nah they’re already exploring unblockable/guard break supers. Technically Ryu has 2 supers at his disposal without the need for selection. I’m sure we’re going to be seeing supers that have varied applications and not just for pure damage. Nobody wants to play “battle of the low forward”.
But if past experience shows, you’re gonna end up with something like that anyway, especially since most things that would be viable alternatives (installs) seem as if they’re gonna be saved for V-Trigger.
Yeah I hope V-trigger will be necessitated for the game and you won’t find people not using it because “they don’t know how to use it” or various other reasons why people don’t use certain game mechanics. Do you know if v-meter build carries through each round?
V-Gauge doesn’t carry between rounds so there’s no reason not to use your V-Trigger once a round. In general, the game doesn’t feel like it’s heavy on resource management like SF4. Super gauge carries between rounds and you usually earn a full super each round. It felt like it was worth using V-Trigger and super each round because you can earn it back next round.
Has there ever been a defense given for the idea that a double KO can end a match with a draw game, or even a victory for one player?
Re-playing the round if it would end the match seems like the “correct” answer. Or at least the “draw game” part could be removed.
I thought I would mention this for the suggestions, but then I thought, isn’t that what this thread is for? Why do we have two threads for the same purpose? It seems like most of the people in that thread are just treating it as a mirror of this one.
I was just using the other thread just to specifically get the word out of the most commonly asked for features and gameplay workings to be posted on Capcom Unity and tweeted out to Combofiend. I wouldn’t mind if the thread was closed at this point. It served its purpose.
One thing I did like about MKX was the extended round thing on a draw. It’s just in a very neutral heavy game like SF I could see some matchups where an extended round may be overly difficult for some characters to start out on depending on where the characters are placed when it begins.
+1. Having a hype close match that leads to a draw/double KO but then letting player A win anyway just because he won the previous round is both anticlimatic and ridiculous.
On the last unchip-able pixel of damage, convert stun meter to a guard crush meter and all accumulated stun meter leftover in converts to guard crush meter. This would give another option for a kill and give the meter a purpose at a point where it would normally be irrelevant.
Agreed on the Double KO not counting as a win for both players cause technically neither player won. They both lost. Other fighters do that, so I hope it’s something SF5 adopts.
I was thinking something like that before. The problem i had with it is that when you get someone into that kill range, if they haven’t been stunned already then they are probably close to stun anyway. I’m just worried that the no chip kill becomes pointless as you would just already be so close to ‘chip’ on your stun bar.
Well beta would be a good time to test it, also you might be right about the possibility of chip kill being rendered pointless if stun meter carries over but if it doesn’t work out maybe just convert the gauge to an empty guard crush meter even though I still think the original idea would make the last pixel way more interesting.
Probably suggested, but a guard meter (ala’ SFA series), would put more possible offense indirectly in the game by notifying the aggressor that the defender is about to be guard-crushed. Just place it next to the stun meter. Not too hard to pay attention to.