Improvements or changes you would like to see in SFV

Who says it’s a bar? We don’t know jack all yet. Hell, for all we know this footage could be completely scrapped later on and something to take it’s place. This guard crush may be met with something else. Personally I like it so far.Not everyone is going to be happy. Your idea won’t help charge characters that much either.

you’re right? Since when. You don’t eve know the mechanics behind 5 yet. So you’re just pulling stuff out of thin air atm.

if you want parries just play 3rd strike. Even Jwong played the game a lot said he didnt like it, he was only playing cause everyone else was. 3rd strike is not an aggressive game, I dont know what game you have been playing, but you want a aggressive fighting game play super turbo. Watching people mash normals to build meter is not aggressive

I don’t understand. This is exactly what guard break encourages. When you’re in danger of being crushed, you’ll be forced away from downback blocking and will try to do anything in your power to get your opponent off of you. You can even overturn the pressure towards your opponent, with enough reading and skill. You’re remedy for this problem isn’t needed. The only reason guard crushes were “bad” isn’t because of the guard crush itself. It’s because of V-ism/A-groove exploitations. If V-ism attacks dealt half of the guard damage it does, no one would hear complaints like what you’re complaining about now. It’s essentially V-ism’s fault why this argument exists. Otherwise, there would be no negative criticism for guard break in those games. Also, you can still turtle with a guard break mechanic. Charlie in A3 comes to mind. He can be purely offensive or stay in the corner and annoy the hell out of anyone trying to put pressure on. With the tools in A3, it works. It just gives us offensive players another option to overcome turtlers which is equivalent to your example. Guard break doesn’t punish you for defense. It punishes you for not fighting…

I, for one, will embrace guard break with open arms. SF4 was too defensive for my liking. I need to feel that offensive rushdown again and I’m hoping SFV won’t disappoint.

because it gives everyone a fair chance and makes it so you can’t do the same thing over and over again

/s

I play 3rd Strike pretty often on GGPO. And i’ve been playing the same 3rd Strike eveybody else played/plays. And like i said, there are general playstyle rules, but letting you opt for a more aggressive (even “random” in some cases) playstyle is the right choice from a developer and consumer standpoint.

Not sure if serious.

If you don’t want 3rd Strike why don’t you just play SF4.

And on and on.

3rd Strike had flaws. Parrying had the biggest potential. Justin Wong played the most broken-stupid character of 3rd Strike. Yeah, maybe it wasn’t that fun.

But then people think parrying broke 3rd Strike sometimes, when it actually made it far better.

People often think parrying is “random”, but thats also complete non-sense. They’re not riskless either, even in 3rd Strike. Every attempt at parrying is a risk.

Just like a lot of people tell me in one sentence they don’t want parrying, yet they go blame something else. Yeah, you could build meter by whiffing 10 screens away and sometimes both players would do it. Peopel do the same damn thing in SF4 with specials, and if not just throw fireballs at each other. The funny thing is, I actually do find whiffing moves more exciting, because once they get meter it actually ENDS.

My point is Parrying is just ONE element of 3rd Strike, and it can even be made so its timing is stricter and harder to react when you do a successful parrying, making option select parry harder and reading your opponent perfectly still as effective.

Parrying alone can make a boring turtle fest of a game like SF4 a game where any character can win, and where anything can happen, at any time. You’re never safe, every movement is a mindgame.

It doesn’t even have to make zoning useless either. Again, turtling in SF3 was mostly bad because the projectile game of characters were terrible, the fireballs were slow as **** to shoot and there was a terrible risk-reward all around. Even still, Remy could zone with fireballs. And zoning isn’t all fireballs, keeping someone in the corner is very good in 3rd Strike, too.

People judge parrying and bash it because they don’t understand anything about 3rd Strike, yet parrying does nothing but make the game incredibly more exciting, varied and intense wherever its done right.

Add thats what I want. An intense, offensive based fighting game. (that also isn’t one of those MvC crap with 294 hits combos) I don’t understand why anyone would not want that. Believing that parrying hurts the game isn’t understanding the mechanic in the slightest.

But if at the VERY least SF5 is not defensive with other options, either original options or SFA influence I’d at least be somewhat happy. And let me jump without it being so easily punished. That **** got old 20 years ago.

-better meaty and anti-air normals
-faster walk speed
-2 to 3 frame reversal window(whatever CvS2 had was perfect IMO)
-if there’s parry, I want it to be like Battle Fantasia’s(direction + two buttons; punishable whiff animation)
-static character hurtboxes; not tied to character animations(like normal/not SF4)
-less damage scaling near the end of combos; maybe specifically an additional less for supers/ultras/whatever; maybe scaling reset or halved after dizzy
-more chip damage
-Any medium strength normal can chain into any hard strength normal or vice versa once per combo. I call it Two-chains.

This is assuming that it was guard break I saw in the trailer.

I would like dynamic/interactive supers/ultras (what ever they end up choosing), like maybe have to press a sequence of buttons while super or ultra is active or just flat out have short animations. I think its so silly to just activate ultra and just sit there, stare and wait.

NO plinking

I really hope they implement a dedicated dev team to fix issues, exploits, bug and patches quickly and efficiently. Would be nice to have a balanced fighter or to see a strong attempt to keep it balanced/fixed. I really think we lack that right now.

I don’t understand people asking for 3rd strike part 2. Or ST part 2. I love ST, and I’ll play that game when I feel like ST. I’ll play 3s when I feel like 3s. SF5 should be a different game, just like the other numbered street fighters before it (except for 4 which is a crappy fusion of 2 and 3 that somehow feels like neither).

If you tell me that SF5 can make the air/jumping game a lot less stupid, zoning a bit less powerful, and offensive play FAR better, then fine. Can it, though.

The thing is I have that gut feeling that if they don’t go for parry, the only thing they’ll really go for is SF4 2.0. And considering SF4 is already just a much worse, much slower version of SF2 I think a lot of people find that very unexciting. Well, I do anyway.

But if SF5 does avoid what I mentioned even if its in its own unique way, fine, I’d welcome it.

So, nobody here has mentioned this so far(I think), but what I really do want is more emphasis on how hitting someone actually looks, sounds and feels. What I mean is; take a look at classic KI, either arcade or SNES version. Regardless of whether you hit someone with a jab or a roundhouse, you always feel like you are beating the crap out of your opponent. The sound effects were even personalized, fierce punching someone with Fulgore made a loud clashing metallic noise that made the goddamn screen shake upon connection. For cinder, there would always be this echoing sound of something burning after a hit, etc. etc. In SFIV I always felt as if I was beating cardboard humans. And one of my biggest gripes was how finishing with an ultra sounded; that damn whooshing airplane sound that does anything BUT portray the brutality of an ultra.

Only time will tell. I can see it now. Juri parrying multiple moves then during the midst of it all… BINGO! and counters and goes on the offensive. That would be sweet.

You cant be aggressive in 3rd strike other wise you’ll get parried.

You can be aggressive, you just have to be unpredictable on how you attack.

As much as I don’t like parries, that is factually incorrect. You should thank other posters for the fact that this isn’t the stupidest post in the thread.

Agree on speeding up the game overall… faster walk/dash speeds, faster jump speeds. I’d also like to see less invincibility on specials and supers. Maybe have some EX moves with invincibility so you can spend some meter to reversal. And I’d be interested in seeing Supers that have more utility or unique properties, rather than just being more damaging versions of moves or something you combo into.

This thread is seriously fucked up.

People are saying faster game speed decreases strategy and that you can’t rushdown in 3s…all we need is someone telling us USF4 is a well made game

If you win a round, you can use a second Taunt.

Makes it feel like your character has earned their momentary flash of confidence, and it would allow us to cycle through more of our character’s 9 Taunts which often go unused.

Give the characters some more dialogue during fights too. That never hurts. Breath some life in the fights.