you had me at hello
Blockstun that=Hitstun.
Bring back The Next Door. Singing the indestructible lines is godlike.
Can we please move all parry vs no parry discussion to another thread (or universe, preferably)?
Hereās some random stuff that I think about when I play SFIV and a few other modern FGsā¦
Engine/Development:
- No procedural hitboxes. Use fewer hitboxes strategically placed to emphasize move strengths/weaknesses etc.
- Donāt attach hitboxes to reeling animations! Hit/hurtboxes should move backwards according to natural pushback, not animations (within reason).
- Align all hitboxes on the same point on the Z plane. Collisions should be considered in 2 dimensions only
- Blocking should only affect character width, not height (in terms of hitboxes).
- Address potential unblockables BEFORE release
- Lower the input leniency; reconsider shortcuts in places where they negatively affect the game experience
- Stage selection should not influence lag/latency!
- Both platforms should behave the same way in terms of input lag
- Provide compatibility for current-gen sticks/pads
Gameplay and design:
- Consider the type of playstyle you wish to encourage. For example: High blockstun + high pushback = SFII. Low blockstun + low pushback = SFIV. High blockstun + low pushback = SFxT. It seems clear that not a lot of thought was given to this when SFxT was developed, which lead to the notoriously mundane jab-jab-jab-jab style of offense. Consider how these design choices affect the game BEFORE you release it.
- Movement options should promote a battle pace that is faster than what we have now with SFIV and SFxT
- Reduce the length of throws and throw break animations and effects
- The thrower should not suffer a disadvantage after a throw is broken eg. they should not be pushed backward midscreen. Consider frame advantage after a throw is broken (but see the first point about playstyle)
- Remove pre-emptive throw teching; all characters should have the same throw break windows
- Comeback mechanics should not be central to the battle system (unless itās a selectable -ISM, Groove or similar)
- All flashy super moves like ultras should target the length of Ryuās Metsu Hadouken animation in SFIV. Exceptions can be made where the move is rarely landed
- Consider different reversal windows on knockdown wakeup, and out of hit/blockstun to deter mashing. If you really want beginner-friendly controls, put it in a separate mode.
- Weaken defensive options; strengthen defensive strategies (relative to SFIV)
- Avoid character designs based on luck and gimmicks
- Prefer hitboxes that overlap the hurtboxes (avoid the silly trade-centric combat of SFIV)
Training mode:
- More dummy options (eg. choose a reversal move(s), auto-block AFTER the first hit on wake up)
- Longer recording
- The ability switch between dummy and player without going back to the char select screen
- Input display on Player 1 and Player 2 side
- The option to disable āgutsā scaling
- Option to choose training stage + music
- Option to choose default character and dummy (I rarely want to train against Hakan -_-)
- Ability to choose a segment from a battle replay and have the dummy play it back with both characters in the same positions
- Ability to set different colour hitsparks for whiff punishment and normal attacks (consider this for normal play as well)
- Built-in frame data + hitboxes
Other:
- Default of 100 battles saved (the current limit is too low)
- Give the player the option to save his own replay after a match
- Give the host the ability to opt out lobbies - can host without taking part in battles
- Rematch in 2 player lobbies
- Ability to remove stages/characters from random select (like in Smash)
- Provide a battle diagram that shows how you perform against other characters (like a matchup chart)
- Ranked battles should have a standard format (no changing of round/time limits)
- Random select should apply to costumes + colours as well
- Restart match option offline
- Easy input configuration
- Lower character + stage select time limits online
- Ability to switch which controller controls P1/P2 from the pause menu and on char select screen
- No characters locked behind arbitrary requirements (eg. first unlock this, then that, then beat Seth on hard mode while standing on your head)
- 1 colour/taunt etc unlock message is enough, even if we did unlock 50 of them for different characters
- Audio gallery where we can listen to BGM.
Iāve got lots more stuff but fuck it. The chance of even some of these things being implemente is already next to nothingā¦
LMAO!! Too funny. I remember some 3s Chun player was telling me something similar to this on ggpo. Too funny.
*faster walk speed
*faster dash
*quick rise
*delayed wake up
*parry mode
I lost my voice over it once.
- Ability to turn off input shortcuts
- Tighter inputs
- Air blocking
- More speed
- Remove Ultras
Iām liking the addition of Guard Crush. SFIV was too defensive for my tastes. Iād like to see the series exploring more Alpha-type stuff.
I really want SFV and other fighters for that matter to take notes from Xrd. Every mechanic has an answer, the tutorial is VERY insightful and allows newcomers to understand concepts that are otherwise hard to grasp alone and the lobby system it has is ight.
A lot of people will agree SFIV is the easiest fighter in the SF series due to pandering to broader audiences with input leniency and such. I donāt want gameplay to suffer just to expand sales and community, instead have an in-depth tutorial explaining mechanics thoroughly, instead of simplifying the gameplay itself. If you teach your playerbase properly they will inevitably learn if they wish to improve, and creating a level of difficulty within the gameplay extends the life of the game with multiple players trying to master the ins-and-outs.
Take note, I am NOT saying make a game difficult just to make it difficult without valid reason. I just disagree with leniency and crutches in a genre that puts everything on your back and your ability, everything depends on you as a player. Itās why I like fighting games.
One thing i was hoping for in the Ultra update was getting rid of hard knockdowns outside of supers, similar to 3rd strike. Itāll make for a faster paced game and prevent it from becoming Vortex Fighter 5.
I want sweeps and throws be HKDās as well. Also wall bounces, ground bounces, and CHās properties like crumples.
null
Itāll be just like SF4 with sweep and throw hard knockdown. Aka Vortex Fighter 5. I think only having soft knockdowns with the option to quick rise will still reward players with an advantageous pressure situation without giving them time for powerful, ambiguous setups. Also like I said before, itāll keep the pace of the game up, since it looks like thatās what Capcom is going for.
Rolls negated alot of vortex stuff in SFxT. So Iāll take the rolls. They were an excellent mechanic when downed.
Based on a majority of your previous comments, it seems like youāre just asking for SFxT 2.
I agree with hard knockdowns slowing the game, and set-play vortexes arenāt fun for anyone except the person who landed the sweep and can now play like youāre training mode.
I donāt know, maybe a charge special where you charge forward for two seconds then back? Would force the charge character to play highly offensive, could be very interesting.
Still want my rolls.
3rd Strike style backroll instead of quickstand.