Best of wanted improvements for SFV to send to Capcom Unity (now on Unity SFV page)

Good question. Wanted to make sure I caught any last minute ideas before I finish editing it and post. Should be within the hour.

I feel like there’s some of other stuff missing, like:

  • Spectator mode (Similar to Dota where you can just watch ranked matches sorted by ELO/Points, or even are able to buy tournament tickets in order to not have to watch commercials on stream and have the luxury of switching through games that are off-stream)
  • Watching replays with online friends, so you can show a buddy your matches either to brag or even to analyze your mistakes together etc.
  • Anonymous Matchmaking. I’d like it if both player were anonymous when you start a match so you can decide if you want to play a match on ping only. Kinda prevents boosters and people declining matches against people they know they cannot beat etc.
  • Also I’d like to be able to choose a default character for character select. Holy fuck how often I came out of training mode thinking Ryu was my last choice, then have to play Juri/Hakan in my next fucking match because SFIV didn’t memorize my training mode choice…

Don’t know if anyone mentioned it, if someone did, I’ll just reiterate it.

  • Local Replay function: After playing matches with locals, I want to be able to play back the the game to analyze stuff and help people work on stuff. Guilty Gear Xrd does this, while other games only do online replays.

  • Record function in Training Mode: I’d like to see a special feature in which you record an attack, but it only plays it on reversal (just like Skullgirls.) I’d also like to see something like Virtua Fighter in which you can set up to 3 separate recordings and have them play back randomly between the 2-3 sets of recordings. This helps refining set-ups and such more easily for the player.

  • Show frame data in Training Mode like Virtua Fighter 5 FS and hit boxes like Skullgirls or HDR.

  • Faster walk speed: A given. Keep the cast in proportion to each other for character balance, but universally up walk speeds for characters.

  • Button Config and Button Input Test on Character Select Screen: Like most other modern fighting games now like Virtua Fighter 5 FS and etc.

That’s all I can think of for now.

Just tweeted and posted on Capcom Unity

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/30537717/?sdb=1&post_num=1#545338083

Added a couple other things including reminding them to work to lessen or eliminate unnecessary option selects and keep the game as read based as possible. Option selects are most likely necessary to some degree or hard to completely eliminate, but at least keeping them to a minimum or what is absolutely necessary is good now that you can’t mash and slip out of everything.

Dont like the walkspeed note. I fully agree with Killey in that those specific 3 you mentioned in the note have slow walkspeed by design. Maybe not Nash, but why give a faster walkspeed to a grappler like Birdie. Birdie was never mobile and still isnt and relied somewhat on his rushing specials to get in. Bison is an experimention which I believe is heading in the right direction. It does seem like he has the necessary tools to cover everything. Giving him a faster walkspeed would be too scary and would negate the purpose of giving him better mobility options in v-trigger. Nash is a special case. Someone of his archetype should have a faster walkspeed but maybe it’s supposed to encourage more use of his v-trigger. Who knows? From what other ppl are saying, it looks like Ryu, Chun, and Cammy have good walkspeeds that fit them. I, for one, trust what Capcom is doing. They’ve done a really good job so far.

That’s why I said “a bit” and why I also posted in the beginning paragraphs that the gameplay changes should be taken with a grain of salt. The features I think include a lot of things that are absolutely inexcusable to not implement, but the gameplay stuff is suggestion at best. They have no need to absolutely go with anything in the gameplay list since the game isn’t even out yet and it is their game to balance in the end.

They may only need to adjust it a small amount vs characters that supposedly don’t need much faster walk speed. Bison is basically turned into a pseudo Makoto/anime character now so I guess he has to stay where he is or be completely changed up to accommodate a significantly faster walk speed. It’s just old school players hate having to play dragging footsie games because of agendas for specific characters. I don’t like slow walk speeds either so I’ll definitely be gravitating towards the characters with the quicker walk speeds and dashes.

From a pure balance standpoint they’re doing the right thing within the rules they want to create, but it’s always a matter of whether it ends up being interesting for people who used to main Bison. I can definitely see there being a rift where some Bison players will love the new Bison and others will be like “why do I gotta be in V Trigger to get this gimmicky anime movement?!!” and go to someone else.

Birdie had fast walk speed in Alpha, but that’s mainly because almost everyone had fast walk speed in Alpha since there was no other non special move based ground movement. Now that he has a much stronger ranged game and is basically part zoner it makes more sense for him to be slow with the walk speed. It’s not like he had a lot of people playing him even in the few SF games he was in where people would complain about his traditional footsie game being gone (unlike say Nash or Bison)

Even Killey seems to side towards Nash having possibly too slow a walk speed. Especially considering he doesn’t really seem to have the best normals in the game either. Apparently his V Skill is really good for poking and AA, but we’ll have to see more of that in action as time goes on.

considering that the aggressor is usually able to walk and the defending player is stationary during a typical mixup situation, combined with the fact that a throw tech while holding any direction yields a throw animation in this game, an increase in throw range seems like it would benefit the defender more than the attacker. a bigger throw range for the defender means that the attacker must stay further away if doing a bait/delayed move, or commit to a jump to beat a defensive throw, both of which take away options from the attacker. i dont think this is something people should ask for until throw bait setups are explored in more depth. even in high level 3s, there are times when two players whiff a throw right next to each other because each player thought the other would step further forward. if a crouch tech os was the most viable defensive option in sf5, then i would understand the desire for greater throw range.

The other thing is that in 3S there was a lot of dashing used to create space for footsies and throws also. A lot of the people who want faster walk speeds also used to play a lot of games like ST and Alpha where walking is your only grounded movement. Whereas in games like 3S and CVS2 you have dashing, super jumping, rolling and other things to also create these situations. Most of the dashes in SFV do look pretty quick so as time goes on we should see a lot of dashing to bait stuff as well.

That said, walk speeds in those games show that you don’t need them to be as slow as in IV in a game with dashes.

Hey, you mentioned it in the other thread, but you didn’t put the thing about “V-reversals and quick/delay wakeup only need two buttons” on the list.

Deleted a post because it was in the wrong thread.

You can do this in usf4 with the save state feature btw.

Stuff

savestates should make a return with the option of having more than one.

They should add a rewind option to the replay mode.

Improved training mode with the option to have the dummy playback recorded inputs on block, wake up and reversal(something similar to what’s in yatagarasu).

Customisable colour palettes like sfxt

option to turn off certain stages in the settings

it’s just weird how much they focus on either dash movement or normal/special based movement.
all of those options are set time/distance. that focus on options which you can quantify is kind of less interesting and more chessish.

i think coming from a 3S perspective just makes it really obvious. if you come from SF4 you probably don’t notice as much.
the function and result is the same but the pathways to get there aren’t.
so looking at 5, it looks just like 4 in that respect. not a mark against the game, just an observation. i don’t prefer it but i’ll be optimistic until i can play the game.

Ok I dunno if this belongs here, but whatever happened to:

  • Vomitting. When you hit people hard in SF2, sometimes they got this little puke animation.
  • Messed up faces after the fight. I really liked that shit.

Dunno why SF went all child-friendly anime shit after SF2 but I’d like to get some grit back in the series.

Haha that stuff was awesome. Totally forgot about the vomitting stuff but it was a nice touch.

I’d rather have stuff like that than having stupid intros. I do not like intros and just find them to be a waste of time, as does pretty much everyone I’ve played against because if I can’t press start quick enough to skip them, the opponent does.

But I do get that the casual fan can enjoy them. I don’t care for that, or a story mode in general.

And your damn avatar makes me LOL whenever I see it along with your name. Been watching a lot of Seinfeld repeats on TBS in the evening (on in 10 minutes) and the final episodes were on a little bit ago, and forgot that the judges name was Judge Vandalay.

I don’t want sf4 style intros or intros with text boxes or anything like that.

Just stuff like 3s Ryu and Ken fist bump would be cool.

Yeah, I’ve been waiting for this!

Actually New Generation also brought back those messed up, defeated faces which were more gruesome than SF2. I want those back too.

$

There were 2 missed opportunities for vomit in SF4: After Makoto U1, and Poison U2.