Ideas for Street Fighter 5

What’s wrong with links?

Keep the x-ups

There is throw invincibility on wake-up so…wth to that

SFxT was a faster game so…wth on this too

movement interuruptable…wth on this too

yes sfxt had more consistent hit/hurtboxes

yeah some more content would be nice

Links are dumb especially for a multi platform fighter they require different hardware to perform the same way everytime just from a design perspective they are a bad choice

we saw this with the ps3 360 disparity if its not perfectly optimized it changes the game in ways that makes it uncomfortable for players if they play different versions

As far as gameplay goes its a literal barrier that is there for no reason if you design the game and you make the decision to allow the player to connect a fierce punch after a light punch why would you then say

“if they can wait for the light punch animation to finish and input the fierce punch within the 1/30th of a second window thats available before the opponent can block…”

Just fucking let the player do it

Sure we all learned it its not that difficult after youve wasted time you could have spent getting better at the game practicing it but links are dumb and will always be dumb as a primary way to do combos

crossups are dumb

there is no throw invinciblity on wakeup as soon as you have finished your getup animation you are throwable that very frame kof for example has a 10f? window where you cannot be thrown

SFXT is slower the fastest normals are 4 frames which is rare most are 5 and up compared to sf4’s 3 frame average as well as sfxt having 7 frame throws to sf4s 3 frame throws

movement is not interruptable dashing and backdashing have set distances and durations the only thing that will interrupt either is getting hit

Someone hasn’t been keeping up to date with sfxt. Links are fine and and cross-ups are fine. There is 2frames of TIF (throw invulnerability frames) on wake-up, hitstun and blockstun, there are 3f of TIF in SFxT on wake-up, hitstun and blockstun.

SFxT has 3f normals, it even has 0-2f supers…so…where’s your comment on that? and throws in sfxt are 5f not 7…get with the times. Movement can be interrupted but only by certain characters in SF4. In sfxt Juri is the only character with a LC fwd dash. Law and Bison are the only ones with a LC backdash. So might wanna get your facts straight…just sayin’

You could just play Vampire Savior on Darkstalkers Ressurection. :stuck_out_tongue:

did you forget Kappa or something?

[quote=“The_Furious_One, post:861, topic:145562”]

[/quote]

Do you know of any existing videogame (not just a fighting game) that did have that kind of satisfying tutorial?

I agree with cross-ups but I think SF4 put too much emphasis on links.
I don’t know how to describe it properly but I think that SF4 has too steep learning curve (or skill requirements curve). Basic mechanics are pretty easy to understand and execute but then you need to practice links and learn shit load of specific matchups (and do it again if you want to change the character). There is no satisfying middle ground of gameplay (for me).

I also hope SFV is something of a direct sequel to III. And, honestly…

I genuinely hope SF5 is the last of the main continuity. I love Street Fighter, don’t get me wrong, but I feel like continuing the series beyond that point would be excsssive and I want Capcom to put a serious effort into either reviving their older IPs or creating new ones. In regards to fighting games, of course. What do you guy’s think?

(Note that I said “main continuity”. Not a total abandonment of the franchise as a whole)

What’s wrong with steep learning curves?

No more hard links.

Fuck that shit.

Make combos quick and simple.

Focus on reads and knowing which moves beat which.

Does it really matter? Most of you will buy and support it regardless.

Of course if Juri’s involved then insta-buy status already if not…capcom screwed up big time then.

They are bad for newcomers. And when Capcom tries to address that, they come up with things that at least part of the community is hating with passion.
Maybe its better to make a game with less steep learning curve and teach players how to play a game?

[quote=“tataki, post:886, topic:145562”]

Blazblue Skullgirls COD4 MGR etc etc.

So you want a Super SFxT? gtfo…

All I’d want out of Street Fighter V is to be a 100% 2D game.

But that’ll NEVER happen.

I only have two real wants for the next SF

  1. That it be VERY different from SF4 in as many ways as possible
  2. No ridiculous comeback mechanics like Ultras or X-factor

I mean I could say more but those are most important things and there is no point in listing all the ideas I have.

Yeah cause EVERYONEEEEEEEEEEEE was worried about a P2W fighting game. (like that’s even possible) What are they paying for? Autoblock gems, unlimited supers, ect? This was one of the dumbest PR stunts ever, just to make everyone think " Yay Capcom cares about us! Capcom to the rescue! See they don’t care about money! We lub you Capcom Muahhhhh:3" No, get the fuck out of here.

My idea’s for SF5:
More comeback mechanics
Bigger and bulkier 3D models
No 1 frame links, 3 frames or more
More lenient input timing for special moves

if they reverted , they could do all tons of cool shit like remove the “shaking” of hotboxes and hurtboxes when people get hit, I mean a vibrating character in slo mo looks sooooo lame…instead they could now “show” us where the physical impact and inertia and real life physics could be illustrated sooo much cooler, and more dramatically with a retro cell shaded some bs idk but take a 2d approach is cool maybe 2.5 still im down with it

All these people saying 2D. Y’all mean sprites, right?

I’d love to see an HD all sprite version…

Especially one that doesn’t look as ass as ST2R…