFV Ibuki in a way that I would like because I just don’t feel Ibuki plays right with slow walk speed. Being able to weave in and out of footsie and throw range with her walk speed in 3S is what made her so interesting. She has pressure and quick left/right mix up options, but she’s not told to walk slow like molasses and not play a real footsie game just for it.
Just would like to get this stuff out there. Not so much as demands, but something for them to look at.
you dont like the idea of a character known for chip game with scissors and such? why don’t you write to capcom and ask them to put sf4 bison back in the game? they said several times if you want to play sf4 bison in sf5 it wont work and you should prob look for another character
this is an entire different discussion all together, however imo this is the most exciting bison has looked since sf2 and quite frankly those are demands of balance and how you want bision to play and could easily make him overpowered , or not at all
its not even about mixups its about playstyle and not giving a character every single tool but again thats a balance decision on bison
tl:dr
characters change, if you want to play THAT style of character try somebody else maybe?
That was the thing. SFIV Bison didn’t really have the chip or throw pressure that the old Bison’s did. He was like a really watered down version of the old ones and didn’t have the same feeling either.
In the end I’m nearly as complacent about it as you are. If it doesn’t work out that way for Bison, it doesn’t and I’ll just pick up Chun Li or Cammy until someone else looks interesting. Yet, I think we should push for the most interesting Bison we can either way. Not like it will hurt whether it works out or not.
I’m keeping an open mind about Bison but he still has really good mobility, just not from his walk speed. Maybe just improving the speed of his non-v trigger forward and backward dashes would be sufficient to calm people down, but Bison really is looking excellent.
Which version wasn’t the point , he’s sf5 bison honeslty I love that they changed him up, he’s still easily the most mobile character currently in the game and has almost evey option .
This is a clear design decision and I don’t think combofiend or any of the people at capcom will tell you he’s ment to be playing a footsise based ground game or his old playstyle at all
I would say more correctly he’s situationally the most mobile character in the game. You could argue that he can move to the most places on the screen of any character in the game, but without V Trigger his general speed and mobility is lethargic compared to say Chun or Cammy. That’s what Dime was bringing up when he said he doesn’t want to have to activate a mode just to get mobility in neutral. Which I generally agree with. Having slow walk speed shouldn’t be part of what makes him “different” I feel.
Yeah we know what they developers intend and I’m not going to be like “give us this Bison or else”, but there is a good portion of people here that want to see something less stiff out of Bison’s neutral game when he’s not in V Trigger. Nothing crazy about it. Still playing the game either way.