Improvements or changes you would like to see in SFV

V-Trigger activation will most likely take the place of FADC’s.

Maybe. But so far it only seems to be able to be used once a round.

I don’t know, metre seems to build pretty quick but the activation time looks fairly punishable if used in neutral so a player might be able to get enough metre for two of Ryu’s lightning “Variation” (I’m kind of hoping they go with that because it sounds delightfully stupid) off in a round but might only get the opportunity to use one. Hit confirming a launch and then using the trigger state for a set up off of knockdown (e.g. cr.mkxxhk TatsuxxActivate) looks to be the risk/reward design they’re going for instead of the FADC forward dash vs. back dash in SF4.

Chun’s is most likely going to be a once a round guaranteed thing since it takes longer to build and has more permanence once activated.

Possibly. I’m excited for it. It reminds me of instinct mode from KI. Which I liked alot. I’m eager to see how it fully functions. Already I can tell it’s over 9000x times better then FADC.

Although apparently every character will have their own “v-trigger”, i’m wondering if there wll be another truly universal mechanic added in this game.
Btw, how do people feel if there would a run mechanic like KOF added in SFV, dashes would still be in but by holding forward after a dash you simply run. Seems alot more natural and intuitive than inputting multiple dashes. Might also help because these stages will end up quite large from what i’ve seen. Gameplay is still sluggish though and SF being heavily focused on the ground game and due the importance of spacing it might seem out of place.

I suspect so. I hope cross cancels (alpha counters) come back. Those would be nice.

We already know that these revenge powered supers can be cancelled into.

This, it seems that revenge is acting more like desperation moves in Fatal Fury/KoF except that the meter means that if you blow it, then that’s it

I like it like this. Having barely any health left to get max revenge and a shot one deal? Sounds good to me. As long as there isn’t a universal regen health mechanic outside of normal chip dmg then revenge shouldn’t be much of an issue. Because since you can’t hold onto said revenge for another round you really got to think about using it now.

Are you gona mash out a super when you’re pretty much dead? Or are you gona save it for that critical moment? Because now that you can’t die via chip it puts even more pressure on someone to mash out a super and the opponent can block it for free and end you. Whatcha gona do?

I’ve been looking at the Charlie trailer and what might be Charlie’s Activation/Trigger/Variation are some apparently altered normals or combo’s with unique graphical effects that Chun and Ryu don’t have. At around 0:55, Charlie goes into 3 hit combo after crossing up after Sonic Boom with his “Shadow Dash” and the ending st.hk/mk move has a similar effect to his Flash Kick. Another appears at 0:59 after his upward “Shadow Dash” and ends a three hit combo. At 1:13 Charlie lands a 3 hit combo that ends with the first st.hk/mk.

The thing these two powered up normals seem to have in common is ending in some kind of knockdown state. I think I have a solid idea in Charlie’s powered-up state being the ability to knock down from a wide variety of combos and allowing him to change his play style from possibly a more aggressive footsie Guile variant to a more mix-up heavy Decapre+Seth style of play. I’m now really interested in Charlie if he retains his charge character status or is at least a charge dependent hybrid character.

Addendum: Quickly forgot about something I also noticed is that these moves also have a fairly unique audio effect of an high pitch bell ringing played backwards that only might exist on his new command grab-esc special and nothing else.

I really hope Juri gets a command grab. I want one so bad.

A more viable high low game fits her character more. Besides not like we need another character with a dive kick and command throw. Yun/Yang are annoying enough. Personally I would like a bit more of a high low game in SF5, especially given that the normals seem a bit slower.

some of this is poorly thought out imo.

  1. Supers are harder to build than an EX move by definition. You need to consider the loss of options during the time you build super. If you are going for a super you automatically give up going for EX moves for an extended period of time. This should be accounted for which brings me to my next point. Unless a super grants way more utility such as massively faster startup + more invincibility + frame advantage no one would use it if EX does only slightly less damage with similar utility.
  2. Yes, as you said, supers shouldn’t do less than an EX move, however how much? You want a comboable super to do 30% max but also scale at 20% if comboed into?

Ok lets say we go for the strongest possible comboable super in your idea: 300 damage. 80% of 330 = 240 meaning that is the MOST the super could do comboing into it Lets assume this is something like a DP super then raw DP you want to do decent damage ~140-160. EX should probably do more ~180. A simple 1hit into super doing 240 vs 1hit into EX DP doing 180 is only a 6% damage difference. We use the old SF4 scaling system something like a simple hit confirm crLP - crLP - crMK xx Super would scale the super to 50% = 150 damage while the EX DP would be scaled to 60% 108 damage. Do you really think doing an extra 3% of the opponents health is worth 300% - 400% more meter?

Lastly the concept of “a super should NEVER deal less damage than a special or ex move” doesn’t take into account utility supers. How about a 50 damage super that causes an instant stun? Or a powerup super that itself does zero damage? Or a healing super?

Given how large the stages are, I don’t want any defensive tactics like focus attacks or alpha cancels. I’d rather they make it so that its hard to get in, but you can stay in once you’ve done so. I feel like the game shouldn’t be 100% offense to the point that its brain-dead, but smart offense should be given priority this time.

EDIT: I’m saying this because of SF4. Its gotten so defensive that the game constantly switches momentum. Oh, you whiffed a cross-up because of DWU? Position reset. Focus or FADC backwards? Position reset. Invincible backdash? Position reset.

Do we know if the stages are actually large? Keep in mind when a stage transitions the edges of the stage change. When you start fighting in the resteraunt you no longer can go back into the street for instance. The bigger issue is walk speeds can make stages seem larger due to time it takes to travel from one side to the other being longer even if the actual spacing difference for things like attacks and corner carry is the same.

Ah, the sweet smell of Eternal in a thread dissecting people.

The Charlie reveal had me thinking more about the speed of the game, personally I still think it looks rather slow. SF4 was already pretty slow but the normal speed really feels weighty. I like and dislike it at the same time.

Well, I’m speaking of the game in its current version. As of this moment its likely that the slow walk speeds and/or short dashes aren’t enough to cover ground. Regardless, the outcome is still the same. It just seems like an alpha cancel that pushes you across the stage would be a huge killer, for example, for a character that sucks at getting in.

Things can change, of course.

I’d love a high/low game with Juri. But a command grab…I get to do some evil stuff with that. It doesn’t have to be comboable like the twins. Just have it deal damage. Either one works for me. But I would love a CG. And for a bonus…wall jumps. Yes…wall jumps with Juri? It would be her OVA in game form complete with CG.

Supers aren’t tied to the ex bar anymore. They are now the revenge meter. So now people will ALWAYS have a super but ONLY when their health falls below 50-60% and then that’s only at half power.

I worded that poorly. I meant “scale normally like other attacks do. the usual 10% instead of 20% like ultras did in 4.” Also, supers done raw should do 30-40%. When done in a combo I expect combos to go as high as 50% MAYBE 60% and that’s a maybe. Of course to get such a high dmg dealing combo you have to be pretty much near death to pull it off. I expect normal combo’s (ex moves included) to go as high as 40% maybe 35%. Because since everything causes chip now there shouldn’t be a real reason why you should be KO’ing your opponent in TOD or 2 combo’s. A 40% combo followed by a 50% combo leads you at 10% health. You still require another combo (albiet a small one) to finish an opponent off. Which I think I fair.

As for utility…I did say damage. Though, I highly doubt we’ll be getting supers that have different properties like healing, stun or the like. I think it will be just flat out damage. Those weren’t heavily liked (to my knowledge in 4) since ultras like balrog’s U2, or Bison’s U2 (debateable). Those are just examples. But Those ultras weren’t exactly high on the “pick this one” list by many. Though I could be (most likely) will be wrong.

Plus there wasn’t a super in SFxT that did anything outside of dmg. Though some of them had different utilities like longer KD’s, or having your opponent closer to them after it was done.

AFAIK We don’t know if supers are tied exclusively to the revenge meter or if that is a separate thing entirely. There could easily still be supers and ultras.

If you are saying you expect a normal combos using EX moves to go as HIGH as 35-40% you are basically asking for combos to do less than SF4 since combos in SF4 can do 40-45% using EX bar. Hell, Hugo and Evil Ryu can do 40% meterless without a jump in. Just short of half of the cast can do ~28-40% damage meterless without a jump in. Juri herself can do 37% without a jumpin if she has 2 fireballs stocked and 42% with a jump in.

I think you’re just kind of pulling numbers out of a hat without actually looking at how other games compare or how much the numbers you decided on actually are. We still don’t even know how exactly the chip mechanic works or how meter works. Then there is also the issue of the speed of mobility and the ability to actually land hits. If you can’t land a hit very often (which it looks like may be a problem in SF5) then the hits you do land need to count.

With the Taipei footage it isn’t a transition but a stage expansion. The third round has Gamerbee forcing Diago back into the street section where the first round takes place.

Speed up the rasclart game.

But now since everything causes dmg regardless that 35-40% will mean much more since you’re constantly doing dmg to your opponent whether through blocking or getting hit. I don’t recall SF4 combo’s doing 40%+ dmg off of one ex bar.