I think it would be a real fight then.
oh god you just gave me a fucking seizure
sigh What am I supposed to say for this? (I got a feeling I might get chastised because of this).
STREEEEEET FIGHT 5!
Each character has three choices of which Supers they can use.
A meter with four bars. The meter fills with the character blocking special moves, and landing attacks. The meter is used for the following:
- There will be a guard meter
- There will be a stun meter
- Assault Bypass: Similar to parries but requires one meter. When this is utilized the player can “parry” as much as they want when the opponent executes combo/chain. After the “parry” is over, if the player wants to “parry” again they will have to sacrifice one meter - the player take a huge risk of losing meter but if the player consistently time their parries during the opponents combo/Super Art, then so be it.
- Super Arts: There are two versions of each of the characters Super Arts! LV 1 costs two bars. LV2 costs three bars.
- EX Moves: One bar each.
- Throw Techs: Executed the same way as in SFII.
- Universal Overheads: One meter - from SFIII
- Universal Launchers: One meter - works like SFxT but no where near as weird acting.
Characters
Original: Ryu, Ken, Chun, Cammy, Zangief, Akuma
SFA: Sakura, Karin, R.Mika, Cody, Guy, Sodom, Rolento
SFIII: Alex, Remy, Urien, Q, Oro, Necro, Elena, Ibuki, Yun, Yang
SFIV: C.Viper, Juri, Rufus, Hakan, Seth Clone
New characters: Haggar, four brand new characters
New char 1: After Q and Necro
New char 2: Protagonist… one who does not lose to Ryu this time… went to school with Sakura and Karin, pissed Yun and Yang off, a friend of Remy and Alex… whatever…
New char 3: In alliance with S.I.N./Gill’s/Urien’s Organization, chased by Chun, Cammy, Viper, Juri, Haggar, and Sodom
New char 4: Some strong dude that Akuma and Oro would seek
Resident Boss characters: Haggar (It would make sense), Oro, Urien, Seth Clone, Sodom, “Shin” Akuma, and one new series boss
(NO! There are NO evil versions of pre-existing characters and no freaking Oni! This is a fighting game, not a manga simulator or Mugen!!)
I hope you get better soon
a completely different engine
He just needs to play Tekken, that’s all.
The only good reason to drop characters is unpopularity. And if they’ve only dropped unpopular characters, still, where the fuck are Charlie, Karin, R. Mika, Rolento*, Sodom, Alex**, Elena*, Hugo*, Necro, and Urien?
- Being in Strekken doesn’t count.
** Being in *Tatsunoku *really doesn’t count, but the difference is, that’s a solid game.
I hate Tekken engine. I just would like to see how SF would be without all that projectiles. There are too many of them.
Except most characters don’t have projectiles.
Take the ST engine, update it with EX moves. Give it SF4 graphics but with less cartoon-ish qualities. Make a cohesive story that people might actually care about. No comeback mechanics, no focus bullshit. Eliminate stupid looking characters like Fuerte, Rufus. Re-do the ranked system.
and there’s absolutely nothing wrong with projectiles. if anything, i want them to be better, like in ST.
OK, this is why I’m against projectiles. In the next SF game there won’t be a focus attack most probably. And in SF4 series, as Vega, my and most of the Vega players’ biggest tactic to get close to the opponent is by focus forward dash cancelling. What would happen without that?
Imagine Guile, with the same recovery from his sonic booms.Without focus, if you jump over them, he will air grab, if you jump forward, he will flash kick. So he will just make you sit there and wait for him to get bored of sending sonic booms or make a mistimed one so I can punish. I don’t play SFxT, so I have no idea how they get close to that man or Sagat to deal some damage.
But if the FA remains, then I have no objection to projectiles.
Id like a story reboot. Just call it Street Fighter The World Warrior similar to how MK9 rebooted that series. This time put more than 5 minutes work into the story (in before hurr durr fighting games dont need story). Incorporate Shadoloo, Gil’s org, Mad Gear, and SIN into the mix at the start of the franchise. Set up something with Oro, Gouken and Gouki. Just some basics to get everyone in the same time periods and nothing like SFIV’s 3s people showing up years before they shoudl/no aging/etc. Id like to see an actual story mode a la GG/BB, but just a basic reboot of the continuity would be fine by me.
Gameplay Im not even going to pretend to know what mechanic to add (parry/focus/etc), but Id like to see an extension of SFxT’s combo system with the Tekken chains and ability to free flow combos more (just fix scaling and make the freeform combos more viable instead of horrible scaling of SFIV/SFxT engine and basically making one or two combos the only thing you can do worth meter/damage). The Tekken characters were really fun to play in SFxT due to that - just the game of time outs/jab spam/most Tekken having bad pokes made them less viable in actual play. But the basics of the Tekkne chains and how SFxT’s balance of links, chains and cancels was a very fun combo system to me. Tighten it up a little and I could see it really shining in SFV. Less emphasis on 1f links as well.
As for my one big hope, I really want to see the over abundance of option selects nipped in the bud and removal of 50/50 characters or fixing of them (Viper, Seth, Fuerte, etc that break the SF rules basically). Re: OS’s, you acn pretty much turn any knockdown a slight advantage to a huge vortex enemy has to literally guess the one option you arent covering to escape. And if you are a Makoto or Cody type with no wake up game, well, I hope you are a master of 1f blocking/pyschic. I should have to notice you back dashing out on wake up and read you to punish. I shouldnt just do the same safe jump option select 2 or 3 things and watch the computer pick the best choice for me like some preprogrammed tool assisted combo. Sure, I look awesome raging demoning that back dash or protecting russian skies on an airborn backdash or tatsuing a teleport, but i didnt actually have to predict it or react or do anything other than some simple inputs on the way down just to cover my bases. Make players play the game again - not let the computer pick whats best for us. Not sure how to fix this. Believe its the lax input system allowing so much.
Oh, and 3s sized stages. Enough with teh football field sized stage where you can back up forever without getting cornered.
you would be forced to be better.
trust me, shit used to be a lot tougher.
I main Honda in ST, who probably has the hardest time getting around projectiles out of any character ever in the street fighter series. It forces me to play smart, know my spacing pixel perfect in some situations, learn how to neutral jump properly, etc.
projectiles have been dead since 3rd strike.
people actually liked elena? fuck that Put Q urien Yang Necro Alex Dudley
And for the love of god please Stop making PREQUELS CAPCOM MOVE ON WITH THE STORY ALREADY,SAKURA CANT BE A TEEN FOREVER
That’s where real strategy and neutral-jumping comes in. I played a lot of Cammy in ST and HDR, she had zero tools for evading fireballs. I more-or-less had to master walking forward, timing neutral jumps, and knowing when to stick a poke out. It was an up-hill battle but was quite satisfying. On one hand, I managed to corner Europe’s then-best Ryu, Billjmninja with st. fierce and walking forward; on the other hand, I got double-perfected by DGV.
Then again, characters like Vega–who I also played a ton–got around fireballs easily. Vega has never had a problem with fireballs and keep-away, SF4 Guile is one of the first times its been an issue. Balrog also had it good against keep-away.
Fireballs need to be brought back to how they were, that way players will be forced to play the ground game and jump less. Jumping is so effective in SF4, its ridiculous sometimes. Look at Dee-Jay, for example: he can’t even keep Zangief out. Akuma has an air fireball and ground fireball and yet its difficult even for him to lame it out a whole match (I personally think he was always meant to have a vortex, the tools were always there. It just took people time to realize the game was all about mix-ups). People were so low on Fei-Long, Abel, Seth, Cammy, and possibly C. Viper. Once they realized the game was about 50/50 then look what happened.
Good rushdown characters will have the tools to deal with fireballs, bad characters will not. That’s how its always been. If you have time, go watch HDR matches between TheloTheGreat and Royal Phlush. Its a 7-3 match in Ryu’s favor. The way Thelo’s Honda gets around Ryu is just great.
Whatever route they decide to go, I don’t really want them to make a new SF to make 4 obsolete. 4 plays way differently than what I liked about fighting games before, but I like a lot of what it’s got in there: a pace closer to SF2 but with more options and easier for new players to get in to.
Gameplay
Closer to what the Third Strike team had in mind. Fast paced battles but not just because of the basic character speed. Supers aren’t a hit or miss combo as much as a gameplay mechanic. I get that not every SF4 Super is like this, but I liked the variety in Three.
Parrying or at least a ‘Just Defended’ type of system to keep the gameplay away from redundancy.
Smaller hitboxes. Force the player to use the correct move, not his Best Move.
Vortex is SF4’s thing. This is the main reason I like Three best: I’m not a great player, but I do sometimes pull off some wins that leave me satisfied that I played well. It’s the same way when I’m on the losing side - if I give up the corner, I made a serious mistake and my game has less options because of a big decision/mistake, not because I guessed wrong or didn’t have the moves to do what I wanted. Make ring position more important than spacing or un-techable knockdowns.
Graphics
I care but I’m not going to make my decision based on this. Honestly I miss the mild blood of the original SF2 and Capcom games at the time in general, but you aren’t going to market this game as the mainstream fighter or win over a lot of people with bouncy tits and all of that. Besides every other fighter is already doing that.
I like the exaggerated look of SF4 but again, I don’t want that game to be obsolete. If you must use stylized 3d animation then make it a little more serious in tone.
Story/Characters
Take a risk with the story. Don’t just expand Three’s story. I like how much of a departure it was from everything and I liked the story for what it was. I don’t want to see a game that plays like 3S that is there to make 3S obsolete in any way. There’s lots of things that could take place afterwards, whether it revolves around a stronger than ever Akuma, Urien, Ryu, or whatever.
No ‘dream match’ with the characters. 4 did that already. Put new characters in the game but don’t go with 4’s creative team, because those characters were not very appealing. Please no fat-guy Rufus characters that just exist to piss people off with shitty irony. Dan, Sakura, Evil Ryu, the World Warriors, and the Four Devas are cool (and one of the reasons I play 4), but they don’t need to be in the next game.
Gouken would fit very well though. Definitely a character I want to see more of in a game that plays differently.
My one most wanted character is Alex. Really hope they bring him back.
Either all of that or Garou 2. I’ll be happy either way.
:shake:
Your logic is just too strong. I must return to the mountain and strengthen myself in the ways of the ancients.
:sad: