Improvements or changes you would like to see in SFV

My only gripe so far is the push back on some normals not all and tge awckward hitboxes. I can understand the jab push back but not the medium.

No way the dizzy system reward aggressive players. Use your v-reversal to literally disipate your stun bar.

Not going to happen.

So just because it has something MK has that’s a problem?
You know FADC is just a roman cancel right. That’s not very street fighter, it looks very Guilty Gearish.

Specifically wakeup though. If you’re trying to shoryu limbs from across the stage, that’s cool. It really just makes using it when flipping a coin a really big risk without in most cases enough reward. The reward is more if it’s successful your opponent now knows you’re a mad man.

Yup FADC is Guilty Gearish but i dont think they had somehting similar to their previous titles (if i remember correclty) , also they took the idea and tried to implement it genuinely with all the focus attack concept and its properties.

With grey damage coming from normals its not like that cause they had Guard Break already which perhaps could fit here since they want to give a reward for playing offensively , plus that is coming from the 2D game with a block button!it doenst compliment SF5 at all!! l0l

Worth noting that this chip comes as grey damage rather than true chip like in MK. That means you get some additional reward for doing frame traps (which, if you haven’t noticed, Capcom is really trying to push) but still have to hit eventually to get that reward. Unlike guard break, there is no scramble moment where the other player has to run away because your guard bar is flashing; you can wait as long as you are able to defend and work your way out in your own time. This is a lot more dynamic than the MK system.

Including Normal Priority from 3S was a stroke of brilliance.

Here’s my idea for improvement: Don’t overthink the balance like you did with IV Capcom. Changing characters for the sake of it, nerfing mid and low tiers, mountains of unnecessary changes in SFIV.

Keep it simple. Keep strong characters strong (but not broken) and buff the weaker characters. That’s it. Nothing is more soul crushing than having your non broken/not even top tier favorite character hit with the nerf stick. Again simplicity is key and you’ll make everyone happy and have less work to do.

I want Jabs to come out a frame or two slower.

Throws to have range.

I want Trip Guard again.

And I want regular throws to beat command grabs.

No.

I’d actually like to see more zoning characters. So far, SFV is a one dimensional game with rush down being the ONLY viable way to play. My only choice so far for this game is F.A.N.G as he’s the only character that seems to be a zoner. With Combodick’s influence infecting this game, I predict Guile being turned into a rushdown character. Tekken 7 and KoF XIV give me more choices than SFV does.

I think you mean more projectile zoners. There are zoners in this game.

Birdie, sim, vega, fang. 4-16 ain’t bad to start. Hell I’ll add Ryu in there, 5-16

I don’t count Denjin Ryu as he doesn’t start the fight as Denjin Ryu. Even Dhalsim seems to be more aggressive than his previous selves. That leaves F.A.N.G. SFV is turning out to be a one dimensional, boring rush down game with little to no choices for players like me who like to control space with projectiles and normals. Its kinda why I play Dee Jay, Poison, and Guile in USF4. I like being defensive. Rush down play is a foreign concept to me, not to mention its boring.

But Vega and Birdie are still fairly strong zoners. I would also throw Chun in there if you want to play a grounded poke character.

In some instances this game has artificial zoning because of the area where weak normals, movement and subpar anti-air options keep players away from each other.

Game has artificial zoning because like most newschool fighters… The corner is far away. This means that the only direct counter to people jumping away and backdashing at neutral (walking people into the corner) is weak.

Big stages make sense in marvel, but not so much in streetfighter. I found myself having to chase people down all the time. Rather boring for these ā€œnewschoolā€ games to have way worse ranged options than oldschool ones like ST, and bigger stages to boot. Makes the game a snorefest. Give me back my balrog dash low straight and st.hp pls.

Yeah I really don’t understand on this insistence on big stages in these new school fighters. Everyone hates on stuff like Focus and Ultras in SFIV, while my complaints were are a lot more basic - give me smaller stages and decent blockstun.

Yeah the problem is we’ve already tried asking for that. It’s not like most anyone likes the big stages, it’s just something that is obvious at this point that Capcom will not budge on. That’s why we’re focusing on other things at this point and then it’s just nice if they change. Otherwise it seems part of their core graphical/gameplay design where I don’t see them budging.

More block stun has better chance of happening, but still nothing to hold your breath on basically. Especially with things like the white chip system which is most likely their ideology of giving you reward for making people block things.

i had a little problem whit the throws when I was in crouch position tryed to beat the throw whit jab and no working or sometimes trying to do cross up and I was grabbed. sorry for my english is not my natural language.

I would really like if v meter built quicker (through v skill and cc) and would stay with you into the next round. i really like the v system and would like to see it implemented in every round.

I think supers could build faster too. Often I didnt have super until the end of the first round. If we had the threat of vtrigger and supers in every round the game would be ridiculously fun to play and watch

Keep in mind that unlike earlier games, a lot of characters have longer combo or juggle options which cause more corner carry than some of the 2-3 hit stuff you see in ST. Big difference being you have to hit to get that carry, you can’t really do it with block strings. Thinking Necalli off the top of my head, hitting s.MK > c.MP xx EX Rush puts the other guy in the corner from the middle of the stage. There’s also back recovery now so we have to allow enough space for that to even happen.

The longer combos with juggles are seen as necessary for the game to be ā€œexcitingā€ in 2016, so there’s zero chance of Capcom budging on those. The stage size is designed to fit the rest of the mechanics.

Then its really bad mechanics.

You cant walk people into the corner anymore really and it allows people to play amuch different style of footsies than what was in the oldschool. In the oldschool you mostly wanted to hold your ground, you had to prove your footsies by not walking backwards all day.

Having to get a hit exacerbates the issue since getting a hit… Is the entire issue in the first place.

I wanted them to make crush hard counters before they implemented. I hope they keep it… I also think there should be some other knockdown that prevents the slide back quick rise…but quick rise is okay…maybe off grabs, or just normal sweeps.