Improvements or changes you would like to see in SFV

I don’t want to see anymore FADC. I hope that mechanic has been eliminated. I hope tic throws aren’t so effective as they are now. Like make jabs have greater pushback or something. SF4 is so throw centric and it’s annoying. I don’t mind throws in this game, bit instead of being a tool to punish excessive blocking, they are a go-to-offensive tool, which they shouldn’t be. The mashing needs to be addressed, the reversal window closed. Vortex obviously we should never see again. Good by focus attacks too. Just about every mechanics they have has either made the game super defensive or offensive in a really shitty way.

I don’t mind if they made combos easier. What kills me about SF4 series is that they go and make some stuff braindead, and then other things that actually matter, they make harder, like combos. Indeed combos are easier than in other SF games, but compared to washout reversals let’s say, they aren’t anywhere near as easy. Nothing worse than to drop a combo, like a 1 frame link (other thing that needs to be taken out) only to get popped by some mashing idiot who mashes like half the time so you can’t just bait the DP every time. It is just annoying. Even the characters in SF4 are all about defense primarily, or just a braindead offense, or something just messed up.

What is missing is a solid game. It’s all about mechanic abuse, shenanigans and an overall retard fest. I am glad that Ultra has made it more footsie friendly. It put a smile on my face for them to turn the direction of the game towards solid play and fundamentals.

Now if they can only turn the dial so that we get rid of the gimmicky shenanigan based mechanic abuse, and more solid mechanics, while at the same time making combos and stuff like that easier, thereby upping the accessibility.

I refuse to believe accessibility is synonymous with brain-deadness.

FADCs are gone I think , that was the calling card of SF4, SFV will have its own identity obviously

As For combos, I think its likely they’ll make it more accessible to perform , Ono already said Roster will be small in an effort to create new entry point for players to get in, so yeah sounds likely too, I bet we’ll have an answer to this at CEO where general public will be able to try out the game

I want invisible sonic booms and mecha dash sounds from Dudley.

Combos are actually harder in IV because of a combination of most BnBs requiring tight 1 frame links (thanks to plinks making them BnBs in the first place) and the inability to cancel into the game’s main meter powered big damage option.

@d3v How do you know that? On what basis, for I thought they were making links easier in SF5 and they said they wanted to eliminate 1 frame links?

I said IV not V.

It’s been long accepted that learning the tools you need to learn to move from casual to competitive is harder in IV than it is in something like 3S since lot of stuff now falls behind some arbitrary barriers.

they… said that?

@d3v Oh ok, I overlooked that, thanks.

@eyekantspele yes they want the combos to be a bit easier and 1 frame links make them inaccessible to new players.

Source for this ? :3

2-3 frame reversal window. Comparable to CvS2 IIRC.

Throw tech does 20% damage of the throw.

Ubiquitous frame-tight blockstrings.

Ubiquitous meaties(more active frames).

f+LP+LK does a Tekken-style advancing throw. The character takes a step forward and grabs. Does not grab from beyond Ryu cr.MK range. Longer start-up and recovery than normal throw(can be forced to whiff with neutral jump then punish on the way down).

Guard strength meter. When depleted, character takes chip damage from normals and increased percentage from everything that already does chip.

MKX-style delayed wake-up, but it disables reversals when you do it.

Let up on the damage scaling a little.

Rapid fire chain cancel restriction removed.

NO. NEW. TAXES.

Uhh… the game already has chip damage from normals.

Delayed wake up is a band aid for a problem that can be solved in a more elegant manner - by taking out hard knockdowns on everything (except maybe supers/ultras) whatsoever. I believe IV was the series to introduce hard knockdown on alot of things and, at the same time gave it a million frames. Just take that out (especially the latter) and DWU will become unnecessary.

No thanks. With how the engine seems to be, this could just push the SFV towards long, very damaging combos. We already know that some things do more damage in SFV than they did in IV (DPs doing about 20% for example). Honestly, I believe the ideal for an SF game with a freer combo system should be high damage and high scaling. That way single hits are still very important, yet you can still pull off some decent combos.

What do you guys think of the idea of normal attacks beating throws (even if the normal is starting up)?

I absolutely like that idea @TheBlackHombre ! I HATE the tic throw system. We don’t need the threat of throws to have counter hit setups and other frame traps, and throws are supposed to be to punish turtles. For those people who want to mash jab let’s say, they will get punished by counter hit setups and other frame traps. For those who just want to sit there and block and turtle, they will get thrown like they should be. Not this randomness they have now, oh how I hate the current system.

I kinda wish they just went back to sf2 style throws, that throw system felt a lot more simple yet gave characters both solid combination of offensive and defensive options. Of course if they did they should allow throw techs if people grab each other at the same time and remove throw softening.

As much as I like SF2, I think 2 button throws are better than 1 button. It allows you more control, it also means you have to mentally go for a throw…it isn’t just an option select. I also think throw/hold loops are not good (loops of any kind is generally bad IMO). However I like the high damage on throws, good throw range, and teching a throw should still cause a small amount of damage.

If it isn’t throws then it will be high/lows. Or if it isn’t high/lows then it will be left/rights, or if it isn’t left/rights then it’s going to be chip damage.

There will ALWAYS be a GOOD incentive present in fighting games for you to not sit there in downback. If there isn’t, then everyone will turtle and the game will break down.

Now if you make it a good version of any of these things, throws are actually the least “cheap” and hardest to implement well since you have to get near point blank range in order to do them.

The other styles of mixups have to get more range in order for them to be effective enough to replace throws, which makes them easier to implement.

The only thing wrong with sf4 throw system is that it’s a bit weak with crouchtech.

If you are getting tick thrown a lot in sf4 it means you are getting fundamentally outplayed, because the only way to get thrown in sf4 is to connect a jump attack or dash in or get a knockdown/hit that leaves you close.

If any of these happened it means you were outplayed.

Look at any popular fighting game and you will see that the game has strong mixups. The ones that don’t, wither away and die because they are boring.

Throws in SFIV are quite weak. For V, they need a few buffs, including removal of crouch techs and possibly increasing their range and startup slightly.

Eat random ex divekick into combo, get safejumped, block to not get ex redivekicked but are backthrown into an unblockable.

OUTPLAYED.

If they make it so who teched whose throw actually matters again, it would be nice if they finally changed the rng on throw trades.

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