I think you mean hitstop (impact freeze, SELF_STOP, etc), the amount of frames you and your opponent can’t do anything at all. I think someone said SFIV was 5 frames and SFxT was 10. Not sure about SFV but it is higher than SFIV though.
One thing to remember as far as AA’s go is that in oldschool streetfighter thee was ALOT less hitstun on jump attacks. That meant you had to do deep jump attacks to combo once you landed… That also meant hat it was EASY to AA jump attacks.
But with new school streetfighter you can jump in with early jump attacks and still combo a lot of the time.
As a fella with limited fgc knowledge and is barely super bronze for god knows how long:
That attack power 1 item should be the game’s default damage.
Target combos. This is one franchise that would not be hurt by more target combos.
vtrigger that takes one block only and lasts for that block.
Nerf the fuck out of the length of people with activated V-trigger buffs. That shit lasts for WAY too long. Ken/Chun/Karin/Bison, shit feels like it lasts the whole round.
Balance would be saying to make their hits weaker; I want the time shorter; which is more the mechanic itself. If you can wreck me in 10 seconds with it on, more power to you.
The v-trigger/reversal mechanic itself needs an overhaul honestly; Alpha counters (which is essentially what it is) were universal iirc. Some people dodging, teleporting, hitting; everything being different kinda feels off; I’d almost say unfair, but it’s really not. The mechanic seems to be to help you escape “gattling” situations (i.e. Blazblue) but if you can still be thrown right back in the corner; even the guys who are counter attacking; it’s almost worthless.
I’m also with Easilyn on the addition of more target combos; rather, even manual combos; maybe it’s that I’m playing online too much; but a lot of my (Nash) manuals seems to be missing lately and it’s aggravating to land a combo 10 times in a row and then watching it drop over and over again. cr.mp>st.mp I’ve seen is very indecisive on whether it wants to land on the same character, during the same fight; in the exact same setup consistently. Again; maybe this is some bullshit online nuance.
Forget that stupid rematch option in Ranked; who in their right mind would accept a rematch from someone they think has a good chance of possibly winning? Without a double or nothing mechanic there; it’s worthless. Just let us see who we’re playing against again, in a search mode; so that we can headhunt.
Oh also, I haven’t said it in a bit; Nash, give the man a proper invincibility start-up anti air. EX scythe; not worth.
I want the dummy options to also apply to the player character when recording. It’s annoying trying to record a sequence that’ll only reach against crouchers when the player character can’t crouch, or a particularly long sequence that gets cut short because of stun etc.
I don’t know exactly how they could implement it, but I want some way to record setups off of v-reversal. If I have a v-reversal that knocks down and I want to try and find a set up that will work on both quick rise and back roll, and it requires me to manually delay something x amount of frames, I can’t that trust that I actually found such a setup without a dummy recording.
Just being able to get the dummy to v-reversal at all would be something for starters.
Now we just need Juni, Juli to not be dead (Okay, she isn’t dead; just catatonic), Adon, Cody, Guy, Fei Long, Rose, DeeJay, AKUMA (Where is he?!), SODOM PLZNOW, Sagat, Rolento, Gen, Sakura (She’ll obviously show up) Honda, Blanka, Eagle, Maki, Yun and Ingrid.