Improvements or changes you would like to see in SFV

would you guys like if this game featuers Delayed Wakeup like USF4 ?

No. There are other ways to prevent the game from revolving around set-play than that tacked on feature.

Personally, I’d prefer something like the 3rd Strike route where the only hard knockdown was via supers, but at the same time, quick rise lost you positional advantage since you rolled backwards.

Happy, I think it’s a necessary mechanic in a majority of fighters to give the defender a couple options.

Well guy in SF4 (a game that banked on nostalgia) played nothing like alpha Guy. And it wasn’t because he was adjusted to fit the the SF4 systems, because if that was true he might not have so useless and boring. I’d rather not have a repeat of that nonsense.

Hmm… Here’s an idea. How about you actually go play 3rd Strike? smh

TBH I miss air-teching after getting thrown like in Alpha/ST. Where even after the throw you can tech and reduce damage and kill any knockdown setup. Just as good if not better than quick rise.

I’d prefer this over teching, so throwing still does some sort of damage.

It’s not about making the game into something else.

It’s about learning from past games and figuring out if certain mechanics from them will work in the new game.

ST air teching was an abomination. One of the worst things about that game IMHO.

I’m curious as to why you think that. The throw game of ST is what I wish more modern games would adopt. There was more variety and significance to different throws (more importantly holds). I think the only time a neutral tech for a throw should happen is if it is on the same frame (instead of random winner like ST), otherwise there should be a clear winner vs. loser.

If anything regarding a throw game is an abomination it’s crouch teching, which is why I still prefer throws to be one button with a direction, left or right.

D3v is in a perpetual state of 3rd Strike nostalgia til’ the day he dies.

You can have two button throws without crouch tech. SG and I believe KI are examples.

That’s only because some characters had throw loops and zero recovery on the throw animation. If there was air teching + tech recovery for the player who got throw, it’d be much less broken.

PS: Hi Al, how you doing?

Yup. Or you can have crouch tech be super easy to punish like 3s. I think people don’t actually hate crouch tech, they just hate it in sf4.

Wait until SF5 drops. You’re going have a constant symphony of people saying ā€œ<new aspect> sucks. In <completely different game entirely> you could <mechanic from another title from another era>ā€ all over again.

Personally I still bitch about SFIV not having a rocket launcher and Red Armour. They had it in Quakeworld, why not in SF? That’s some bullshit is what that is. I think it’s because Capcom wanted to make it easier for scrubs not to fall victim to resource loops.

Wait, what.

Just taking crouch techs out would probably be the easier solution. Additionally, if it’s taken out via addressing the leniency in the input system in general, then it might actually help address other option selects.

Yet here I was a few posts back actually favoring a system from ST.

Yeah it seemed like a combination of things that led to the set play in SFIV. Early SFIV was very defensive until the set play stuff started coming into place. During Arcade Vanilla it was mostly Akuma abusing it (which helped him shit on Sagat who was otherwise dominating the meta). The game was otherwise pretty defensive as people caught on pretty quickly that there was only one true block string per character, invincible backdashes, strong crouch techs, slow walk speeds and big reversal windows. The game ironically needed the set play to balance how it otherwise was a rather lame game.

Another issue like D3v said is things that cause hard knockdown like standard throws and sweeps. Two things that in the majority of fighting games never cause an extended hard knockdown. With throws being something that are regularly used and most characters having some way to combo into sweep that was just a recipe for set play. Its almost as is the developers knew they had to make those things cause hard knockdown to offset the the lack of block string pressure and all of the defensive options.

I’m hoping they change how dizzy activation works. You know how you do a combo in SF4 and dizzy your opponent without being ready and blow your super or ultra? Occasionally you can even be punished for dizzying your opponent. It’s pretty bullshit.

In 3s the opponent is put into a unique juggle state before touching the ground. Then the damage is reset upon dizzy animation, which is probably too much.

I think 09ers got so excited about the idea of competition that the forgot you can have fun too, which manifests in SF4 constantly.

The thing is, the changes never really addressed what made SFIV a lame and defensive game. They just made it so that it became offense oriented once you got a hard knockdown.

KOF13 no throw tech while crouching makes for a really interesting mixup with the throws acting actually as overheads. It might be to powerful without slow throws or throw immunity after a move in guard.

I hope they make landing cross ups like older games, instead of the weird crap we have now. Like with Decapre I can only get two light attacks because how I am positioned. It’s awkward. Older games you were point blank in their face.