Any sort of sub-select system for gauge, etc. is dumb because it only gives you the illusion of choice. At the end of the day, what happens is that people will simply find the best choice (especially since meter lengths are now involved, so it’s more like 3rd Strike than U/SSFIV) and the others are invalidated. Might as well have made that best choice the only choice from the start.
Honestly, I’d be fine with alpha style air blocking. This way, you can defend against YOLO DPs, but anyone who knows how to punish with grounded normals owns your ass (for those who don’t know, in Alpha and CvS you can only air block air to air, grounded attacks cannot be blocked).
So yeah I thought about it I think it’s entirely likely. Gives me some hope there could be a character like Q in still, who has terrible options, but if he could do manual air blocking with V-skill it’d make a lot of players more intrigued by him. I think it would fit Q well without reconfiguring his whole series of terrible normals, and not forcing him to play some Balrog clone ground game.
I think Q has great potential to be in given how flexible they’re making everybody’s meter usage and all around ability. But the whole point is that he couldn’t be usable unless he had some great defensive options like manual air blocking or parrying, or his taunts, which maybe could actually be his V-trigger to give him a life boost til the end of the round, and maybe work something like his Super Art 3 if you decide to use your v-trigger for that and forgo the life boost it gave.
Q is a hard hitting character that we wouldn’t need any other big dedicated grappler if he were in.
You can also air block fireballs and other grounded specials in Alpha and CVS2. I believe it’s only normals that are unblockable from the air. Specials and supers can be air blocked.
My problem with Nash’s V-Skill is that he doesn’t need a special move that nullifies fireballs. He already has multiple tools to stop (sonic boom), overpower(EX sonic boom), teleport (V trigger & CA), and quickly jump over (QCF+K or Command Throw) an opponent’s fireballs.
Even Nash’s poke game with regular attacks is already covered. Nash needs a more viable way to gain V meter that compliments his playstyle & the tools he already has.
His V-Trigger does set up lethal mix ups and extends combos, but the fact that it’s a “one shot teleport” is weak compared to the other fighters V trigger. Nash’s trigger should be time-based like everyone else, or at least give him more teleports. Nash lacks something that has invincible frames on wake up & can get pressure off of him. So one way or the other, he needs something added to his game.
I feel that if Capcom intends to give characters weaker V Tools than other characters, let us have flexibility in the resources the characters have to make up for it. If people ultimately choose the stronger variation of the character, so what. It’s better than being stuck with a character that has inherit limitations that make the character’s accessibility harder than intended.
I disagree, the fact that everybody has widely different V-skill and V-Triggers that don’t seem to be, on the surface, as straightforward as each other is one of the things that attracts me to this game. It makes me think that this game might have something of the old ST meta-balance. Widely disparate movesets with barely any universal mechanics. It made everyone feel unique and resulted in widely varying match ups. Yes, some of those match ups were really bad or really good, but that’s the cost of having variety and true meta-balance.
Just as a little note to add, from what I noticed in Alpha 2, you can air block DPs as long it’s the aerial portion of it. If the DP is still on the ground when it hits, it’s air unblockable. So it’s pretty much any non-airborne attack as I’ve observed.
-Tag Team Mode
-Team Battle Mode
-At least 3 bosses
-Offline Tournament Mode With More Than 8 Brackets
-Survival Mode
-Time Attack Mode
-Actually animated cutscenes or just use the in-game engine for cutscenes
-Be able to unlock at least some characters by just beating the game and not having to use in-game currency.
Edit: I got a bit caught up in mode love so I forgot a few things.
-Make a good set of new characters. I wouldn’t say SF IV had a bad set, average or below average, but I think 3 had a much better cast of newcomers. I don’t even need to mention 2 here. Anyway, when you have everyone wondering which IV characters will be in this game because none of them really set the world on fire then you got me worried. I like Juri, Gouken, Abel and I thought C. Viper was alright, but I used none of them. I want some characters that look and feel like I should really give them a shot.
-Much better stages than in IV. A lot of them were boring. Seth’s candy shop in Street Fighter vanilla was pathetic. I admit that his Super stage was my 2nd favorite in the game though. I missed when (almost) every fighter had their own stage. It felt like an extension of their character, if that makes sense. While it looks like they are just doing random locations again, they do look a lot better than most of IV’s and that would be acceptable to me.
-Much better music. I honestly think Cody’s character music is the best IV had. Seriously. Very few in stage music was good.
No thank. Tag team works best when the game is designed from the ground up for tag team, and not just shoehorned into the game.
Again, no. I’vs seen tournaments delayed for vanilla SFIV and MKX just because certain matches couldn’t be played because characters were not unlocked. I’ve also heard horror stories of people having to spend hours just flicking the coin switch on an MvC2 arcade cabinet just to unlock everyone for a tournament. Pure unlockable characters don’t make sense in this day and age of eSports/competitive fighting game tournaments. That’s why the current system is good. You can “unlock” stuff by earning in game currency, or you can just outright buy the characters if you’re a TO who needs them immediately for their event.
Fuck tag team not working perfectly when the game is not designed for it.
I had a fucking blast playing tag team on MK9 with my girlfriend if not for the shitty lag.
Just put that shit in for couples and friends trying to have a good time online.
This way you got a fun game mode whenever two people sit down and one of them is not super competitive.
For those who like unlocking characters, they should have locked/secret characters but have a tournament unlock function in the options that unlockes all content if players want to. Best of both worlds, none of the zero sum bullshit people seem to be framing this as.
People have already mentioned adding a tournament mode that unlocks all characters, outfits and turns off trophies. Was one of the things I put in the list that I made on Capcom Unity. That would be the easiest fix.
There are some people that like the idea of finding “hidden” content and “earning” that content by unlocking it through some set conditions. To us tournament people, it’s a burden. To other people, they like “working towards” something. That’s their happiness, but not one I share at all.