-Guard Break
-Custom combos
-No focus OR parry
-Smaller reversal window
-FADC possible but ONLY on hit
-Throw tech ala SF2
-Faster walk speeds
-AA’s don’t trade
It really gives way to much incentive to play purely offensively. The aggressor earns meter, is doing chip, corner carrying, maintaining opponent’s stun, etc. Ending in a situation where the defender either gets guard crushed or is forced to act exactly when the aggressors knows a risky move is coming due to imminent crush= big punish for aggressor either way. Not cool IMO.
I feel it’s a mechanic that heavily favors not only certain play styles but certain characters as well.
I don’t think it makes sense to have both guard crush and stun mechanics in the same game, at least in the way they have been previously implemented.
If someone “blocks too much”, throw them or do better mix-ups.
Most sf gameplay doesnt revolve around a bunch of links. Links everywhere is mostly an SF4 thing. Closest game that comes to it is cvs2 and the combos are really short. Longest combos outside of a custom combo probably belongs to 3s where linking specials is a thing for some of the cast; even then its not a huge learn links kind of game.
Less links, more footsies, for the love of god no costum combo. There is no way to make that mechanic fair. Its basically bullshit in every game its been save for sf4’s genei jin because of its lol scaling.
[list]
[] No customizable colors (or at least allow me the ability to not have to view other peoples visual abominations when playing online)
[] No universal chains
[] Vastly fewer invulnerable frames in general (totally breaks the visual logic of the game)
[] Consistent hurt-boxes (no dropped combos due to randomized reel-back animations)
[] Pursuit attacks on downed opponents (Darkstalkers style)
[] Larger stages
[] Shorter charge times for charge moves
[]
[/list]
-No obnoxious 1 frame links, then there is no need for plinking, plinking in itself is fine.
-Shorter reversal windows
-Get rid of (DP) shortcuts.
-Better anti-airs
-Faster walkspeeds
-More juggle potential on (special)moves, absolutely no marvel or blazblue type combos though.
-No reward for getting owned(Ultra)
-Visual stun bar
-Just ONE type of meter
-Cannot make invincible moves safe on block, regardless of mechanic.(fadc)
-No rolls
-No delayed wakeup
Overall what i want is a more agressive and faster paced game that punishes people for jumping and mashing reversals , which also allows for a bit more creativity in performing combos and resets.
I wouldn’t mind if they bring back several fighting game mechanics from previous games. Parrying for one, alpha counters, taunts that have some sort of buff would be nice too. Bit more character customization, more unique stages and not ports from other games.
Things that would be fun to see again are:
Universal overhead, strong meter management, personal actions, whiffing for meter, parries so I can hear scrubs cry for another 10 years.
More unique dashes are high on the list for me.
Things I don’t ever want to see again are:
Comeback mechanics, large reversal windows, input shortcuts and huge amounts invincibility frames.
It would also be cool if they gave more options for character selection such as grooves or isms.
Speed, crazy strong characters (everyone), ground attack focus, no FOCUS attack, no parry, no clones, beefy hitboxes, hutboxes/hitboxes function properly, completely different from SF4.
No parries.
No dive kicks, or at least height restrictions on them.
No option select.
No shortcuts.
No 1-frame links.
No custom combos.
No crazy long combos.
No gems or any hidden DLC.