Improvements or changes you would like to see in SFV

Make it like 3rd Strike where you only got Hard Knockdowns off super. Then make quick rise a back roll (again like 3rd Strike).

But that means no more HKD throws or sweeps anymore…

Yes.

I’m personally fine with this since it helps move the game away from vortex/set play while at the same time giving characters without a good reversal a way to get out, without the need for invincible backdashes.

I’ll pass… I want my rolls back.

But 3rd Strike had rolls, backrolls when you did a quick rise.

No parries anything but that, i love 3S, but i want somethings to stay in the past, maybe in CVS3 groove system sure.

I like forward rolls plus stationary quick rises.

Would love to see Just Defends/Guard Cancels come back. Always felt that just defends were way more manageable than 3s parries. Quicker rise from hard knockdown would be nice as well. Isms should be back in. Maybe handle quickrise similar to MOTW where LP would make you do a quick roll backwards/HK did a slow roll forwards that covered more distance. other buttons did respective variations on that. Who am I kidding, I really just want SF5 to be my MOTW2.

As far as how story should be handled I think they mentioned wanting to put more focus on the characterization. The way that should be delivered is through a single player that is more akin to a beat em up. I think tekken 6 had something like this. But it’s SF so obviously would be 2d. Would be a good way for players to learn characters general moves. Handle story fights like arcade mode fights and then go back to beat em up style for fluff.

Could have small incentives for extra meter (KO 3 Enemies with Tatsu) etc to get players wanting to do those specials more constantly.

If a mechanic moves the gameplay away from Knockdown Fighter 4 I’m in favour of it. The things Akuma could get away with in AE were insane, it was like watching a guy just go to town on a training dummy. Ultra is better, but still has a few characters who can win entirely off of a knockdown, and whilst it may be in their gameplan it isn’t entirely fulfilling to watch/play against and drains from the fun factor of the game, but I suppose that’s all opinion.

Back rolls and less HKD get a plus vote from me.

I’m also in favor of getting rid of pace killing hard knockdowns on anything that’s not a super. I will like a back roll for quick rise and the SFxT forward roll though that will probably servely weaken oki. If restands and aerial resets become a thing in SFV it could make up for it.

Biggest problem with forward rolls is how they affect zoning.

Aside from that, forward rolls also help mitigate the threat of the corner. Might not be an obvious drawback to anyone who’s only played SFIV and is used to being able to cross up in the corner, but in prior SF games, jump ins would still keep your opponent in the corner. Forward rolls make this worse in that it provides an easy way out of the corner, while limiting the attackers options (i.e. preventing them from jumping forward on knockdown). In 3rd Strike at least, one of the only ways to get crossed up in the corner was to quick rise and get crossed up during the back roll (meaning you never wanted to quick rise in the corner).

I never had a problem keeping someone in the corner in SFxT. I usually stand in a position where I can continue pressure and punish the roll if my opponent goes for it. There were multiple ways of punishing them without it affecting momentum.

This pls God yes pls.

But… they got out of the corner. Wouldn’t you rather get some hits on them while they’re cornered?

I’ll take fwd rolls. All you had to do was count some frames, go over every character’s possible reversal option stand at a good position and react to the roll. It was quite simple. For me it was to the point where if I screwed up you might get out of the corner. If I had all my ducks in a row…you weren’t leaving the corner unless I felt like it. Fwd rolls were a good way to keep the corner still dangerous but if your opponent had a set-up for it it just became almost useless since you couldn’t tech a throw nor cancel into anything other then block.

Still not feeling forward rolls. IMO, having to tech chase isn’t really a Street Fighter thing. And IMO, these days we rarely see a proper jailing in the corner anymore and forward roll just takes control away from the person who put the other guy in the corner.

They only get out of the corner if I let them. If I chose to punish the roll with a throw they will end up right back there. Plenty characters like Lili got anti-roll tech to ensure to corner stays mine. I personally like the dynamic a forward roll brings.

Seems like high level play in SFxT was 1: reacting to rolls out of the corner more
2: Not trying to roll out of a corner.

Doesn’t sound too exciting if I just want to play how I play and not have to be concerned with rolls.

Rolls are uncommon in high level SFxT. The 2013 patch made rolls more vulnerable. You only roll when you know you ain’t gonna get punished for it.

New game, new mechanics, new rules. That’s how I see it. In the end I’ll be adapting either way. Eh, I prefer to have invincible BD’s and fwd rolls if they don’t have it. Bummer that sucks. I’ll just look at the bright side of whatever they put in. Because as we all know SOMEONE is gona be unhappy regardless of the outcome.