Improvements or changes you would like to see in SFV

You can zone with buttons too you know.

This couldn’t be any further from the truth. I’ve seen you essentially saying the same thing throughout various threads, so I have to ask, have you even played the game yet? Because the reality certainly doesn’t align with your perception.

I don’t like the idea of ukemi so easy to do with by holding down/back. As someone who often plays charge characters, if I get knocked down I instinctively hold downback to start charging. In this game it causes a backroll. I hate that because it’s not always what I want. They should make it like older games where you have to tap the direction as you land.

Eh, rather than that, I’d go with Sirlin’s opinion from a while back: delayed wakeup should be the one that requires a special input, not quickstand. Most of the time the fast wakeup is the one you want, so that should be the default.

It’s sensible. Press two punch or kick buttons to wake up slowly for example.

Regardless if the quickrise is the option people want 90% of the time, you shouldn’t be able to avoid potential pressure on your wakeup for ā€œfreeā€. You can close your eyes and the game makes the right decision for you without you even having to pay attention to what is happening. If you want to avoid meaty pressure or even a potential mixup, then better pay attention to what is happening during the game and properly time the quickrise.

Don’t need a passive mechanic added which makes things easier for you after you fucked up.
It’s already easy enough, let’s make it require no thought at all…

The design of wakeup times and the ability to pressure after them is completely separate from the mechanics of wakeup.

You can have hard knockdowns with no special wakeup timings at all and still ā€œavoid potential pressure on your wakeup for freeā€ if the knockdowns are short enough. If the developers want that to be possible, then there’s no need to add a trivial mechanical requirement to it.

Likewise, you can have tons of wakeup options and have all of them be useless for actually escaping pressure. I remember this was supposed to be a chronic problem in Blazblue.

Edit: Translation in case it’s unclear what I’m saying: if you don’t want people to escape pressure for free, then make quickstand happen slower. If you want people to be able to escape pressure easily with quickstand, then there’s no reason to make it a chore, simple as it is.

Yes, actually I have. Mainly stuck with Ryu. Tried Dhalsim, don’t like him; hes too slow. Not to mention that hes a more rush down version than his previous selves; that CAN’T be denied. Every character feels the same, no one character breaks the proverbial mold. Rush down play is a boring concept to me as it takes no thought. Just memorize a few patterns and find safe ways to mix said patterns around. I mean, if I wanted to play a game based on patterns, I’d just play that Simon game that lights up and shit. And yet, thats exactly what SFV feels like; an over priced game of Simon. If I don’t like F.A.N.G, then I wasted 50 bucks. I’m not gonna do that.

Not to mention, there’s this;

I’d listen to Valle before I’d listen to any of you about this game; you guys are scrubs compared to him.

As someone who played Sim throughout the 3rd beta I don’t think it’s accurate at all to call him rush down. He still is meant to play the same zoning/lockdown style he’s had since ST. However, he has more offensive options now when he is up close and he is capable of doing more damage. That doesn’t mean that he is meant to be rushing down. Also, in the article you referenced Valle states that rushing down is a good strategy when you are in the lead, not in general. He also goes on to state that he thinks this game is going to be a more honest version of SF, reminiscent of the older SF games and that this time around, when you lose, you have a clear understand of why instead of feeling like you got scrubbed out. Overall his opinion seemed resoundingly positive.

Brainless dickrider

It’s called context. Valle was saying that as a response to the people stating that Street Fighter V was a defensive game.

It’s also called context: of course valle is talking about rushing shit down, do you know who he is?

Dhalsim is a significantly more aggressive character in Super Turbo than he is in SF4. ST Dhalsim has throw loops and the game’s only dive kicks. ST Dhalsim can push people into the corner. Is ST Dhalsim not a defensive character? No, he’s a defensive zoning character in Super Turbo, which happens to be a ludicrously fast paced, aggressive game.

I want Championship Mode from Vanilla SFIV to come back. By far the best ranked online mode they’ve ever used.

Also when searching for ranked matches I want to be able to filter by countries.

Same region for me is Ireland only which is all people I can play locally. Any gives me the whole world with most of the list being red bars from half the world away.

Why? You know nobody is gonna play that shit, everybody sits either in Ranked or Endless

In training mode I would love a ā€œlimitedā€ CPU mode where you can get a CPU bot that will ONLY do jumpins or basic normals, but nothing else - so you can practice footsies & anti-airs without them doing a predictable pattern. Recording is cool, but I definitely think having a slightly random mode would be nice to get that reaction practice in!

Add dramatic battle 2 on 1 mode from sfa3 because that’s fun all the time every time. I like it even with a cpu partner, but it’s also fun when you have a friend over that doesn’t know what they’re doing, they can still play.

The only just frame mechanic I would want in SFV would be just defend to prevent chip from specials and build extra v-gauge. Then they could allow specials to chip KO again.

Of course I wouldn’t want it to be a true just frame. I’d rather it be at least 3f.

Chip is already so low in this game you might as well make it give life back

lol chip is not that low. Ryu’s threshold for chipping someone out who doesn’t have v-reversal is actually pretty high. Cr.hp xx VT, cr.hp xx h shoryu xx CA does a shit pile of chip off a true string and forces a guard break for a free followup. It’s a full meter dump but unlike SF4 you’re not going to be prohibited access to your secondary meter unless you take 50% damage or build it using the obtuse focus mechanic meter build. Generally speaking you will have v-trigger by round end.

Switch the v gauge with the crit art gauge. It’s a minor idea but since fighter portraits or either red or blue… Instead of the character colors… Boo… it’s more time checking which side you are on. Also you don’t reset between rounds it’s harder to recognize which side super meter you have.

Maybe it’s just me and the game is so new I guess. But cutting out and resetting the characters in the middle of the screen after blacking out and coming back is kind of jarring if you stay on the side your life bar isn’t on. Then you have similar looking super meters. The only possible difference for the bottom of the screen would be the different length v meters. Most are similar lengths though so that’s little help in some instances as well.

Maybe they don’t need to drastically change it by switching those two bars. But they need another way to decipher quickly who’s player one and two by looking at the bottom of the screen not just by looking at the top if they keep you on the side you were after the 2nd and third rounds. It’s just more time consuming checking your icon in the top corner to confirm your looking at the right super meter at the bottom.

Didn’t they remove the ā€œyou stay at the side you won/lost onā€ in the recent builds?