Improvements or changes you would like to see in SFV

A good one.

I don’t think people know what a good game is.

I guess it was just a matter of time before this thread got ā€œTL;DRā€

It shouldn’t be in the games system to penalize people for using tools they’re SUPPOSED to be using, and sometimes have difficulty performing at all. The penalty is inherent: If you miss your execution, that’s how you’ll get penalized.

Instead of increasing the buffer for 720s, just give the game 360 jump protection.

As for this.

This sounds like the kind of thing you’d read in the [Scrubquotes](Scrubquotes is back! thread.

How old are you? That just sounds Like the worst. Please never ever design a fighting game. Like ever.

I’ll reiterate my former statement.

Does ST4 series oscillate between to much of an emphasis on defense (lameness) and an offense that becomes repetitive i.e. vortex-ish?

Does it suffer from a lack of variety insofar as it fails to integrate the various essential strategies of the game into a coherent unity, with no one dominating entirely?

Yes

Questionable depending on what your benchmark for variety is. Even prior SF games have had dominating playstyles/strategies.

@d3v

Fair enough. In your view, what are the major causes in SF4 of the lack of variety?

I think the game has variety. It’s one of the things they got right. You have zoning, rushdown, turtle, and hybrids of different styles.

The problem is that there isn’t a common design principle in character selection.

That’s a problem too, and might be one of the contributing factors. Capcaom has SNK-like characters and all sorts of weirdness in SF4. And they don’t mesh.

Variety isn’t the issue. It’s the quality of what we have.

Specifically, the mid range/footsie game feels lacking compared to previous games.

Well depending on what you mean, I might agree. But variety is ā€˜an’ issue in general. You ā€˜never’ want one thing to be disproportionate.

People talk about throws too casually and superficially IMO. They seem like such an easy concept to reason about in terms of balance, but they aren’t. Throw systems differ from game to game in numerous ways. I also find that often when people want to radically change an aspect of the throw system, they want to solve a problem that can be addressed in other, possibly much simpler, ways.

I read a page or two back about people entertaining the idea that normals should have startup throw invincibility. Why? What issue does this address, and/or what does it promote? Are there other ways of accomplishing the same thing?

Most people think holding down back should protect you from everything on defense and that you should be able to hit whatever buttons you want on offense because abare is stupid.

That isn’t it at all. Let’s not misrepresent and oversupply things.

Indeed, tweaking the throw system brings in multiple factors. I can’t speak for everyone, but for myself, what I don’t want is the 50/50% randomness of the throw system being something which basically dominates the game. It isn’t about throws not having a roll. It’s about that roll not being so central, and being balanced with other aspects of the game.

SF4 is based around throw vs. hit because other stuff tends to be fairly terrible tbh. Throws are tame man, and i’m saying this as someone who sucks at teching.

The throw system in SFIV definitely does not devolve into a 50/50 situation. There are too many ways to escape throws - teching, jumping, backdash, reversal special, just-frame normal (since you can’t get thrown out of blockstun for 2f, your timed throw will get stuffed). And since several of these options also beat frame traps and meaties, it’s simply not possible for throws to result in a true 50/50 mixup situation.

I think abare is fine. Simple all day to hit confirm abare into 40% combos is the stuff i don’t like.

the problem is lack of frame advantage though, not the ability to hit confirm a combo.

But isn’t it a guess to tech or not? If you think they’re going for a frame trap or something that would beat tech, you block. If not, you tech. There is the whole stand tech vs. crouch tech thing which makes it more complicated, but you still have to guess if they are going for throw or not. How’s that not 50/50 at least generally?