Improvements or changes you would like to see in SFV

I was reading a couples pages back and saw someone say in sfxt that boost combos limits the buttons used in the neutral, which confused me a little lol. First off, how can a combo system that allows damage/knockdown on almost any normal in the game limit your buttons? With My main character Christie I use every normal but st.lp and cr.lp in the neutral. Secondly, many fighting game characters have only 2-3 useful pokes in the neutral, that does not make any specific game worse then others.

I saw bison was used as an example where you use limited normals in the neutral. Then they listed a lot normals he uses in sf4. You wanna know how many normals he really uses in sf4…0 lol. He uses scissor kicks and focus. Most of those listed normals are used after scissor kick pressure and that’s not the neutral lol. Yea he uses a couple normals in his favorable match ups but guess what, it’s the exact same two normals that are really strong in xT. Sf characters in xT use pretty much the exact same normals as they do in sf4, if not more… A couple differences people see and then claim that these characters use a 2-3 normals are seeing cammy playing footsies instead of abusing bs divekicks and fadc forward, or rolento poking instead of abusing his knives and rolls. Even vega uses the same normals but doesn’t have to rely on 1 frame links. All of those differences sound better for xT than sf4 to me.

Sf4 can’t even compare to the footsie game of sfxt. Talk about a game with a limited neutral game, sf4 is probably the worst culprit for that. Focus attack alone limits your buttons in the neutral immensely. Justin Wong and Chris g did well in a couple xT tourneys without much practice because of how strong their fundementals are. There is a lot of strong mixups/shenanigans in xT that they prob have no idea about and still did well in tourneys… That shows you how good a strong footsie game can be in xT. Now if someone tried to play sf4 in a tourney with not much practice, they would get blown up because not only can a strong footsies game get blown up by a well placed focus attack but pokes barely do any damage in the first place.

They should just open it up so you can use any system from any previous sf game.

A better fighter maker but Capcom controlled moves, normals, and specials to choose from.

Don’t nerf anything just have everything open for the players to find counters to.

That will spark problems.

You should get a bonus for the next round if you finish off a character with a super. Like give you 25% increased damage for 20 seconds or something, kind of like your fighting spirit is high for winning with a powerful attack.

This would make supers more useful and encourage people to try and go for some hype kos with them. I’m just basing this off of SF4 where supers barely get used over focus cancels and ex specials. SFV may be completely different where supers get more use, but I doubt it since it looks like instinct mode requires super meter.

Supers barely get used in IV excatly because there are better things to use meter on. In V, there is nothing else that is powered by the same meter. EX and “V-trigger” are on a separate meter.

I thought element mode only worked when you had full ex bar? The only bars I see are the ex bar and revenge bar.

Exactly, since supers are basically ultras now, they have one meter to themselves.

But you said V-trigger and EX are on a separate meter. I’m confused.

V-Trigger requires a full ex meter, so they are on the same meter. Supers/Ultras are the ones on a separate meter now.

He means that EX and V trigger are on a separate bar from ultras I think

This is exactly what I mean (note I said that they are “on a separate meter”, not “on separate meters”).

V has basically taken out the distinction between Ultras and Supers with them acting more like the former now.

EX meter is now only really used for 2 things, which are EXs and “V-trigger”. This means that your choice is just whether to use EX, or to save it for “V-trigger”.

Compare this to USFIV where your options opposed to saving meter for super are EX, FADC, Red Focus, and EX Red Focus. With all that, you’re obviously going to get more utility by not saving for Super (unless you’re using someone like Rose that can quickly build meter, and deal alot of damage off it).

Wait, I’m really confused now. I thought it worked like this:

EX meter: EX moves, V Trigger, Super.

Revenge meter: Ultras that power up if you have V-Trigger active when executed.

so basically the idea is they’ll have super/ultra available every round again? can’t help but think of this (40 seconds in):

https://www.youtube.com/watch?v=Fi4qom3AgzI

great for the crowd I guess. personally I’m not a fan of the kind of decision making that encourages.

I think it works like this:

Ex meter: Ex moves and V Trigger

Revenge: Supers

Active V-trigger + Super = Ultra

I think you’re probably right Daemos, if not I’d like that idea. It increases the usefulness of V-trigger (if that ends up being the name lol, I like how we’ve all adopted the rumored name from something that IIRC was debunked unless I’m thinking of a dif false rumor)

In SF4 EX Moves and FADCs usually do as much stuff as a super while also being cheaper in most cases. Having v-trigger power up your super while also itself being a powerup might help make V-triggers more appealing and help balance them against EX Moves strength vs cost

So there are no supers without revenge?

This is the opposite of progress.

What? If we must have a comeback mechanic, it makes more sense that way. Otherwise it just becomes what SF4 had and it’s a horrible system where at least half the cast have no practical means to land Ultra, and you almost never see Supers because EX meter is too valuable.

Besides, V-trigger gives your specials like mini-supers.

No, it’s a lazy ‘fix’. There are a good few characters in USF4 that have very useful supers as well as useful EX moves. Adon, Balrog, Chun Li, Dhalsim, E Honda, Evil Ryu, Fei Long, Gen, Hugo, Rose, Ryu, Yang and Yun all have at least strong situational uses for their supers.

It’s so gross to me that they’re removing the old super system in favour of a fucking comeback mechanic, just because they can’t be bothered to make them work together.

And how often do you see the supers being used? I rarely saw supers being used in recent tournaments. Especially with the addition of Red Focus. Supers are like a luxury now.

I think that’s the point he’s trying to make, that they don’t work in the current system and the new system doesn’t “fix” the issue, rather just brushes it under the carpet with the facade of it being fixed.

I could be wrong, didn’t read all the way through, just quickly skimming through to see where people are at.

And my point is the way it looks now, the new system fixes it. I don’t see how it is lazy. It makes perfect sense.