Improvements or changes you would like to see in SFV

Only change I want is for the game to let me past the character select screen more than 1 in 100 times.

Also that limited time before you kick me is kinda gay.

**"You guys mentioned Fight Money during the panel, saying that it can be used to purchase characters, but can it also be put towards other, more cosmetic stuff like costumes, colors, etc.?

MD: We’re still refining the system, so we don’t have a complete list. One of the rules that we have for Street Fighter V is that if anything affects the outcome of a match, then it needs to be earnable with Fight Money. So, the promise stays that if you are a player and you continually play the game, you should be able to get all the gameplay-related content just from playing. We will have cosmetic options, some of those will be grindable with Fight Money and I think some of those will be for pay. We’re still striking that balance and figuring out exactly how to manage it."**

Okay so I just gave an article on the front page a quick read and this was a question asked to the devs and their response - let me highlight a certain part of it.

“if anything affects the outcome of a match”

That has bad ju-ju written all over it, what the fuck does this mean? Keep anything that even resembles the gem system buried where it fucking belongs, DO NOT RUIN THIS CAPCOM.

I think they mean things like stages and characters, where both you and your opponent need them to be on an equal playing field.

Maybe a bad transcription? Or maybe colors/costumes (especially with accessories like some ridiculous stuff in Tekken 5) might be distracting for the player(s)?

I mean, Capcom can’t be THAT stupid to put shit like Gem system in the game again and have it failed like SFXT, surely Combofiend would acknowledge that as well?

I would like clarification on that, might dust off my Capcom Unity account and PM Peter to see if he can elaborate at all.

With exp and leveling do you think we will see another “world tour” type mode ala alpha 3? That would be sooooo tight.

Nah, not buying that - he would have just said characters if that were the case. That doesn’t directly affect the outcome of a match other than give you bad knowledge of that character, which doesn’t strike me as something you’d word like he did. Those words specifically rub me the wrong way and I definitely want to hear more about that.

Completely agreed. The way it is worded is literally confirmation that they are putting things in the game that can affect the match, to be earnable by fight money. Nothing about the statement as it is worded points to stages only or some such as only being earnable via fight money since stages have no affect on the outcome of a match.

This REALLY doesn’t bode well if it’s not a translation error.

It might be something for another mode for the single player experience.

Couldn’t have been, the interview was with an English speaking producer. I’m going to send ComboFiend a message over Unity and hope he acknowledges it and elaborates any - if even a little on what they meant with that statement.

Although the wording is concerning, I think Capcom understands that things that augment your characters in competitive play is what helped kill SFxT. If they’re going out of their way to stress test the netcode 9 months in advance of the game’s release, I don’t see why they would go and do something as crazy as add RPG elements into the competitive game.

They’re treading way too carefully to do something as zany as go back to their old roots. Even the way they’re releasing the characters is very KI/PC game like and nothing like what they did with IV or XTekken. Even towards the end of XTekken they put in the last update for the game free of charge.

I’m not convinced either, no company in their right mind would do that twice in a row. It still doesn’t add up in my head though, and I’d love to know exactly what he meant by that.

Be interesting if you could get anything out of him. Knowing the way companies work though, he’ll most likely just tell you its something that’s in the works and you’ll know soon.

Which would be analog in this games to previous signature mechanics like Alpha’s air blocking, 3S parries or SF4 focus attacks? Watching some matches gave me a vanilla impression or the sensation that something is missing at neutral game to give the game a unique feel.

V-Skills and V-Trigger o_o? Nothing is missing, nobody has had more than I’d say 10 hours in training and matches so the game itself is heavily unevolved. You have to watch the game develop and suddenly you’ll see the neutral game get built upon by the players, because at the moment all it really is is a get close - hit confirm-fest.

As stated, it’s the V-Skills and V-Triggers. The reason you don’t notice them, aside from the low level of play, is they’re harder to spot since they’re not universal mechanics like focus, air block,or parries were.

so her’s 30mn of exhibitions match between momochi and fuudo

https://www.youtube.com/watch?v=QrU2d0199_A

and am loving the game so far, but i still have some grips :

the stages are a bit too large

wake up escape is too easy, is there any counter part to that ?

the game is a constant neutral reset, bnb damages can be big but that dosnt mean thats its fun to watch ( but it can be to play ) and at high level you’ll not have the chance to land that much of damage anyway, like the combo videos we’re seeing everywhere that start from a free jump’in, that does not happen in real matchs , the lack of range on normals accentuate that feel too, the small range on throw/kara is understandable since you cant really crouch tech, but on normals it look pretty weird

also ther’s something about SFxT in the game that i really dont like and fear for the fate of it actually because of that, they recycled most of the sound design philosophy from SFxT to SFV for example ( gfxs too ), even some of the UI design, and all of that was bad, very bad in SFxT, it was probably the most lifeless Capcom fighter i ever played, you might not think that these details are important, but they are, we’re going to play this for years to come

as some already pointed, something is missing in the neutral game, not in a bad way, maybe am just too used to USF4, the game fate will probably be sealed after the first or the second high level tournament where everyone will be ready and the game engine get exploited, also am not expecting any serious objectivity from most of pro players or SRK or EH, too much in that line for that

will wait for having my hands on the game and watching the early serious tournaments, but so far its shaping up nicely

Alot of what you mention about the neutral game, especially about the lack of oki is quite similar to 3rd Strike - a game which has the same lack of hard knockdown.

As for the UI, I like it. It’s simple yet at the same time feels somewhat like an evolution of 3rd Strike’s HUD.

You can do wake-up pressure with Ryu for sure.
You have to decide though:
Do I go for a big combo with high damage and good corner carry, or do I go for a short combo with meaty pressure?

yes, but 3s had faster jumpin ( and movements overall ) and a way more dangerous ground game, also super build so fast it made the game more damaging compared to SFV where normals/combo are slightly more damaging but super build slower

in SFV super seems to build fully until at least 2nd round, at least most of the time, i think that it might be too slow and saving bars for super might not be optimal, considering how much damage you can make from ex moves, but still too early to tel, just a concern