So what is THE WORST mechanic(s) about SFV right now? Or are you overall satisfied with all the mechanics and simply want some more put on in the future?
I would like if the danger music kicked in later. Like around 15% 20% instead 30%. I wanna here the stage music more. Unless there is option to completely turn it off.
I have the feeling that in most case waking up with 3 kick(back roll wake up) is to strong.
It completly shut the okizem game.
I understand the idea of avoiding set up fighter 5, but as it is, it feel like even reading the back roll does not allow you to really apply pressure or take advantage of this read.What do you think?
I donât know where I saw this but thereâs a fighting game that throwâs out the letters âPUNISHâ when you hit someone during the recovery frames of a move, similar to how counter-hits and cross-ups work in SFV.
I feel like this would be a good addition to the game, which makes it easier for noobs to understand why they get their asses whooped and for the punisher himself to control if he did it correctly, or if the other guy just didnât block.
Not sure though, since I personally use those messages to hit confirm counter hits, so might throw me off in some instances.
Iâll just play this year without bitching(too much) about any annoyances i might have with the game in general, its mechanics or characters, however after a year i hope to fucking god that Capcom will take the feedback to heart if any characters are either not good or âfunâ, same for any mechanics that is detrimental to the game and atleast take a RISK implementing some changes and stop playing it safe all the time.
BO3/rematch, where rematch puts you in a endless/non ranked match is a great idea btw.
I would be content if it were just fireballs that canât chip. I got lots of people to the magic pixel during the beta and then all of a sudden it would turn into this every single time;
ââIâm going to just walk to the corner, crouch, and be ready to AA.â'
I mean, I canât really blame players for doing so either, the incentive is there.
Thereâs is no bad mechanic in SFV, but I believe some of the existing ones need to be more refined, polished, & enhanced.
Some characters simply have crappy V-Skills that need to be revisited or replaced for something more applicable to the characters playstyle.
I also believe one CA is too regressive. I thought one Ultra in Vanilla SF4 was bad, but at least we still had supers as an alternative; so it was still like having two supers. But SFV is literally ONE super. One was interesting in the 90âs when I never saw a Supermove in a fighting game before, not in 2016. I wouldâve preferred that Capcom either gave us more options, or put some universal new spin on this old SSF2T concept. âOne super, but with a twistâ wouldâve been nice.
The past few numbered installments are clearly basing their super/meter system on 3rd Strike where gaining meter for super was enough to change the whole match up (e.g certain match ups against Chun going from 4:6 to 3:7 as soon as she got meter stocked). Itâs a system designed to make supers really important without making having meter too much of an advantage.
Yes, IV played with the formula a bit, but at the same time it didnât really change much since, for the most part, ultra was more important than super.
The other thing that people tend to forget is that, in function and even form in some cases, supers have been superseded by EXs. Specifically, EXs have for the most part taken over the role of level 1 supers from the Alpha games, and at times provided even more utility.