I think what people mean by “getting rid of option select” is regarding SFIV style OS and how dominant it was. Compare to something like SGGK or DED in 3S where they were powerful tools, but they weren’t as important or overwhelming (but had far better rewards)
Yeah get rid of the crazy input buffers or whatever is causing SFIV to be ridden with OS’s that cover a ton of situations. OS’s are a part of fighting games, but they work way too often in way too many situations in IV.
Crazy safe trip guard helps OS. Priority system helps OS. There are definitely things they could do to disrupt the OS heavy nature of SFIV.
The only thing that disappointed me was how fake the exhibition felt. You could tell they were deliberately trying to showcase different things, like KO stage transitions, the noodle nonsense, the stun mechanic, no more chip out KO’s, the number of hits on Ryu’s fireball, the guard break on Ryu’s fireball, some ridiculous combo potential on Chun, etc etc. It wasn’t an honest match, so it’s difficult to judge the game in that context just yet – they weren’t really playing it how it’s going to be played. Looked more like two noobs slapping some buttons back and forth.
It’s a showcase…
Why wouldn’t they want to show off some cool new things?
Why wouldn’t you want them to show off some new things?
Am I the only one who would like to see Street Fighter a bit more combo oriented game? Basically just give every character his/her own target combos (2-3-4 hits) that would utilize different buttons, and so that you could perform them either on their own (standing near the opponent), or from a normal, or from a jumping attack (kinda like in MK3)
- std sf2/sf3 style combos
- Proper anti airs
- Better normal hb
- Proper char hb
- 20-25 chars max
- Take some risks, try something completely out of left field.
Want to buy my own house in June. Want to be able enjoy this game on my 80" tv and my hyper fast internet connection.
Off topic but, that’s not gonna happen since no monitors of that size exist without significant input delay.
New mechanic I’d like that will probably not be in:
An adrenaline meter.
Meter that rises similar to how ex does, but more quickly the lower life you have, and will rise without doing anything if you have very little life left. When it reaches its max, the character automatically goes into an adrenaline rush mode that slightly increases their walk-speed and damage amount until the meter depletes back to 0. You have no control over activating this, just like people have little control over their own adrenaline, so you have to capitalize when its activated or endure long enough until it activates again.
It’s more of a side mechanic that provides buffs for both solid play and for a slight comeback mechanic. Would add to the hype to see your character hitting harder and moving faster for a short period of time.
That sounds like X Factor. And we all know how terrible that mechanic is.
Yea I guess it is kind of like x-factor, but I was thinking more toned down, like a 20% increase in damage and walk speed rather than like 100%. I just think it would be cool to have something simulate getting an adrenaline rush.
That’s a good idea! I don’t think the main SF series would do that, but that could be a great mechanic for one of their other titles, maybe a new darkstalkers. I always thought that the most realistic adrenaline mechanic would be having super armor, mainly due to the increased pain tolerance threshold that happens IRL when you get adrenaline rushes
Agree on 6, I would add to kill autoblock. Anyone that stops holding back and starts pressing buttons during a blockstring deserve to get hit.
About 2-5, I can see where you guys are coming from, but I disagree on giving AA normals a very high success rate.
All of you make the assumption that the jumping player can do loads of damage on the standing player if he lands a hit while the grounded player can only do mediocre damage on the jumping player if his AA succeeds. From that point of view, it makes sense to give the jumping player a low success rate to compensate for his damage potential.
While that’s balanced, it’s dull in the way people say unbalance is more fun. All it leads to is to a “opponent jumps >> AA” flowchart that is simple to the point of boredom, plus it ignores completely the stats on the jumping move. A better way to balance it is to up the damage the grounded player can do to the airborne player: bring a more versatile juggle system that allows the grounded player to bring the pain on opponents above him and let both players have a more even success rate. That way there are still reasons to jump besides dodging a projectile but grounded players don’t feel powerless.
I’m not defending SF4: the AA normals are toned down but the additional damage it’s not there to compensate save for the occasional LP DP into ultra (which is a once per round ocurrence).
Speaking of juggles, SF5 could borrow the weight classification of DOA5U: the lighter characters like Chun or Cammy stay airborne for a longer time than the heavyweights like Hugo or Hawk. That way the latter get compensation for their larger hitboxes while those pesky little characters receive the bigger damage they deserve.
So in other words, SamSho/K-Groove rage.
Why the fuck is there a “revenge” meter and Ultras? Isn’t this a new iteration? That has to go, Ono.
it’ll most likely stay in since its there and nothing is ever gonna remove it now. as long as it doesn’t do 50% damage when full I don’t mind. 25%. i’ll even live with 30% damage with full revenge meter.
they wont remove it cuz
1)lots of folks will complain about not seeing their beloved fav Ultra
2)without those Ultra/Revenge special moves they’ll be less use of the dynamic camera…and the suits at Capcom HQ would be like “SFV needs the dynamic camera! Without the dynamic camera SFV wont be…er…um…dynamic.”
(-_-)
One thing I don’t want is for Revenge to detract away from the usefulness of V-Trigger. I guess having it as its own stock kind of helps with the meter reserves, but the fact that it does decent damage as well means that at some points you always have a guaranteed source of damage and little use for fun and games with V-Trigger. I’d rather V-Trigger be the main focus of what players should be doing and trying to accomplish in the match, not bypassing it for more convenient methods with Revenge.
The people that will complain are not the people who kept the series alive; Ultra was not welcome by most of these players when it was introduced. Time to do something new, Ono. Rewarding players who get their ass kicked is not cool.
And they can use the dynamic camera for other things. It could do with less of those cinematic aspects anyway.
You know, I don’t so much have a problem with this as long as it’s not something that can randomly come out and blow up your offense for 50% damage. If you still need to work to do the move, and it does less damage, something closer to Alpha level-2 Supers or 3S Super Arts, I don’t have a problem with this. The big problem with Ultras in 4 is how much sheer damage they do and how easy it is to just mash through shit in the game, coupled with dash cancels, it was a mess.
Would you really mind the revenge meter if someone had to actually counter-poke you or hit confirm the super to land it on you? Even if it only does around 25% damage on top of that? I can accept that. How about we just chill out about that until we find out how blockstun, option selects, super damage and input shortcuts work in this game? IMO those weighed much more into why Ultras in 4 are bullcrap, rather than a comeback meter.
Honestly, I don’t have a problem with the implementation of Revenge here.
The fact that it’s tied to Supers now means that there’s no issue where Ultras were better than Supers in IV.
The other factor that I believe will contribute to this is V-Trigger. The most damaging or most useful Supers will likely be the ones that are tied to V-Trigger, this means that big damage is still more or less tied to the EX meter, and not Revenge (especially considering that, from what we’ve seen, pure Revenge supers don’t do as much, relative to the general higher damage of the game).
How about rewarding players with good offense? The concept of a meter that builds just off of getting scraped is tired and bogus. Additionally, it was tied to focus attack, which I hope is gone as well. If focus attack or something similar is in this might as well be titled Street Fighter 4.5
EDIT: It looks like there is something similar to focus attack. It better not eat hits and build revenge meter; then the title of the game should be Street Fighter 4.1