I don’t think every character should have a “universal overhead” consisting of relatively the same command normal. But every character should have their own overhead option in the form of normals, command normals, or specials/supers.
Street Fighter X Tekken, although underrepresented has one of the best mechanics I’ve ever seen.
Do you know how satisfying it is to walk up to crouch tech characters like Chun, Bison and Vega, and then launch them sky high? It’s better than sex. (Probably not in actuality, but I’m on SRK.)
If Capcom decided to have a mechanic like that in SFV it would be very interesting to see. Of course it should be -211 on block, but on hit it should allow for a juggle state similar to Ryu’s J.Mp or Bison’s J.Mp.
Honestly, I kind of want the game to have a similar damage system to Street Fighter II. I know no one wants to run the chance of losing a match in 10 seconds but I have always noticed that people think a little bit more when the damage is higher. That, in turn, makes the match more intense to play and funner to watch. Plus, I want Guile’s TODs back man.
Oh man, if crouch teching was removed from SFIV overnight, there would be riots. The 90’s salty response to throwing would be back with a vengeance and it would be glorious.
So true, people do think more, cause individual hits actually cause substantial damage. Low damage really sucks, it is necessary in long combo games (which end up having a lot of damage with optimum combos but very little from each individual hit), however it has no place in Street fighter.
I’m just thinking about how much I want SFV to really be a more offense oriented game.
Higher damage normals, faster movement. Those are my prime concerns as of now. As much as I like the SFxT launcher idea I have higher hopes for the game primarily the games meta.
Well chip damage normals certainly help out with it, but another think that slightly urks me is that the game speed looks kinda slow so far. Which do people prefer, faster or slower paced Street Fighter? I liked 3S, it felt pretty well balanced in pace. SF4 was ever so slightly too slow. Not too sure what to think about ST.
I have always been partial to SFII’s speed. It is faster than Sometimes as Slow as Molasses Fighter IV but slower than I Just Shot up Adrenaline and Snorted Cocaine at the Same Time Hyper Fighting. The fast characters: Ryu, Ken, Guile, Chun-Li, and Blanka felt nimble but not janky. While the slow characters: Zangief, E. Honda, and Dhalsim felt delibirate but not sluggish. And I am also not sure what to think of ST. Sometimes it felt a little too fast, though not as fast as Hyper Fighting. While other times it felt just right.
Molasses is certainly a great word to describe SFIV, mostly cause of how excruciatingly slow characters moved. I liked the speed in pretty much all the SF games besides IV, so I’m flexible. I guess I prefer ST the most if I had to choose.
I enjoyed 3S’s pacing a lot (just not parrying), but ST and CvS2 too were also up there. SF4 never got fast enough for me, it’s pacing was ok, just ok, but I hope SF5 is closer to the games I just mentioned.
One of the reasons 3S is such a good game is the fact that the pacing and the match flow in that game is so good. You don’t need to use parries at all to appreciate those things.
As for SF5, I’m actually happy that moves seem to have a way longer recovery on whiff than they have in SF4. Whiff punishing in SF4 always seemed like a chore to me, even in comparison to the older, faster games.
And I’m meant to believe that a father Christmas cosplayer with a beard like that knows anything about the female anatomy.
Regarding the pacing of the game, perhaps only Ryu will move that slowly because of how hard he hits. Although he seems to have a MVC3 kinda walkspeed. Even his dash seemed underwhelming…
So, all in all, what is the number one thing you guys hope changes from IV to V. Mine is the damage output. Every character needs a buff in that department.
More reliable and more damaging anti-airs than in IV. I’m sick of uppercuts doing fuck-all in terms of damage and often losing/trading unless they’re perfectly timed.
Reversal window need to be lessened. SF4 I get, they wanted new player to not cry about reversals coming out. There is a huge player base now, make it like CvS2. Doesn’t have to be crazy like ST or Alpha 2 (which I don’t mind).
Damage isn’t to big a deal depending on the character. Reliability is though. Normal anti airs should be a bit better. I hate some match up where you can’t even anti air certain godly jump ins.