Improvements or changes you would like to see in SFV

The target combos seem more aimed at players using a ps4 controller. Nash’s target combo - st.low, st.med, st.jab, st.strong xx special - is X, O, SQUARE, TRIANGLE xx special on the ps4. So, it’s very easy.

I think all the combos will revolve around the natural finger movement on a ps4 controller.

Not really, when you consider that Cammy seems to have a back+fierce into st. roundhouse target.

That’s pretty easy on the controller though: back+R1, R2 :stuck_out_tongue:

Not to mention frame perfect crumple cancels that nobody used until they added red focus.

Most crumple combos scale terribly and tend to be distance specific which is why no one used them.

Also Western players are notoriously bad at technical stuff because they play the game in a less methodical way it seems like. I find stuff all the time I think is pretty basic and strong but don’t see anyone using it.

Speaking of target combos - do you guys think every character should have at least one target combo? Or would that be a bad design decision?

I like target combos. So, if everyone has at least one, it will make the game interesting as long as each combo isn’t just an all-round bnb one, you know. Make it more challenging that way.

I’d like Chun’s B+MK target combo back from the earlier build. Meterless whiff punisher with a ton of corner carry? Yes please.

The trick to target combos is giving the character a purpose for using it. If it’s not a cancelable target combo, then it needs to have some sort of benefit for people to even think about using it. Some launch, some corner carry, some are a low-high or high-low, some are there as a fall-back option in-case you didn’t get your confirm. (Dudley’s overhead follow-up in 3S) There’s a lot of ways to make them work, but an over-abundance in the game as a whole could be an issue. However, one or so per character isn’t unheard of in a fighter. Really just depends on if it’s necessary.

So long as they don’t design a worthless target combo like Ibuki’s LK->MK->HK in Third Strike. There is NO reason to never stop at the MK and cancel into a special or just stop, whether you got parried, blocked or what have you. If the HK was super jump cancelable, then it would at least of had… some moderately, albeit oddly bizarre purpose. So long as those don’t exist, then they can throw targets around however they want, but I definitely don’t want to see the game built around target combo confirms – that’s a character thing.


Harking back to a different topic, I am a little concerned by the statement from quite awhile ago about most attacks being able to hit crouchers. Now most standing jabs actually do hit crouchers in games often times, but it depended on the character. The phrasing makes me a bit worried about lack of hurtbox variation between the characters. That and just the overall difficulty of not being able to avoid a normal by crouching, even if you expect it. The difference between dealing with Dudley’s forward HP between SF3 and SF4 is a good example, it would whiff at max range on a lot of the cast in 3S, but would always hit mid-to-close range. Avoiding normals by going under or over them is one of my favorite things to do, which is why I loved universal overhead, as it not only gave every character an overhead, but also allowed them to slowly get in by going over low reads. (That and it was massively negative if used incorrectly, which is amazing design.)

(Side-topic, give a character a V-skill where they can go super low profile (Lean back or something?) and do a small hop – sold!)

The last thing I want is universal hitboxes to see there way into SFV, and the phrasing does make me a bit concerned by that.

Frame data is always a concern of mine, as SF4’s was god awful, and I don’t want to see that happen again, though that inherently won’t be the case just due to them making characters specifically for SFV. Still, I would like to see some frame depth, treating each frame with a little bit of thought on how the game could play out if such a unique situation occurred where maybe you only hit with the 2nd hit of such and such move. These help create unique situations, where only seasoned players of a character can get the worth out of them. Combos have never been a huge thing to SF (in my opinion), the most enjoyable and skillful combos to me are ones that stem from bizarre circumstance and good reaction and knowledge by the player. Good 3S examples would be comboing off of Alex’s j.dHP from a high height (Yes he can 100% stun combo off this and in my opinion, it was legit), or even something silly like how hitting with just the last hit of EX kazekiri does not use up all the combo points, so you can actually continue a combo (albeit barely).

Here’s some old GIFs of mine with some “meh” examples, but it’s all I have. Though twelve being able to be thrown in the air is just silly – but awesome. Poor Twelve.

[details=Spoiler]
I’m just linking them so they don’t slow down the page.



https://www.youtube.com/watch?v=Row91_3v3DE 2:08 and on. (Obviously, without air-parry, this might be overwhelming. Though still, his HK is slow as hell. Still, I’ve seen it done in tournies and done it myself (Though typically off of the aforementioned j.dHP after baiting a ken into doing a shoryuken. Veeeery specific.) Watching these happen in tournies is the best, rare as it is. Situational combos are amazing.)[/details]

Combo system in mind, I actually wouldn’t mind them becoming a little less concerned and streamlined with their combo system. I always found it very irksome how I was unable to follow-up with a lot of my normals on a launch in SFIV: You may only hit with j.HP, f.LK, or a special move – DEAL WITH IT! Let’s not be concerned with the variety of setups that could spur from being able to use all of our normals, thank you.

Sorry for rambling, it is in my nature.

I missed the posts the other day, but another reason I figure why we didn’t see much safe jumps in Alpha 2 (other than internet) is that the game had quick tech roll that changed up timings of get up and the player had to check and punish those instead of going for the safe jump, just like CVS2. Rose in A2 has a really easy safe jump otherwise, her bnb cr.MP cr.MP xx LK Drill or whatever into immediately jumping in with j.MK was one if I recall. I don’t know how A2 bible makers missed that one back in the day considering how simple it is, but I can kind of see why they didn’t bother finding it because of how A2’s game mechanics were. And like ST, I think most of the Shoto players and etc. would rather maintain spacial advantage and fireball trap spacings than go for a safe jump (if they have safe jumps) and I bet Rose players just maintained cr.MP space traps instead of trying to find safe jumps, not like it would have mattered too much because again: quick tech.

You mean something like Marshall Law’s “Frogman”?

https://youtu.be/Uatt_QaM2PI?t=3m6s
at 3:06

MODES THAT SHOULD BE IN THIS GAME:

  • Survival Mode (vs single CPU, vs double CPU)
  • World Tour Mode (where you can get secret characters or alternate costumes, etc)
  • Training Mode
  • Challenge Mode

Worst idea ever for a fighting game that’s meant to be played competitively at tournaments.

Fuck having to unlock characters on stations just for tournament use.

Yeah, but if the secret characters are just icing on the cake like clones, Evil Ryu, or joke characters like Dan or weird ones like Twelve, then I think it could be OK.

But yeah, you make a good point. Maybe just alternate costumes then. I just like the idea of extra modes to break the game up a bit.

“Buy our special time-saver unlock key to get an instant access to all in-game content, only for 9.99$”

Doesn’t matter, someone’s gonna want to use them for a tournament and someone’s gonna end up disappointed when they’re not available on the setup.

Still pretty weak when you could have simply made them all available from the start.

Sold.

I hate DLC, but I loathe laborious unlocks even more.

Christ vanilla was a chore. Never again, Capcom.

How about a “Tournament Mode” where everyone that needs to be unlocked is unlocked, but stuff like trophies/achievements don’t apply. I know DOA5 Ultimate and Last Round do this. Meanwhile, Skullgirls flat out has all the unlockables unlocked in versus and training mode, while still having them locked for single player modes.

I’m hoping there will be a useful tutorial mode this time around. In SF4, you’re kinda just thrown into the game without any sort of direction. SFXT had the right idea.

It would also be neat if they added frame data to the move lists.

They should just copy Killer Instinct’s tutorial and call it a day. At least I hope they do. Problem with most fighters is that they tell you the MOST basic stuff like how to walk forward, treating people like idiots. Like, I undertand it’s for beginners who see a fighting game for the first time in their life, but surely people are smart enough to know what button to press to do an attack or to jump?

Then they quickly breeze through a couple of mechanics, like combos in MKX (do this button sequence 5 times) or tagging in SFxT (press this button to switch character) etc

They don’t teach you the advanced stuff, they don’t teach you options selects, teching, crossups, and so on