Ideas for Street Fighter 5

This is the answer to the thread, I mean this posts gets big thumbs up for me. Specifically #6 and I couldn’t agree more, I think a trial that can focus on blocking mixups on higher level of play is just so key cause not everybody is good at understanding or timing a reverse or when your allowed to dash out of strings, some people including myself get in situation where I just know I’m blocking a cross-over kick after a knockdown then look at the replay and its just a standard Jumping HK, or a persons out Low Jabbing me and I just can’t do a thing but just sit there and block, that gets annoying especially when you believe you know the game. Also some players that are trying to get good don’t have a sparring partner or a community to go to, to get that help they’re looking for, so I just think this will be a good tool to put in. But for new players and average players like myself I just think that this statement just makes the most since. I can see a company actually implementing this in future fighters.

I know some people yawn and think negatively about SF V.

But look at this way, since IV there has been a released edition involving SF every two years. In fact Squaresoft has been doing the same with Final Fantasy for the past decade.

Ono himself has cited that there will be a six too hopefully.

What does the below sentence mean from eventhubs?

[LEFT]Ono offered some enlightening details about the future of the Street Fighter franchise in an interview with ScrewAttack, saying that Capcom doesn’t want to wait like they did previously with SF4 before releasing Street Fighter 5 and 6. He also said they want to continue updating their older titles and rebalancing so people can keep playing them.

Yoshinori talked about splitting up the franchise, with one series more dedicated to the hardcore players and another that would cater more to the casual crowd. Ideally, they’d find a way to merge both, but for right now, heading off in different directions makes more sense.[/LEFT]

xfactor

ultra

roll cancel

big tits

Don’t make SF5 for like 5 years.

Make SF Alpha 4, gear it towards the hardcore players. HD sprites, basically KOF13 style meter (custom combo and a seperate bar for ex and supers).

Multiple supers. Have a super that builds on a characters strength, and one that covers a weakness. Example: Gief has a grab super but also a super he can combo into for less damage.

Button config on char select with the skullgirls push to assign function.

Easy-expert input leniency in the options menu or also in char select.

In order to create a lengthy single player experience, make story mode either another world tour mode that doubles as training/tutorial with character specific strategy (range, combos, defense). That or make story mode a beat em up with a mini boss, and then the boss for each level is the normal 1v1 fight. Embellish a story instead of just implying one through win quotes and prologue/epilogue “animations.” Arcade mode is just normal fights til the last fight. Technically it still keeps the fighting game feel but feels better as a single player experience. I remember as a kid Tekken Force mode was awesome, but I would still play arcade mode too.

As for characters, more is always better. I feel SF4 and KOF13 did pretty good with balancing a large cast. Basically the same thing but you can’t solve balance issues without making sure everyone has the same tools (but with different properties and applications, and having to build meter for ex), hence my theory on supers above. You have the meterless character concept, where in a bad matchup you’re fucked, but if you have a super that fills in for your main weakness, at least you can make up for that weakness by working to gain that meter. Kinda like how Hwa Jai in KOF 13 arguably has a hard time getting in on someone blocking(don’t play the game enough to know if this is true, just follow me here), but has a command grab super.

http://www.dingsme.info/avatar3.jpg

I would prefer an ability to cancel your own blockstun or avoiding hits to counter directly…

Wait a few years?

You’re kidding right? I want it by next year. E3 is in June, after the hype of SF X Tekken…Let’s hope for a V.

Whatever.
Just let El Fuerte and Seth shit out of the game.

I think Street fighter 5 should make ryu an old man and low tier and have a new character roster.

I think the roster should look like this:
Ryu
Ken
Sagat
Birdie
Akuma
Chun Li
M. Bison
Guile
Ibuki
Yun
Yang
Oro
Hugo
Dhalsim
Zangief
Vega
Kairi
Garuda
Vulcano
E. Honda
Deejay
T. Hawk
Cammy
Cody
Guy
Dan
Rose
Karin
Gouken
Rolento
Poison
Maki
Makoto
Juri
Sodom
Rufus

SFV with OP gems assit/boost, more shortcuts, better quick combos.

Just imagine… a gem that you use and it gives you the round, THE GEM VICTORY : use all your bars but win, it will automatically kill your opponent, the idea is from Ono.

SF5 = Ryu with Beard.

SF5 = 2 years after SF3 (none of this it takes place 50 years in the future business.)

SF5 = Bring back classic characters that weren’t in SF3’s tournament (Just say they were still doing stuff, just not involved in Gill’s tournament.)

SF5 = Ryu is still training with Oro. Ken is training Mel. Sean is looking like a contender and not such a Dan. Bison’s back fuckin up your shit. Urien defeated Gill.

SF5 = Different artist. Art style in 3S was gdlk. Art style in SF4 = for the kids.

SF5 = Unlockable mode that lets you fight like in the first SF4 trailer. If not, at least try to make the models and scenes look like what we’ve seen in recent CG trailers.

SF5 = At least 1 new move for each classic character.

SF5 = Next gen console.

Show progression. Don’t make mistakes.

Exactly what I was thinking.

Include low parry only.
That way, zoning would still be viable, and footsies can take a whole new level.
And of course, rollback based netcode.

As much as I love traditional sprites, it would probably better if they used the art/shading system that Mike_Z wrote for Skullgirls since it makes the process so much easier. Instead of having to do everything pixel by pixel, the system in Skullgirls uses a shading layer and depth map to have the system automatically add shading and lighting to the art assets.

Kairi, Garuda, Vulcano are not really SF Canon fighters, they are owned by Arika. The Ex series is not part of official SF series. SF series are 1, 2, 3, 4, Alpha and Final Fight Series are part of the official SF Universe.

^^Well besides those 3 does that roster sound good?

Set it after 3 please, Enough of these prequels and midquels in the story. A lot of new fighting games have been trying to do something original with their stories, Tekken 6 had a great story mode. Blazblue at least was trying to do something with the visual novel presentation as terrible as it was. Mortal Kombat had a singular flowing storyline. Only Capcom still seem to be stuck in the rut of adding a 2 minute static scene at the end which doesn’t say anything.

I like the idea. Only thing I disagree with is the original characters you chose for the game. Capcom would simply never release a SF game without Ken and Chun-Li. Period.

If it has the name Street Fighter on the box, it has Ryu, Ken and Chun-Li in the game.

P.S. I do however love the roster size. Rosters at present are getting a bit out of hand. I think the sweet spot is around 20, anything over 30 just feels bloated with weak characters.

New characters, please. I thought Dictator was a boring character way back in the first game in which you could pick him; you can only imagine how I feel about him now. Tired of endless shotos, tired of Blanka, Guile, Fei Long, Cammy, and most of the old cast. At this point, the more characters existing from 1993 who I see returning in SF5, the less likely I am to want to play it. Let’s see more fresh blood as was done with SF3.

As far as mechanics, I’d like to see crossups, especially ambiguous crossups, de-emphasized. They look retarded for one thing (“your foot is way the hell over there and I’m still getting hit?!”), and as has been said by many others, SF is not at its best when it turns into a 50/50 guessing game. To keep things balanced in favor of offense, they may have to add something new to take its place, like a new way you need to block attacks. Like instead of just block high or block low, maybe block high or block low or block middle. (well, it’s an idea; I’m sure it’s been done before in other fighters I haven’t played). Or maybe some new attacks that break the rules by not being blockable in the traditional way–joining the company of throws and lvl3 focuses–but have to be defended against in other ways.

Things I like about SF4 are the combo scaling, damage scaling to keep matches close, focus attacks and all the things that are possible with them, the concept of armor and armor-breaking, and all the humor. Love the humor. It’s one of the great things about the game that the Alpha series and SF3 series lacks in comparison (but EX series, Darkstalkers, and Skullgirls has in spades).