Ideas for Street Fighter 5

If the cast is that huge…man is balancing is it going to be difficult

Only so long that they can get away with the same models. An SF5 would be released sometime during the next console generation. It wouldn’t make sense to release a high profile fighter on PS4/Xbox720 with graphics that still look like 2008.

Which brings us to an interesting point: if they have to do re-do the characters and most likely alter the designs why not just go back to the 2D look? Arc has had much success. The only reason that I think Capcom wouldn’t go back to 2D would be their desire to get the casuals to buy their games and don’t like the anime look. That, and they can milk the DLC costume packs.

The point is, even if they re-do the models, the animation data is already there. This is unlike 2D sprites where you have to recreate everything from scratch. For SF5 Ryu, all they’re really need to do would be to make a new mode and then apply the old animation skeleton to it and you already have a working character. 3D fighting game franchises have already been doing this for ages.

Make it have the biggest roster ever. Chances are it’s going to be on next gen, right?! Go all out.

Nonsense!! Balance?! There has never been balance!

If anything we shall REMOVE all balance!

I’m gonna paraphrase one of MAJ’s old articles and say that balance doesn’t really matter as long as we have a good pool of mid to top tier characters that provide interesting matchups. Better that than Suck Fighter V where everyone has a chance because everyone’s mediocre.

I misread your post. My bad.

Oro’s ending in Third Strike always made me wonder how Ryu would evolve if he actually did train with Oro for 15 years.

Ryu should be a final boss in SFV & completely rape. lol

Well it seems like *somebody *at Capcom has a new alpha game on their minds. I’m honestly shocked at that.

I’d love to see it in 2d, but a lot of people think…2d lame! 3d, polygons! 2d is for my grandparents. For SF5 to be a big commercial success it would have to have 3d graphics even if it retained (which it definitely should) its 2d gameplay.

I believe going 3D is the best direction unless they rotoscope their 2D models.

I want parries. I like parries.

People will bitch though.

Some kind of SF:Zero-style gameplay would be nice too. I spent 6 hours yesterday playing through 8 different versions of Street Fighter Zero/Zero 2/Zero 3.

Forgive me for my ignorance, I’m just a naive geisha.

But isn’t SF IV like an Alpha instalment, game mechanics aside - being chronologically set between II and III and the Alpha Series was set between I and II?

Well I guess this was the SF series split into two directions, alpha being the casual series that Ono was taking about.

I just wanna quote this because people think that because more people are in that pool, the game becomes interesting, not because the characters are interesting to play. So mad.

SF2: Ryu, Ken, Chun-Li, Akuma, Cammy, Guile
SF3: Urien, Makoto, Ibuki, Alex,
SFA: Rolento, Cody, Guy, Poison, Sakura, Karin
SF4: Oni, Abel, Juri, Gouken, C.Viper
SF5: 5 new SF5 characters

Engine:
A 4f reversal window instead of 5f
Keep the same style as SF4 but instead upgrade the graphics. (Have the game run atleast 1.5 times faster than sf4.)
Give a power boost type thing kind of like an x factor where it boosts each characters power or speed but for 12 seconds of the match.
keep supers 3 bars.

I would love to go back to a sprite design…

And even if no one cares… A bit more plot

I’ve put a lot of thought into this as of late; call it bordem or just dreaming of ‘what ifs’

I think personally think it would be fun to submit some sort of game design document created by all of us as suggestions and ideas for SF5 or at least the ‘new’ Alpha verison Ono has interest in.
So as I’ve thought of this - here are some ideas that I think would not only add a fresh direction for the series but also pull in other players.

Visuals/ Models and Stage -
I think many of us would love to see sprite designs, but say they want to use 3d Models again; they definately need fresh looks and nothing rehashed.
SF has always had an exaggerative style and we clearly all love that, however I think it is important for the stylized design to be a bit more realistic.
Consider Stanley Lau’s artwork on 3rd strikeOE. 3d models based on this artwork would look stunning, no doubt.

As for Stage Design I think it’d interesting to go the Killer Instinct route.
Meaning the gameplay will still remain Side Scrolling but certain actions would cause the camera to rotate around the environment.
This may also lend itself to some interesting stage elements or ‘danger zones’ like DOA5. Think of the Barrels and Crates from Street Fighter 2 but elaborate.
Even 3rd Strike and SF4 had stage elements as well, but they need to be incorporated in more interesting ways.

Next up the parts that I’ve really been thinking about the most:
New Arcade/Story Mode:
Street Fighter has a lot of characters with a lot of different backgrounds that weave together in some manner.
DOA5 had a fantastic story mode, which forced the player to experience each character in order to beat it; while exposing the player to the games mechanics and providing challenges along the way. This will help new commers play all the characters for a bit, experience the games mechanics, challenge their abilties to use the mechanics within the battle and also free up opportunies for unlockables such as outfits, taunts, colors etc., and allow capcom to make a decent story.

Trials/Training Mode:
As Capcom reveals the game to the public thousands of players flock to conventions and play stands to check the game out and inevitably find ‘Day1’ BnBs
Capcom could take these finind and make those the trials as well as providing other useful combos that may be unrealized. In most cases combos in trials are unfeasible and/or not worth the effort to pull off in a match - this needs to be fixed!
We all want a hit box display as well. A lot of developers are skeptical of doing this, but I think it’d help new commers understand just what is the character attacking with and why/how counter hits happen. It gives them a chance to see depth while giving experienced players more lab data.

**Online Mode: ** My Personal favorite, because I think this could be really cool and people would really enjoy it!!
First off - split Battle Points and Player Points into different ‘modes’; now before you freak out consider these ideas:
"Public Matches"
This is where a player can accumlate only Battle Points/Experience for each character in the game and takes a major cue from the Call of Duty franchise (which is why I think many players especially new commers will embrace it)
In this mode you will always gain Battle Points/Experience via Public Matches, Endless lobbies etc.,. The amount of points accumluated is based upon performance and even if you lose a player will still gain BP/Exp albiet not as much as they could have achieved if they won of course.
Public Matches will also feature a new ranking system via ‘Belt rankings’ similar to COD’s military rankings and Yes you can even prestige (but it should be called something different, even Assassins Creed calls it prestiging and it just sounds weird outside COD)
So here is the deal: You play as Ken, you start out a white belt. You rank up to 1st degree black, then you ‘prestige’ and rank up to 2nd degree black and so on.
What do you get for ‘prestige’ - Gems or Perks or ISMs call it whatever you like.
This is where customization comes into play. Customization is EARNED for dedication and hard work with your character.
So you when you ‘prestige’ you get an unlock token, unlock tokens allow you to do multiple things and here are just a few I adopted from SFxTk and some categories have multiple stages you can select; sample:
Power Boost (numbers in %): *+10Dmg, +10Dmg - 5 Def, +10 Dmg - 10 Def *
So say you use three tokens to unlock the Power boost levels 1 - 3; Now your Ken will dish out an extra 30% damage but will recieve an extra 15% damage when hit all in an effort to balance the levels. (I have many more ideas for unlockable perks if interested)
Eventually you’ll hit the rank of Master at say level 10 and you’ll have 10 tokens but there will be say 25 things to unlock (including the redo token), making decisions very important! So you can’t unlock everything with one character.
These perks will be used in Create-a-Class system where only 3 can be equipped at a time.

This mode strongly rewards players for playing and devoting themselves to a character giving importance and understand of having a 'Main’
Titles, Colors, Costumes, Emblems all of these things can be unlocked in this mode as well.

Lastly we have "League Play"
League play is where you only accumlate and lose Player Points. This mode is similar to the ranked mode we all know now.
Battle Points are no longer effective but will be displayed to show the players’ experience using that character.
Perks obtained/create a class setups in Public matches will carry over into league play but can also be turned off if in search options.
This will encourage ‘rank only’ players to try out the other modes and experience something fresh.
League Play will feature a revamped ranking system that will start every player at ‘C’ rank or neutral state.
When you win you rank up to say S rank or World Warrior being the max
or you’ll actually rank down if you can’t maintain the your level.
This will promote public matches even more where you can play, learn without consequence and then you can step up into high level competive League Play.

That was a hell of a lot to type but I think these elements could be really exciting and a definate change of pace to other fighters.
Street Fighter helped kick start the fighting game evolution and practically brought it back from the grave.
So they need to stay ahead of the competition – What do you guys think!?
Am I banned from SRK forever?

SF5 needs to be a sequel to SF3. SF4 seems too much like a ‘dream match’ game. Hugely reduced cast, fresh look, new characters, easy on the shotos

^

I’ve been thinking about a 3d sf fighting game with inspirations from Ryu Final (the manga adaptation of Sf3) and other 3d fighters.
I’d like to take it in a direction that isn’t done in 3d fighters currently. Make it simple, easy to pick up, hard to completely master. Less emphasis on air juggles/ huge movelist and more on the strategy.

I’ve been thinking of something like this since the sf4 trailer and before, in 3s, which is kind of like a 3d fighter in 2 dimensions.
Remember how epic this was?
[media=youtube]eoTwUXuqdZ0[/media]

Yeah that’s the real sf4 right there. The game that would’ve happened had they had enough time to not resort to what it is now.
I was hype for that. I want that trailer to be a game or have a game that at least carries out the soul of sf into new territory.

Controls: 3 Buttons- PKG. Maybe 4 like Tekken. Players shouldn’t be bogged down by strings though.

Movement: Kind of like DOA or Soul Calibur with a basis in reality, with fighters moving around, sizing each other up and then striking. Tekken’s movement can be very hard to pick up. I think proper stepping could be considered “an evade” when done with the right timing, similar to vf. Movement should be applicable to the situation, instead of just walking a lot of the time (DOA) or mostly dashing (VF, Tekken). It shoudl just kind of come to people, yet still have secrets. “Deceptively simple”. 2d sf has a lot you can do with just positioning without a lot of gimmicks.

Parrying- Like VF. Whiff animation.

Roster: No 40 character roster. People should be able to pick this up and learn matchups like back in the day.

Specials: Special moves should be “special” again. Normals should be emphasized.

Visually, I think it should be impactful, but also… well… violent. Getting scuffed up is what happens when you fight. Maybe not so much as a really long boxing match or mk, but fighters should show a little bit of wear.

I want it to look dynamic. Something that pops away from the rest. I don’t really want it to look like the fighters are locked on this 2d plane. It’s a 3d fighter, I think the camera should move a bit. Even just having dynamic or more realistic stages

Stages- Stages should be interesting and dynamic, taking cues from real life and other fighters like DOA and Tekken 4. Not necessarily with explosions, but I like where DOA5 was going with stages. I think after the rooftop stage and the beta it dropped the ball though and started going back to it’s old ways a bit too much. It looked more serious, with the dirt and the darkness, the fighters getting more dirty when they fight (and dressing more conservatively) and less like boob-anime time.

Unlike Tekken 4, I don’t want wall-finites. The thing I like about T4 stages is that they aren’t just themed arenas- they could be real places. They don’t extend infinitely either and the obstacles are there as part of the set. It 's up to the player to make use of them.
Of course, there can be some linear stages as well.

Oh, and that one grass stage.
You know the one.

Music:
The music should say “!#!#@ YEAH STREET FIGHTER”.
[media=youtube]19dZab1inas[/media]
None of that watered down sf music.
[media=youtube]7Tla5BRf7f0[/media]

Ryu:
This design can take inspiration from Ryu Final.

At the end of this manga, Ryu has defeated Gouki and found peace with himself and has become a “true warrior”, passing the torch, in a way, to Alex. He makes his own contribution to his master’s fighting style, “the fist of the wind”. This was used as his focus attack in sf4, but I would like to think of it more as a desperation move or a super. Something that can auto guard or negate a hit and deliver a devastating blow. The key word is desperation or “finisher”. Not a crutch.

Stylistically, I think what should come through is his apparent mastery of his art and his experience. Ryu should be adept at countering the opponent and striking back hard. He’s also seen a lot in his day and I think it’s time some of the moves of his opponents were incorporated in his style a bit. He could even have a “learn” or “mimic” type move where he can temporarily have a normal/throw move of his opponents… possibly. He’s been hit by and has seen the moves of the world warriors so many times at this point that it should be natural to have incorporated some of them.

Physically, he should be disciplined in his offense, and straight on. He should be explosive, but know when to unleash it and have an adept master of parrying/countering, with a bit more of a basis in kyokushin/mas ooyama and perhaps moves like Akira’s in VF (or Yun’s, particularly the shoulder tackle, minus the juggl). He should have this inherent, intense power that can be turned on at the flick of the a, but must be tempered and used according to the situation.

Still, his style should harken back to his old ways. Ryu is typically a character that is a do-it-all, but he’s adept at baiting opponents.

[media=youtube]FteS-NxwXsA[/media]

I think he should still posses his special moves, but he shouldn’t be them. He should still possess a really fast hadouken, but it should be done so that it isn’t something that is used all the time. It’s a >special< move. Possibly something that he whips out in a flash to blow someone away-. like a double palm strike that releases a blue flash with considerable knockback.

Alex:
Alex has taken up the “Ryu” torch. He’s traveling the world trying, to become a true fighter. True to his old style, he should have a lot of moves and be a mixed martial artist/wrestler. Contrary to his third strike incarnation, I think he should be a bit better rounded. He should still be himself but not super low tier, and I think that having him in a 3df would help with that some. He should be a fighter that can be played very creatively, with players able to invent solutions to certain situations. The flash chop should still be present, but it should be better at countering other moves.

Ken: Ken should remain true to his 3s design, but incorporating new moves and techniques. Ken at this point should be a better, more rounded character (like in 3s), recognizing the need for defense while still maintaining his firey and explosive offense. The new moves, I think, should follow the current trend and be a mix of kyokushinkai/ shotokan and Muay Thai. Ken should be more of a master and something to fear but still bis offensive/ physical attacker self, just evolved.

Ken v. Ryu should be a sight to behold!
[media=youtube]TwwpAEp6Q1Y[/media]
It should make people want to play the game.

Couldn’t agree more with the reduced cast.
Everyone wants to see how many characters they can shove into a select screen, the problem with that is balancing a huge cast.
You have multiple characters of the same type - shotos ( 9 out of 39 characters…really capcom?)
Weak characters with hardly any tools to deal with the strongest characters.
A reduced cast of 20 - 25 characters would be ideal

I saw Genistar’s character list above; would it possible to create a poll with all SF characters and pick the top 20 leaving room for a maybe a few new commers.
Here is a list I thought about while playing some Alpha 3 last night and remembering the old school days:
(alphabetical order and limited to 20 leaving room for a few other fan favorites and new characters)

Alex - replacing Abel and bringing back a 3rd striker
Balrog
Birdie
Bison (Dictator)
Cammy
Charlie - replacing Guile, but maybe Guile can have a cameo in Charlie’s intro
Chun Li - motion based like SFxTk and for christ sake give her a detective/swat style outfit!
C. Viper - Now working with Chun Li and Cammy also helping replace Guile
Eagle/Maki - A stick weilder either way you go, replacing Rolento
Joe - from the original street fighter, replaces Adon and adds a fresh kickboxer to the mix.
Juri - a familiar new face with a solid fan following and destoryer of SIN (maybe she could be the boss)
Hugo - With poison cameo
Ken Masters
Oro
Remy
Ryu - Give Dhalsim a cameo here for helping train Ryu in controlling his rage like in the Udon comics
Sagat - Give Dhalsim a cameo here for helping train Sagat like in the Udon comics
Sean - replacing Dan
Urien
Zangeif or Haggar

I tried to focus on an interesting mix of styles and design

I would also like to see the return of Alpha style counters.
Each character should have a risk/reward counter/parry for lows and highs
This would also allow characters that don’t have a got to reversal an alternate defensive option