Improvements or changes you would like to see in SFV

People forget two things.

  1. Parries didn’t kill zoning in 3S, weak ass fireballs that failed to control space did.
  2. Parries made 3S’ balance fairer. Unless you were fighting MOV or Nuki, good reads and parries would help you deal with a character like Chun.

I come back and everything looks all hostile, keep it classy SRK.

I’ve looked over the gameplay trailer and the stage transitioning looks like a real hit or miss feature in my eyes, what is the point of corner control now? It’s always been a big part of the game and it can be heavily unrewarding now, beat your opponent THROUGH the corner into another stage and you’re the guy now in the corner, great. I don’t like the idea of it, but the game is probably like 5 months into development so I’m not judging a single thing yet.

When Ryu gets knocked through the wall he does a KO scream. I’m almost certain that only happens at the end of a round. My concern is if this makes the stage huge in the second/third round or does it just move everything to the left.

Long story short the more it plays like SFZ3 the better.

It’s literally been one short clip, how can one be almost certain on something like that. I hope it’s only at the end of rounds, and even more-so I already want an option for it to be turned off. I’ve never liked the idea of stage interactivity in fighting games, it killed Injustice for me completely. I just want to brawl against my opponent without worrying about the stage wanting a piece of the action as well.

It looks like guard breaks are in the game if you look Chun gets her guard broken.

Are we gona get a announcer that says GUARD BROKEN! That would be hilarious.

I believe guard breaks are indeed present and everybody is treating it as a fact thus far. I like the idea of it, but it could negatively impact some of the more defensive cast. It’s something they’ll have to keep in mind during development, maybe different guard break limits for each character similar to health/stun?

Well it’s really no different then FA’s being much better for other characters while some don’t/didn’t get much milage out of it.

Because of the KO scream. I’m almost certain that it is a KO scream. It sounds like one and what sounds like one, rarely isn’t.

But it’s one trailer…the first trailer…maybe we should wait to get more insight.

That doesn’t make it a certainty, adding the climax of a KO into the transition could just be part of putting together a good advertisement.

Thing is that just made their focus game weaker and something they couldn’t use, like having a shitty far.hk or something. This on the other hand severely gimps turtle style characters, I’m looking at Vega in-particular.

Im still wondering if ultras are back or a new type of ultra. Then again parrying into ultra would be pretty stupid.

True. I think capcom is going for a more offense approach like SFxT. I’m hoping it’s not marvel esque gameplay, BUT a faster pace ala SFxT. The slower gameplay of 4 and smaller stages kinda made me go “nah”. SFxT nailed it there. I dunno. I’m excited for that it’s announced and that we got our first glimpse at 5. but like I said…I think we should just wait and see before paranoia and negativity start to set in already.

We saw Chun-Li perform an Ultra/Super of sorts. And Ryu used his Denjin Hadoken, I can say without a doubt they will almost certainly add some sort of comeback mechanic, as it has been a staple part of their recent fighter titles. Ultra combos? Maybe. I would prefer something more creative, and a little harder to pull off in matches, Ultras are generally bullshit to me and help carry online randomness to new levels.

On the contrary, being critical about a game at it’s earliest stages is generally a good thing, the developer at this stage has the most flexibility at changing the outcome of the game. Complaining always wins, my friend.

Thus, “almost certain.”

EDIT: Something I just noticed. When Chun gets hit by the electric hadouken she doesn’t get knocked back. It looks like she is in the new corner of the stage, meaning it doesn’t get larger.

Personally a “super combo” of the sorts should never be able to be comboed AFTER the super is done. I just don’t agree with that. Here’s hoping that we get 1 bar of meter (not 2 or 3 or whatever). I gota stop discussing this and just wait. I’m drawing on air right now…but I’m just so excited now. To Juri in this style with this engine? Oh man…I know she’s gona be super good in 5 because art and gameplay.

Almost certain is also quite strong choice of vocabulary, possibly a subtle speculation no? Fuck it, I’m not a walking encyclopaedia.

Is this in regard to the OTG Chun appeared to get after her super esque attack? I don’t know what that was about, but a few of the supers in SF4 can be combo’d after y’know…just in really weird ways. Sagat can go into either of his ultras if you’re a real OG. I agree it should be a complete and utter ender though, we’re not playing Marvel, this is Street Fighter.

Yeah but…we don’t have much insight. All we got is

Better visuals (opinion, I like em’)
guard breaking
Parry?
SFxT Ground bounce’s
new moves for characters
wall breaks and this
"element mode"

Did I miss anything?

I would like to say I know how most of this stuff works…but then I’d be lying.

HEY CAPCOM DON’T DO THIS OR THIS BECAUSE THIS IS BAD, OH AND THIS AS WELL BECAUSE FUCK YOU.

Y’know, generally shouting at them in which direction to go as opposed to knit-picking on already present mechanics that we aren’t fully aware of yet. They might even listen for once if everybody shouts loud enough but I’d be kidding myself, I just like to complain about menial things in my spare time.

In regards to what I’ve seen, it looks a little underwhelming with the ink effect making an untriumphant return and the graphics looking similar to clay. But it’s taking baby-steps right now, so I’ll reserve my extended opinions.