Improvements or changes you would like to see in SFV

What it lacks in good animation it more than makes up for in depth and attention to detail. Nobody is perfect, but you can tell that given their resources, they are really trying to make this the best MK it can be. The public has picked up on this and come next month I am certain it will sell obscenely well. MK is a great, just not necessarily for its fighting engine or animation - 2 qualities SF5 will no doubtedly have, in abundance, but they will not be sufficient to carry it.

Then you realize that MKX is probably going to have the same shit netcode that preious NRS games have had.

Yes, I do. MKX will likely be a shit multiplayer fighting experience that will not satisfy those who come from an SF background. On the other hand, MKX will be an excellent single player experience with a lot of novelty and gimmicks to joyfully hold most of our collective attention for 2-6 weeks.

They aren’t speeding anything up lol

injustice netcode is solid if you got a really good connection between two players. I’ve played with Tom Brady ft10 and it felt flawless. Mostly feels like poop other times though…

The same could be said about SFIV’s netcode, and we don’t exactly call it a shining example of modern fighting game netcode.

In this day and age, anything short of GGPO style rollback netcode is unacceptable

GGPO can be terrible at times too and almost feel like cheating.

GGPO if properly implemented is always a zillion times better than input delay based netcode could ever hope to be. There is another thread to discuss this though. Anyways at least Capcom has promised rollback netcode for SFV, so it has that going for it.

One of, if not the biggest peoblems i had/have with sf4 is that it really started to feel like… Work. More than any other fighter ive ever played sf4 just feels like work to me. I couldnt define it for the longest time but it basically comes down to inability to quickly or easily overcome predictable strategems for me at least in the game:

Opponent walks backwards or dashes backwards predictably (huge stages make walking the opponent into the corner a pain, slow walkspeeds exacerbates the problem, lack of good midranged poking tools that are safe on block make the problem even worse, case in point, rogs dash low straight in ST is a good example of a good midrange attack that is safe on block and puts pressure on the opponent at neutral to not just sit there)

Dealing with predictable teching is hard. You have to frame trap, but the tech window is so big that the opponent can use 3 different timings to throw tech, and your normal frame trap will only hit one timing, in general. Makes defense overly good and lessens the want to get in. Also lessens the need to AA correctly since a good delay/non delay/middle timed delay crouch tech or a stand tech, is such a good defense.

One thing that happened alot in oldschool streetfighter was people missing their anti airs because in the heat of the moment they didnt time the AA properly, or reacted to slowly to the jumpin. Yet they knew that blocking a jumpin was suicide so they would try to AA anyways. In sf4 i see alot more “oh i reacted to slowly to his jumpin… Ok ill just block and crouchtech out after the jump attack makes contact”

Which erks me something fierce, because this extremely bad fundamental, is actually not that bad in sf4.

“Sf4 style” footsies. The primary footsie tactic in sf4 is to walk backwards to goad your opponent into walking forward, and then hit your opponent as they walk forward. Almost every character in sf4 plays this way to one extent or another. And it bogs the game down to two characters both baiting the other to move forward into the enemys attacking range so they can score a hit.

This is a contrast to oldschool streetfighter where the primary footsie tactic was to try and punish your opponent wiffs with a direct punish in some cases, or walk up pressure in others. In sf4 the walk speed is to slow when compared to the length of certain normals/specials to do this any kind of consistently.

So all in all the game just felt like work because strategically everything was just a chore to try and do. It was hard to be offensive, hard to do blocking mixups, hard to footsie in a non bait based way.

Sf5 looks like more of the same, so my interest in it is fleeting

I think to some extent the “large stages” thing has been cleverly resolved, but I may be wrong.

Stages are still huge, perhaps bigger than they have ever been, but they (at least the one we’ve seen) seem to be divided into 2-3 smaller sections and you can only access the other section through knock outs. But the actual stage section you play in each round looks closer to the stage sizes of yonder years. This could be a good sign.

The crouch tech is really bad. Like in any match when I finally got in close I knew they were going to shrug off my overhead because it’s terrible and after that crouch tech covers all mids, lows and throws so what is my offense really?

And that’s not even getting to the invincible backdashes, huge stages, unsafe normals, crazy reversals (exacerbated by FADC and the weird input system), ultras, focus attacks and crap movement on almost every character.

I dunno, I’m basically hoping the next time the game is shown off it looks drastically different from what we’ve seen. I’m an SF fan but, I’m not really excited for SF5 just from what has been shown so far.

GGPO overrated. Yawn* wait what are we talking about again?

Improvements/mechanics we’d like to see in SFV.

The damage wouldn’t be so bad if it wasn’t for the fact that dive kick characters exist. Against characters who can’t change their jump arc DPs are just fine. It’s just when the other character can jump at me, bait out a DP, and punish it for a full combo that doing 130-190 damage sucks.

Dime hit it on the head. Breaking some of the predictable defensive stuff in sf4 is way harder than it should be.

The close range game needs to be very different.

That’s why I don’t think I’ll be buying it… not worth the 60 dollars imo. I’d definitely buy it for 5 dollars though…

It’s been spoken about before but less emphasis on option selects. I know they’re not intentional but SF4 has so many OS’ it feels like a lot of the game revolves around those and not fundamentals. Every time I go to learn a new character one of the things that boggles my mind the most is the amount of OS available to me, especially when I first got into Abel a while back, that character is just OS personified. I think Mike Z elaborated a little on how games can be adjusted so that some OS’ can be dealt with. That whole offensive cr.tech OS to me shouldn’t be in the game, but w/e it’s been like 7 years now the games evolved a bunch.

if they dont want to fix/remove OS spam then they should atleast show people that they exist through having to do them in trials or some tutorial. since they want to claim this sf4 is the most user friendly game and all…

I actually have faith that the netcode will be good this time around. Because, you know, they are going to have an online only pro league. They would not do it if they did not feel confident about the netcode.

Region locked online seems to point otherwise. As does the fact that they haven’t said anything about it.

Actually they have said something about it. The Youtuber Angry Joe asked Ed Boon in an interview a few days ago if the netcode was going to be better than their previous games. Ed Boon answered the question by saying that they have been really working on the netcode and that it is better than either MK9 or IGAU. By how much though, I do not know.

As for the region locking, I’m pretty sure it is still just the PS versions. I say this because, when asked, they said it was the same as the last game. Of course for people who like a greater amount of opponents, the region locking still sucks.