Improvements or changes you would like to see in SFV

He’s not a judge. He’s an architect.

Vandelay Enterprise’s finest.

It’s already there, haven’t you played the beta?

I haven’t at all. :frowning:

The only issue with the button config in SFV is that it doesn’t reset your inputs. It’s kinda cumbersome since once you input a button into a command you have to go and find the other button and reassign that one first if it’s not the right one. So if you accidentally set MP to square, you can’t just go over to LP, hit square and have it reassign. You have to go through the other list of buttons first. Hopefully they can fix that.

If like to see random stage select keep cycling stages during rematches.

Make it cycle both stages and characters.

i get you everdred.
i agree about being kind of anxious that everyone gets pushed through the same mold so they have a v-skill/v-trigger even though that’s what capcom says they’re trying to avoid.

i think though you’re also imagining if it’s a character like Remy from 3S that he would only have those moves to work with.
You have to imagine new moves/abilities that fit the style of the character.

clearly remy’s v-trigger would be him unzipping his jacket. i’m not sure what it would actually do for him.
v-skill… i really have no idea. maybe he just insults you lol. i really wish taunts in 5 were like PA in 3S.

I’d like if the other stages didn’t lag the game to the point where we can’t pick them.

I played SF2/A/3 and I never saw a white room with lines. I’d like SF5 to follow that.

Or it can be like arcade 3s where stage slowdown on some stages is considered part of the charm and people get annoyed when you remove it

They really need to drop that bullshit of Double KOs meaning a win for both sides. It’s dumb.

Also, please remove the training stage from vs mode. I don’t want another tournament being fought 90% on the most boring stage with the most boring music.

If people really really need a stage with lines on the floor to measure distances, make it like Dragon Ball’s Tenkaichi Budokai.

No substance from me disregard

earthbound and FFT references!

Copy and pasted from the Ryu thread, since I’d like to hear opinions on that:

Crush counter is the only mechanic I hate in this game, it’s fucking useless.
As if you couldn’t punish uppercuts hard enough already since Street Fighter 2 no, now you get some extra damage from that stupid crush counter shit.

The stuff that it was originally intended for is the dumbest idea ever, too.
Who the fuck plays footsies with standing heavies in the hopes of landing a counter-hit?
Someone on this dev-team is literally retarded, and they need to let him cleanup the cellar or some shit instead of letting him put stupid shit into the game.

Do you guys think crush counter in its current form adds anything of value to the game?

I dunno man

PR Rog was able to capitalize from Karin’s crush counter by v-trigger cancelling, that fancy ass combo he did on Reiketsu that took him to the corner of the stage

I think that Crush Counters definitely add to the game but then again its just me

I like crush counters completely better than a mechanic that ate up every one hit footsie in the game with the press of 2 buttons and could be combined with backdash to run away from shit.

I personally agree that the crush counter on DP thing isn’t really necessary. It just feels like getting a free reward for getting someone to cough up a DP. Half the cast doesn’t even have a legit non EX DP (some don’t have reversals period other than super or V Trigger) so it’s weird in that you’re almost better off playing a character that doesn’t have a DP because of it now. It’s further complicated by the fact that apparently the crush counter effect on DPs only works after a blocked DP. If the DP whiffs supposedly you don’t get the crush counter effect.

The concept on its own is cool though. It’s pretty much like having the effect of a DP within a footsie. They want you to make reads with footsies that are normally unsafe to use as counter hits and reserved for whiff punishes, but if you make a read and land one, you get big damage for it. Just like how a DP has a big risk to it, but if you land it you get pressure off of you without having to stay in block stun or burn a V Reversal.

There are different types of crush counters too. You have the ones that are typical long ranged unsafe heavy normals like Ryu s.HP or Chun s.HK. Then you have closer range ones that are plus on block like Chun’s b+HP and Bison’s s.HK that are safer to use in pressure and can counter hit other footsies as well.

DPs getting crush countered on block is dumb, yeah, but that doesn’t mean the whole crush countering idea is dumb.

Well, now there’s an advantage to playing footsies with fierces and roundhouses. High risk for a high reward if you react on time when you connect one. Seems to go in hand with the elimination of combos that go from light attacks to medium/heavy -except in target combos- so it seems like a concerted plan to make footsies more reliant on the slower moves.

We’ll need to see how footsies end up playing out beyond the beta, but it could be interesting to see light attacks downplayed.

i think it would be good if they made the game fun imo

I’m taking anything they give us to punish reckless mashing.

What needed to be done was to cut the stupid big reversal window but since they ain’t reverting it to SF2 or SF3 levels ever again, they are patching around it. It would be better if they reduced it to DPs done during the reversal window (whether they whiff or are blocked) but again DPs are better overnerfed than left run wild as they did in SF4.

dp’s getting counterhit frames on block made a lot more sense to me when I realized that there are several characters in this game with literally no non-super reversal options. Without meter, the vast majority of the cast has literally no option but block against a meaty attack.

The game is just designed around very weak reversal options. Counterhit combos on blocked reversals is their compromise to let characters like shotos get an invincible on demand DP, but keep the same “you have to block” feel.

It’s just the way offense-defense works in this game - no hard knockdowns, but you have to block, no backdash, no reversals, no crouch tech.

Well there is backdash, but it’ll work like 3S where you can’t use it as a guaranteed escape option, but some players will respect your wake up, or look to bait V-reversal, that it’ll allow you to backdash anyway. And crouch tech exists, it’ll just result in a throw now, which could also be baited and punished.

Seems like V-reversal will be a lot of character’s main go to reversal (hence the name). And it won’t be something you have to guess with like a wake-up DP. You can confirm you blocked an attack and then V-reversal to burst.