Improvements or changes you would like to see in SFV

As long as there is no parries I do not care.

Not exactly. You will have skill and strategy no matter how fast is is BUT you will have more reward for reactions and less reward for the finer details of strategy as you increase the speed. Taking it to it’s slowest point, you get chess. Where there is an infinite time to react, reactions don’t count for anything and strategy counts for EVERYTHING.

If you hit jab and roundhouse, the game doesn’t exactly ‘choose which will hit’. It works because light attacks can cancel into eachother as chains. If a light hits, then it cancels into the second jab that has been input. It can’t cancel into the roundhouse. If the jab doesn’t hit, then the next input happens after the jabs recovery and the roundhouse comes out because it takes priority.

If you leave in normal cancels and leave it that they can’t be cancelled on whiff. You have just left option selects in the game. You can’t have it both ways.

Option selects aren’t a system or game mechanic really, they are the results of other game mechanics and systems working together.

remove grabs. Command grabs only. so tired of constant grabing from online players because its hard to tech online even if you know what you’re doing. just remove that shit completely.

But what are trip guards

They should definitely keep it simple.

A million different game mechanics may look flashy, but that will only make it harder to get into the game, especially for newcomers.

Were all these people going on about parries when the SFIV teaser dropped? Jesus Christ.

@ZoopZoop‌

Seriously! Jesus H. Christ . . .

I’m hopeful that a new universal mechanic can be thought of that isn’t just a rehash of Focus Attack, Parry etc.

Or no universal mechanic.

The thing is, the franchise needs to evolve in some way beyond Street Fighter II. I would say the Alphas and Street Fighter III did effectively change the mold of the games while still remaining true to the fundamentals of the franchise. But I don’t think Capcom should just piece meal things from older games to make something “new“.

I really hope they go back to the drawing board and endeavour to create a deep fighting game. The problem is, how many minor tweeks to the formula can you make before the consumer just say’s, “This is just the same thing over and over again, the same game we’ve been playing for twenty years.“? It’s a pretty cynical view, and not necesssrily mine, but in a way, most fighting game franchises are just the same core game with minor tweeks to the overall package. In a way Street Fighter II is Street Fighter, everything else is a re-imagining of the same thing.

So, I hope I’m pleasantly surprised by Street Fighter V, but in a way, I just want a brand new Street Fighter IV. Something new.

Strategy still counts for everything, even when the game is fast. Fast and methodical is just as good as slow and methodical.

This is false actually.

The sluggish speed in SF4 was only included to accommodate the casual non-fighting game players the game intended to net. With speed it’s still very much possible to base reactions off strategic judgments and fine details. The only difference is that you’re just required to do this at a faster rate meaning you need a sharper mind and more focus per match. I always found it a lot more easier to wonder off mentally while playing SF4 just due to how long it took for everything to play out.

Parries is the dumbest thing ever. Every time you do a move you just have to hope it does not get parried, other wise you will eat a super for free. Dumbest shit ever and anyone who disagrees with me is a giant fucking F@66ot.

Yes, the better player will win regardless of speed but my statement is simple logic: The faster the speed, the more it benefits the player with faster reactions, the more it factors into who wins the match. When there is no speed (eg. turn based), the win is determined %100 by other factors like strategy and reads, with any speed increase, a proportion of what determines the outcome goes to reactions. How can anyone deny that? I’m not saying the game should become turn based. I’m just saying i like where the series is currently at with pace, it’s a good balance.

Not being one of the younger posters around here and having seen how reactions go downhill with age, i’d like seeing it not become a young man’s game! :slight_smile:

I want CVS2 without Blanka in it

fuck you Blanka

also it sounds like 70% of this thread wants to play ST

did you know you can still play ST?? there’s not even parries in it! think of all the fireballs you can throw.

Isn’t that more the fault of the netcode? In an equal environment (i.e. offline) throws are an effective pressure tool. You need something to force your opponent to not block (unless you were proposing giving every character a command throw).

But my point is that you have to hold back to block. If you release it you will get hit.
The SFIII series has no absolute guard btw.

All the Parry Hate ç_ç

I want to see ultra select go away but still keeping multiple ultras. I am always a fan of more options all around though.

Links are fine, but the game can’t be as goddamm slow as 4. I don’t have as much trouble hitting links in any other game as I do 4. I say less links so it DOESN’T play like 4.

Get rid of Ultras, and comeback Mechanics.
Make the game faster.
Get Okugawa and Satoshi Ise on that soundtrack.
Charge partitioning
As much as I love parrying I don’t think the should put it in the game.
Guard Meter
Make Anti airs not suck balls

Taunts effects ala SF3.