FINAL Features/Gameplay Improvements list for Capcom. *Sent to Capcom/Combofiend*

Do you have any idea when you are gonna send this out @“DevilJin 01” ?

Probably in another week just to see what anyone else jots down. Capcom Finals doesn’t happen til December and Season 2017 most likely isn’t going to start til February. Might as well let it soak another week.

I made a thread in the Bison forum to create a suggested patch list (using a similar format to yours) for the character specific section. I would recommend all character forums who care enough to make a thread like it for their respective characters. We can then compile them in an organized fashion for the final send off.

Everyone should just say fix online lag, again fix online lag, oh another thing, fix online lag.
Character/stage background music options.
Why does the announcer act as if a match is being held in a library? TALK and analyze during matches please!
Wouldn’t mind if they scraped this MvC3 announcer.
Did I mention that lag though?

  • Further improve online performance (Fix Desync and such)
  • Continue to lessen the input delay
  • Less pushback on light normals
  • Block/hit pause reduced slightly universally (Only if input delay is reduced)
  • Increase walkspeed slightly for a good chunk of the cast
  • Increase active frames on some moves slightly (This fixes a lot of problems with the game: AAing, random dashes being hard to zone out, artificially difficult meatying which is why people wake-up jab so often, whiff punishing (Active frames become psuedo recovery frames, thus moves will be slower))
  • Increase advantage on knockdowns slightly be it through numbers or by:
    1. Increase back rise recovery speed and potentially speed up quick rise but make it not invincible. (See blazblue)
    1. Make back rise not fully invincible.
  • Broaden the juggle properties to be more straightforward. Simple juggle points where any move can connect so long as juggle state is active is a lot easier to understand.
  • Increase the number of juggle state normals/specials
  • Decrease the safety of CC moves which convert into full combos
  • Fix hit/hurtboxes (Make them more visually accurate)
    - Reevaluation of aerial hitboxes/hurtboxes:

The AA and jump game needs a desperate change. AAs are weak and jump attacks are the weakest they have ever been. Every single jump possesses the same hurtbox regardless of character size or animation. The result is that characters can be hit out of the air far earlier than they ever could be, and why things like AA jab (which has always existed) can now reliably AA literally everything. Random exceptions exist to this rule however, some moves like Ryu’s j.LK, Ken’s j.MP, Sim’s j.MP and other few moves have altered hurtboxes. For a game appealing to casuals, this is arbitrary and difficult to understand no matter your knowledge. The current hurtbox allocation means that jump normals have no variation or situational value, it is merely a desire to find which air normal hits the lowest to the ground first, there is nothing else to consider unless you’re using it as an air-to-air. This is bland and uninteresting.

My suggestions are thus:

  1. The current aerial hurtbox matches only the larger cast members, and while in a perfect world all hitboxes would match their animation, something plausible that Capcom might do is have multiple universal jump boxes in order of general character size.
  2. Improve all AA attacks, increasing their hitbox size and reducing their hurtbox size until later frames of the move.
  3. Improve jump attack hitboxes and reduce hurtbox extensions slightly
  4. Reduce consistency of cross-ups to make them more spacing dependent (I play Ibuki, I want everyone to suffer from bad cross-ups. Playing her is like playing – well, any game but SFV, cross-ups be shit yo!)
  5. Give DP moves upper body invincibility instead of lower.

- [V-system] as a whole needs to be reevaluated:

The V-gauge has with time solidified itself pretty strongly as just a comeback mechanic, with very few ways to build it effectively while on offense. On-top of that, a lot of V-skills are bland and uninteresting, and offer little utility in most match-ups and in some outright useless. V-triggers while fine in theory, suffer from having an activation, and the result being a sibling frustration akin to FADCs, where the opponent gets a free normal confirm which can potentially convert into a lot of your life. I suggest a few options…

  1. Increase the strength and utility of V-skills. This mechanic early on seemed like it was going to define a playstyle for characters, but further became less and less so. Considering this is the venue in which all of your meter comes from, it is essential that every V-skill at least be useable (see Mika). On top of that, I would say…

A) Increase V-skill meter gain
b) Potentially give V-gauge even for partial V-skill use like Ken just running, Laura dashing, Dhalsim hovering and so on.
C) Increase V-skill strength and utility.
D) Perhaps add V-gauge gain on counter hits as a whole
E) Decrease V-gauge gain on hit, but increase V-gauge gain for white damage taken by a factor of x2 to x4. A reward for successful defense, as opposed to unsuccessful.

  1. If V-skills are going to remain situational and V-trigger mostly a comeback mechanic, then I suggest some sort of new mechanic that can be used for 1 V-gauge for offensive purposes. It’s really only reasonable to gain 1 or 2 V-bars while on effective offense with most characters, having nothing to use that meter on while doing well is frustrating. Something to use that meter on would balance this system out in being just a meter for people getting punched. Perhaps EX V-skills or a V-gauge special move or something of the sort.

Ibuki Specific:

  • Aerial target combos to combo outside of command jump.
  • Aerial target combos to actually be able to HIT opponents who are standing and aren’t stupid tall. (Again, outside of command jump)
  • j.LP hitbox moved further down, as it is now, it whiffs on most opponents even if they are standing unless you activate right as you hit the ground.
  • Air Glide altered to have less height restriction and be kunai cancelable throughout, be faster overall, and maybe even controllable in slight elevation. (Or some variant of these)
  • f.MK hit advantage increased to +4 or distance traveled increased and pushback on hit reduced. (If Input Delay is reduced, then start-up reduced to 26)
  • Aerial Kunai hit advantage increased by 1. (Even on hit, Ibuki is negative most of the time. Unless you hit the absolute toes)
  • Aerial Kunai height restriction on the later half of your jump removed.
  • Aerial EX Kunai block stun reduced by 2 frames.
  • Aerial EX Kunai juggle state to become identical to grounded EX Kunai. (Allows for b.MP, and f.HK follow ups)
  • Raida on-hit recovery cancelable into Kunai reload (This fixes how bad her Kunai releases are as well, by allowing the combo enders afterwards to net her some sort of Kunai)
  • LP-MP-HP target combo fixed to not be whiff-cancelable by inputting LP-LP-MP or cr.LP-LP-MP
  • LP-MP-HP target combo able begin from the MP.
  • LK/MK Command Dash are counter-hit state until frame 14
  • 3MK hit advantage increased slightly (By literally 1)
  • 2MK advantage or range increased slightly. (Reward is pitiful on this thing, it should be + on hit at least, if it’s range is going to be poop)
  • 4MP either add in the 4MP-HP target combo or increase the number of cancelable frames on 4MP so it can be more easily confirmed by itself. (I’d also settle for being able to convert this into the 2HK-HK combo.)
  • 4MP start-up reduced to 6.
  • 5HK block advantage decreased to -3 or -4
  • 5HP start-up reduced by 1 and hitbox extended the end of Ibuki’s fingers, recovery increased by 3.
  • V-trigger recovery increased slightly. (Though this may cause issues in a lot places for her setups, so maybe not.)
  • Connecting attacks with Ibuki’s bombs count as a “hit” thus allowing you to cancel moves. This opens up possibilities for Ibuki in a lot of ways, to use her bombs in neutral.
  • As good as her V-skill is by SFV standards of bad or okay, a more original V-skill would be nice.

Skiegh wishlist above all else:

MK cancelable. I would take this over everything else. I don’t care if her sweep target is nice and all, I used to have tons of ways to do that target, and now it’s off of my best button, but my cancels aren’t! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!

Over-exaggeration, but seriously, I want my holy trinity back, but they all got beat up.

Some V-Skills not being tied to what seems to be a characters central mechanic just feels weird.

For example, you’d think that Ibuki’s V-skill would be her Kunai reload and that Juri’s would be related to her move storing, but they aren’t.

For me it would be a combination of these things:

  1. Less pushback on light attacks for the entire cast (every character should be able to do cr.lp>throw from point blank without walking forward whether it’s hit or block)
  2. Throws do 130 damage universally for forward throw. All throws leave characters in range for dash up throw. And dash up should be +1 for 3 frame normal characters and +2 for 4 frame normal characters for a throw against quickrise.
    If we don’t like the possible looping pressure that this affords, then more damage for single throws that can’t be looped midscreen, up to 150 damage. if throws become loopable against quickrise in the corner, then they should only do 130 damage at the most even if non loopable midscreen.
  3. Hit and block advantage on light attacks becomes standardised to be the same for hit and block. Tick throws are a part of streetfighter and as such, they should be accentuated to be good but not broken. If the above changes took place. Light attacks do 10 damage across the board. Good setup moves, bad combo moves.
  4. Ex moves to give more damage on hit and other things like knockdowns on hit. Regular Special moves become safe on block with good amounts of pushblock. Bring back blocked poke cancels into special for more than a few characters. Buttons are fun and more buttons should be encouraged, not discouraged. Give players more safe things to do and the games become more fun to watch for spectators and players alike and afford easier reads and more ability to be creative with a safer moveset and safer options.
  5. Fix proximity block so that characters can’t walk backwards out of jump attack range so easily, amongst other things.
  6. More pushback on negative moves.
  7. Slightly more white chip, or white chip lasts longer.
  8. More ways for everyone to be aggressive without jumping, yet also not be able to get in with one move. So moves that get in/move forward have more knockback on block making them impossible to loop for pressure but good for pushing defensive opponents to the corner.
  9. More knockback on block in general to push opponent closer to the corner on block in general (except for blocked jumpins and blocked jabs)
  10. All backdashes get +5 frames of recovery
  11. All sweeps that aren’t combod into, act like throws on hit. Opponent can’t backrise them but can choose to quickrise or stay in place.
  12. All characters get cr.lp>medium link on non CH. no characters get cr.lpx2>medium link.
  13. Pushback on CH same as on regular hit, universal save for CC.

Lol, few of these have any real chance of making it in but most of them would result in a more fun and competitive game that would cater to more all around skill levels.

V-skills are meant to be a character’s unique answer to zoning/fireballs. They are this game’s parry or fa. I don’t know how Ibuki’s reload would be her vskill in this sense.

Having said that, some v skills are too situational, and don’t grant enough v gauge to justify their uselessness.

Some of these suggested changes are good jokes…

4 or 5 of mine were quite dubious but they are designed to be provoking anyways.

Everyones an armchair developer nowadays and tries to “balance” with stuff like “+1 frame advantage to close HP on block for Sakura” or the like to try and make themselves feel smart.

Sorry but when capcom does introduce balances, some take the way by which I just outlined, but SOME OTHERS are quite big.

Case in point, capcom introducing delayed wakeup and that weirdo alternative mode to super.

So when people say “these changes are absurd” I’m just like

Uh huh we’ll see :coffee:

The thing is though how can there be any rollback in a replay? And if there were rollback, then I should not have gotten hit since I was holding back. In other words, his version of the game thinks I’m not blocking, so I get hit. But my version of the game knows that I’ve been blocking the entire time, so a rollback should occur.

Having said that, I really have no idea how this game handles rollbacks post-KO. In GGPO the KO will be rolled back. I don’t know if it’s the same in SFV.

Something to think about. Tokido says that any further input lag reduction would favor certain characters, specifically the more defensive ones (IIRC he specifically mentioned Chun and Ryu). So any balance changes shoul take this into account.

I’m sure the devs are already on top of balancing changes with the further reduction of lag. Be interesting to see where it all goes.

Yeah, Ibuki’s V-skill does not match her character very well. I remember when I first saw the trailer, I thought the V-skill was just what Raida would do on whiff. “How cute, they turned Raida into a mini-Yoroi Doshi.” Turns out, not the case. Her V-skill right now is quite literally the result of a failed move, it’s her failed super attempts. Hilarious.

I thought Kunai reload would be her V-skill as well, and explosive Kunai would be one such thing that you could equip and so on. Not the case. I would have preferred something entirely different, but I also wanted an aerial focused Ibuki of old. Ironically, she now has one of the worst air games as far air normals go and air Kunai are underwhelming – save for EX. This may be solved if they alter aerial hurtboxes to actually change dynamically like you know… literally every other fighting game ever.

A lot of them tend to fall into that archetype but I don’t think V-skills as a whole are built to universally be the answer to fireballs. I would say they are primarily something meant to be used on reaction, thus binding it to essentially one button press makes sense. However, this rule has many exceptions. Regardless, most V-skills are waaaay too limited in their design. I mean it’s great Nash can absorb projectiles but what else can he do with it? Not much.

Initially at first glance, V-skills looked like they were going to be a pretty playstyle defining trait. Ryu’s parry (before we knew it was not very good) was definitely a strong style defining ability at a glance. Ken would have run pressure, Laura would be super mobile with dashes, Dhalsim would be some sort of aerial threat. Of course Cammy came along and… got a shitty special move as her V-skill. Now here we are.

I think V-skills as a whole are a big missed opportunity. SFV needs a title system, right now it’s just a barebones fighter, with the systems existing within it being very simple and point-blank in their use. If V-skills are going to remain somewhat reduced in ability, then I would prefer if we had multiple of them to choose from. I would take a universal overhead over anything, especially if it also gave me V-gauge and meaty options - check please, I’m done!

If Capcom doesn’t alter the V-system is someway in S2 I will definitely consider it a missed opportunity. Cammy especially – I hate her, she’s boring as fuck, and still strong and all, but her V-skill is useless at any competent level, AND it’s just her special move ported to a V-skill. It’s also too slow to warrant using “on reaction” and may as well be a motion, since it’s something done more in a read-based fireball situation anyway.

You guys think Capcom has been doing internal testing all year? They should have been tinkering this whole year on character and system changes. I sure hope they have.

I actually think Capcom started work on S2 a long time ago, and probably knew the direction the game was gonna go since development of vanilla. I wouldn’t even be surprised if parts of S2 were developed from the budget given to them for vanilla and S1.

All the dolls with movesets should be playable in S2. Heck, give them out for free on top of each month’s DLC character.

V skills are really just supposed to be a special move that noobs can have access to without execution. Thats why they’re usually pretty modest in strength. They’re more or less the EO attack option

I totally don’t agree with that. People already complain that the game is too meaty heavy and that everyone plays the same, we don’t really need to turn everyone into a vortex character.
Same thing for the tick throws. It makes no sense to give them to characters who already have insane walk speed in the same way you give them to slower characters. Again, it would turn basically the entire game into a 50/50 fest.

I want the ability to toggle on/off all DLC costumes.

That is basically what fighting games are supposed to be, as far as tick throws are concerned. 50/50.

You keep out of the 50/50 by outplaying your opponent at neutral. Can’t outplay them at neutral? Then getting tossed is the consequence, or at least SHOULD be.

Idk why people think mixups are scrubby/bad. They always favor the better player because they inherently favor the person that has the better neutral and thus ability to get to the positions that the mixups can occur from…
The on,y mixups that are kinda scrubby are the kind that have long range or don’t need foresight to get into. Ticks are the exact opposite of that since the only way to tick is to dash in, walk in, jump in, knock your opponent down, or they fuck up like missing a crossup attempt that you walk under.

In oldschool streetfighte EVERY character could tick throw well. But they didn’t play alike at the neutral at all.