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

FIX JURI BECAUSE YOU GUYS AT CAPCOM KNOW YOU RUSHED HER!

Mod edit: Please refrain from using bolded, colored text.

Tnx bro

Seriously add COLOR EDIT mode.

It can be done EASILY in a way that don’t bother anybody that dislike it (toggle-off), and be awesome for everybody else

They can sell it for $$$ or release it free with few colors and then sell for $$$ colors, it will easily gain them waaay more than the cost in the long run

It will also help give to the casual audience the impression of get a product with more contents

One does not simply get what they request from Capcom.

Ask is free =)

Character Specific:

  • Give Ibuki a 2 bar V-trigger (as players often use both bombs in quick succession for set-ups/resets anyway; no need for 3 bar) and make her V-skill less awkward to use (faster,less recovery) like Nash. She (arguably) has greater need of her V-trigger (when facing opponents with powerful/more easily accessible tools) than Nash does, but has a rougher road to reaching full V-Meter. Comparing the 2 similar V-skills, hers is unnecessarily weaker.
  • Also (and someone can correct me if i’m wrong on this) She has no strong button in the neutral outside of back + mp at very close range, or crush counter (which, 1 starts up a bit slow, and the other whiffs on a low opponent). It feels like shes doesn’t have that killer button that works just at the edge of close/mide range. Either that, or a stronger up-close medium. Most characters have one or the other. Maybe her crouching mp could be tweaked to be a bit better . I’m not sure. Maybe it’s just me, but it feels like she’s missing a button other characters have.

I feel like she falls a little too far into the category of characters like Fang/Necalli who have eccentric playstyles, when maybe she’d be better off a bit closer to the rest of the cast in a few small normalizing ways. (I’m not an Ibuki main, but i’d happily faceoff against her with the aforementioned buffs, if it means that people trying to pick her up, or play her casually, don’t have to feel like they’re purposely given many unnecessary disadvantages. I believe her character choice percentage, and player win/loss would suggest this is fine (at least, last I heard).

  • Make it so that only Juri’s light qcf kick special (the fireball) requires a charge. The medium and heavy are not as critical to the character and therefore have no need to be placed behind an unnecessarily cumbersome mechanic, and should be “free-use”. I’ve heard several others make the same suggestion on a few streams and I feel like it’s not a WILD change that makes her broken, but just gives her access to a few somewhat situational offensive tools more easily. Again, i’m not a Juri main and would happily face this buff on a daily basis if it meant the character gets to be a bit stronger. I feel such a change would be fair, sensible, and do not see anything that would hinder it in current gameplay.

The suggestions for both characters i’ve made, i’ve heard in passing numerous times.

I think Ibuki’s V-skill is a very decent mid-range poke. I think it should be used much more in that range.

Ibuki’s V Skill I still consider the second best V Skill in the game. If they made it any faster or better in general it would most likely be too good. You’re basically using a projectile as a poke which is extremely strong in this game. Normals can’t beat projectiles (unless they have a projectile property which means it just clashes/trades) so as long as you space it right you basically get a free win vs the majority of pokes and build V Gauge. Only offset is the laggier start up and recovery, but it makes sense since you’re basically poking with something that can’t be poked at once active. It also moves her hurt box backwards before she does it so you actually can use it even when standing still to make pokes whiff and then counter back.

Making her V Trigger 2 bars would mean they would have to nerf her V Skill. Her V Skill is way too good to be giving her a 2 bar Trigger. I’ve had rounds where I’ve had full V Gauge after losing only 30 percent health due to just solid use of her V Skill and landing a crush counter or 2 first. They’d most likely have to nerf the damage or reload state on the second bomb as both bombs can usually lead to most characters losing half their life afterwards.

I think her V System is fine as is. Only thing I agree with is giving her a light or medium button that is better for poking so she doesn’t have to counter poke as often as she does. Otherwise that’s how they designed her. Counter poke from range with f+HK and V Skill to build gauge for bombs, then use your closer buttons for close whiff punishes or to start offense. Goal is mainly to rush down with her (in a game where there aren’t really any true rushdown, non command grab characters) so they force her to play more restrictive in the mid range to compensate.

Juri stuff makes sense since the MK and HK fuharens are literally just combo extenders and don’t have much real neutral use (that I’ve seen so far).

If you guys have any last minute stuff to add throw it in. Going to send this off after the weekend to Capcom Unity and tweet to Combofriend.

  1. Fix proximity block to work more like the older games
  2. More recovery frames after backdashing (a good try would be to make those extra recovery frames cancelable by any move save for another backdash) this stops backdash Xn from being such a good neutral resetting tactic.
  3. Do something about aerial reel as it currently get people killed by doing 2 in ones or fast links against a character that is just barely off the ground and that seems wrong.
  4. Air to air attacks should confer advantage to the person that makes contact with the their attack. You shouldn’t be landing at a disadvantage when doing air to airs.
  5. Give throws proximity block so that characters can’t walk backwards out of throw range when they were in throw range as the throw started. This is a huge issue that is exacerbated by the throws getting slower startup and weak attacks pushing characters further away.

An example of the theory of streetfighter is that almsot all characters move forward faster than they move backwards, this is to keep things offensive and ensure that their is a constant tension to a fight, and this sensibility is seen in streetfighter 5 with no characters being allowed to jump backwards and do an aerial special move, even If that special move is an offensive one. Backdash at neutral with long stages takes this and throws the old school sensibilities out the window of walking characters down. New games deal with this by giving characters moves that cross the screen in the blink of an eye, or by straight up penalising too many defensive movements when used in a smaller period of time.

Scratch that on the proximity block on throws. I just realised that will make shimmies very hard… Sigh.

This drives me crazy. Why exactly does this happen so much in SF5? I don’t remember it being as much of an issue in 4.

Special intros, please. We’ve been waiting for that since Vanilla SF4 and I remember Ono stating they might consider adding them with SSF4, but nothing so far.

Is this possible? I made a non-game breaking stuff for the Story Mode modes or the possible upcoming mode.

Story Mode Suggestions:

I did a concept that enhance the Story Mode by merging great ideas from World Tour to work as one without the complication and bringing out the best of the best. It’s like Story Mode with a randomized Daily Challenges that works in random but the challenges are alike World Tour.

Since the SF’s story mode that cannot offer random encounters like normal RPG, I have a idea for it to have* random match requirements and random CPU power Ups* that shift and changes per new battle/round that need to be full filled inspired from on SF3 World tour mode. Per battle has a randomized Battle Type Mode that is paired with either Battle Challenge or Battle Attack Mode, I have separated SFZ3’s Battles types to avoid Battle Challenge and Battle Attack to work in simultaneously because they can get *conflicted with each *other when rumbled and randomized together.

As the difficulty of Story mode increases the number of Battle type and Battle Attack that can activate in a match period.

The Battle Types: a random CPU Power Up that can be one to all battle type mode can simultaneously activate in a match.
Sample of Battle Type Mode:
[list]
[] Stun/Stamina max(enemy has no stun)
[
] Ex-gauge max(enemy has infinite)
[] V-Trigger max(enemy has infinite)
[
] Survival (your previous vitality left will be carried over the next match)
[/list]
Battle Challenge: Battle requirement on beating the match, Only one challenge is activated in a match.
Sample Battle Challenge Mode for SFV:
[list]
[] Beat the match in V-Trigger mode or move,
[
] Use no V-Trigger/V-Skill/Grab/Special/Ex/Super in the whole match
[] Beat the match with Ex-move/special move/Super/Normal/Grab/Crush Counter/Time over
[
] Time attack(beat the match in limited time)
[/list]
**Battle Attack : ** a random CPU Power Up that can simultaneously activate up to 4 battle attack mode in a match.
Sample of Battle Attack Mode:
[list]
[] Throw Attack(Throw would only damage)
[
] Super Attack(Only super move will damage)
[] Combo Attack(Only combo will damage)
[
] EX Attack(Only Ex attacks will damage)
[] Combo Attack(Only 2nd hit will confirm as damage)
[
] Special Attack(Only special move will damage)
[] 20-40-60% CPU vitality indestructibility. (Time Over Battle)
[/list]
**Battle Bonus: **Gives you power ups or rewards upon full filling challenges and meeting the requirements this was done by Street Fighter EX2’s bonus stages like beating cycloids and satellites, It’s also in the early SNK games like Art of Fighting series where after beating a certain in-between bonus stages would give you a decent power up.
Sample of Power-Up/Reward for Battle Bonuses Events:
[list]
[
] Full meter V-gauge next match!
[] Full meter Ex-gauge next match!
[
] 50% meter Ex-gauge next match!
[] 50% meter V-gauge next match!
[
] Vitality Increase 30% (For Survival Battle Type only).
[/list]


Arcade Mode Concepts

Arcade Mode Plot - I made a rough draft concept of a possible Arcade Mode with the same timeline because it will be a loosely interpretation of the Cinematic Mode so it won’t bring complication and misunderstanding because it’s from the same timeline but mostly every random or predestined encounters and confrontations in this mode are based on what if events.
Bonus Features - I would also like to add a game mechanic that is embedded in all matches in Arcade Mode that works very similar to KOF 13’s system called Target Actions because it’s like a mini quest within Arcade matches that will add fun factor much more.


Random Select Modes - Variance of play style for random Select works also in online matches.
[list]
[] Twelve Mode : Tribute and work’s similar Marionette in Vampire Savior Mirror Matches
[
] Eleven Mode : Tribute and work’s similar Shadow in Vampire Savior Transform into previous enemy.
[] Shadaloo Holo Mode I : Tribute and similar work in SFEX that random change of character per every match.
[
] Shadaloo Holo Mode II : Tribute and similar work in SFEX that random change of character per every round.
[/list]


Target Action: (A Similar System)
"<n>" = is a randomized number 3 to 5
[list]
[] Perform <n> number of jumps.
[
] Successfully block <n> number of hits.
[] Successfully land a <n> combo hits.
[
] Hit (block or unblock) your opponent with <n> Normals
[] Hit (block or unblock) your opponent with <n> Special Moves
[
] Do <n> number of dashes.
[] Do <n> number of V-Skill.
[/list]
Functionality: Differ from KOF 13’s Target Actions.
[list]
[
] Every random task expires within 10 seconds and will be replace by a newer one.
[] Each succession rewards you with a random 5,10,15 and 20 percent fill up of the full 100% of the EX-Gauge.
[
] After succession will be given a another new task.
[] Does not give V-Gauge bonuses
[/list]
Sample Task: appearance on screen.
[list]
[
] Perform 5 number of jumps.
[*] Bonus 10% UP in EX-gauge.
[/list]


Arcade Matches Flow

The Arcade Mode takes the best system of SF3s like choosing destination and CVS2’s secret boss system.

[list]
[] 5 random characters
[
] Mid Boss/Secret Challenger
[] Q as a default bonus like lance/knight in fighting layer.
[
] Twelve Mode: Mirror Match
[] Mini Survival Match with 3 rounds but one life gauge against 3 random dolls
[
] Boss fight
[] Secret Bosses…
[/list]
Secret Challenger/Mid Bosses - typical anti-heroes
[list]
[
] Necalli
[] Juri
[
] Viper
[] Nash
[/list]
Default Boss - is Fang powered up version( Unli or Max V Trigger and Ex-Gauge)
Secret Bosses - are like condition of God Rugal and Shin Akuma in CVS2 or Athena and Red Admerer in SVC Chaos
[list]
[
] Bison (Unli or Max V-Trigger and Ex-Gauge) - why? to reveal that he will come back but not to emphasize his defeat from finishing the mode.
[*] Urien (Unli or Max V-Trigger and Ex-Gauge) - where? he is somewhere exploring the whereabouts of Shadaloo or SIN laboratory Experiments…
[/list]

Every Infinite or Maxed out V-gauge and EX-gauge for Default boss, Secret bosses and Secret Challengers.

Overall 10 battles… together with Secret boss and Secret challengers

Endings would in general and be just arts like MVC2 for default boss fight

Endings for Secret Boss fight have art and texts information about past activities of Shadaloo or Illuminati depending whom is confronted either Urien or Bison.

It’s not to move forward* other than a loosely based story mode that is turned into a arcade mode that would reveal bison did still exist after the story mode events and their is another threat organization that is unknown.

Keep memorized as standard last costume/color chosen for each char

SF4 had it iirc

I’m guessing the list was already sent? I’ll share my proposed changes and fixes in case it makes any difference, at least just to put them in writing. These are mostly non gameplay/balance altering changes so hopefully should be less opinionated/controversial.

-Game sometimes crashes if you attempt to leave a lobby around the same time as being removed.

-Add players met to PS4’s “Players Met” feature to facilitate messaging (duh).

-Store training mode settings upon exit.

-In game messages are extremely delayed. For example, if I use a few of the training mode thumbstick shortcuts in succession (reset, dummy settings, etc.), the confirmation messages that appear in the window in the corner of the screen follow each other a few seconds apart and get backed up very quickly. The effect is confusing and distracting.

-Lobby filtering options: lobby size, connection strength, player skill, flag unwanted lobbies not to reappear in subsequent results.

-Casual Match seems to be redundant since there exists the option of creating a 2-player Lobby. Consider removing Casual Match since it would only serve to fracture the base of players looking for matches.

-A list of all potential Fight Money and whether it has been earned yet.

-The patch is applied every time the game launches, adding lengthy delay. Is this necessary? Can’t the patch be applied permanently the first time?

These last 3 changes affect gameplay but are intended to facilitate inputs, which was a design goal for the game:

-Remove Downback as a command for Back Recovery. 3K is sufficient and more natural of a command, especially for charge characters who will want to hold downback as soon as they are knocked down. Even for non-charge characters, it is natural to hold down back to start blocking, but currently this results in unwanted Back Recovery.

-Reduce the input window on shortcut commands. For example D, F, D, F + P is a shortcut for Shinku Hadoken, which is normally QCF, QCF + P. This shortcut sometimes results in an accidental Shinku when Shoryuken is attempted shortly after crouching. This wouldn’t happen if the input window for the shortcut was smaller. The only way a player would miss the DF directions, and thus benefit from the shortcut, is if they execute the motion very quickly. But if they perform the motion quickly, they don’t need the entirety of the normal input window. Therefore any shortcut command should have a smaller input window than its full command counterpart. (This refers to true shortcut commands, not alternate commands such as DF, D, DF in place of F, D, DF, which has the same number of directions.)

-Down + Button commands (such as Necalli’s Dive Kick) should be Down or Downforward (but not Downback) + Button. Downback should not be allowed since it would overlap with players’ tendency to hold Downback in many situations.

-Remove the archaic Negative Edge input mechanic, which is the source of many execution errors, and is unnecessary since this game has a sufficient Reversal/Input Buffer window.

If Capcom buffs Nash’s or Bison’s walkspeed than they need to nerf the shit out of their dashes.

Just posted and sent to Combofiend. Probably a bit late for some of the latest stuff mentioned, but a lot of the stuff mentioned has already been in the earlier threads so hopefully they are already in the works for at least the feature based stuff by 2017. Gameplay stuff is just something we can hope that they are also aligning with.

I envy your dedication that you still make these threads.
Let’s be real here though:

It’s been 10 month since release, a lot of these issues were identified in beta already, and all that has changed so far is that Capcom gave us ghetto lobbies and tried to sell us a bunch of shit nobody needs.
I think it’s time to give up on Capcom. They just gonna try to milk us with DLC for the next year and then abandon ship.

The game will last for the rest of the PS4 life cycle. It’s not going anywhere. It’s not going to be a Super Hollywood League of Legends game, but it’s still going to be the biggest competitive fighter with one of the larger online bases.

Just a matter of fixing the QoL issues and like Killer Instinct, a lot of its QoL stuff didn’t get fixed until the second season started. If it’s similar to that game than content pushing is the emphasis over fixing things until they make the big overhaul for the next season.