Improvements or changes you would like to see in SFV

Well Ono did say that they were making efforts to make the characters more “unique” than ever before. Maybe having more EX stocks is part of that.

The revenge meter is for the super. It looks like they are taking ultras out and just using it for supers. While still a sort of comeback mechanic, I like it better than how SF4 had it.

EX bars are used to activate the power-up mode. Revenge meter is used for ultras (seems identical to SF4)

Oh man. Revenge meter again, and now Ultras are comboable from normals? Completely not fine with it. Please tell it’s something they put on while they come up with another idea to replace it.

Normals into super is great. Lots of games have done it. It was a staple of both CVS2 and 3s.

We are talking about “getting rewarded for being hit”, comeback mechanic Ultras here. They were obnoxius already when they could only be comboed from jumping HP or counterhits. Now for even medium normals? Salt is going to be all over the place and not in a good way.

Right now you can red focus someone off a jab into ultra. I don’t feel like it’s that different. The only difference is meter cost and building meter for red focus isn’t even hard in SF4.

Well, mechanically the game officially looks like shit already.

The debate of parrying which I supported is now pointless. Its obviously not there, and in such a slow ass game it would be too strong.

God, Capcom sucks ass nowadays. I don’t give a shit what subtleties they have with that pace either. Fuck Street Fighter already. EX looked better. Jesus fucking christ.

These are early videos, you know nothing concrete about the gameplay or how matches will look like when people actually get good at the game. Capcom still makes great games, this damn ‘‘capcom sucks’’ bandwagon has to come to an end. Stop being a sh**ty fan and at least give it a chance.

To all who are complaining about ultras and revenge meter, sure the game would be more “hardcore” without them and the better player will be able to stomp much harder, but you can’t ignore the fact that those ultras and comeback mechanics makes the game a lot more hype and fun to watch.

Imagine SF4 and MvC3 without ultras or x-factor, they won’t be as entertaining to spectate in tournaments for example. Considering SF is slowly going down the eSport route ($500,000 up for grabs next Capcom Cup is no joke), the game must be very entertaining to both play and watch.

Also it’s not like those ultras bring 0 skill to the game, a lot of those kind of change the matchup when they’re up and players should have a strategy to use or deal with them.

As for the demo, I kind of like the direction they’re going with the game, the characters felt way too sluggish though with Ryu moving like Sagat lol, but it’s a super early build and I’m sure they’ll fix that.

I’m gonna say that it’s Just Defend and not parry. Aside from the lack of parry stun, it’s also easier for either to accidentally hit it just by blocking at the right time even without knowing about it.

These are the best points I’ve seen so far in this thread.
One of the reasons why I never got into SFIV (and trust me I tried to), where all these mechanics that they put into the game:

  • Dash, Focus, FADC, Ultra, Super, EX, Quick rise, delayed wake-up, red focus, ect.

So I hope that they don’t add any more meters, or parry systems and what not.
Just keep it as simple as possible.

I agree that it looks bad, but it’s in a pre-alpha state. I’m not expecting it to get better, but I’m hoping it does.

Honestly, there were really only three things that seemed bad to me in that pre-alpha build:

  1. The gamespeed overall. Ryu’s walkspeed was really slow, and the amount of recovery frames on everything was stupidly high.
  2. The guys playing it, WHO DID NOT WHIFF PUNISH ANYTHING EVEN THOUGH THE MOVES HAD FOUR YEARS OF RECOVERY.
  3. The sound effects on attack impact were taken straight from SFxT, a game with really shitty sounds on attack impact.

Considering how early this is in the development of the game, the gamespeed issue is probably going to be solved. I can almost guarantee that the most common feedback Capcom will get during testing is “make the game faster”, and they probably will.

Other than that, I liked what I saw, considering this is pre-alpha. The first glance of the combo system looked quite a bit like SFxT, except the combos didn’t last for ages, and the combos actually did damage, making it miles more interesting than SF4. Anti-airs did actual damage. The animations were really clunky, but that’s gonna get improved, and the style seemed closer to 3S. Revenge gauge is back, but I can live with that. The fact that characters have different amounts of EX stocks could also be interesting.
Oh, and Chun looks like she’s gonna be really fun to play.

Overall, I’m genuinely optimistic now. If the game turns out shit, feel free to gloat, but I genuinely think this has the potential to be good.

I don’t think it’s just recovery frames on everything that is high. That would be silly. It’s startup and active too.

Think about it. Right now in SF4 a three frame jab is active on frame three. That means that there are two frames of animation they have to work with until the jab is “out” on screen. It’s hard to make a fluid looking attack with so few frames. So, for the sake of fluidity, they have increased the frame count in all stages of all attacks. Timing for whiff punishes will still be relatively similar, because while the attack stays out longer on whiff, the attack you use to whiff punish is also slower in starting up. So consider that before you shit on their whiff punishing, especially considering they are new to the game and don’t know what to expect at what spacing, so it’s hard to whiff punish without anticipating something. Again, it’s not only recovery.

The slower walk speed makes sense in the context of universally slower animations. We still have dashes for rapid spacing adjustments, and the dashes didn’t look slowed down like all the normal attacks.

The higher hitstun and longer animation attacks will make it easier to hit confirm off of a single move, however, and I didn’t see a single jab jab link from either Mike or Peter and they’ve been playing Street Fighter long enough to hit that shit at least once in a two match set. I don’t think we’re looking at link heavy gameplay anymore, but instead focused on hit confirming off of single normals, which the lengthier, fluid normals will help with. Not to mention they just look fucking great.

I don’t think the combo system is anywhere close to SFxT’s combo system. There were no chain cancels. Chun has some pretty ridiculous stuff, but Ryu seemed fairly typical. I thought the animations looked great.

Revenge gauge is just Super meter separated from EX meter. They’re not Ultras. You can still cancel into the Supers that are based on Revenge gauge. That is a REALLY good thing, because no one ever used Supers over the possibility of using four EX moves in SF4 except for extreme circumstances, so I’m glad they moved Supers to a separate meter and got rid of Ultras all together. Ultras were sluggish and clumsy feeling, Supers feel more in tune with Street Fighter since you can cancel into them and their startup is not disgustingly slow, so you can use them to punish on reaction. Again…no Ultras, but separate Super meter. That’s fine by me.

I can’t see how any of you think this looks bad, I think it looked great.

There are no parries. Those aren’t parries. The blue flash is bigger when blocking medium/heavy attacks, but the blue light is still present on light attacks though very subdued and hard to notice unless you are really looking for it. The sound you hear when they block like that is just a coincidence – it’s EX meter being built (or maxed out) at the bottom or Revenge hitting the half-way hash mark at the top where it can be used.

Shoutouts to the new chip system, looks dope. Normals chip but regenerate, specials chip and don’t regenerate, but there is no longer chip out KO. Awesome. Defense in a clutch situation is rewarded, but so is an unrelenting offense. If they block all your attacks, but then you finally open up, you get a nice chunk of extra damage on top of your combo from all that normal attack chip.

I’d like to see the return of mashable grabs that pummel/strangle/bite the opponent multiple times depending on input.

Parrying and Just Defense… In SF4!!! Woot. It’s coming in the new patch 1.04.

http://i.imgur.com/wp3Lesz.jpg

Trolling aside, I like the direction SF5 is heading with the current mechanics. Go away from Ultras and return to just Supers. The comeback mechanic was never really such a bad thing, it was just that in SF4, Ultras did a SHIT TON of damage in vanilla and combine that with mashable DPs into fadc Ultra and yeah, that’s pretty bad. The damage nerfs were good, but it just lead to Ultras not feeling very… Ultra. They were basically brought down to an un-comboable Super. But the way they designed the game, it had to be.

Comboing into supers has been around for a long time now, and it’s what makes it fun imo. The only difference is in previous games, you had to whiff normals/moves to build meter and then fight, where as with revenge meter, you just fight until you take too much damage. Alpha 3 was an exception, you started with full meter.

I don’t get this idea that fighting games are less enjoyable without comeback mechanics. Most of people favorite fighting games don’t have them and everyone enjoyed them.
I also don’t see how having the game suddenly changing so the losing player can’t completely defeat his opponent in just a few hits is exciting, let alone somehow more exciting than coming back with your own skill alone. SMGDH

Some of the most hype moments at capcom cup involved ultras. Ryan Hart and Momochi’s matches come to mind.

From a player perspective comeback mechanics might not be as fun, but they’re awesome for spectators.