Improvements or changes you would like to see in SFV

Are people forgetting how godlike crouch strong aa was in Alpha 3? That alone made air blocking much less of a factor.

Whiffing to build meter. I always like the idea of negative penalties and meter building is another one that I enjoy as it ensures that the opponent canā€™t just sit there and turtle on the opposite side of the screen, it forces you to come together to enter the footsie game and allows you to have meter more often, and thatā€™s exactly what is exciting about fighting games.

Sadly, Capcom seems to be afraid to give pokes actual good hitboxes.

Look at Roseā€™s low strong in IV versus how it was in A2.

"Itā€™s good to be square"
I suppose Rose took this song rather literally between games.

Thatā€™s quite a difference, never looked at Alpha hitboxes before.

For some reason the SF4 developers thought it was a good idea to give jabs the only good hitboxes in the game outside of some oddities. Fei for example is considered as one of the best footsie characters, but his main pokes have TERRIBLE hitboxes (except for Rekka). He only gets by because everyone else has hitboxes that are only slightly better.

What are the blue boxes on the A2 image? I suspect that theyā€™re not regular hurtboxes, considering how infamous A2 Rose c.MP is.

  1. Keep combos short, no flashy long combos. If I want that trash Iā€™ll play KI.
  2. Reliable AAs that never trade and actually deter jump-ins.
  3. No parries, keep zoning viable.
  4. Slightly faster than SF4, keep SF the thinking manā€™s game. I donā€™t want marvel type game play
  5. No cut-scenes during game. Cool the first time around, annoying as hell the 1000th.
  6. Lower execution barriers for casuals. This one is a given and will upset a lot of posters here Iā€™m sure.
  7. Keep game basic with a strong focus on fundamentals. Donā€™t add mechanics for the sake of it.
  8. Try to keep all fighting style archetypes viable. Easier said then done!

Also, Iā€™m not sure if some of you guys know what you are asking forā€¦

Canā€™t remember what the colors other than red mean. But I think that if theyā€™re not hurt boxes, theyā€™re pushboxes.
Just checked. Theyā€™re hurt boxes.

You can find more info on them, as well as some more Alpha hitboxes in this link on Combovid.
http://combovid.com/?p=1405

alpha had a different system, saying that alphas system would be the same as SF5 is irreverent. Also v-gief was top 4 or 5 in japan. The best gief player in japan also beat bass a few times.

People are talking about having a air block like a in a SF4 engine. Just image a game like SF4 having air blocks, I do not know why people are bringing up alpha 2-3. Cause SF4 and SF5 series is going to have a completely different engine

Gief is good in A2 and A3. I donā€™t think it had a lot to do with air block in either case, more his crazy jump and hitboxes and his crazy SPD in A2 and ugly VC damage in A3.

Most characters in Alphas have good anti-air standing and/or crouching attacks which canā€™t be air blocked- IIRC even more so in A2 because the hitboxes were bigger (though crouching Strong doesnā€™t work as well in A2 because the jumping attacks also had bigger hitboxes). Why do you guys think c.HP is angled upward for so many characters? None of that changes with air blocking.

DPs etc also count as ground attacks for the first hit so they canā€™t be air blocked, with flash kick being an exception because it has to be done later.

(Iā€™m not directing this specifically towards you particular, but it seems like some of the people posting have never played a Street Fighter game that had air blocking.)

^
This. Air blocking is not as bad as some of you thinkā€¦

Air block cannot block grounded normals. It can only block air-to-airs and SRKs.

V-ism Gief is good because of V-ism. Not air blockā€¦

People should go back and look at SFZ3 and CvS2 because Street Fighter has a much more varied history than some people realise. Interestingly these are also two of the most succesful and well loved titles in the entire franchise, along side SSF2T and 3S, so while their mechanics are more off the wall to the main series entries, they were used well and did produced deep and exciting games that were loved by many people. The mistake is to compare everything to one game, such as SFIV, because each individual game is tailored to its own specifics and what might break one works perfectly in another. I think people will love either of these games, you may even come to like custom combos.

Yes but SF5 is going to be nothing like alpha 3.

^Thatā€™s just an assumption really until more is seen, if the game has Isms then air block is a likely candidate for variation in the mechanics.

Of course no one knows what SF5 will be like. I was just responding to your panic about air blocking ā€“ all Iā€™m saying is that itā€™s been done successfully in a SF game in the past, and the sky didnā€™t fall down as a result.

I donā€™t know what game you started with (Iā€™m assuming SF4), but air blocking isnā€™t really all that bad. I quite enjoyed it in CVS2 and the Alpha series, and itā€™s certainly not game-breaking.

In a way these idiotic ā€œ[Insert SFV mechanic here] would be terrible because of [insert SFIV reasons here]!ā€ arguments are helpful because at least now I know just how many goons on here never played anything besides Watered Down Fighter IV

Mods ā€œrecommendedā€ I bring this up here instead:

What so you guys think of different jump heights as a universal mechanic?
(character specific jump heights, super jumps, short hops, etc.)

I like it, because it will allow for different timings and gives characters with no overhead another tool to help mix things up.

Iā€™d prefer it to be SFIII style with regular and super jumps.

Although I didnā€™t play much, if any, SF3 I thought the UOH mechanic was cool.