Improvements or changes you would like to see in SFV

Only because projectiles have been irrelevant since sf2. People act like zoning is some sort RPG demon trapped in a medallion waiting to come back and stop you from playing like a retard.

I always play close range characters but otter is right. Capcom is scared of casuals complaining about ā€œcamping and throwing fireballs cause its cheap.ā€ The projectiles could actually do damage, and zoning could be made more viable.

I’ll wait for the beta and see how this plays out. I am worried though that the problem(if it is one) only becomes apparent to most people AFTER the official release. Once the game is out, Capcom will be in their ā€œcan’t look backā€ mode where instead of just taking out the no chip kill, they’ll instead tack on a new mechanic that they hope mitigates the problem but might screw things up even worse.

Consider Zangief vs Sim. Gief struggles the entire match to get in, makes one good read and removes 99% of his life, but he can’t chip out with green hand and Sim manages to escape to the other side of the screen. Why exactly, in this situation, does Sim need to go after Gief?

Zoning looks kinda poor from what I’ve seen so far. Projectiles look better than SFIV at least which is good, bur the ability for characters to just bypass zoning completely was apparent for almost everyone. Chun has her little command jump, Ryu can parry, Bison can reflect and fire back(Bison btw looks ridiculous in this game) Charlie can teleport and Birdie can headbutt through projectiles not to mention his V-trigger state, Cammy’s spin knuckle looked pretty good at getting past fireballs, but hooligan looked better.

Zoning looks like it’ll be easy to get past, mid-range looks the scariest place to be imo. I don’t think a character like Sim could survive in this game. Unless stretch character dealt a good chunk of damage and chip kills were a thing.

I think stretch characters would be really good in this game. Damage from single pokes is high, jab and short pressure is much less effective, there is essentially a pushblock mechanic, and most importantly there is no focus in SFV.

Focus is Sim’s greatest weakness in SFIV. It negatively affects him more than any other character, while he reaps the least amount of benefits using it. I honestly think that if focus were to be removed, Sim would easily be one of, if not, the best character in SFIV.

Yeah, I agree. Especially when the walkspeed of the cast is this bad, getting in in Sim would be pretty hard.

  1. You would need to assume those characters are in the game
  2. You would also need to assume those characters were not given tools that balanced them with the rest of the cast, and with consideration of the systems in the game

We could have long discussions about how worthless sim and guile would be in 3S but that doesn’t help the discussion at all because it’s obvious that those character architypes were given tools for that game’s systems.

You know what I always wanted to see? A possibility of getting hit by your own projectile to spice up the game a little

For example, right now in SF5 - Nash can throw a sonic boom and teleport behind the opponent, but if the opponent jumps away and the projectile goes on - if you mistime the teleport or something like that - the sonic boom hits you instead of just going through the character entirely

So far I’m really impressed with the new mechanics. It looks so anime, i love it!

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[*] So pretty much there is dead angles/counter assaults but they work different from character to character so some are bound to be better than others. Completely understandable from a character’s balance perspective.

[*] V-triggers, WOW! Special properties unique per character? Blazblue’s Drives on Street fighter? AWESOME!

[*] Increased a bit the motivation to jump and do aerial approaches due to slow walk speed on some characters? Count me on it.

[*] Rumored increased frame buffer of 2 frames for links and lots of command chain normals for certain characters? We Omega mode now!

[*] Sexy damage from combos, totally digging it.

[*] Badass new graphics and flashy confirms? Am I dreaming?
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Keep it up Capcom! You truly are making a gem here.

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Why would I need to assume anything? The fact is that situations exist where the player who can get chipped to death does not need to go in. I you don’t accept this because we don’t know what other characters/mechanics are going to be revealed, then it’s just as easy to dismiss your argument for the same reasons.

I do prefer no chip kills over chip kills for a few reasons.

Chip kills mean that certain characters have to ā€œearnā€ less damage since certain situations allow them to guarantee a round without aiming to deal damage to deplete the actual full life bar. No chip kills mean that burst damage has to be more precisely calculated so that previous accumulated damage isn’t quite as wasted.

No chip kills means that there is an optimal specific order, so there is a little more strategy involved when dumping meter into burst damage. Chip -> Burst damage will kill, while Burst damage that does not KO -> chip will not. Add this to the already established meter management game and we’ve got more stuff to think about which is good.

I thought watching the e3 event was disappointing but I somewhat expected to be disappointed.

I still have hope for the game and want to play it myself.

would making the whole chip kills thing character specific be such a bad idea? i’ve been thinking about that and i’m not sure.

the fact your actual life bar doesn’t mean as much as usual because you can stun the other character so quickly is actually pretty cool when you couple it with the no chip damage. it keeps making me think of how from software changed the hp mechanic between dark souls and bloodborne lol.

IglooBob knows what time it is. Well said.

While the no-chip kill thing is certainly kinda intense to see played out (a zero health scenario occurred during a Tokido and Daigo match which was interesting), the point you make about how it will entice someone to potentially do something utterly retarded and steal a round does strike me as a potential oversight from Capcom.

Combofiend seems to have a fixation on what constitutes ā€œhypeā€ which gets a bit tired to hear. I’d much rather see smart, calculated and solid play demonstrated than someone pulling off something utterly nonsensical to take a round that they clearly (i.e. were at 0 health) had lost in this situation.

I have a feeling Capcom have considered some angles (i.e. Supers and so on still qualifying for chip kills) but perhaps the bigger picture hasn’t been looked at carefully.

It is far more ā€œhypeā€ to me if the dude on 0 health legitimately DOES scrape a win back whilst literally dodging and weaving through a hail of chip-killable specials. THAT is hype. THAT is skill applied in a truly dire situation.

Another aspect is how if the aggressor finds himself having trouble taking his 0 health opponent down, he may well be forced to blow all his Super meter to score a chip kill JUST to deal with the sticky bastard. That seems to negate the concept of carefully managed resources (i.e. meter use) - especially if it is only after the first (or second) round. In this case, the work of the meter conscious player is penalised somewhat.

I dunno. I like the idea of no chip kills, but it seems a little iffy right now. Perhaps each character could have a valid go-to ā€œchip KOā€ tagged special much like how we have ā€œarmour breakersā€ in SFIV to mop up this issue or perhaps assist in dudes otherwise having to resort to blowing all meter to further deal with the problem.

Rarely seen too. I expect these will factor more into the gameplay once people start getting a handle on them. They are very cool when you see them occur, but aren’t being capitalised on yet. Cammy seems to be the most frequent crush countering character I’ve seen so far due to how button press-happy those driving her are (perhaps due to her prevalence of SFIV-esque links and confirms).

I notice many normals in this game (perhaps all?) don’t appear to be whiffing in blocking crouchers (for example standing mp, hk, hp, etc). That’s kinda interesting.

Yeah Combofiend talked about how a lot of the standing normals will still hit crouchers. Like once Ryu gets up next to you it should be s.MP City from him.

If the game was low damage maybe the chip kill thing would be more of an issue or be more prevalent, but without how high damage and stun is there’s a lot of ways to keep a round from being at a chip kill situation and even when it’s there, I’m sure people will be trying to create trade situations or just block it out until the opponent does something unsafe and throws the round away.

Just make ex specials into chip killers. They use super meter too so it’s logical that they, like supers, would be chip killers.

No chip damage kill is fine because it reduces the amount of situations where it’s literally impossible for the other character to work on a comeback. It adds that extra layer of strategy and excitement.
It also makes sense in this game because said situations are far less common in this game thanks to the overall high damage and meter management.

I think the super was chip kill. I think i recall seeing a Birdie doing a chip kill with the ultra looking attack that slams you with the chains and does like 50% damage or so.

Anyways, I don’t think there should be a chip kill unless is character specific or with the V arts supers. I think it more dept into the game and it will be refreshing. I’m thinking a lot of Melty Blood and I like it!

Also props to the team for the new feature that you stay on whichever side you won/lost in the rounds. Again, good fresh ideas outside of the box is what SF needs.