Improvements or changes you would like to see in SFV

SFxT style rolls, a slightly smaller reversal window, CADC from SFxT, STxT style jumps, SFxT style CH’s system, normals with special CH properties.Basically alot of things from SFxT. Just no boost combo’s or launchers. Cross cancels should come back as well just in the form of alpha counters. Keep the sfxt stage size too. A new mechanic that isn’t FA.

Then they can add anything else. Oh and keep the hitbox raito from SFxT as well. None of this “X hitbox does this” crap like in 4. A fully blown tutorial like KI. A more fleshed out single player mode. They could really go far with this.

  • Faster walk speed
  • lower the reversal frame window
  • Access to multiple supers at once. I miss that from the Alpha series.
  • Don’t use HP values for competitive balancing. It hardly ever matters
  • In-game frame data
  • SFxT rolls

So many people want parrying yet don’t want the “crutch” of plinking…that makes no sense. Shorten reversal windows, remove option selects, keep plinking and hard links, add guard crush, remove scaling from post stun combos.

Oh forgot to mention get rid of the health scaling as well. Don’t bring that back.

So buffering is called “mashing buttons” now? Interesting…

Anyway, my stance with links is that I’m ok with them. But SF4 had numerous links and was a link-oriented game in general and you want more of that? Too much of something is never a good thing.

How I would deal with links is to make them simple and non-excessive. No 1 frame links, no long ass link combos, etc. I’d even rather have more counter-hit links instead. It would make hitconfirming more of a necessity, which encourages learning fundamentals.

Hell… Might as well copy and paste Tekken characters and call it SFxT ver. 2016
No thanks.

I’m not even touching the game if it doesn’t have parrying.

I’m still working my time off for a 3rd Strike mod for SF4. Yep, thats how much I like that feature.

I mean, 3rd Strike’s parrying was imperfect. The timing was too lenient, successfully parrying froze the characters for so long any good player could react to it very easily.

But then I see some arguments and I realize -> there are 2 entirely different mindsets here.

You know what SF4 was? A zoning-fest of slow, boring crap that I never enjoyed in the slightest. You jump at the wrong time you die. You guess wrong to jump you die. Its slow, its dumb and I hate the game for it.

SF3 was in your face. Zoning with fireballs is the worst part of street fighter, and it was perfect there. It was aobut a real fight with constant mind games.

Its all an entirely different mindset, basically. SF3 and SF4 are not even comparable. They might even be different genres if you were to describe how it feels to fight in one or another.

Add to that universal overheads and how combos worked in SF3, and it was a much more fun experience. SF4, every hit can lead to huge combos without meter and meter just extends combos. Ultras were stupidly designed.

And a few other things I loved about SF3 that furthers sets it completely apart:

-ACTIVE BLOCKING -> or whatever it is called. If you don’t hold back even in a perfect blockstring, you don’t block successive hits. This is absolutely incredible how much of a difference this would make, actually.

-No “buffer” for mashing

-Charge partioning is also aprt of what makes 3rd Strike an “in your face” kind of game instead of a “zoning, perfect slow play” kind of game.

I don’t need 3rd Strike 2.0. But if its a zoning bore fest I’m not even going to look at SF5, just like I just rapidly stopped playing the bore-fest that SF4 was.

At the very least bring back a real fighting game. And slow down with the combos. When jabs combos into fierce all over you know there’s something wrong.

Just a few requests. Primarily, I want to see more nods back to the old days of Street Fighter, Street Fighter II, and Street Fighter Alpha.

  1. Make Special moves such as Hadoken & Tatsumaki Senpuu Kyaku, and throws, do real solid damage like back in Super Turbo.
  2. Make Throws non-techable so as to not give a free escape, instead have the damage reduced upon teching.
  3. Make supers more practical overall, but have the damage of these lowered.
  4. Interactive backgrounds, such as crates and barrels.
  5. An M rating or 16+ rating. I want to see CAPCOM go beyond flashy visuals and cartoony hitsparks to something more gruesome. I want this to be violent, very violent. I have yet to see the trailer, but from the pictures, I do get the impression of that it is what CAPCOM wants as well. I sincerely hope for a lot more gore and maybe even the return of puking, such as it was back in the days.

Parry is overrated.

Why do people keep asking for it?

I’ll take a guard meter. But remove all the dive kick characters or specify those moves to do little to the guard meter haha.

Zoning is overrated.

Suicidal jump-ins and slow gameplay is overrated.

Good thing you’re not in charge.

Putting 3rd Strike parry into the next SF5 game is not gonna carry the game forward. It’s a gimmick.

We got guard breaks!!!

This can denied because it isn’t true. The only thing speed does is eliminate the players who aren’t able keep up…every match comes down to reads and strategy regardless of speed.

Guard Breaks and some sort of “Elemental Mode” confirmed.

Plus breakable walls.

KOH is a giant fucking F@66ot. But all jokes aside. Parrying is stupid, its like every time you do attack you have to hope it does not get parried. And its just dumb hoping to win on just luck

guard crush bars are going to kill this game. Daigo is wrong and ill actually make it logical as to why

I know why he wants them in the game, to kick up the offensive layers players can attack with. Because of SF limited options, its impossible to mix someone up and get them off their block because you can block low for 95% of interactions in SF and you’ve ALWAYS been able to play like that. This is why Daigo and other people want it in the game, to force people to fight rather than turtle and block. Ultimately, this is bad game design and not the players fault so you shouldn’t penalize people for playing like that.

my interpretation is if I choose to block or attack for 99 seconds, why can’t I do that? guard crush bars, favor the attacker only. Its a bad idea and it never really was a very good idea in ANY game it was in. Insert a3\cvs2 , shoshoshoshosho into crush strats. Fun right? you’re being penalized for something YOU should be doing. If the opponent can’t land a hit, give them more options to get the hit while not penalizing neither offense or defense as it currently is.

I can fix what SF gods are complaining about while not having a guard crush bar. Introduce a uoh from 3s, but allow us to attack with any air normals we want. This achieves the same end result. Force people away from dwnbck and get them to move or attack at some point. Defensive players can continue to play defense and offensive players can continue to play offense for 99 seconds. This will favor no style and still allow the same old typical play we’ve always had with another option in the mix.

I expect my post to not get any attention but in my 23 years of playing FGC gods in multiple games, ST, HF, a2, vampire savior, mvc2\mvc3, my experience tells me I’m right.

Well, that’s what made SFIII a more aggressive game. Sure, there is Meta, Tiers and whatnot, but going all out mixing stuff a lot is the idea behind it. You must be “unreadable” by the opponent, to somewhat “rebalance” parries.

every time you throw a fireball, you have to hope someone doesn’t guess jump and punish you for it. its just dumb hoping to win on just luck.
every time you whiff a fast poke, you have to hope they didn’t guess the move that punishes it.
every time you try to throw someone, you have to hope they didn’t uppercut.

not that I’m in favor of this ongoing discussion about parry (no sign of it in the trailer so why talk about it?) but some of ya’ll are hella dumb.

Has anyone complaining about parries actually played the game much? People act like there are all these parry gods going around parrying everything. This is ridiculous, if you are getting parried that much, it’s YOU OWN FAULT for being so predictable. A parry is either a read or a guess, if it’s a guess and you wiff, that is time spent not blocking.

Listen, I’m not saying I want this game to be third strike, I’d preffer alpha-counters, but to call parrying a broken gimmick is pretty dumb.