Improvements or changes you would like to see in SFV

And Nash’s fits perfectly in this because it makes hims possibly the fastest V-Gauge builder in the game, which fits his V-Trigger since it’s a 1 time teleport and not a time based install type deal.

I’m still surprised they were quick to give him that. I would’ve definitely given it to Alex or Urien instead since they were the new characters in the 3 series.

When is beta neeeeews

I think this is because this game in general has a more Third Strike pace, and Ryu is already appearing to be just as much of a heavy hitter in this game as he was in Third Strike. While a lot of people associate parries in SF3 with Ken due to Evo moment #37, Ken can get by pretty darn well without parries, in-fact, a lot of the cast in 3S can. Ryu however lacked a solid confirm option that wasn’t very easy to counter, so he had to rely heavily on counter pokes, throws, and parries. Parrying was crucial to a good Ryu in 3S, as he relied on max damage punishes. Though, I agree that Urien was also fairly reliant on parries, but only within the context of SF3. If he is in SFV, his base moveset will be exceptionally strong for a game without parries. He was hurt by their existence more than he benefited from them.


Onto another topic, which I’m sure has been covered but I’ll reiterate it again for yuks. How do you guys feel about the current stun mechanic? I’ve personally never been a fan of the all-in or all-out version of stun that is present in most every game aside from 3S and a few others. 3S’s stun system was like having a separate life bar, which fluctuated throughout the match and was something you really had to pay attention to. It was always slowly draining, which really rewarded you for successfully blocking pressure strings, as opposed to forcing you into a situation where you needed to flee or make a break for it, lest you remain forever one jab away from stun. You could rely on solid defense to reduce your stun to a reasonable level, which forced your opponent to mix-up more effectively if they wanted to get that stun on you. It also meant, if you did want to back out, you had to play a bit defensively for a longer period of time, which again, forces good play.

I just feel like it would allow you to design more characters around low damage and high stun, as well as increase the dynamic of the system. There were a lot of stun oriented characters in 3S, Ibuki being my main, I actually paid more attention to my opponent’s stun bar than I did their health.

You could also, to make going to neutral more of a benefit, make it so standing neutral without moving, would increase the stun depletion rate by 2x or something. This way you could still get away and reduce your stun quickly, but also get the benefit of slowly losing stun by blocking successfully. I just strive to give defense some sort of benefit, because god knows fighting game designers hate rewarding good defense. (Outside of, you know, not losing health – but you lose that in SFV too!)

There are more ways it could be done, but I would like to see it altered. Thoughts?

3S Ibuki definitely was a character that became high damage through her stun game. Target chains, ex tsumuji and f+hk do heavy stun where getting hit by too many gives her a free jump in combo thar could very well kill you or leave you at almost no health.

Currently I think the stun bar runs down a bit too fast, but that could also be a product of people not knowing all of their pressure options yet. Currently I like where its going, but it seems like as soon as you start catching a bit of a breather it starts running back down to empty pretty quickly. Which is not much like the more gradual stun recovery from 3S.

That also made small things like Oros ability to hasten his stun recovery with his taunt interesting.

Here’s a couple of things I came up with:

  1. When playing training mode with fight request on, I’d like to be able to set those intervals by myself. Let’s say I want to train a combo for 15 minutes, then play a game then practice the next for 15 minutes. I’d like to be able to say “Search for a game every xx minutes”. I would fucking love that. How often did you wanna try out a combo and got into a match while doing so?
  2. Run ranked matches at first to 2 and use a ladder that resets every x month. Give the top finishers a flight/bus drive to their nearest Capcom Cup ranking/premier events.
  3. Run an anti-cheat software that checks for hotkey scripts/turbo buttons/unplayable lag. Disqualify players from playing ladder/ranked who use this stuff.
  4. Have a nice replay system complete with stopping time, slowing time, fast forwarding going back etc. would also be nice if they were auto uploaded since in SFIV it’s hard to get top player games and learn from them, because they never upload them, so you only find replays of them losing because the victor is proud of himself.
  5. I don’t like the timing on chaining lights. You got to hammer the buttons on a pad.

No, fuck that. Hearthstone uses that system and it’s awful. EVERY FUCKING MONTH when it comes to season’s end - everybody rushes into the game to reach the highest possible rank and go for Legend, using the most bullshit decks.

I do NOT want this shit in SF5. Because every month the strongest players from previous months will run into newbies and wreck their shit, because even if you set the ranking matches to find games with players with similar skill level (rank/level/pp/bp/whatever) - it will not help you avoid those pros whom you probably don’t want to play (because how can you enjoy the game and learn when there’s this uber-player with gazillion BP ranking #1 who just PP’s you within like 20 seconds?)

Especially if Capcom brings some bonuses in form of Fight Money to players with highest achieved rank within a month

I like fighting good/top people because I feel that’s how you get gud and generally am at that level myself, but I can see what it would be rough for newer people.

What is the issue with Hearthstone’s system where newbies are guaranteed to run into top players even with the filters? Wouldn’t just a better filtering system work that just shuts them out from anyone high ranked? What makes them forced to fight high PPs?

Dumb shit is what he’s raving about.
With a proper ELO system you have around 20 matches that are either too easy or too hard for you and then stuff normalizes. Also who gives a shit if you get beaten by a pro? I’m always happy getting exposed by good players.
When I run into Ixion or Phenom on pc it’s always enlightening how many holes I’ve got in my play and how get read like a book.

If you don’t like competition ladders and rankings, play some endless or quick matches. What’s the deal?

The idea is to expose good online warriors to the public and give them a chance to prove themselves offline.
In every other e-sport the pros are born from the online community and in Killer Instinct it seems to start going into that direction too, since they got great online to train with.+
Every other fighting games it’s usually the OG arcade pros dominating because they had a great and competitive environment around them for decades.

If you got a competitive online environment with great netcode and the feeling that every win counts towards an amazing goal (getting seen on stream in a tournament, having the chance to qualify for Capcom ProTour events etc.), you’ll get some more people who get steeled in such an environment and acquire the skills to compete on the highest level.

Right now it’s just people fighting for points you cannot buy yourself shit for. That’s also a reason why pros disregard online as good training. Bo1 sets and all you get is worthless points on top of the terrible lag.

That’s why I’ve pushing for strong rollback netcode for a long time so you can be that guy in Wisconsin or Idaho with no scene and still come out and have a chance of blazing through pools or being the next KnuckleDu or KBrad. I can’t get out to offline stuff all of the time and strong netcode gives you an avenue to regularly practice during any day just like the old arcades and have a large pool of competition to play from. You may not get practice for every matchup only playing locally and spending lots of money travelling out to stuff. Which is why I moved to playing solely Skullgirls and KI for a while hoping what they are pushing would eventually get into something more mainstream like SF.

Online is a great intermediate to get that type of practice without having to be at a big arcade in Tokyo. The input buffer makes it so even if their netcode isn’t the best netcode ever you still should be able to get the majority of your links out. Which is good to help people get towards the meat of the game. Either way I’m confident it’ll be at least at the level of pre patch SFxT which is pretty good and with all of these beta tests has potential to be better.

I mean I remember that shit from Warcraft 3.
I was never able to get into the pro ladders for Warcraft 3 or qualify for Blizzcon but getting that top 900 ranking on Northrend (the second most brutal server back then) meant a lot to me and I pushed myself hard for it past ladder anxiety and past my own shortcomings.

You also wouldn’t see anything less than top players at Blizzcon, even though they had crappy online back in the day and hackers trying to ruin the fun for legit players.
Now imagine that shit with good online in SF. Heck even with shit online like MKX, SonicFox wrecks almost every one of these ridiculous Xbox tournaments.
Just give people a good reason to put their mind on the online portion of the game.

The issue is that you can’t filter out players who have been playing forever from a new player when using a ladder reset system, as that implies that it resets EVERYTHING - the rank you’ve earned, the Battle Points, the Player Points. In that case - the only way to wall newbies from pros is by integrating profile stats of the players into search, which requires you to enable such options as Number of Wins (total), Play Time, etc

That’s why SF4’s ranked system is better in that regard, because if you have, say, 1000PP and 2000BP - you can search for people with approximately same results, which kinda puts you on equal footing

How do you implement such a system in an environment where your results are reset every month?

If you like to get bopped by pro players, good for you. Me personally? I want to have fun with the game, not getting into a match and watching how he jumps over me and combo’s me for 20 seconds until seeing “YOU LOSE” message

What you are proposing sounds like blocking most of the community out from tournaments just because they didn’t score hundred thousand points by grinding the game online

So exact opporunities that SF4 offers?

Just like every other fighting game (sometimes including the lag part)

Let’s just hope it can be considered a portion of the game, and no longer a completely separate game.

Imagine if they had that system in SF4, and sent gimmicky blankas to events. That would just advertise how useless online training is.

I disagree with a lot of things in this post but I think it’s worth pointing out that you don’t need to have a hard reset. You can easily have the system remember information about you, and weight your rating so that you start out a little higher on the matchmaking totempole. For example, 1000 points can become 200, internally or externally. Something like that.

How modern games do it is they just remember your rating from last season so you don’t have to grind forever until you get to play opponents on your own level again.
You only have to grind the visual number then and don’t have to fight through hundreds of bad players again.

New players play calibration matches.

Sure there’s always the problem of “smurfing” but you have that in any game.

The online playerbase for almost any fighting game is not really large enough to avoid this. If the game only tries to match you up by skill level you will end up playing the same small handful of players all night (this is on a good day for an active game). There are nights on a lot of fighting games where you are lucky to have 10 guys in ranked at the same time. In this case you’re just happy you have someone to play.

The prize for best player of the month is intriguing, however I would prefer this be done with a monthly massive online tournament. Perhaps you have to be a certain rank to enter, since SF5 will likely have millions of players.

I think the ranked system shouldn’t reset at all, until major updates.

I’m just thinking about stuff that gets the online community more involved and look at successful models from other successful games in that regard.
I don’t give a rats ass if it’s a ladder race or an online qualifier for an online tournament, the point is giving online players a light at the end of the tunnel and make them feel like they’re part of a competitive community.

I’d also welcome 2v2 and 3v3 game modes working the same way as KoF or CvS2.
Gives people who do not like to play alone or try having a good time online something to do and cheer each other up.
There’s some people that feel like they’re thrown into the lion’s den, or aren’t super competitive when they’re at your house and don’t feel like getting beaten up by you again and again.
Some cooperative stuff that doesn’t need much development money can help bring people together to play the game.

My gf for example rarely plays SF with me, because it’s 1v1. I could get her to play MK9 with me though, because of the tag team mode. She could just press buttons and when anything went wrong I could bail her out (mostly not though, I suck at MK9).
Nice part is you can cheer for each other.

most games yes this is true, but in SF and MKX you don’t have to worry about this. I can get on SF right now and search for players with similar skill and have a plethora of opponents to choose from… and this game has been out for 7 years. You are right about other games, but SF and MKX are the outliners here.