Ideas for Street Fighter 5

The only thing I want in street fighter 5 is to have characters from different capcom games (powerstone, final fight, etc) be in the game. That and for the love of god, DON’T add parries. Parries: destroy footsies, destroy zoning and keep away characters, make characters jump more than they do in sfxtk. There is a reason why 2d games died after 3rd strike. (hint it wasn’t a good game) unlike sfxtk (which was a good game with some faults). That’s right I said it…

They tried that with 3rd strike and it failed to reach a casual audience, hence why there was no street fighter until 2009 js…

The problem with the flood of fighting games in the 90s were that most were essentially street fighter characters reskinned in different engines. (minus the 3d fighters). I don’t mean to knock kof but the reason why dan of street fighter exists is to mock Ryo because he stole a lot of Ryu’s moves from street fighter…

I always wanted to see a purely normals/command normals/target combo character with no specials in a Street Fighter game.

For SF5 I want a return to basics. Your moves, special moves and a super, just ONE super, special cancels and that’s it.

  • Remove Auto-Block (No more mashing during blockstrings)
  • Remove FA but, add another cancelling mechanic (Ex. Rapid Cancel in Blazblue)
  • Stricter inputs (df, df+P =/= f, d, df+P)
  • No Ultra combos or, at least change how Ultra meter is gained. You shouldn’t be rewarded for getting bodied.
  • Bring the Parry System back
  • Match-Up specific dialogue(like Arcade Mode’s Rival Battle) in versus matches

Hasn’t auto block been present in every SF not the SF3 series?

Sounds like you want to play SF1. I like target combos like dudley n ibuki but why would you want to take away specials? Why wouldnt you want both? Then i can use everything the character has n you can just use your target combos if thats what you want. why put such limits on the game n yourself. i want as much going on as i can handle as long as it enriches and isnt just gimmicks… If people stop being so elitist no no no and think realistically maybe capcom wouldnt look at us all whining, breathing currency.(they probably would anyway but still) This post reeks of negativity. Why ONLY 1 super? Why not have options! Did it hurt 3rd strike or SSF4 to be able to choose? Bum out. No offense, just… damn man.

Fatalities.

Make Vega (the pretty boy with a mask) a top-tier character.

Gameplay wise, I want less gimmicks. A just guard system is alright, be it a parry system or JDs like Fatal Fury, but focus attacks and ultras can go. 2D sprites would be a shit ton better than 3D models. And, what everyone is gonna disagree with me on, new characters. All new characters, as in, what they tried to do with Street Fighter III before people started whining about not being able to pick Ryu. I don’t care if they have to contract Arika to make some new character concepts for them again, I’m just done with the World Warriors.

“Member since: yesterday”

SF1 does not have target combos and command normals. That said, some way of delivering chip damage would probably be required in some match-ups.

Only one super means more options. I means your enemy can not react to absolutely everything you do for major damage as soon as it gets bar. That is also the reason why insane invulnerability + horizontal range + guaranteed damage, such as ST Rog’s super and vanilla SF4 Chun Abel’s ultras, are a bad idea.

Oh God, I can picture a rated M SF right now. Want.

I love ST as much as the next guy but damn, can I get a NEW sf game? I don’t mind mixing in some harder stuff though but, that will DEFINITELY turn off some of the players nowadays. 1 frame reversal windows? LOL never again, community is pretty soft for that type of play now.

Since the thread is still going, why not:

  • 2D Sprites
  • Small Buffer windows for specials (sf4 was too large imo, also made it easier to get auto correct attacks which I would like to not have so easily available)
  • Small reversal windows (2 frame)
  • Chain canceling available through renda - cancels, if there is chain canceling at all.
  • Make sure that crouch delay does not make a return to allow for an aggressive footsie without taking unnecessary damage
  • Normalized hit and block stun
  • Make sure there are no pseudo unblockable attacks ala sf4
  • Speed! Can we get a little speed in our life? Doesn’t have to be ST speed but I wouldn’t mind it.
  • Damage! Allowing for fewer mistakes (2 or 2 1/2 at the most per round).
  • Importance of projectiles increased from sf4. Again doesn’t have to be ST level (10 / 10) but better than sf4 (5/10).
  • If EX attacks do come back, give people a reason to use them aside from the invincibility, weither it is damage or positional advantage or whatever. This is one of the few things that 3s got right imo.
  • Visible stun bar? Largely inconsequential for game play just nice to see.
  • Guard meter? This is going to depend on the ebb and flow of the game as well as the capabilities of the characters. I like the added tension though.

Other than that, I really don’t mind whatever type of new system that is implemented. And I do mean new lol. I don’t want to see parries, CC’s or anything of the like in a NEW SF game.

Characters:

Whatever but, if you are bringing back some of the old characters, please switch up their play style some. Guile does not need to only have 2 specials for this 5th iteration of the series if he is coming back. What is wrong with a hybrid character? Guile with a command grab sounds dope or cvs2 style ken with a crazy set of kick specials and normals.

Common sense stuff for competitive play:
- NO INPUT DELAY NETCODE! >:[
This stuff has no business in fighting games anymore, please stop using it.
- Good button change
Press to change button mapping, make it possible at the versus character select screen ala SXT (see sxt got some things right too lol)
- Hold start to pause in game
Self explanatory
- Hitbox Display in training mode
HDR has this, it is just a nice feature to see how and why things are hitting you, etc.
- Frame data in training mode
VF does this already, so please? lol
- A HEALTHY Tutorial mode to introduce new players on bare minimum “good” play requirements
Footsies, Jumping, Deciding when to use moves, etc

I always thought that Sirlin had an interesting idea for SF that was not based on damage really but, the removal of damage or bad decisions. Check out the link: http://www.lion-gv.com/v09/Portfolio/game-design/street_fighter_iv/sf4-concept-doc.pdf

MK Armageddon Street Fighter style. That is all.

just as long they don’t make ryu into a zombie and change the design of 90% of the characters.

  1. Use none of the advice in this thread, except this piece.
  2. That’s it.

Ive been on this board for years under different names n playing fighters since WW in arcades.

Also 2d sprites look so dated at this point i dont see why anyone wants to go back.

I dont want to see abunch of old system mechanics in sf5 maybe afew basic ones but like with sf4 I want something new and fresh something that would make it stand out

The vast majority of the people who got into SF4 has already left the boat. Also, it does look like many players from old SF games (CE, ST and 3S, namely) did not enjoy SF4. Thus, I do not view it and a real problem. Nor do I really think, say, a 2-frame reversal frame would be obscene. But timing should be required. As I’m in this topic, it might be interesting to remember that 1-button + no-start-up throws should help against badly timed pokes.

I believe a “new game” is a really weak argument for two major reasons:
[LIST]
[]the majority of the better SF players did not play as much as to also master ST;
[
]the majority of the players who did play ST since its release have not mastered it;
[*]the vast majority of the SF4 players have no idea of how to properly play SF2. Whatever version you consider.
[/LIST]
Finally, a game based on ST is much more likely to work than another completely new game, developed again by people who are not used to SF. It should not be that hard to balance it even more and add more characters. If one does that and adjusts old chars so they become different enough, that would already be quite a big roster, even for todays’ players. ST cast, CE/HF cast, some 6-10 more characters (but no more fucking shotos, damn Capcom) and it would have quite a lot of new match-ups to learn.

I agree with those suggestions. It would be nice to have the option of frame-advancing, too. I would also like an option to actually disable pause in 2P matches, unless something like both players holding start+select for 2 seconds happen. If button-config is done right, this should work fine.

Second last suggestion: a PC release. And a way to face players from at least one among other platforms. No noticeable delay when releasing versions, but maybe arcade before, then all others at the same time.

Last suggestion: no damn input delay in any version. This should be a matter of honor.

Just play ST.