Genuinely, I hope this game will add more deepness. [ Am I saying the words right? -_-]

The fact that sf4 was abandoned with the quickness when sfv happened should be enough to tell you.

Usa loves anything with sf name on it regardless of its quality.

The only reason why sfxt died is because there was another “better” sf around at the same time.

A game that had all the classic SF2 characters since launch (instead of the bunch of unknown weirdos of SF3), with the classic moveset left untouched, all in proper 3D for the first time while still being a 2D game… I hardly think people started playing it just for the FA mechanics and the other broken stuff it had.

I’ve asked casual people who dont really play fighters hardcore said sf5 looks boring i personally enjoy sf5 but afew guys at my job like sf4 more because the supers look cooler or something I forget, still makes me wonder why alot of casuals didnt buy it outside of the no arcade mode

SF4 had the appeal of being the big return of Street Fighter and 2D fighters in general, plus it got stellar reviews. SF5 was just another SF game to casuals and had mediocre reviews so they didn’t even give it a shot. That’s all really.

What Capcom needs to do for SF6 (if they wanna grab non FG fans) is design a great, addictive single player mode of some kind to go with the multiplayer. Something actually innovative and fun gameplay wise. Something that would grab a ton of attention like Netherrealm’s MK9 story mode did.

(And yes Im fully aware MK9’s story mode is super overrated and nothing special gameplay wise, but it got them great reviews and casuals ate it up).

They already did NRS-style story mode with A Shadow Falls. What the game lacks is something like STAR Labs or Crypt… a SP mode with a twist.
If Survival alone was more like BB’s Abyss or GG’s M.O.M. it would be much funnier to play.

Honestly I think some type of loot system would’ve been nice I mean even if they lose in rank they get something, could be costumes or classic ost.

The games sales figures and users reviews show the opposite.

In the same post you say that it’s hard for top players to excel at this game and then complain about Infil winning every tournament. Which is it?

I see. I ask because I don’t remember the launch of SF4 having a ton of marketing, so I wondered what got people into playing the game in the first place.

Just the thirst of no new SF title for 10 years.

I hate MK more than anything and even I’ll admit this. MKX offers more value for your money than SF5, and that says a lot. They should be deeply ashamed about this fact. MKX has tons of stuff for people to just play around with, 3 variations of moves per character, lots of characters, lots of single player content and a better story mode. When MK is outshining you that means it’s time to hang it up.

Game has depth.

Most people just aren’t good at their metagame yet or able to high level mindgame play.

SFV doesn’t lack depth. The game hasn’t been “solved” yet. Not even close.

It lacks flair. It lacks those holy-shit-I-didn’t-know-that-was-possible moments. It lacks mass appeal.

To a non-SFV player it just looks like nerds mashing on arcade sticks to make cartoon characters beat the shit out of each other.

Pretty accurate depiction of SFV if you ask me :wink:

Capcom has taken great pains to gimp any playstyle that doesn’t involve frame trapping your opponent from point blank. So “beating the shit out of each other” is pretty much what we are left with.

Metagame changes will do nothing to fix this problem. It’s too deeply rooted in SFV’s system mechanics and character design. Only Capcom can fix it.

I really like how we get all these baseless claims about how the game is nothing but frame traps and 50/50’s and there isn’t any skill involved, yet they somehow have to reconcile with the fact that the game is absolutely dominated by a top players bracket that’s at least as rigid and hard to penetrate as SF4, and the most dominant player (Infiltration) is a dude who mostly relies on zoning and run away. Uh, okay.

We get it, SF4 was your first SF game, and you’re having a hard time adapting. Get over it.

  1. Just because a game is simple doesn’t mean it’s easy. Simple games can still have an extremely high skill cap. In fact, if Divekick somehow became the FGC’s premier competitive title with prize pools as big as SFV, we would more likely than not see Infil winning Divekick tournaments too. But that doesn’t change the fact that it would be boring as fuck.

Seems like ever since Snake Eyez used 8f as an excuse it’s impossible to raise any valid criticisms of SFV without being told to “git gud”. Well, plenty of us have complaints about SFV that are unrelated to our own competitive success. I freely admit that I am trash at this game, but I still want it to be more complicated because right now it feels like a chore to play.

  1. Nash is a fluke. He’s currently the only character in the game capable of controlling space to that degree. Knowing Capcom they will most likely nerf his zoning capabilities anyways.

AA Jabs have to go and ill be happy.

I think adding air normals to the priority system would go a long way to fixing this. In no situation should a jumping heavy trade with a jab.

I’m ok with them if they are clearly designed to AA, or at least look like they can (chun s.lk/Gief st.lp). But when Ryu’s stubby ass elbow is beating my cross-up cleanly after he whiffs a throw AND a good 70% of my body is on the other side of him, I’m calling bullshit.

Thats exactly what im talking about. I dont mind Chun Li AA me with her S.Short at all.

I so feel you on this.