Remove full invulnerability and make the only possible option either high or low hitbox inv. or one out of strike, throw, projectile inv. This makes the game much less block happy because players won’t have a get out of pressure free option during block strings.
Remove FADC because of above reasons and that it is disproportionally benefits characters to a high degree now with Red FADC. Force players to commit to a risk and have more balanced damage potential.
Stronger/faster AA normals and maybe even nerfs to jumping such as a higher landing frame count across the entire cast. Possibly even structure making AA specials to do more damage against a jumping opponent.
A single, universal charge time that is 30 frames or less regardless of special, super, or ultra permitting.
Greatly reduced push back on fireballs and other projectiles.
Either remove all target combos and chain normals or every character gets at least one target combo that does decent damage and a 3 hit chain light. Standardize input features.
I think this concept would be different and awesome to implement. What if the meter is split up into 3 bars. There are no supers or ultras in the traditional sense of the word.
Every single move every character has comes in different flavors of varying strength.
Special - Consumes no meter
Ex - Consumes 1 bar
Super - Consumes 2 bars
Ultra - Consumes 3 bars
For example, Ryu’s Shoryuken would come in 4 variations, each having varying properties and strengths depending on the amount of meter consumed.
Every one of Ryu’s moves therefore will have a super and an ultra version. The super and ultra versions would not be as OP as before in terms of damage, but could introduce new properties to the move that make them powerful in other ways besides damage.
It would also open the door for some pretty cool versions of special moves with varying animations.
You’re right but those that are related could be merged, like Bison’s Headstomp and a variation of Psycho Punisher.
There is also the option of retaining those supers but keeping them as 3 bar only moves that do not have weaker variations. But those moves are certainly more rare. Most character’s supers/ultras are hyped up versions of existing moves.
But we’re basically doing away with dramatic moves that destroy half your health in favor of a much larger variety of moves that could suddenly combo better or gain new properties, while still delivering more damage in exchange for meter.
It increases the pace, stresses meter management but also gives players so many more options.
Personally, I’d like to see more power on ground mixups and less power on jumping crossups. Maybe crossups hit opponents into the air or scale it harder or something.
If parrying WERE to return by some small chance, and the people disagreeing with it’s implementation were able to tweak it to better suit their vision of SF5, what changes would you make if it was inevitably going to be put into the game?
I think it’s a cool mechanic, but I can see where people are coming from in disagreeing with it.
I was thinking about something like…say, no parrying an airborne attack. It still keeps the AA punishing meta relevant.
Honestly I have no idea how parrying can be properly implemented, and as cool as it was in SFIII I really don’t want it to return, I want something new and creative to toy around with.
Probably because there isn’t anymore anything really “new” to introduce in Fighting Games. Sure, it may be new in regard of the SF series, but it may already exist somewhere else.
How about Parrying gives you grey recoverable damage, like focus attacks… shrug
So let’s say you’re ballsy, and parry a full super. You better have great defense afterwards, since you’ll be slowly recovering 30-40% of your life, and any hit you receive will cash out all that grey damage.
Maybe a list of attacks you can parry, and a list you can’t parry. Just like armour breakers really, just so you can punish people who are fishing for a parry in the neutral.
Point is, you can punish a Parried Super pretty heavily, so between your super animation, the hard knockdown that follows and the opponent trying to get in, you already recovered some of that Grey Life. Given how Super Arts look in SFV as of now, if the healt recovery speed is the same as SFIV, you may recover something like 20% of that 40% you parried.
Make the parry similar to that of an alpha counter, it costs maybe 50/75% of your bar and you break-away and stun the opponent, and you can dash into a follow-up or something of the sort. Instead of making it a freebie tool that everyone has so you can only use it sparingly and it’s a damn huge risk because you’re blowing almost all of your bar for it.
If anything it makes the parry seem a little underwhelming doesn’t it? Heh, think we went overboard and made the thing sound a little crappy. I’m liking my idea of a bar based parry, one that can’t be used repeatedly and costs you resources.
Or, we could take a page out of SFIV and make some moves (eg: Armor Breaking ones) NOT parriable. Or parriable only with a big cost of the Super Bar, like @Froztey said. Maybe 66% just to be Between 50 and 75%