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

Better without the vomiting stuff, but i will like the return of after fight artworks.

But to be honest now that they moved more toward ingame graphic approach (example see in VS screen), i fear that artworks have lost fuckton of importance… and TBH current artwork style can’t even lick boots of SF3’s stuff, as much i dislike good part of SF3 cahara design cast, the artwork style itself was just so much better
http://www.gamedepiction.com/art_street-fighter-3_a.html

And without artworks what, ingame graphic messed up faces and blood?
Without stylization given by art sound like MK trash, do not want

ps: tbh the silly kid-friendly style started with SF4 (but SFA itself was kinda light too iirc), SF3 was still about beat the shit out of peoples

Also i miss old school give-no-fuck attitude, imagine the 2015 social justice whining for something like that :frowning:

These days they are even afraid to give commie’s symbol to Gief (one of his alts have a weird symbol istead it), even if is basically good part of his charadesign, lol

I also want some blood at certain times. Not permenant gore like MK, just a splash of blood for example when landing a crush counter or a counter-hit.

And if Vega is in, a little blood on his claws for him to lick when he wins. The man constantly talks about how he loves blood in his win quotes, personal actions, even ultras (bleed for me), even has an animation to lick his claw to taste the opponent’s blood as a win pose in a game where there is no blood.

MUSIC. MUSIC. MUSIC. MUSIC. MUSIC…

How do y’all get this far and only one dude brings up the music?

If they can’t get decent compositions, then at least give me the option to run my own custom soundtracks. Would prefer to not have to listen to that over-synthesized, Casio keyboard shit all the fucking time.

THE MUSIC IS ASS… FIX IT, CAPCPOM.

I’ll just quote myself from the other thread

Character portraits in the life bar matching colors is probably not going to happen, considering how the player side indicators that show where each player is standing at the start of the match (remember, you start each round at the side you ended the last round in) are color coded.

Maybe I’m late to the party but did you guys read (or watch) Mike Z’s ‘how to make a fighting game’?

Someone transcribed it here: https://docs.google.com/document/d/1vBMNzqrg7PSJRQEZyG1YFvRv1U2UkycOSjFDeYtBcUw/edit?pageId=101634351465455780061

Can’t say I disagree with anything.

I think they should have SFV’s “Challenge” mode that can have a feature where you have combos given to you to master, and when people (let’s say uploaders from YouTube) come up with combos NOT showed or mentioned in-game, new combos can be introduced through patch updates.

Good to see a transcription to that. Couldn’t be bothered to watch the entirety of that video, but MikeZs attention to the small things is what made me pick up Skullgirls and KIs features and game play direction was inspired by those things. Im sure hes just saying a lot of the same things I’ve read from him on forums which is good stuff.

If the online is GDLK then I hope they bring back KOF 3 on 3 mode.

Yeah I miss the team battle modes from Alpha 3 and such. Used to run my Ken, Guy, Vega team on Dreamcast all day

Been waiting for this topic to crop up.

I actually feel the side you were KO’d on being your subsequent round-starting side flies in the face of consistent UX design.

The problem with this is that it introduces another variable which when combined with your UI indicators for health and meter jostles the consistency too much - this is especially prevalent when players potentially switch sides for each subsequent round. i.e. - round one, you’re on the left. Round two you’re on the right, round three you’re on the left (or right!) again. Meanwhile, your meter and health read-outs remain fixed (or do they switch sides with you?).

Fixing the players (and meter + health read-outs) to set sides as each round begins consistent with their starting positions (from round one) is an accepted constant and standard that I feel is best maintained between rounds. I appreciate the idea that no doubt spawned this concept, but I feel it has the potential to add unnecessary confusion and an added layer of consideration for players, particularly new players whom Capcom seem motivated to attract with SF5. Perhaps the mini round-KO cut-scenes dictated this?

“I lost. Oh wait, I start on this side now? Ok.”

“Er, but my meter read-out is on the other side now? Wait, but isn’t that his side now? He’s now on the left, I’m on the right, have our meters switched sides? No? Yes? OK, let me re-process that information.”

It introduces a long-stay break in UX consistency that has been a staple for fighting games for a long time. I’m actually curious as to what other people think of this and if it’s actually worth the discussion.

Naturally, we can adapt. But is it an unnecessary change for SF5? What value does it add?

I guess on one hand it shakes up the whole P1/P2 preference some players have, but on the other is it worth the potentially negative impact to expected consistency? Would side preference perhaps factor into round-ending strategies?

For example, right now in SFIV (or any fighting game I play) if I identify (or flat-out know) a player is weaker on one side, I’ll try and shunt them out of their comfort zone by shoving them where possible onto the side I know they are weaker (this is an aspect especially evident in side by side offline play, not so much online) which may prove to be a useful strategy in SF5. But again, I feel the potential for confusion that stems from this detracts more from the idea as a whole.

Am I off base here?

It’s nothing new. It’s basically a the VSav/KI “down” system except that you return to the center and health refills for both characters.

Forgot to mention that I’d like Lobbies to have the option to automatically kick dudes with bad ping. Come on, even KOF 13 had this feature, Capcom has no excuse for this.

On the last unchip-able pixel of damage, convert stun meter to a guard crush meter and all accumulated stun meter leftover in converts to guard crush meter. This would give another option for a kill and give the meter a purpose at a point where it would normally be irrelevant.

Arcade version pls

Only if it’s console perfect…

Locking since the purpose of this thread is done.