Improvements or changes you would like to see in SFV

From Chun’s big “combo”(Capcom cut it so we can’t be certain…) there seems to be more juggle potential. Or it’s just that aerial special.

As long as there’s more JP then in 4 i’m fine.

Considering she hit him off the ground, it certainly has potential for more juggle based combos. Not sure if I like this yet or not, I want to see how much of an impact it makes on the game and more importantly how much damage one could possibly convert off a hit confirm now, if OTGs become a big thing.

That still leaves the problem on who they should take some tips from. Can’t be the whiners, can’t be the pros…whose it gona be? I just thought of somethign though. I wonder if capcom plans to take notes from KI and that element mode is similar to instinct mode from KI. that would be cool.

there was no OTG’s though…least none that I saw. I saw a ground bounce. I hope OTG’s don’t make it in…

Never touched or watched KI, I imagine it’s a sort of X-Factor mode thingy? Not a fan of any “mode” type shenanigan in a Street Fighter game. Juri and the twins seem to fit well though, but giving every single character this ability would be…erm, scary. It would be hella dope though for sure, imagine Ryu being able to mid-match let the evil hado inside him consume him and temporarily become E.Ryu.

Eh? Same thing isn’t it? Ryu was grounded and laid out on the floor and Chun hit him with an OTG, or am I using the phrase in an improper manner?

Well a ground bounce is…well…a ground bounce. OTG’s are…basically what you would see in marvel. GB’s give a easily identifiable visual que that it’s a GB. with OTG’s for me…it looks like a HKD…only to suddenly see the victim get popped up and have the combo continue on them.

Instinct mode in KI gives each characters different abilities. It’s like X-factor…except not every char regens health and not every char has the same aura. Look it up. Be easier then explaining. Same with Ground boucne’s watch some SFxT to fully understand.

Perhaps “element mode” works like Blazblue’s Overdrives where you get a character-specific buff proportional to how much life you’ve lost?

Maybe…hmmmmmmmmmm

I’ve always liked the “Last ditch effort” type comeback mechanics, you get all that power but if you fuck it up, you die. Don’t know much about the SFxT version of that sort of mechanic, but I’m in favour of those over just a freebie power-up because you’re losing.

I bet you would like the pandora mechanic in SFxT then. Anyway, I want more footage. Juri footage too be exact. Make it happen. Release the crazy and twisted!

Then don’t get parried into super. Throw out meaties and stuff when they don’t have any meter to super you with. It’s really not a problem, you’re just a scrub.

It wouldn’t surprise me at all if Element Mode(ill call it Rise Mode) Is like Instinct in KI or Blazblue Overdrive. I’m sure it’s a comeback mechanic.

Ryu may get electric hadokens & Combo strings in Rise mode.

Chun Li gets a double fireball I guess?

That was the mechanic I was talking about :stuck_out_tongue: I just forgot the name, and heard it was executed poorly. If I just quickly coin this “Overdrive mode” the character who is now living on borrowed time should acquire a few “Overdrive moves” that expand their toolset, and maybe one or two new normals added into the mix. Like, something that still requires you to play and outsmart the opponent to get in and deal damage, and not just a freebie “Get back in the game for free” card.

And yeah, I’m quite excited if Juri ends up being one of the main villains, she’s a cool character. I’m waiting on Cody myself but I doubt he’ll make it into the game.

I would <3 it if Juri’s element mode gave her a command grab…mmmmmmmmm counter in command grab…sounds hot. As for main villains…I can’t see her being a villain (even though she kinda is). I see Bison being the head honcho this time. I see Juri more of a mentally fucked up anti hero. But who knows, her ending to me just implied “death and fun and revenge.” Now you’re getting me all excited again. As for cody…I can see him being back.

The characters I can’t see coming back for 5 are

El Fuerte
Dee jay ( I don’t mind him but he’s a charge char…not a fan of charge)
T. Hawk
decapre
poison
rolento
twelve
necro
Oni and E. Ryu (if it takes place after 3 then They’re pretty much non existent then that and they’re non canon Well Oni is anyway)
yang or yun or both
Seth (bitch be dead and left to rust)
Honda (dunno why but I can see it)
Dhalsim
Rufus (same as honda)

I’m just grasping at straws. Meh, I just want some Juri action after seeing the trailer. Especially too if every character gets stances…Juri in multiple TKD stances? SOLD!

this has nothing to do with SFV but whatever, yup parries into supers never ever happen, nope never not even on high level play, yup you proved me wrong.
http://youtu.be/uIV1XvhWOqY

I guess all those top players are scrubs also cause they got parried into super

@Hecatombz/ArtVandelay stop trying to derail the thread with a topic that has been dead for years.
https://www.youtube.com/watch?v=nc_LIR5ExIU

Damn I been in GD too long.

This is how stage transitions worked in the older Marvel games when you had horizontal transitions.

Please dear god no parries. Garbage mechanic that was “lol hype” while breaking the SF meta. SF is all about putting your opponent “in a box”, limiting their options. Parries were stupid. You could limit someone’s options and then they’d just parry your shit and boom, they do a complete 180 with the momentum of the match. There is no limiting the parry option, it’s stupid. Made the game a no-zoning, jump happy guessing game. Multi hit moves like chained lights or cancelling into a special, throws, and baiting out parry attempts were the counter to parries, not really enough in my opinion. I like parries but I want them to stay in SF3, I would loathe for them to be added elsewhere. They just dominate the game.

New power up system looks cool. I think it might give you more frame advantage on your normals so you can pull off crazier combos. Just a speculation.

Looks like you can consume the power up for a powerful attack. Ryu’s non-animation fireball and Chun’s spinning bird kick both had a black ink swirl in addition to their blue/lightning effects and didn’t leave lightning/blue glow on Ryu/Chun’s hands afterwards.

Loving how the game looks. Stage transitions are questionable. Not a fan unless they do something interesting here. I don’t like the idea of earning a corner and then just owning someone so hard they get blasted back into freedom.

I like the lack of FADC and Focus Attacks and Ultras and shit, looking forward to having combo extenders be all about EX moves, Supers, or perhaps the theorized higher frame advantage on power up state.

I hope power up state requires bar and it isn’t like an X-Factor per round.