Improvements or changes you would like to see in SFV

Oh man, you just delved right into the belly of the fucking beast huh?

no ones talking about being cool except you. theres nothing wrong being new. There is something wrong with being new but still suggesting you know what would be a good or bad way to change the games.

Note: Ive edited this post to be less angry. I recognize this is off topic.

I bought SSF4AE as my first fighter about three years ago. I was able to actually use FADC combos in a real match for the first time about six months ago, despite sinking time into it when I started out because “it’s so easy once you learn it and it’s completely necessary to play Ryu at a basic level” (yes, someone actually told me that when I started. I’m still bitter). Then I try 3rd Strike, where I don’t have to FADC and the basic combos in that game are still easier for me to perform than the basic combos in SF4, and then I stick with 3S for the next 9 months because I can do the simple stuff in that game and feel like I’ve accomplished something.

SF4 still has the clunkiest and least beginner friendly combo system in any fighting game I’ve played thus far, and at the same time I hear people complain that it’s too easy for their taste. I have no idea how the SFV combo system will turn out, but I’d be surprised if they managed to make it worse than SF4.

Here’s all I have to say about sf4, I pray to the fighting game gods every day that it came out, it revitalized the scene big time, and for that it will always have a special place in my heart, and I do legitimately like it as well.

Nobody has said this yet, but uh. Considering Ryu’s Denjin Hadoken connected from what looked to be his low forward, and it was a super art for him in 3S…and ultras were the moves with the big camera angle changing start-ups in SF4, my first thoughts are that ultras are no longer present and supers are going to take the leading role again instead of being sub-par game enders.

(I’ll just shift the thread back on track for you folks)

Thanks/Sorry for the rant.

I think you are right Froztey.

One can only hope this is the case.

This is just some random speculation, but many people thought Tekken Revolution was sort of a way to test some things they were thinking about incorporating in the next Tekken game. After watching the SF5 game play trailer and seeing that air combos are definitely a thing in that game, does anyone think that Omega mode might be doing the same thing? If anyone watched any of the UK stream demoing Omega mode, many characters had extended air combos. Even Dhalsim lol. Another thing I noticed was a lot of characters had a command parry/counter. After seeing Ryu in a strange stance in the SF5 trailer and all of the rumors that this game will take place after SF3, anyone think that this type of mechanic might be returning in place of the tradition parry?

Of course I could be completely wrong.

I’m pretty sure they made Omega and gave plenty of characters a parry because a certain element of the customer base hasn’t shut up about not having parry since the game dropped. Omega mode is SF4: Here is Your Goddamn 3D Third Strike Edition.

I think when dudes say SF4 is too easy they’re referring to the mashable and extrmely lenient reversal system, Ultras, and the input shortcuts. At least I hope so. 1 frame links aint easy.

Two things to remember though: SF3 did have different pre-jumps for almost every character so jumps still weren’t “equal” entirely. Also there was a TON of ways to alter jump trajectories with most characters having some option to do so. Tatsu, axe kick, kunai, double jump, dive kicks, glide, drills, superman, walljump, ect.

SF3 may not have had different jump arcs naturally but they had their own way of managing to screw with jump arcs. Nothing in SF4 is quite as drastic in terms of air control as glide or double jump.

I find SF3 to be much less beginner-friendly than SF4. Movement is stiffer, execution is much tighter, reversals should not be mashed, and combo timing is harder. Can’t tell you how many times I screwed up some of the easier trials because my jump-in wasn’t deep enough, for example.

I’ve found SF4 to be fairly easy on novice players, it just becomes ridiculously difficult once you hit the intermediate level. Seriously, when I play that game I feel like mere fundamentals are not enough. It seems like its a necessity to know OS’es or some kind of matchup-breaking tech

This is the bit we’ve all been talking about. It’s easier to get semi-competitive at 3S because it doesn’t require all of the bullshit that IV demands

Remove Hakan, El fuerte, Poison and Focus.

We still don’t know the conditions of going into the power up stance that apparently makes Denjin a possibility. That in itself could be affected by another meter like revenge meter was. I hope it’s not, but I’m just sayin’.

Also, SFxT had supers more usable again, but there were a bunch of other mechanics thrown in there as well that greatly affected how you chose to spend meter… and then pandora activation on top of that.

Just got done watching Capcom Cup.

The fuck was with noodles on the head.

I love how it counts for the 9th hit in the combo, lol.

http://a.pomf.se/wygzts.gif

But yeah, shit needs to fall off after being hit once.

This new SFV footage left us with ALOT of questions. Like why Ryu has two ex bars, but Chun has 3? And why did Ryu get hit out of his “Denjin Mode”, but Chun li stays in “Water Mode” even if she takes damage…?

I’m sitting here hoping that due to it being in such an early stage they just haven’t coded it to have to properties that have it fall off onto the stage. The little corner finisher is cool I’ll admit, spices it up a little.

Super Bars might be implemented like in 3s. Most characters have different super bar lengths and such. So it seems EX is used to activate “Element” mode which looks pretty cool, but I’m not sure on what it does. Only time will tell of course. Looks like there’s no guard meter so some moves can naturally guard break? Not sure how I feel about that.

Does anyone know what the Revenge meter is for? Please don’t tell me it’s another Ultra gimmick…