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I want:

  • Bugfixes and fixes in general. Rematch bug,Sound bugs, no flags in battlelounges are shown till you join one,clipping,D-Input,language change,odd framedrops. All these small things.

  • Ingame newsletter

  • Harder RQ punishmeant

  • The input lag

  • More trainings options! Option to safe the settings. Ingame framedata,ingame hitbox viewer,all these things. I know it’s probably not in the game duo to the early release,but I want it.

  • Online training. Probably the best feature that USFIV implented. Should be back asap.

  • Build in Twitch Stream

Are you on Capcom’s payroll or what

While I wouldn’t call it a “steal” by any means, I do think people who play regularly will be able to afford DLC characters with their in game points. I have a season pass, but would’ve been able to get Alex/Guile without it honestly. I don’t think League is a very good comparison though (free game with characters coming out constantly, all their money comes from optional purchases anyway)

The game’s biggest issue is input lag imo. I agree I’d like to see online training

No, I’ve just been around other genres enough to definitively say that fighting games have been the Most Lenient and Modest when it comes to things like DLC cost or how to obtain items in contrast to other games. Once again, an average of playing on this game, you can earn money far more leniently than in most other genres, and if you started out with the game, you can earn well over 500k+ (that’s being modest) already which gives you direct access to two characters within a short period.

In a game such as LoL, I could clock in 8+ hours and depending upon if I win or lose in games that last 20+ mins, I will only earn a few hundred points total within that span, and to grab a character that cost 6300, it could take weeks.

Again, it’s just one such example, however Capcom has to make it hard enough so that those who don’t want too, are willing to fork over the money, plus $4 for a character purchase is an incredibly low price within the gaming world. Most purchases for $4 in other genres will Never Net you anything that valuable, let alone being able to purchase a Character for that price. Be Happy it isn’t worse.

Capcom where are my dailies?

Gon b dere soon according to last announcement

Tauntings should get rewarding with meter gain.

A proper in game friend list would be cool

Random idea:

A good way to mix Pre-3 throw mechanics with 3-4-5 mechanics would be something like:

  1. If you tech within a short period of time (say 3 frames) you get a throw break like how we currently have it.
  2. if you delay tech, you get thrown the same way you would in ST if you tech a throw.
  3. If you dont tech, the damage should be pretty high like in st. like 300 dmg

if they fix the neutral and add this in, the game would be a good mix of ST and 3. But if they dont fix the neutral I wouldnt want this.

Also, remove backroll.

Not that I actually think they would ever do this.

Interesting idea, but it’s perhaps over-complicating an aspect of gameplay that should remain singular. Though at the same time, you could argue the variability in techable wake-up options to be similar (delay, backroll, fast) so far as options are concerned.

I quite like the delay tech idea - it would double as a salt dissolving agent for those who are perhaps weak at teching (i.e. claims of “I teched that!” and so on) - they’d get their tech to an extent, but it would be softened. Though, you would then begin to question just how often folks would ever get to land a successful throw - especially at high levels.

I like SFV’s throw game. In particular how teching combined with actual landed throws don’t invoke the stilted momentum we saw in SFIV. In IV gameplay all but stopped when you teched, and a landed throw saw odd gameplay/action stalls due to how long hard knockdown states lasted. I do have a soft spot for ST’s tech system though - that probably remains my favourite of all. I found it interesting how ST’s tech style placed a new emphasis on characters with holds. It was a huge bummer for me when holds shifted into pre-determined hit counts effectively rendering them throws and nothing more in subsequent games. The memories of opponents thrashing the shit out of sticks and buttons to shake out of holds was always hilarious to me - it was almost like delivering a physical blow to whom you were playing.

Anybody else remember the CPU go to town on your health when you ate a hold? CPU Blanka in SF2 was a fucking riot sometimes.

The reason I suggested the idea is because being on defense should basically be suicide. I think all of the work of a fighting game player should be about winning the neutral. If you win, you should be really rewarded for it. But at the same time, Im emphasizing the word “basically.” You should be able to get out, but it shouldnt be easy.

This is actually pretty accurate!

Sounds like that League of Legends model is just completely busted

This stuff is super consumer unfriendly in general so not sure why you’re advocating so hard on the behalf of alternate unlock systems that are completely unrealistic

How wide should the stages really be? Lol

I may be the retarded one here but characters aren’t even 200K, they’re fucking 100K lmao

This so much. This is what I’ve been saying for years. Getting in against a GOOD opponent is no easy feat. And therefor the reward for getting in should be high. It should be HARD to not get damaged once an opponent gets in.

As it is now, you can just easily tech out…and that can be beaten with shimmy, but that can be beaten with jab, but that can be beaten with frame trap, but that cane be beaten with block… Which brings us back to throw… But that can be beaten with backdash, or walking backwards or jumping, or reversal.

In sf5 it feels like my odds of doing damage to my opponent actually go down once I get in. The difference is that if I DO get damage, it will be higher than if I were further away.

With regards to teching window, throw startup, throw damage and throw wiff animation, I don’t like sf5 throw system at all. The wiff animation is super fast. The tech window is huge when you account for throw startup frames. Throws are the slowest they’ve ever been in any streetfighter. Chuns forward throw gives her 120 damage…

Im in training mode and set wake up action and recovery action of the NPC then I get a fight request. all the other setting are still there after I won the match and returned to training mode… except the actions… but why? Why are these turned off? Plz let them still be there >_> its annoying setting them 10 times…

Less pushback on counterhits, great that you get more frameadvantage, however if the pushback is more than normal then some combos will actually whiff.
For example a meaty combo starter will combo into a certain normal without counterhit, however it will whiff if the meaty normal is counterhit…

All these little types of things just infuriate me and makes everything inconsistent.

I would like if you could make the player 1 side quick rise etc during a recording

I would love a true rekka character and maybe someone that can zone really well although the engine doesnt seem to suit it much