Improvements or changes you would like to see in SFV

But earning fight money should already fulfill that need.

…except that we are talking about modern generation of gamers who don’t have any desire to sit and unlock stuff so they’ll just use the option to unlock everything (or, heck, Capcom will just sell a “Time Saver” unlock key for like 5 bucks as DLC), so having a toggle has no point whatsoever. Unlss you want to cater to that niche group of gamers who want to achieve everything by themselves

The idea that everything has to “work” in a fighting game is nonsense. But some broken but fun shit in there and let people have a ball… if you don’t like it. don’t play it. Not everything has to be geared around serious play.

For those for the unlock route… I’m personally buying all the characters… I just want to have them available immediately… I’ll grid for costumes though.

8 player Scramble Mode.

Oh yes.

I’d like uppercuts to have different forms of invincibility, so we had kind of a guessing game in the few situations we got a wake-up game going.
For example have light uppercuts have lower body, mediums upper body, heavies throw and ex full invincibility.
This way the attacker would have more ways to deal with uppercuts than just simply blocking, or like it is the case now only having the option to meaty with a low hitting attack.

I realize with the wake-up options in SFV there won’t be a whole lot of okizeme anyways, but there’s going to be some and I really dislike the way okizeme is handled in SFIV if you do not have a safe vortex. As an attacker vs someone with an uppercut all options on wake-up pressure lose vs uppercuts except far backdashes and blocking. Would like this to have more options for both the defender and attacker.

Personally, if you’re gonna do tag with SF characters, make an actual Street Fighter Tag game.

Even in games where the tag mode actually has adjusted properties and dedicated mechanics (e.g. DOA5 which changes the gravity and adds a snapback mechanic), some things end up being busted (e.g. Sarah’s loops in DOA5 tag mode).

I think it would be a fun mode to just tack on to the game without having to use any relevant financial resources. I would be fun if you could to tag team battles with friends just for the sake of being janky and having a good friday night laugh with buddies. I doubt anyone would take it competitively, and it would obviously be banned from tournaments. Just give all character a tag in/ tag out animation and done. No harm in that…I think.

Do you guys ever considered to giving all characters the ability to roll back & forth by pressing B+D and vice versa?!

Or how about making blocking independently by pressing more than just B, B+MP/MK or something like that?! But i guess that would make the gameplay too complex.

Also i hope the replay functionality will be improved, it would be awesome if it would´ve all the functions that a player has with ff, rew, slowmo, skipping rounds etc.

Mortal Kombat has shitty footsies for a reason, this is why. Button blocking works against 2D footsies because it prevents you from negotiating space as effectively as possible. Block recovery animation also fucked up MKX’s frame data so there will never be a frame perfect punish out of block since there is 1 frame of a transition animation from block to neutral; a 5 frame move can then only punish an attack that is -6 on block or more.

Given how badly Capcom was burned by at launch DLC for SFxT, we probably won’t be seeing anything that can be bought with Fight Money for a while unless that’s how you get alt. colours and taunts in SF5.

Plenty of people like to have something to work towards, optionally gated content will keep more people invested in the game for longer. I also haven’t seen an argument of how having a tournament unlock function hurts anyone. Most of the counter argument has been “well its going to get unlocked eventually anyway so we should only account to the tournament player”.

I could care less what the opponent is paying with - be it real money or in-game currency. What I am opposed to in a fighting game however is the ability to purchase in-game buffs that give an advantage over someone who doesn’t have those buffs which that statement leads me to believe, and it’s something I don’t think people would be pleased to hear.

I don’t know if this has been mentioned or not I try to follow along and read. If Capcom wants more simple they should have multiple bar system from 3s - make the supers all equally good strategically and combine the critical arts and v gauge into one bar. That way v triggers can be stored for round two.

Have multi stocked supers but have simple animations circa sfa1-3s no timer spam
V gauge activation can be the theatrical moment they want cus it will happen less often if players have to balance super, v gauge, v counters and ex on one meter.

Unless it’s multi stocked and better players had meter management. -> if they don’t add super selection

Flimsy example: Ken could have atleast a two stock shippu with 6 exs at max bar.
How would Elena behave in sfv?

I know it’s not as concrete a point but having all those bars and gauges to look at is ugly. Why have action on the screen covered in gauges? It looks boring as a spectator. From a player stand point restricting all that to a separate gauge makes no sense if it just goes away at the end if the round. No reason not to blow it all. you add options to build the v gauge without taking damage you might as well make it all one bar and tailor the ex stocks and lengths of the meter to be specific to the character if everyone has different behaving v skills.

You eliminate strategy if you stick everyone with a 3 ex meter gauge. Cus some characters won’t need that gauge to do damage. 3 ex max stock bar is an arbitrary number.

If they added Elena in the game would we see 2-3 heals per round? Problem existed cus of a two meter system.

Part of character developement I feel that is missing from new games to old ones are the variance in move sets and the proportional damage properties characters have. Capcom isn’t in a bubble they are looking at KI and MK hard and rejecting their design ideas or completing tweaking them to fit there own standard.

I wish they would take the simplicity of the interface MK has and apply it to the awesome game design I come to expect from Capcom…

They made the models look less cluttered and lighter they actually look like they are grounded by gravity and not just dolls laying on a floor as you mash them together.

Sorry for unclear message or typos.

I don’t think there’s any game where super selection actually turned out as well as you would hope. If you want multiple supers, then it works better if you can just use any of the supers whenever you want.

Just inherently, I think it’s the most boring thing about a character you can change. Why change a super when you can change a special move? That can create real individuality between players of the same character.

With a super, you’re still playing the same character for the majority of the match, and that character you’re playing will be more suited for one of the supers than the other, at least for that matchup. It’s inevitable.

That’s not even really the problem. There’s always going to be a max-damage combo, whether it uses EX or super. The problem is that the characters don’t have enough ways to use meter outside of combos. This is a problem especially in Ultra compared to other versions of SF4.

If you want individuality in how to use meter, take the Guilty Gear approach. Give people ways to use meter that are worthwhile in neutral/defense, not just offense. That’s where SF suffers sometimes.

There was a video linked in another thread that nicely put into words my thoughts on that subject that I’ve mentioned before. If Chun Li is sitting on super stocks, nothing you can do is going to make her burn that meter before she lands her confirm. E.Ryu has the same problem. You have to deal with that forever until you eat it, and so there’s no high and low points in the match. It’s the same when you’re sitting on an anti-fireball ultra - you have nothing else to spend that meter on, so your opponent has simply lost an option for the rest of the match.

Even Yun, who was used in that video as an example of a more “fun” top tier, is a bit more of a Chun in SF4, especially Ultra. Compare him to Cammy and how often she uses meter outside of combos.

In comparison, even in the games with really strong CCs it was still something you could frontload, and could proactively avoid/survive. You can sit on it, but you’re sacrificing something in doing so.

I think SF5 seems closer to that, at least in the V-gauge, which is an improvement. Most VTs you won’t want to sit on, and even if you do, you’re sacrificing the potential to AC and turn around the enemy’s offense. Won’t be like the revenge meter where there’s only one thing to do with it.

Not sure about the EX gauge, though. It would really be something that depends entirely on the character. With Cammy and Ken you’ll absolutely lose something if you sit on meter and don’t use the dive kicks, Bison has an EX fireball + hard knockdown on scissors. Other characters seem more debatable.

Im not asking for every V skill or V trigger to be the same. My issue with Nash’s V-Skill, for one, is redundancy. His V tools break the philosophy that the other 5 characters that I’ve played have, but for the worse.

I haven’t seen any gameplay yet that makes me think “Yea, that V-Skill makes him better.”

My fear for SFV is that V tools become a heavy determinant of who’s a viable character in this game, and there’s some characters with redundant, or weak, V Tools; so they’re just not worth playing if you want to compete. And if that happens to be the case one day, how does Capcom fix it…?

How is Sonic Move redundant when it’s the only true teleport in the game so far (Bison’s teleport dash doesn’t count, because you never counter those as teleports in other games). More importantly, it’s a safe teleport that works as a combo extender, something that hasn’t ever been a Street Fighter staple - prior meterless teleports were more or less predictable/readable.

As for his V-Skill, it’s a solid poke that also absorbs fireballs. This means you get more chances to actually use it since you can use it to poke at your opponents.

I didn’t say Nash’s Sonic Move (his V Trigger) is redundant, I said his V Skill (Bullet Catch) is redundant.

Sonic Move is pretty much fine as is, I just wished he either got it more often or it was time-based like everyone else’s V-Trigger.

His V Skill (Bullet Catch) is redundant because Nash already has a solid set of pokes and already has anti-fireball moves that yield more damage & setup opportunties. Every other character in the game has a V skill that fills a void in their game to some degree, but I just don’t see that with Bullet Catch. If Nash’s V Skill was a solid anti-air, or wake up tool, it would make more sense in my opinion.

From what ive heard his V Skill actually does work as an anti air.

Chun Lis V Skill doesn’t really fill a void for her either I would say. Its just there as an extra option to hop over fireballs or situationally set up pressure as a low jump. The rising knee portion of it that builds v gauge seems rather hard to apply outside of combos conpared to Nashs which has much more neutral application. Which all those neutral applications when used successfully build v gauge.

At this point, Sonic Move is Nash’s only good reversal, approach, and source of damage. Would you rather have average damage combos, a decent way to get in, or a chance at waking up safely? Those are tough choices, and it makes sense if the game is designed around that, but it’s looking like some characters might get all that stuff for free and their V trigger is just a bonus.

Not everyone else’s is time based.

Vega’s is also a one use move/combo extender while Necalli’s permanently changes his playstyle.

Honestly, I’d rather we not make more time based install V-Triggers. IMO, it makes for a much more interesting game when characters have diverse tools that may not exactly line up with each other, rather than trying to make everyone’s tools line up with each other in the name of balance.

I like how some of the v triggers are infinite time or single use. Thats probably what will differentiate it the most from x factor and instinct. Even the ones that are time based have different bar requirements and time lengths.

It’s interesting though how the least amount of V-gauge bars the revealed characters so far have is 2. And even Necalli has 3, same as Bison.

Are they keeping the other options such as 1 V-gauge bar for other characters? Will they reach 4? Or are they playing it safe?

Kinda weird how after having basically 1-3 bars in Alpha and 3, Capcom did a step back and standardized everybody in SF4 and gave them 4 Super gauge bars. Hopefully they’ll be more brave to experiment in SF5, some of that is already shown