Improvements or changes you would like to see in SFV

Just a small UX request for SFV:

In SFIV currently we all mash A/X AND the Start button to start the matches quicker and it’s kinda annoying specially on some stick layouts. Just make it so A/X does all that shit.

Technically they don’t even need to implement a second Critical Art as in it being selectable at the Character Screen before the match. We’ve already seen Ryu upgrading from Shinkuu Hadoken to Denjin Hadoken, and Necalli upgrading from his “Berserker Barrage” to “Insta-Kill Grab” just by activating their respective V-Triggers

So if they go this route, then I think it will only add more to your general battle plan strategy to sacrifice V-Trigger ASAP to get the access to your secondary CA, or to spare the resources and use the regular CA, or have a “Get out of jail” card in the form of V-Reversal to end the opponent’s pressure and gain some space between yourself and your opponent, with possibility of resetting the situation back to neutral game

Wouldn’t hurt, right?

As it is works just fine though. Limited to certain characters.
How meter works and the options it affords is a big part of character diversity.
They already have gone that route, just not across the whole cast. That’s a good thing I think.

Oro needs to be in SFV just so we can have a V-Trigger where he unties his other arm and does alotta OP stuff.

Weird…the more I read about SF5 outside of SRK, the more I see people mention stuff like this game feels kinda…barebones. Like it needs an additional mechanic or something special in addition to the V-System the game has right now

Do you guys feel the same way?

Me personally - I’m perfectly fine with the V-System, especially since it feels like Capcom combined three different ones into one big (i.e. V-Skills - unique attacks with universal input, V-Reversals - the return of Alpha Counters, V-Triggers - attack cancel tool + character amplification mechanic)

Nah. SF should be a simple game mechanics wise. 3S and ST are two of the most beloved SF games while not being loaded with systems. Leave that for anime/marvel games.

SF should be about creating depth with what is there. Which there will be plenty especially now that there are 2 V Reversals and everyone’s V trigger effects the game in a different way.

While the system is barebones, my main worry is that the characters are a bit too simple. Playing Bison, there’s very little use for regular Inferno and Blast, HK SK is pretty pointless, and some of his normals are just there. Throw on crap walk speed and throw range and it’s just getting a little bland

This isn’t gameplay, and I’m not sure if it’s been mentioned, but I’ve always just wired six buttons on my sticks. The other two just get in the way. In SF4, all you need to navigate menus is R1, because it’ll go back to the first page from the last. In SF5, it doesn’t do that. I’ve got to totally exit the game to get back to the first page of training mode options. I hope it gets fixed.

Not completely disagreeing, but HK SK during V trigger gives him a short invulnerable teleport forward before the moves goes active. It’s a decent surprise attack if distanced properly. Psycho blast is great for corner pressure after a blockstring as it leaves you in range for command HP, safe low psycho inferno and other shennanigans. He might seem a bit simple now but his moves have very interesting nuisances that will be shed light on in the future.

I believe all his SKs do, although HK may have a longer period. As for his Blast, why not just LK SK instead for positioning (I’ll test this tonight)?

It still shabby solve the issue of HK SK being terrible outside of VT nor mp/hp blasts but having a purpose

For blast KD set-ups easily. I’m sure there is a use for the other verions of blast. I’ll do some looking into myself tonight.

LK isn’t safe anymore, I tested this last night with birdie(whose got the slowest jab) and I kept punishing bison players on blocked lk sk’s. That aside, even if perfectly spaces, the pushblock on lk sk is significantly shorter that that of psycho blast so you get an overall different positioning. From what I tried out, a blocked psycho blast gives you perfect range for anything the opponent might react to. Good for anti airing with c. hp, good for comman HP and crouching MP. Do test it out this evening! I’m definitely going to do so myself.

A random thought I had while reading about time constraints at one of our locals. The idea may have been mentioned before.

Basically the game has a tournament mode. Besides all the stuff we’ve already asked for, in this mode the should be able to access Challonge via an API (not even sure that it exists). So once the tournament bracket is created and registered on the system, the game automatically knows about the tournament, brackets and players. You basically select which match is about to be played, and the game will automatically update the brackets. It could even be setup to display the players’ names on screen so that there’s never any confusion about who is who (streamers putting the name on the wrong side etc).

It’s probably one of those ideas that could be very hard to implement smoothly, but given their e sports ambitions I think it’s something that Capcom should start looking into.

Challonge is supposed to have an API. I’ve just never seen anything done with it ever.

Is there a possibility of it being integrated into the game to have the FGC events brackets available right from SF5?

I’m in the camp that believes SFV is slightly too bare right now. My opinion may change as the roster fills out, but I agree that SFV needs one more thing that spices it up. I felt the same void with vanilla SF4.

I disagree with @DevilJin 01 on 3S. 3rd Strike has a lot of different mechanics going on. Universal overheads, parry, Red parry, EXs, taunt powerups, Super jumps, Super Art Selection. 3S reaches the threshold of stuff that should be in SF game in my opinion. But of course, it took years for SF3 to build up to that 3S point; so i suppose we should give SFV the same opportunity to do so.

I think SFV is wide open for more Critical Arts, and/or some type of V-Trigger selection. We’ll get a Super SFV update eventually with something like that I’m sure.

The difference between 3S and SFV so far is that in 3S you got pretty straight forward characters that are “easy” to pick up like Ken and also pretty daunting execution heavy characters like Urien and such.
I also feel like input shortcuts feel completely out of place in SFV and handicap noobs instead of helping them.

People with clean and quick execution tempered in SF2 to SF3 will rarely get a super input when trying to do an uppercut, but noobs like me will lose their fucking shit over it because it happens to them all the fucking time.

Also if you don’t have any execution requirements in terms of combos, at least make the damn specials and super somewhat difficult, so people have something to practice and be proud of.

Started to make an app to help tourney management but stopped after understanding how much of a hassle maintaining shit on Android was.

And it would rather be an SF5 api than the other way around anw.

I agree to some extent although some of those “systems” you listed are rather soft and only really necessary for some of the cast. Supers, EX moves, parries, red parries and UOHs are probably the 5 general systems that are mainly used in the game. The other stuff is more character specific or more background options compared to the few prominent things you are using. Super jump is an option in 3S, but the top cast is so footsie centric that they are rarely super jumping most of the time. Mainly just for SJCs.

Which 3S still has nowhere near as many bars/selectable bars or system options as a game like Alpha 3, CVS2 or SFxT. Yet still has plenty of depth.

With SFV you already have supers, EX moves, V Reversals, V Triggers, stun bar, crush counters, quick get ups, normal attack white chip, no chip deaths outside of supers and each of those options can be wildly different for each character than the options for characters in other games. That’s plenty to last for 2 years or longer.

Of course it won’t hurt to add something extra, just doesn’t need to be like Alpha 3, SFxT or Guilty Gear with shit all over the place.

I think part of the problem also is that there’s so few revealed characters and not a huge push in the meta yet so it creates an unnecessary feeling to add things to the game.

I was having a discussion with someone one how supposedly “bare bones” the game was when it was pointed out that, what we’ve been playing only has 6 characters so far. In a game like SFV, just like in 3S, alot of the other stuff is going to come from character specific tools instead of character specific applications of universal tools.