From the stage demo, you could clearly see that they built alot of meter from just hitting with normals. Heck they built meter pretty quickly even.
EDIT:
Speaking of meter, I noticed that the amount of Revenge meter built was just about the same as the amount of life taken. In the second match, when Peter blows up Mike with a perfect, Mike only gets full revenge as his Ryu gets KOed. So the risk associated with it is greater, and we’ll most likely be seeing less of them per match. This also means that the decision to use them will be more measured/thought out, considering that there’s also V-trigger to consider - do you try to confirm into a regular super, or do you attempt to go into V-trigger and try to get more damage of a V-trigger buffed super.
please make the charge characters more fun to play than they were in sf4.
urien please. maybe a new female charge character too (seeing as chun isn’t a charge character anymore and it’s unlikely decapre is going to be back).
i think it’s quite possible that both charlie and guile will be in the game, seeing as charlie has that illuminati thing going on. if that is the case then i’m pretty sure charlie’s moves will be altered quite a lot to reflect his personality change and there won’t be much danger of him being a ‘guile clone’. he might not even be a charge character anymore?
5 or 6 charge characters would be a nice number to start version 1 of sf5 = urien/bison/new character/guile/charlie? i wouldn’t be opposed to balrog or vega either.
One thing I’d like Capcom to do in SF5 is if they were to keep Revenge Meter (I hope not, but hey let’s be real): at least make it deplete over time once it’s full, like in SamSho.
The following is pure speculation, but I want to add to that:
I assume one thing we’re going to see quite a bit of (with Ryu specifically) is guard break with the V-trigger hadoken comboed into super, because that sounds both practical and realistic. That means you’re burning your V-trigger on doing 20-30% damage, as well as telegraphing what you’re intending to do when you activate V-trigger, which is not very impressive and possible to play around, but again, it sounds like a decent practical application of both the guard break and the super. Now, if we assume that the powered up super does more damage, you’ll have to take the choice between a reliable setup with decent damage, or trying a setup which I would assume would be less practical and more risky, but more damaging.
Again, this is pure speculation based on the properties of the moves we’ve seen thus far, and it’s probably Ryu-specific, but assuming this is correct, the use of V-trigger and revenge super could actually turn out to be really interesting.
Probably won’t work with the current rate of meter build on Revenge. By the time it’s full, the player is either dead, or almost dead.
What I’m curious about is how much more damage Denjin does, and if it is unblockable, or at least breaks guard. The question then is whether or not going into Denjin and breaking guard with it, while dealing damage is a better option then doing cr.mk into fireball in V-trigger, then confirming into Shinkuu.
so…off topic but…Gen has a one button infinite in Omega mode.
mmm. yeah. So…Anybody else hyped for SFV? XD
I give Omega 2 weeks before everyone drops it.
Me and others warned people not to get too excited about it since it was obviously rainbow edition all over again, but nobody listens.
Anywho, I don’t know about you guys, but the more analysis breaks down the exhibition match footage, the more and more hyped I am about the positive direction V is heading towards. I still thing its slow, stiff, and clunky looking like IV at least at first glance, but its definitely heading in the right direction.(away from 4’s mechanics/design)
It’s not only that a bad mechanic is in, it also means that is taking place of much better potential ideas that may be rejected because “the game would become too complicated” or “there are already enough meters”.
How many of you wouldn’t prefer to have a Guard bar for guard crush purposes right there, below the life bar? Now is gone because beginners gotta have their comebacks.
With stun and revenge there complicating things for little gain, a very high ceiling has been put for any other potential idea. I wouldn’t mind having 3 or 4 meters beside the stun, but I’m sure many people, Capcom included, will claim that “things were getting out of hand” to reject further suggestions.
I mainly just want to see less super tight link-based combos and shorter hit-confirmed strings like 3S and even Marvel. I would like to see some kind of Just Defend/Parry-esque mechanic that rewards strong defensive attempts but aren’t really necessary to survive as much as in high end 3S. I kind of like the idea of more of an aerial game as well, so seeing launcher type moves seems kinda cool. It sounds fun to launch them up and then juggle em with a shoryuken or two.
Maxamillian brought up a good point that I had been thinking about:
I’m thinking special abilities (EX Charge thingy) have unique qualities.
Chun: Gets more hits
Ryu: Gets a guard break
And I think that’ll bring some unique qualities to the game… Lord knows how that’ll balance out.
I don’t think guard break will be a universal feature now given that thought. I think maybe some characters will get it whereas other characters will probably some other incarnate of previous Capcom game abilities.
If that presumption is correct, I really hope that if Makoto gets put in the game that they give her a parry in her special ability form.
interestingly though, when Chun does her back fierce after lightning legs to cancel it, the hit on her fierce does this 2 huge expanding circles of light which might reflect that its the cancelling move to the players…but I don’t think its a fadc since Chun never dashes forward…so its probably not a double dash + MP+MK move and just a one button cancellation ability due to the elemental property.
Though I am surprised on Ryu has those new block “but not following through” animations while Chun doesn’t. That to me says its very early Alpha stage. Cuz I cant imagine that being character specific. but who knows.
I was thinking about those animations for a while. It could just be from moves that “sweep”. Notice it’s only a different animation on Ryu’s roundhouse and sweep, both hit from the side. Chun doesn’t really have any normals like that… that I can remember anyway.
Maybe it’s less a sign that Chun doesn’t have them yet and more something that the team is experimenting with. Something like this could mean that they’re playing with having different amounts of recovery frames depending on whether something hits, or was blocked.
Have Aegis be something that he can use only when he activates V-trigger. Like, instead of metallic sphere, he gets Aegis during the mode.
Give him 2 stocks of EX, V-trigger runs out when he fires 2 Reflector. Revenge can be something else, like Tyrant Slaughter.