I have a small request although its not really a system change.
Can they change the direction the V-guage builds up. At the top of the screen the life bar and stun bar moves in the same direction (so from left to right for Player 1).
The V-gauge builds in a different direction to the super bar and although they are different systems, its a bit jarring to see them build in different directions. If they build in the same direction, someone can quickly assess how closer he is to V compared to super for example.
Also they should get rid of the whole, start on the same side that you finish on bullshit. Just start P1 on P1 side etc. This shit only works where the rounds merge into each other like darkstalkers or something, it makes sense like that, but doesnt make sense in this game. Its a stupid introduction in my opinion.
I disagree with taking out the whole start on the side you won/lost on. With how SFV does this, you get something similar to what you have in MKX (and KI and VSav) where you start almost where you ended. Except with SFV, you donât get a disadvantage of starting nearer to a wall. At the same time however, the side you start on does matter, so you might end up in situations where youâd say, prefer to stay on one side if youâre more comfortable on that side.
I tried Chun at CEO and tried playing her like 3S but it wasnât what I expected. Her b+HP palm isnât what it used to be, the hitbox range seems nerfed on it so you canât just throw it out and expect it to make contact with the opponent (hit or block). Also her b+HK is a better suited AA instead of b+HP in SF5. Palm gets stuffed a lot when using it as an AA and b+HK at the moment is everything palm was in 3S as an AA. Itâs insanely quick and will stuff anything at seemingly any range.
Hit confirming with cr.MK into super just seemed a bit off. Cr.MK doesnât seem to cause the same exaggerated reelback on the opponent (on hit) like 3S which helps you visually confirm that the cr.MK hit IMO. This could just be from me not having much time to actually sit down and play the game though but this was my initial impression of it.
Been playing a lot of A2 as of late, and Iâm really hoping that fireballs in SFV will be good. Ryuâs Denjin fireballs look solid, and with the lack of 3S-parry/FA there doesnât seem to be as much that would hold them back. Iâm not expecting them to be A2 levels of good (although that would be nice), but at least more useful than they are currently in USFIV.
Iâd take that over nothing, but a complete lock down on all interface buttons would be ideal. Considering where and when this just happened, I donât think that they can afford to ignore it. Other games have already resolved it.
What happened to Momochi was different. His stick literally died (Atrox cable issues). Nothing about locking down the interface would have changed that. In fact, it would have been worse since he would just be unable to move his character.
I personally like the hold to pause method (at least in versus⌠you may want quicker access in training or something), because then thereâs a 99% chance you intended to pause in that situation.
It would be a good idea to have optional bgms for each character instead of just remixing the original theme. Like Street Fighter III they have different bgms than their original one.
Also the in game commentary from SFIV has to go because it is annoying and distracting. But it does have it please add an option to turn it on or off please it a deal-breaker it it dosenât have this.
Blazblue and Guilty Gear have a mode called unlimited mars or M.O.M which is like their version of survival mode with rpg elements or have boss like characters. Street Fighter V should have a mode similar to that. One good thing that Street Fight X Tekken had was color edit mode. It can have select colors to prevent nude edits.
One more thing they should add more than one Critical Arts or make them selectable like in SFIII and SFIV to add more options to the CA. Also the should add back decision from SF III in case of a draw game at match point. It will go by the playerâs performance for the winner.
The win quote should be fully voiced like in Blazblue and Guilty Gear.
Havenât read the forum in a while. I have some questions for the people that have played the demos:
Going by feel, how big is the reversal window in this game? Can we hope is less than 5?
Again by feel, are the regular throws slower or faster than SF4âs? How long is the throw tech window?
I see rumors about special moves having less invincibility frames overall. Since I assume the overall startup frames shouldnât have changed that much, where is the invincibility taken out, the first startup frames or the last startup / first active frames?
Can you still perform cross up on the corner (I actually liked that one from SF4)?
I want the shortcuts to go eat a dick.
Just remove them. I mean you made combos easy, so give people at least some basic stuff to practice.
SRK motions and quartercircles are not that hard, and the shortcut motion more often than not lead to sloppy execution and accidental supers, which is more frustrating than not getting out anything.
Itâs not asked too much to learn how to uppercut, super and special with a similar leniency window that 3S uses in my opinion.
Nah, I like them. They probably help players like BrolyLegs play a little easier and I wouldnât want handicapped players to be affected just because some people canât do motions properly, you either bother to learn it or not tbh, youâll never improve unless you know the motions to get what you want when you want.