Improvements or changes you would like to see in SFV

Meaties seem a bit hard to time, but that just might be practice. Jabs seems really good on wake-up, and I feel like opponents aren’t guessing correctly if I’m going for a throw or meaty, or grab, but just mashing jab by default. Would like a way to stop that from happening so much. But again, may just need to work on my setups and really determine when I can even do a meaty.

Right now, I would just say add a bunch of modes, I want to put in a lot of time with the game and having variety of modes helps that.

After that, increase the pace a little bit. Everyone walks moves a little faster, but only after everyone is comfortable with their characters, so maybe after Evo this year, change the speed across the board, or just put in a turbo and super turbo option and let communities decide which speed is best.

That’s all I got for now, solid starting point, just need to add to it quickly to erode some of the backlash.

When the opponent does a quickrise or a backrise, i would like a little message to pop up indicating the opponent did this. We have messages for everything else like “crossup” and "first strike"
Why can you quickrise after some supers while you can’t from others. Make it universal, preferably a hardknockdown.
Imho, remove backrise from the game, or atleast give it the same wakeup timing as a quickrise. You can already quickrise from almost every knockdown and have v-reversals at your disposal. A character such as Chun which ISN’T a rushdown character isn’t affectd by it at all yet a supposedly rushdown character like Necalli cannot continue his offense. Not to take anything away from Chun, don’t want any nerfs to her at all, point is, the backrise doesn’t add anything to the game, it’s another unnecessary layer that you will have to deal with to apply simple pressure, not even an ambiguous setup. The game will still revolve around neutral regardless if it’s removed.
Less pusback on counterhits or any hits in general.

I think some of you need to clarify the distinction between the sf4 vortex and honest grounded oki. If you get knocked down you should be at a disadvantage in terms of risk reward, I agree that getting knocked down shouldn’t be as punishing as it was in sf4 but it’s ridiculous to complain about having to block a meaty or deal with a simple shimmy

You’re going to have to think of it more like 3S where you had to take backroll into consideration and most meaty attempts started off from chasing down a backroll.

I wonder what the shop is going to have. More titles? Name Changes?

You know what would be amazing?
If you could load a replay into training mode and put yourself into one of the characters at any point.

Say you got your button beat in any situation, you could explore which the right response would’ve been.

Also you should be able to save a replay on the match result screen.

The would be some next level $H!7 right there.

pls Capcom

I would like the option to change CA moves to require 2 buttons to activate instead of 1. It shouldn’t be standard but just an option for sloppy execution players like myself.

Some characters CA changes depending on what button you hit, which COULD still work for 2 button CAs as well (things like 2 button Aegis Reflector and Ravens EX kick special in SFxT come to mind), but I highly doubt they’ll implement such a feature. Best to just keep working on your execution.

I was just thinking.

>Battle Lounge
After said player loses, player has the option to pick another character during the re-match scene.
This scene does not show if said player wins. But the scene will show for the losing player respectively.

This would be a lot better than having to back all the way out to pick stage and character again.

But then again…SFV load times are asschronicles

I’d like to see wakeup/guard recovery take inputs for up to 5 seconds so people can practice against delay techs and stuff

Just make sure to properly end your DPs in :df: since the game no longer has the super shortcut and needs you to end in :f: to pull off the super.

just completely rip off XRDs lobby system and put it in the game, copy every single thing

please capcom

One thing that really bugs me is the V-Triggers. I don’t understand exactly what half of them even do, and many do multiple things. No one’s really given my straight answers on the hard numbers and facts concerning each character’s V-Trigger. I need to know this stuff. Half the time I get beat is because I’m beating the opponent down, and they pull out the comeback V-Trig and proceed to turn the tables while I have no clue what is even happening or why I’m getting hit. Yes, it’s better and more balanced than SF4’s Ultras which take half your life at the press of a button, but still, you guys are missing the fact that you should not be REWARDED for being OUTPLAYED with a free “super mode”. Many of which last a long time, and some (like NecallI’s) which last the ENTIRE ROUND. Are you kidding me? in Tom Brady voice Come on man. Come on. This isn’t the Special Olympics (no offense) or little league baseball where everybody wins. Or at least it shouldn’t be.

They need to either:

A. Reduce the amount of V-gauge you gain from taking damage.
OR
B. Don’t allow the ability to gain V-gauge AT ALL from taking damage (and make it only giving).

I’d be fine with either one, but I’d be more ok with the first option so the baddies and scrubs who always rely solely on the V-Trigger to win rounds don’t cry like babies.

But comeback mechanics make a game exciting or something

But v triggers are not bad. I’d say the dumbest one is MAYBE Chun. But pretty much all of them still take effort to make work.

Just spend an hour reading through what they do. It’s a hell of a lot easier than learning footsies which you’ll have to do at some point if you want to get better.

No, inherently V-Triggers are not bad mechanics or ideas. They’re actually pretty cool. It’s just that I’m not a fan of the way they are currently implemented. I don’t think you should be rewarded with your V-Trigger for being outplayed. That’s dumb. Just reduce the meter gain at the very least.

You can gain VT by landing CC’s and using your skill on top of taking dmg.

Um, sure, but how does that justify gaining meter from being hit/outplayed again?