Improvements or changes you would like to see in SFV

We already know quite abit, based on the bits of gameplay we’ve seen.

Ryu stacking extra hits on his fireballs every time he activates is pretty big. Will probably make him the best zoner in the game, even with Chun’s bullet hell on her own V-trigger. With 2 or 3 stacks, Ryu can easily clear Chun’s fireball spam with a single fireball.

In any case, it’s the game’s feature mechanic, no way it won’t heavily influence the way matchups work.

Yeah we’ve only seen how V-trigger effects fireball characters. I have no idea what makes V-trigger Bison/Charlie any different. And like how would it effect a grappler? Also I wasn’t denying, nor would I deny that the mechanic and meter usage factors into match ups and game meta.

A Grappler getting standing armor like MvC2 Sentinel would be hype.

I take it Charlie’s V-Trigger enables him to have god tier Teleports ?

If a game is very dependent on meter I would much rather they reward more meter for successful landed attacks and attacks that your opponent blocks. Maybe counter hits could build absurd amounts of meter to reward great timing and reads.

When people talk about OSes in regards to SF4, they’re usually referring to the OSes that are used to discourage people from backdashing on wakeup. Or, should we say, that you have to use to prevent backdashes. The fact that you actually have to learn some very technically advanced stuff just to be able to get people to actually wait and block is incredibly annoying from the perspective of the attacker.

That particular problem is, in other words, less about OSes than it is about the defensive tools in the game. There are other kinds of very powerful, very applicable OSes in the game that also get on the nerves of people, though. It makes the game very tech heavy, and a lot of people (myself included) don’t like that.

The main problem with OS in SF4 is that they don’t have fault. By doing an OS you cover more option without opening any counter play in any way.
If by doing something risky you could beat the OS clean and punish people for it, the OS would be a lot less tedious to start with.

I disagree.

Ultra’s DWU system actually shunts many option selects into risky territory.

Granted what you’re saying may have held sway in previous versions, but the inability to reliably apply measured UTK OS in Ultra (due to DWU) changes things significantly for many characters’ knockdown pressure.

I think running away and building meter is basically outdated tech in 3s, it happened a lot in the mid 2000s but you don’t really see it now very much except in a couple matchups. even in those matchups I’d say it doesn’t look the same as it did back then.

I recently watched that Evo America v Japan 5v5 (the one where Tokido did the Aegis unblockables on Justin) and the matches were dreadful to watch. I’m glad 3s grew out of that over the years.

There is less straight up running and then whiffing for meter, but there is still whiffing at every opportunity cause it builds meter. It makes no sense to get rewarded for throwing strikes at the air.

not really. why would people be whiffing at every opportunity? that’s a great way to get whiff punished at every opportunity.

most whiffing in 3s is zoning or trying to counterpoke something specific that’s hard to deal with otherwise.

if Dudley is whiffing roundhouse outside Chun’s low forward range he’s trying to catch her fierce and counterpoke into EX MGB
if Ken is whiffing low strong anywhere on the screen vs Makoto he’s trying to keep her from dashing in
if Chun or Ken is whiffing low forward at a range where it can’t possibly hit the other player they’re zoning out dashes as well as looking to counterpoke long range moves
Mak low strong, Make low roundhouse… etc

I’m not saying no one ever whiffs normals just to build meter, but it’s a lot less common than people suspect.

but like I mentioned earlier there are some matches where there’s still a lot of that - Yun staying far away and whiffing to get meter for GJ is still very viable and his meter gain + his mobility informs how other characters have to play vs him too.

The aesthetic of characters jumping backwards and whiffing normals until the cows come home to build meter looks positively retarded. I’m glad that mechanic hasn’t returned. I know the ‘look’ of it has zero impact on gameplay, but it does look silly.

I really do admire SF3’s varied taunt bonuses however. Because of their utility, they give matches a little bit of extra sauce that also doubles as a bit of a personality boost to what is being played out. I really hope SF5 brings these back. Bonuses aside, I really find the psychology of how taunting effects different people interesting and how it has the potential to muddle with people’s composure for good or ill. Plus, it almost always gets spectators fired up which is always a good thing.

It really is a shame that taunting has no utility in SFIV as there are a lot of animations dedicated to this gentle art of making enemies. They almost seem wasted.

Taunting should be 2 things in SFV:

1- increase opponents meter
2- awesome

Keep the hurtboxes from moving all over the damn place.

…what?

Yes.

When you taunt your opponent you are saying “is that the best you got?” or “you are weak/pathetic/a loser/no match for me”. Taunting increasing the opponent’s meter sends the message home even better, you are saying “you’re so bad here have some meter maybe then you will have a chance against me!”, it’s a true slap in the face and a true translation of your arrogance into the game. Taunting someone in real life can anger them (and boost your confidence perhaps), this ought to translate into a little more meter during a fight logically. If you’re not sure of yourself, then don’t get cocky and don’t taunt your opponent, but if you do, stand by your taunt and take the risk of pissing them off more (in-game speaking).

Alternatively, taunting should increase your AND your opponent’s meter slightly, but definitely your opponent’s meter. As to which meter should increase, I think having taunts increase your opponent’s revenge meter is better. Perhaps it should increase your EX meter and the opponent’s Revenge meter or vice versa.

Personally liked the personal action system from SFIII more. Made taunts feel more unique and useful.

I like it when taunts express more feelings than just “taunting”. Some taunts can express things like “Good job, this fight is heating up! Finally a true challenge!”. I hope they have at least one option like that.

I miss being able to pick between 2 fighters before every match in 3S, I could avoid fighting that fuckin scrub Sean. :expressionless: Also avoided repetitions. And for the love of god, NO MORE TRIPLE BUTTON SUPERS. :angry:

Personal actions, unlike the meter build on whiff system, was actually a very good idea. Differentiated characters even further, made taunting a strategic way to increase your chances towards victory.