Yeah you can make a character fair in a lot of different ways, but what is interesting and most intellectual for people kinda goes beyond pure balance reasoning. Like how Cody having slow walk speed in SFIV might have been fair, but not interesting for people.
Definitely no problem with them running their agenda and doing what fits for them, but since the characters are changing as the game goes any ways might as well throw out some extra ideas and things we would like to see implemented. In Killer Instinct people thought it was weird that Omen couldn’t fly inbetween rounds even though other characters can jump and super jump inbetween rounds. The developers listened and ended up adding it in. In new age of DLC and social media it’s definitely worth getting out there regardless because you never know when they’ll like what they hear from you and implement.
It’s been discussed already. There’s probably no new points about it to bring up. To argue against you would be to repeat a loaded discussion I have no energy for. It’s all going to boil down to “wait and see”, which defeats the purpose of this thread. Devil Jin didn’t include my suggestion from the thread it was discussed in so I’m just posting it here for more exposure. To repeat all argumentative points would feel like a parry debate. It’s clear to me that the majority feel they should get special privileges for almost dying.
I’m surprised we’re still seeing replies like this when most everyone who’s played it (including guys like Mike Ross and LI Joe) are saying the opposite. Especially considering that alot of the stuff that plagued SFIV, such as invincible backdashes, wide reversal window, crouch tech OS, etc. are now gone.
I know this may be a stretch, and not a game play mechanic, but some sort of chat system for the PC version. I find it kind of ridiculous that I have to friend someone on steam just to say GG or “rematch” in ranked or to say stuff in endless. I know this allows people to send salty messages but that is not my intent. Did anyone else find this frustrating or am I alone on this one?
Yeah I can understand where you’re coming from. I haven’t played it personally yet, but there are people that have played and said the long hit stops and slow walk speeds for some characters makes the game feel a bit clunky. I think the game flows considerably better than IV did (and the animation is way better), but I agree it could still use some touching up neutrally.
We may or may not get everything we want, but the game is going in a much better direction for me at least than IV was.
I’m seeing way too much misinformation in the SFV boards and the worst part is that a lot of you are trying to pass off opinions as facts. It’s starting to get annoying and I’m trying to correct people who provide misinformation or answer questions that people are asking.
In regards to the game being slow, walk speed for Ryu, Chun-Li, and Cammy are fine, imo. You could tweak it a bit further but it’s not like they move too slow right now. The slow character such as Birdie, Bison, and Nash are slow by design. If you guys don’t understand how their normals work then you shouldn’t be in a position saying how to change the game or how to change the characters. Dashing is really good in this game much like 3S so part of the neutral game involves dashing.
Bison’s normals are extremely good in SFV and he plays a strong pro-active space control game with them. You can’t just go in on Bison because his normals are really good at controlling space and keeping you grounded. He has good anti-air tools and has good damage options off of them since he can do things such as AA CH s.RH juggle into Short Scissors. Not to mention j.Strong~Strong is still effective in this game and leads into good damage. Bison doesn’t need to move around that much with the way he is designed currently. His normals control the space in front of him and his specials help move the opponent towards the corner. Then you have his strong corner game. All of this is then supplemented by his V-Trigger but most people see his V-Trigger for his dash buff but very few people see the damage output he gets when he starts cancelling EX moves into other EX moves. Seriously, you do not want Bison with fast walk speed with those normals.
Birdie is slow because his normals are far range. He plays a very strong ground game which you should have been able to see with Tokido, Fuudo, and RB’s play. Similar to Bison, Birdie has a ton of space control tools and he needs to utilize them at various ranges. His specials and command grab operate at certain ideal ranges that compliment his far ranged normals. He’s also supposed to fill in that grappler role and they’ve never been that fast in other Capcom fighters. He’s another case of where you don’t want him with fast walk speed using those normals. His walk speed is good enough that he can play footsies with other cast members effectively.
Nash is the one that kind of makes the least sense to me. I know that he was designed to be a rush down character and has been given a lot of tools to supplement that but it’s really hard to get in there with slow walk speed and other characters having better normals than you do. I spent the most time with him at e3 and it felt like he needed the better walk speed to play neutral and offense. I think Nash is the only that needs minor tweaks in this regards. Faster walk speed would be nice but if they make certain specials faster to supplement his offense then it wouldn’t be as bad.
Without touching the game, slight damage reduction (SLIGHT) and Slight walk speed buff to everyone except chun/cammy/ Birdie(Makes sense for him) they are fine
I feel the gameplay suggestions are out of place, considering not many of us have already played the game and it is a work in progress.
In my opinion it would be cool if we focus on the user interface, features and other nice stuff that could be added to the game which would make the experience better.
You’re free to do whatever you like, just my 2 cents.
Those all have nothing to do with what I mean.
Hits look clunky and movement looks snail like.
I don’t even hate SF4. I don’t prefer it, but it’s an alright game. I don’t prefer the feel of it though. It’s fat, stiff and sluggish.
Capcom is so scared to make a game where every character isn’t based on prescribed playstyles they can engineer into the game via meters and mutually exclusive decisions.
This is the same philosophy.
I’m totally open minded, however I know what I see and what I mean. Do I look like Mike Ross or LI Joe? Why do I care what they think?
Without having the chance to play it, it LOOKS disappointing.
Don’t reset the positions after changing training options.
An option to disable the training menu so that I get a clear still shot of the game.
An option to make macro inputs for the CPU (like those PS2 KOF games, that includes which button is used and how many frames they’re pressed) so that it does things for me because I have shitty execution.
An option to let the CPU repeat said macros and also inputs, as fast as possible.
Let me the ability to change characters and stages without going back to the character select screen.
Button config:
Let me save multiple configs for multiple players like Smash does.
Custom button binding.
Character select screen and matches:
Customize randomselect for characters and stages.
Don’t show the selected characters and stage until the start of the match when randomselect is used.
An option to skip stage select, vs screen, intros and outros for when I just wanna get games rolling.
A stage select option in the victory screen, like below “Continue” and “Change Characters”
A replay saving option.
Online:
Lobbies where all players can play at the same time.
Honestly just wanted to know why people are thinking it looks like IV and if it’s something mechanical.
That said. I don’t think we’re getting rid of long hitstop. In this age of online play, that’s actually one of the things that can make online work for fighting games.
To paraphrase Namco’s Harada once said, you can’t just rely on netcode alone, you need to design the game to work online (hence recent Tekken’s having some offline delay).
My only concern is that I hope their isn’t a multitude of Anti-Fireball Options in this game. Because with SF:V in it’s current form their is already far too many ways to get around a Projectile which already gives me a great deal of concern about how it will directly affect projectile zoning.
I actually thought that I was the only one who felt this way, however even someone like UltraDavid noted this concern about zoning in SF:V during one of the UltraChen episodes. Overall, I have nothing that I truly dislike about SF:V, but the Zoning is the One Big Issue I’m definitely worried about.
A lot of good things in regards to features. I’ll add a few (some of which are probably already here).
Rematch option in online modes (where applicable) so you don’t have to go to the character select screen and waste time after every match.
Themes/stages for each character.
Music that doesn’t suck. The music in SF4 is so awful. I want some time and effort put into the music similar to Killer Instinct.
Championship mode - this was by far my favorite online mode in SF4 that was later removed in the later iterations. But they made the 2 out of 3 matches too late - make that a standard in the online modes that have points/ranks involved.
Training mode nearly identical to Killer Instinct where it has hit boxes and frame data, whether you cancelled a move or linked it, etc.
Allow us to change the training stage (or refer back to my issue with the music sucking complete ass) - OMG the fucking “DUH DUH DUH DUH DUH DUH DUH DUH DUH DUH” music of that stage when health is low … could not stand it.
Please don’t make long ass animations for specials, it completely ruins the flow of the game.
Work on overall sound in general. I know somoene said the “gem” sound is already a place holder, but please please get rid of it (if it’s not a placeholder).
Can you link to the episode where they talk about this? I want to hear what the concern is.
Personally, I feel that zoning still exists in the game but is handled differently and it fits with the direction they want this installment of SF to go. Zoning from full screen is no longer as effective as it was in SF4 due to most v-skills being able to handle negate, avoid, or V-Gauge building. Any sort of normal or special move that is designed to have anti-fireball properties is not effective at this range. Zoning has to be done at mid-to-close range and there’s inherent risks involved since the anti-fireball tactics are viable at this range. This range also opens you up to a jump in; however, both the anti-fireball tactics and jumps need to be done in anticipation to the fireball rather than in reaction to the fireball (with the exception of Critical Arts). So I don’t think the zoning game is gone altogether but has changed.
Have a message that indicates whether a move was a “punish” when it hits the opponent during their recovery (at the very least have it in training mode like TTT2).
I think that’s the problem. Between myself and a few other people we’ve already covered a lot of the bases for the features they were missing in SFIV that they really should implement in V. Covered a lot of the bases to keep the game from being another Hollywood fighter with bare bones features.
What you have left is the gameplay stuff which I’m not trippin over too much either way. Just good to see different people’s opinions and I think at least a few of the things in the list are worth it for Capcom to look at. Things that may end up getting changed any way.