Improvements or changes you would like to see in SFV

This could be why Capcom has scaled back combos and damage so much.
Combofiend: Yo Ono look what I found
[100% stun combo with Birdie on Ryu, sets up another 100% stun]
Ono: HOREE SHEET HOW U DO DAT
Combofiend: Well, the stun is high enough in our open link system…
Ono: REMOVE IT
Combofiend: The stun or the links?
Ono: ALL OF IT

What’s the point in even achieving stun when by the time the opponent is dizzied, he’ll have 20% HP tops? It’s basically a free win for you from there

Magic life man. The gift that keeps on giving.

Ultra David - " …and after the dizzy Daigo has just landed a 34 hit combo on Momochi! He has no life left! Daigo throws 15 specials out but he’s blocked them, still ALIVE!"

" Momochi just hit a random crush counter into V skill!! Daigo is out, he hit him 309 times and Momochi just took that one chance!"

“The beast is out!”

So, basically like the last few games with visible stun bars (esp. NG and 2I where if you got stunned, you’d die).

Stun and chip and grey damage are pretty significant. You’re talking about blocking/not blocking. Well by blocking you are:

  1. Not allowing your stun to reduce.
  2. Accumulating bonus damage when/if you do get hit. (grey)
  3. Taking some damage however slight (chip)

You can win by an inch or a mile, they’re both wins. That chip from a blocked strong strong string could mean you lose. Chip shouldn’t be that huge because you also get grey and hold stun. It’s bonus for the attacker to cash in on if they’re doing a good job of keeping their opponent in a passive position. That’s quite a lot that the attacker gets just for attacking a blocking opponent.

You’re really talking about specifics which imo is fine but isn’t a big deal before release. The game can and will be adjusted. If it’s not working out how the designers felt it should, they will tweak things to move it closer to their targets.

All I want are throws to get buffed. That’s it.

I want throws to have more range.

I want faster startup by a frame or two for throws and/or Jabs and Lights come out a frame or two slower.

And I want throws to beat command grabs.

That’s it. They are so close to nailing the gameplay aside from all of needless nerfs.

i would like it so you can reaction combo crush counter moves like necalli and ryu’s st.hp’s.

They might do that. They did that with Mika in the latest Stress Test. If you land a st.HK (uncharged) and it CC’s it pops them up in the air in glorious slow-mo and you can reset them or combo into Butt Splash.

I just don’t see the point in using st.hp crush counter with either character (having to commit to a special) when I could just use the st.hk version and do reaction combos. I mean I guess you can make them a bit safer than the hk crush counters (Necalli - lk axe kick is safe/Ryu - st.hk follow up might whiff if they are crouching and they’ll have to try to punish that instead).

you know you can just react to the hit right? it’s 20+ frames and there’s a massive sound effect.

the entire crush counter system is based on the fact that you can react to them. you can even option-select some of them so the follow-up only comes out on counterhit.

you can react to necalli and ryu’s kick crush counters. you can’t react to the punch ones when they spin in the air. you can only guess it’s going to hit and then cancel specials into them…you can’t see it’s hit and then decide to tag on a special. the only thing i could do on reaction after ryu’s cc st.hp is the st.hk target combo ender.

even if i’m totally wrong about this (and i don’t think i am), i still think it should be made easier easier to tag a special moves on to the end of those two particular punch crush counters.

Gawd. Arguing whether or not a one hit thing is reactable/confirmable, sounds like 3rd Strike all over again.

Yes, you can. I specifically tested this out in training mode. When you crush counter, the game pauses the game for a huge amount of time and plays a super obvious audio cue. If you’re looking for it, you can totally hit confirm. I tried it, I turned on random counterhit and random block and after just a few minutes practice, and I was able to consistently do it.

The hit stop is literally 20 frames long and the cue is super obvious, you can totally react to it. They’re designed to be hit confirmed. Try it in the next beta, trust me, you can do it.

You can os crush counters. So if you got reactions hitconfirm, if not use execution and os it.

If you can’t react to ryus hp crush counter I’d schedule a doctors appointment immediately

i believe you. i was trying to test it but i kept getting put into matches. i’m glad that you are right because it means it’s not pointless.

i was reacting to it fine with st.hk. i was just struggling to get anything else. i didn’t get to play the cracked beta and i’m sure a lot of you have, so i should’ve realised that you’ve all had a while to test that out. sorry i forgot.

I’m extremely happy over the normal priority system in SFV. Fantastic that they have added this. I can’t even play sf4 anymore.

One thing that’s outside of the gameplay’s design but still very important, is for ranked matches to be Best Of 3. BO1 encourages gimmicks and crutches. BO3 would have a huge impact on how people learn the game and frankly I expected people to make more noise about this.

There are still problems that would have to be confronted such as having to play an opponent that is way worse than you or way better than you, twice in a row, and/or having to play 3 matches to get your rank up.

Ranked is all about receiving rank, but only getting paid out in rank for every 3rd match would piss some people off I think.

Besides that, eventually you get to know all the good players anyways. I didn’t even play sf4 ranked more than a couple of weeks, and I eventually started to recognize at least 40% of the people I was matched against.

Maybe they could have two different ranked modes? Bo1 and a Bo3.