Ideas for Street Fighter 5

This. An not just because it’d make the game better (though that is the primary reason). After the complete abortion of a game that was SFxT and the comparatively low quality of other recent games, Capcom has a lot of work to do to convince people that their games are still worth playing. And if they develop a bad reputation, then we will see less sales and that might mean no more SF at all.

Also, the comment on tournament play is spot on. Focusing on the what the ‘average’ player apparently wants is not a good idea for games that are as explicitly competitive as in the fighting genre. Keeping the tourney players happy will keep the majority happy as well, but the opposite does not hold true. That’s not to say that the games shouldn’t be accessible, but that the game would be overall better if they payed more attention to the serious player rather than the one that will fire off a few hadouken before moving on to some FPS.

Put every mechanic from every capcom game in SF5. The complete clusterfuck of gameplay will attract casuals.

Not least because that would make button mashing a better than normal strategy.

I get that this was meant as a rhetorical question, but when you take into account all of the characters that are at least competitive in the hands of a good player, that increases the number somewhat. The rest are probably there to increase the perceived depth of the game and metagame (More characters! It must be a better game!) and to increase the chances of unexpected features being found in a character’s moveset that increases the longevity of the game somewhat.

Needs more Hakan

First Capcom shouldnt even think about making SF5 till the next generation of consoles are in full swing so we can get better overall graphics and physics. Capcom should really explore the physics of attacks more. They kinda did with SF3 and SF4 but they never fully went into it. Capcom always comes up with a new feature with their fighters. SF3 had Parries, SF4 had focus attacks so I expect a completely new fighting feature for SF5. I really hope that they actually advance the story. Let some time pass, lets see Ryu and Ken older with more developered skill set. Lets see Ken’s son Mel enter the tournament. Sakura not a teenager anymore and ect… That would be really interesting and just the natural progression of the series. SF has been stuck in the SF2 era for a while now and its getting old.

I have some few ideas for Street Fighter 5:

I think classics should be in it such as Ryu, Ken and Chun Li, maybe this is a given but this crucial to retain a fan base. Also any new Street Fighter has to have Akuma in it. Maybe the vast majority of the cast being new or directly related to other characters, Mel, Gouken’s daughter, Cain (the boy Balrog found) or Chun Li’s adopted child. New characters should be from nationalities new to SF such as Australia, Canada etc.

The roster should also be less in numbers, subsequent editions of 5 will have additional characters.

Storyline should be after III.

I realize I’m probably going to get flamed for this, but I know everyone is against shortcuts that make the game easier for beginners. Would you have a problem with an option to switch to four button layout instead? I think it might make the game more approachable from a beginner’s standpoint, but the execution and timing is still there. Good compromise or dumb idea?

I’ve never seen so much crap being spewed like this.

Fuck balance? The hell are you smoking? ST was a game that was created around balance, a revision of the previous SF2. It’s widely recognized as one of the best fighters out there. Guilty Gear XX AC is considered amongst the best and most balanced fighters and it’s because it’s a revision that looked into balancing the cast. What did they do? Broke everybody to the point that the whold cast was broken enough to kick each and everyone’s ass almost equally. 3rd Strike, although often considered the reason behind (casual) 2D Fighters’ death, is also an excellent game (by far my favorite.)

What do these 3 games have in common? They reward the more skilled players.

ST: Extreme footsies, unsafe jump-ins and strict inputs. Hard to combo (but very well worth the trouble, the reward is immense.)

GGXXAC: Very fast paced. Bizarre movements (Double jump, airdash, dash guard cancels, etc.) Strict inputs for combos. Tension building through rushing. Crazy mixup games. Great defensive mechanics that promote reading your opponent’s rushdown for hard punishes.

3rd Strike: Parry (the single best feature any fighting game has had IMO), causing bizarre footsies, providing more options in terms of both offense and defense. It also promotes diversity in playstyles (unpredictable move choices) and punishes redundant/predictable blockstrings (unlike MvC3’s safe setups with broken characters and SSFIV cr.LP > cr.LP > cr.LK/MP blockstrings.)

I could talk about CvS2 too but there’s simply so many grooves that give out so many possibilities that I feel that I do not need to mention it.

Balancing isn’t the problem. The problem is Capcom toning down everything instead of powering up what’s weaker. GG has a cast consisting of broken characters, and this is what makes it interesting. It’s a common misconception that balance = boring. But in all honesty, although horribly balanced, trust me, most if not all O.G. titles were made with balance in mind. It’s just that, well, nobody cared for comeback mechanics and easy-mode inputs.

What made old games so amazing was the fact that the more skilled player was always rewarded for knowing the mechanics.

Now, it’s all about helping scrubs. I consider myself a casual player and enjoy the hardcore titles the most. Casuals arem’t scrubs, scrubs are scrubs.

If you spread command normals around more generosly, I could see a 4 button layout happening. I suspect it would hurt some characters more then others, charge characters in particular. In the end of the day that does not help anyone though, the difficulty is in using normals, spacing, and whiff punishing stuff ( footsies…). This concept is something that can rarely be learned completely and even a basic understanding of it takes a while.

Eh, I don’t think a 4 button layout is going to make a difference. I used to play KOF with their 4 button layouts, when I moved on to SFIV I thought the 6 buttons were difficult to master. Now that I am used to it, I just can’t get back to KOF, I feel like a newbie all over again.

My wants are pretty simple:

  1. More realistic art style. Love in the ink and brush effects in SF4, but hate the roided up look most male characters have.

  2. More substantial single player offering. This means better story lines and better production values for arcade mode. Perhaps a gauntlet mode like BB:CSE has.

  3. More extensive training mode options, including online training.

  4. Gems, quick combos, and neon colors need to stay far, far away.

  5. 2014 release date at the earliest.

-GGPO
-faster (shorter stages, shorter jump arcs, faster walk speed)
-no SF4 graphics engine
-No Rufus, Viper, Fuerte, Abel, SETH, Yun or any other trash that has too many ways around fundamental based play
-No crouch tech

This.

bring in Neo G, that’s all. I trust that guy.

Roster:
4x Classics (Ryu, Blanka, Dhalsim, Zangief)
2x Turbo (Cammy, Feilong)
5x Bosses (Bison, Vega, Sagat, Balrog, Akuma)
5x 3rd Strike (Alex, Oro, Dudley, Yun, Elena)
4x Alpha (Birdie, Charlie, Rose, Karin)
2x SF4 (Juri, Rufus) —Crying Hands

This is basically another Super Street Fighter IV. This maybe the roster formula they use if they release V in the next few years.

Storyline wise, it seems like the IV storyline regarding SIN isn’t over. Maybe we will not see the story progress after III until after V.

I still maintain the position a FEMALE BOSS for SF V.

Final boss of SF5 has all the moves of C. Viper, Seth, Rufus, Blanka and El Fuerte.

For maximum salt.

You mean it’s just a matter of time before they make SF5, I can’t see people really playing SF 4 AE as much now, not while Skull Girls, KOF XIIII, SF X TEKKEN ( which everybody hates), and UMVC 3 is out. And if Capcom do decide to make that move all they will do is throw in the rest of the Alpha characters along with the rest of the Final Fight characters, Like Hugo’s running buddy I can’t remember his name but his face use to turn red and he starts yelling and clothesline the hell out you. And once they run out of Final Fight Characters they’ll make a deal with Streets of Rage producers, get them in SF 5 AE then you’ll look on youtube and people will start complaining about Skate’s and Mr. X infinites, then you’ll see SF X Tekken X Teenage Mutant Ninja Turtles, the Intro will be Bebop and Rocksteady will come out the Technodrom and start telling Kazuya and Ryu to say they’re prayers and everybody at Evo will then start jizzing and start calling Ono Jesus Christ. You know I’m joking Ono…Really I am :wink:

  1. Fatalities
  2. Killer Instinct style ultras
  3. All females with big boobs
  4. Infinite stages
    :tup:

A. More fleshed out modes: online practice, better tutorials, more useful challenge mode, etc.
B. More ‘realistic’ character design, less steroids, more leaner

  1. online training mode
  2. Replays of matches to have Fast forward and rewind.
  3. Faster game pace than SF4
  4. get rid of super crazy combeback mechanics but at the same time let the timer feel natural to the game, not have it be such a huge influence as it is in SF x TK but more like Super Turbo
  5. try to balance the characters as best as possible and consider feedback from top players when balancing and perhaps rebalancing the game if needed
  6. single player to have mission mode that can actually help the player in multiplayer battle (for example, a trial where you have to block mixups correctly that get more difficult the higher the level, a trial of hit confirming, a trial of anti-airing, trial of reversals)
  7. frame data given with the game
  8. hit and hurt boxes available in training mode
  9. a diverse list of characters some that were in previous street fighters and others that are new
  10. instead of trial combos being fancy ex’s all the time, I’d like the combos to have BnBs.
  11. Heavy footsie based street fighter game, but please no parries but perhaps a new mechanic that is not a gimmick
  12. no characters that have gameplay styles similar to el fuerte or seth
  13. minimal option selects, if possible