Improvements or changes you would like to see in SFV

i’m glad this game is nothing like 3S and 3S players can now leave this subforum and go back to their caves.

It’s funny you say that, because to me this game looks closer to 3S than it does SF4 or most other modern 2D fighting games.

-faster dashes w/ faster recovery
-quick knockdown recovery
-hit confirmable super arts
-air juggles w/ jab resets

There are other things we don’t quite know about yet:

Are there true block strings, Or will get hit if you stop blocking like in 3S?
Are inputs less lenient?
Can you mash through pressure?
How are reversal timings?
Do backdashes have invincibility?
What is the throw range like?

There are a plethora of reasons why a lot of 3S players dislike 4, definitely more than just “muh parries!”

chip damage on normals noooooooooo.

On the subject on whether or not there’s parrying in SFV? There is no parrying. It’s the Blue Blocking system that was introduced in SFA3. The difference in blocking normally and Blue Blocking is that you curb the amount of guard crush meter depletion by 50%.

Chip from normals regenerates. It rewards a persistent offense when you finally open someone up. Extra damage is added to the combo from all that white life chip damage. SF has always been a bit low on the damage side later into the serious, this is a happy middle ground in my opinion. I really like that you can’t be chipped out either.

In the interest of putting all the parry speculation to rest, here are all the instances of the block in the first match:

0:32, Chun-Li’s jump attack, the following standing forward poke, and Ryu’s forward fierce both have the blue block.
0:45, Ryu’s far standing strong.
1:05, Ryu’s jumping fierce and the following close standing fierce.
1:40, Ryu’s far standing strong.
2:48, Ryu’s crouching fierce.
2:51, Ryu’s EX Shoryuken.
2:59, Ryu’s low forward into Shoryuken, both attacks have the blue effect. The following neutral jump forward.
3:08, Ryu’s low forward into Hadoken.

They’re all medium or heavy attacks. The light attacks still have the blue effect but it’s hard to notice unless you pause the video and explicitly look for it. Fierce or roundhouse attacks have the greatest amount of blue effect since they are the strongest.

There’s no special blue block or parry or anything like that, it’s just normal blocking. There’s no guard crush meter.

I’m hoping for

-1f links to return
-character stances (ala Gen but for every character)
-shorts and jabs being much less + on hit and block (+2 or +1 at the best on block +2 on hit) That might make confirms harder off jabs and so on.
-no boost combos from SFxT (target combo’s are fine)
-Having more then 1/2 supers
-Juri gets two elements instead of one (considering Feng Shui is a balance of water and wind/light and dark)
-throws are the same from sFxT
-no health scaling
-parries can come back but only able to parry grounded moves and physical attacks only (aka cannot parry projectiles or projectile type moves)
-whiffing specials, strong and fierce to build meter
-be able to move around post KO round (why not it’s a bonus)
-comboable AA’s
-bring back costume colorization

That’s it right now.

As an MK fan I welcome normals doing chip damage even if it’s just grey health. It does more to promote offense than any mechanic they could possibly add. Anything else would be icing.

In the first gameplay trailer, her super (CA?) is clearly Houyokusen and she could super jump cancel out of it to air combo afterwards just like in 3rd Strike.

So either that’s what it becomes, or Houyokusen is her regular super and her charrged one is something else.

No parries
No option selects
No Guard Meter/Guard Crush
A nice sized roster (25-30 characters)
Characters that are actually Street Fighter characters (No Fuerte, no Rufus, no C. Viper)
Universal hurt-boxes. Character specific anything is over-rated as fuck.
No 3 frame crouching shorts (cr.lk)

Personal Actions instead of taunts. Aka taunting that does something and/or gives some buffs. This would be quite interesting in conjunction with the v-trigger system.

I just noticed that SFV’s exhibition match showed no focus attacks.
good riddance.

Seems a lot of you lazy players are now gonna have to finally learn your character’s anti-airs proper. And learn how to footsie from mid range distance.
uh oh.
may the footsie/anti-air metagames commence.

-no invincible backdashes
-no bullshit safe reversals even at the cost of meter
-fast walk/dash speed
-high damage on normals
-more pushback on block
-more blockstun on light attacks/true blockstrings
-better meaties
-knockdowns that don’t last so damn long
-smaller throw tech window
-less crossup attacks that have ridiculously huge hurt boxes
-no universal crossups in the corner with every damn character. make the corner a dangerous place again and not just a setup for an ambiguous/unblockable jump in.
-smaller roster. seriously, i hate this damn bullshit with balancing to the point everyone is bland and low damage for the sake of keeping everything intact. take some fucking risks and just have different character archetypes and not over 40 characters so johnny dohnuts doesn’t complain or buy the game simply for “x” character. also doesn’t help to learn so many boring match ups.
-less input buffering so we don’t have a stupid amount of option selects where the game plays itself and people stop making reads. fuck that.

3/10 troll.

1-no focus attacks or fadcs/ no parries.
2-full revenge meter/ultra attack only does 25% damage instead of the absurd 50% it does now. silly.
3-improve everyone’s anti air normals in the game. that means, for example, Ryu’s far standing roundhouse has the same exact hitbox and active frames it had in SF2. Honda getting his far fierce work as an anti air again. ie, all of the anti-air normals that worked so well in the past SF games before SF3 be returned in SFV.
4-diminish all the bs jump in moves that have these silly hitboxes that make them impossible to punish with anti-air normal.
5-no more nonsense with divekick characters having silly active frames that make divekicks safe on block. including ex dives.
6-diminish reversal windows so people stop scrubily mashing dps on block. that shit has to go.
7-no more Sakura type 70+hit combo Marvel nonsense. Fix your frame data. I’m serious.

focus the game on strategy, footsies, anti-air normals, and spacing and less on factory made simon says 25+ hit muscle memory combos, i dont give a fuck cuz no one can anti air this aerial move reckless jump ins for free damage, and dumb random hail mary silly comeback ultras.

Go back to the basics of what made Street Fighter so good back in the day and you’ll go forward in gameplay and overall likeabilty.
There’s your winning formula for a successful SFV.

This I can get behind.

I’m thinking SF5 will have very few divekick characters. I hope Capcom took the game Divekick to heart.

why are people asking for no option selects? do you understand how option selects work? what a bizarre request.

I might find a lot of what you post to be borderline trollish, but I agree with everything you said here.

It’s maddening in SF4 that one can out footsie and AA a person all game, completely dominate the neutral game, then they get ONE jump in because of a bogus stuffed anti-air and then they end up with massive damage into ultra, have to deal with a mix up and all these fucking option selects and set-play shenanigans then lose the match. What do you do? Start mashing to take advantage of the retarded reversal window and input shortcuts? Does the person on defense feel smart for guessing right? Does the person on offense feel smart for having his set-play trap work? It seems like you are doing both players a disservice.

There isn’t any parrying. Not that me playing 3rd Strike competitively for years is making my decision on it, but yeah I just don’t see anything in those videos that would relate to parrying or just defending.

Technical is a term used in some fighting games for quick rising. Everytime the word technical comes up during the matches is when a character quick rises. So mystery debunked there.

As someone who liked 3rd Strike and Super Turbo a lot, but hated SFIV (C.Viper was the only thing that kept me playing SFIV for the first 2 years) I’m really liking the way SFV looks so far. It’s really what SFIV should have been. Anti airs are hurting, no safe shoryu into combos crap (leave that shit for anime games where you have the movement and subsystems to avoid it or use the meter for other things), there are a variety of combo options again that aren’t just link link into special, super or ultra, and the new instinct/trait type system looks like it’ll add new properties/moves to each character. Even visually the game looks a lot more serious than SFIV and the animations and character clothing move much more fluidly. The clothing doesn’t look plastic like it did in SFIV.

What I would like to see system wise

Can we get true block strings again? Probably the biggest thing I hated about SFIV was only jabs being able to jail you. Anything else was mashable or backdashable. If normals are dealing chip damage now that would be great if most things that comboed on hit also jailed you again. No more of this low forward to special or multi hit specials leaving gaps in block stun. Would be nice to see medium and hard attacks jail people again. A positive on block medium or heavy normal linked into another on block should jail just like a mashed jab.

Less mashy reversal system

Please fix the hit boxes, SFIV has the most terrible hit box system I’ve ever seen in a fighting game. Things whiff at ranges that they visually dont look like they should at all and I’ve never seen that unblockable on wake up stuff happen regularly in any other game.

Throws that hurt and aren’t as easy to tech.

An emphasis towards making sure all characters have some type of fundamentally sound tools. Less characters that are purely reliant on gimmicks and have shit for footsies.

Overall though I’m hype. That means if Dictator comes back his combos and throws may actually hurt again like in the old games. SFIV Dictator did the character no justice. I wanna see that old ST or CVS2 Dictator that actually had threatening pressure return.

I can see where peoples requests and my own come from, even though it’s near impossible to “get rid” of option selects.

I just see it as covering all of your options and putting you in a situation - even on defense, where you are in a position of being rewarded for an OS. Sounds silly, I just dislike the feel of the game covering my ass for me.

High level play they are necessary, and any high ranking online play also. So I can’t really win any debate with my opinion.