I agree. Its better not to use V-Skill at all with some characters.
I believe Capcom missed the mark with a few Characters V-Skills. Cammy’s V-Skill just makes her stale. It’s the same move she’s had for decades & a move i rarely get punished by, except quicker with cross-up potential. Sh*t is boring.
Ken’s V-Skill should just be his regular dash. Give him something cooler and better.
Karin’s V-Skill is simply pointless compared to her other options.
And i already voiced my opinion about Nash’s months ago.
Well a move like spin knuckle isn’t meant to be tossed out at neutral. Its main purpose is to punish fireballs at a specific range (which it does quite nicely), Cammy already other good pokes she can use. Also, let’s not forget that the move was buffed and that the cross up version can be comboed out of now, meaning she can get ambiguous left-right mixups off some setups.
I know some folks are looking for sonething tricksy, but Cammy is this game is going back to her pre-IV roots. She’s a basic, fundamental, footsie character slightly biased towards offense. She wins by having good buttons and simply putting hitboxes in front of her - something she does quite well in this game. With that in mind, it’s hard to think of anything based on her moveset that wouldn’t either be superflous, or would require compromises in her moveset/playstyle for it to work.
I mostly agree with your post, expecially with the Just Defend part, it’s a very good idea. Perhaps it should totally negate the white chip damage on top of reducing standard chip. No more frame advantage, just chip reduction / v-building. That way it wouldn’t go against SF5 design phylosophy - core mechanics that should be simple and accessible by everyone - but still give advanced players something more to look into.
I like the game direction overall but it feels a bit TOO plain at the moment, I understand the marketing and “expanding audience” reasons of making the core mechanics easy and accessible, and even agree with that, but the V-system should be expanded more or else the game risks to become boring after some time. All the v-skills need to be tuned properly, characters with a very situational v-skill should maybe get a variation, like some already do.
I.e. Ryu could have a fake hado with qcf+mp+mk or something like that. You can give the game more layers while keeping it accessible.
Activation-type triggers would be more interesting if it changed the moves properties more, perhaps even giving access to new normals - the perfect example is Necalli, he gets that super cool looking transformation but seeing the frame data and everything it’s an uninteresting powerup really, save for an added light to medium link it really adds nothing interesting to the character.
The designers should just go wild with V-Triggers, like Vampire Savior Dark Forces activations wild.
To balance that, the other unique V-Triggers (the likes of Rashid’s, Mika’s and such) should get more variations/properties.
That’s my point, it doesn’t complement her gameplay so you barely if ever land it. You do it against ryu and ken, because nash and chun have better recovery on fireballs unless you yolo/read it.
Didn’t Alpha 3 have some kind of Just Defend system? It wouldn’t be that odd in this game, and might even be a consolation prize for those who wanted to show off their 3S parry skills.
You don’t think something like V Trigger’s granting Vsav Dark Force power ups like temporary flight, super armor. assist attacks etc would be game breaking in Street Fighter?
I don’t recall Alpha 3 ever having something like Just Defend. You might be confusing it with CvS2 (which is basically an extension of the Alpha 3 system, just less broken) which had it, but only because it was in K-Groove.
Alpha 3 did have kind of an instant block mechanic which you could use to reduce the amount of guard damage done. Also had melty blood like damage reduction as well.
I didn’t mean they should give the same power-ups, but that they should be overall more powerful, and with some bolder designs, still in the realms of Street Fighter
also, Gief ha super armor, Mika has an assist v-trigger, those concepts can fit SF. In my opinion they’re still playing it a bit too safe.
A game is just more fun when all the characters have access to some really strong stuff.
● V-reversals need to be able to K.O. – they’re useless otherwise, as they cannot be combo’d off of and most have far better use for the V-meter than an attack that does regenerate-able chip damage
● More super attacks / Critical Arts per character – one, non-interactive, cut-scene super isn’t enough in 2015… at very least, allow CA’s to have differing levels of power (1, 2, 3), like Alpha.
● Remove damage scaling on non-combo’d attacks, irrespective of remaining health – are Capcom trying for ‘Plateau Fighter V: Close Matches Even When They’re Not Edition’ or a competitive fighting game?
● Allow Karin’s ‘Orochi’ to snuff projectile specials (and the EX version to reflect them) – the move is currently not that useful, but it looks as though it should do something useful.
● Change the wrestler’s ground command grabs to 360° motions – are they allowing for Wii-mote control compatibility?
● Change Dictator and Shin Guile back to charge characters – homogenising everything makes for Rising Thunder / Alzheimer’s disease.
it was more like compared to the context, like V-Triggers should be to the SF engine what DFs are to the VS engine
a bit more walkspeed in general among the cast would be nice.
Also the command overheads need to be tweaked. Currently, every single one but Chun’s is -6 on block, but this standardization makes little sense since they don’t have the same level of usefulness, they don’t complement the character the same way and so on
If the overheads are going to be unsafe and slower in general I wouldn’t mind the ability to combo out of some of them on crouching opponents, even if it’s just a real basic thing like OH - crLP - special. Very little in the way of any sort of knockdown mixups so a high low, even if high risk, feels like it’d make sense.
I would like to see other effect from different characters too. Some having more frame advantages on crouching characters than standing characters, some that knockdowns, etc etc
Anyone else want to see extra modes so there’s something to play around with outside of the main game?
-KOF mode (3 characters, losing a round removes the character)
-Sparring mode (99 seconds, infinite health, winner is determined by who has dealt the most damage to the opponent by the end of the round)
I liked the survival stuff in Tekken 3 where you could play against your casual friends.
You could pick like 1 character and they could pick 8. Fun times, though probably not very popular.