Is just a taunt…
I honestly would want them to invest their resources more wisely than creating 8-9 different taunts per character.
I tried taunts with all 6 buttons and i had no issues at all doing it.
I still think that those inputs need to be shortened to 2P and 2K.
To paraphrase what Mike Z said about it, once you moved to 2P to dash in MvC2 versus 3P to do so in past games, you quickly realized that there was no point to the latter.
I agree. There’s nothing ATM that’s overlapping with PP or KK to make PPP+KKK necessary. Not like I would have any execution issues with it and taunts are for the most part useless any way, it just doesn’t make sense to press that many buttons (if you’re a stick player) for something that generally gives no real benefit.
No reason to simplify taunt commands when they serve no function at the moment. I would understand the concern more if taunts served a purpose similar to 3S or if you could use taunts to create mix ups like in Guilty Gear. Taunts being 3P+3K is probably done for two reasons:
Prevent accidental taunts during a match.
Prevent a possible command overlap during development. For example, if Gief gets added in the game then the traditional Lariat command would not overlap with the taunt if it was simplified to 3P or 2P.
Keep in mind the game is still in development so there’s room for change later on. I wouldn’t really gripe about it now until we get closer to launch.
I expect to see a choice between multiple V-Triggers for each character – if not in SFVanilla, then in DLC or Super SFV.
Each character could have one that drains the meter over time and one that acts like a single move.
Customization has certainly become somewhat of a mainstay for a lot of fighting games, SF included. Considering the early statements related to SFV stating that they wanted players to not only be able to play the characters the way they want, but also have some ability to customize them to suit your style, it is likely they will include some sort of thing to choose before a fight.
I’m hoping it’s not something as trivial as a different super, per tradition. Multiple super selections are nice for dealing with certain match-ups, but it’s overall a fairly bland addition. I would be more hopeful for V-skills or V-triggers being an option. If you suck at parrying, well, Ryu has a few other V-skills to pick from. Considering that in general, no V-skill right now seems as if it’s a complete game changer, I’m not seeing how having a pool of perhaps universal V-skills among character specific ones would be detrimental. Or at least, a choice for the characters. I mean, I would take a universal overhead as my V-skill if given the option.
The above would help players differentiate their playstyles a bit, as well as aid in SFV getting closer to that state where it doesn’t quite feel like it’s missing that extra bit of depth. Though I wholeheartedly believe SFV needs just one more (perhaps small) thing to really become the game I want it to be. I know how scared Capcom is of game mechanics, as SF’s origins are the bare bones fighter, but I do think they need to take a few shots in the dark during the beta periods. Similar to how they initially had OTG stuff – throw stuff in, see if it works. Super jumps, just guards – test them, maybe it’s a previously existing mechanic the game needs, maybe it’s something all it’s own. Regardless, I do hope the beta (both of them) are made use of.
CA selection I thought would’ve already been in considering 3S and Super SFIV etc, having choices for your supers can give an edge or just different ways to land damage in games, or give characters like Gief a utility option to stop people from doing certain things - like his U2.
Just kinda weird how it isn’t in the vanilla so far. Wonder if they wait for the revised editions so they can figure out where the community take the characters and find out what kind of secondary super they need.
The thing is, CA doesn’t seem to be as big a match up changing choice as V-Trigger will be. So it would seem more natural for the latter to be the choice at character select. Yet at the same time, we see characters tuned specifically for their V-Triggers (e.g. Bison) that you can’t really see them doing another V-Trigger for them.
Having a choice of V-Trigger would be interesting, but considering as you stated it seems SUPER crucial to some characters I doubt the secondary V-Triggers will be as good as the initial ones. That would drastically change each character though if they got it right and would lead to some pretty unique takes on character playstyles from players - especially if you had interchangeable V-Skills as well.
I disagree. In SF4 there was definitely a trend of “this ultra adds damage to your combos for your good match ups, and this other one gives you a situational boost in your bad match ups” and it seemed to work pretty well.