Improvements or changes you would like to see in SFV

I knew it!

If all characters had AE Yun capacity when they get rolling, I would be very happy.

Why not? I guess to me pulling off that really hard move ads that extra sweetness.

So…when our characters face gief they go “WTF man???”

I like my full screen dive kicks, counters and fireballs. Tank ya. Of course…I could always use a command grab…Juri would benefit greatly from having one.

I meant how he dominates when he gets past the neutral game and goes on the offense.

I think the hard part was actually getting the read for the ch or setting it up. To me thats the sweetness. Different strokes for different folks I guess.

From my perspective, I get far more satisfaction from knowing I outsmarted someone than knowing that I can push a button within a 1/60 second timing. I would thus like to see the former get rewarded more than the latter.

I don’t mind one-frame links being a thing – rewarding execution is a good thing – but I don’t like it if it’s the only combo option you have. It’s one of the reasons why I really dislike how SF4 handled combos for a lot of characters. It’s also why I like how some characters, amongst others Cody, Cammy and Poison, had their combos handled: the optimal stuff involved 1-frame links, but they also had simpler combo options that were still functional. Cody in particular had combos ranging from 4-frame links(c.lp c.lk) to back-to-back one-framers(f.mp cl.mp c.hp), which meant that you could start by learning the simple, functional stuff first and then move onward to the more difficult ones as you got more comfortable with the character and the game.

Cody’s crLP -> crLK is a 3F link (crLP is +6F on hit, crLK is 3F startup) but your point stands he has good build up for his stuff.

I never said it’s the only satisfaction I get. Outsmarting your opponent is also sweet. But having your timing down to a dime is also sweet. Combine the two…and it’s like a flowing river of honey…ever so sweet.

Yeah, and I’m fairly certain that makes it a 4 frame link unless I’ve completely misunderstood how frame data works. I mean, linking a 5-frame move from a normal that’s +6 is a 2-frame link, so linking a move that’s 2 frames faster than that should make it a 4 frame link, right?

I don’t think I implied that it was, but whatever. I just don’t care for combos being difficult for the sake of them being difficult(my execution sucks and I hate doing links D: ), but disagreeing with me on that is a perfectly legitimate point of view. =p

Why so much people want parries from 3S? You will hate this and call it cheap.

Easier Combo system ? :3

Let’s get rid of the word “easier” and use “more intuitive” with better tutorials similar to that of Guilty Gear.

Okay :3

I liked that SF4’s tutorials are fucking cryptic. Forces people to come out of hiding and check SRK for information.

Those games still have character specific combos though…

SF4 didn’t have tutorials at all. There was nothing within the game to explain what the mechanics were and how they work.

Nah you’re right, I had a brain fart and was probably thinking crLP - crLP or something. I dunno :stuck_out_tongue:

That MIGHT have been ‘ok’ if it also had a halfway decent training mode with things like:
Frame Data
Hitbox display
Option to play moves as reversals
Ability to enable or disable guts damage scaling.
Save States (sort of added later on in a weird way that is decent but not perfect.)
Option to enable or disable permanent character specific mechanics such as Oil, Genei Jin, FSE, Seiei Enbu, Angry Scar, Mask/Claw, and Tanden Renki.
Longer recording feature.
Option to save recordings and play them back at a later date.
Option to have game randomly play one of several different recordings whenever one finishes or as a reversal.

But none of that was included. Even so, tutorials on game mechanics create new players interested in continuing to learn about the game whereas the extra steps of searching for that information will push away potential players who may have turned into parts of the FGC after being eased into it via the game itself.

Killer Instinct and DOA5 have good tutorial/training modes.
I think they are excellent examples anyway. I mean DOA5 has like 150 some odd combos and thing to run through along with counters, throws pretty well thought out.

That’s what I meant. For the challenge mode trials. You had to come to SRK to figure out what the fuck you were doing. It’s community building!

My opinion regarding anybody who can’t, or won’t search their character in google and most likely find some web page that has information regarding it, or at least links other websites that has information they’re looking for, is very very low.

Also Capcom didn’t realize there was still such an audience for fighting games when they took the chance to make 4, so they obviously didn’t care to include all these customizations. Let’s be more honest, they probably won’t get so in depth about it for 5 either.

As someone who won $3000 in prize money with USF4, my opinion about your unjustifiable elitism is very low. /s

no really… how can you defend the lack of tutorials in a game? i don’t even… objectively, it doesn’t benefit anyone