Improvements or changes you would like to see in SFV

You kids and your frame, back in my day, if I could mash DP out of it, I knew I was doing something right. Ah, 2008, those were the days.

In a game where normals now do chip on block, then YES, having good defense might very well put you at 0% often.

Also, what’s with this simplistic mentality that “having good defense = NOT GETTING HIT AT ALL”?

You can be “good at blocking” and still find yourself at 0%, because damage in SF5 is super high, reversals are weak, normals chip, and invincibility is rare.

good defense is also baiting and waiting for the right time to punish. it’s not all about blocking. you still have to take risks to defend well.

Then why bother even going online to a forum if your time is so precious? You know, instead of being presumptuous and antagonizing me, you could have asked clarification instead of condemning me. The whole, “my time is short, gotta enjoy life” spiel is similar to people when they make salty excuses when they lose in a fighting game. “I would be good at this game and beat you, if, you know, I actually spent time on it. But I’m too busy enjoying life.” Same goes with reading comprehension. Even if you didn’t have the patience, just give me a benefit of a doubt and ask for clarification instead of pretending to know what I’m saying or making it up for me. That’s much quicker use of your time than riling up others into a tussle.

Onto the topic, yeah, okizeme is more limited. But so was Third Strike and to a degree CVS2. In Third Strike, characters could quick rise from pretty much all throws ( @IglooBob please correct me if I’m wrong) and all sweeps. With CVS2, the most used Grooves were C, A, N, K; and 3 of those Grooves had quick rise (although vulnerable to attacks) whereas C Groove had delayed wake up. So okizeme didn’t really exist in the safe jump/mix-up format, and people found the imperative to check quick rises with attacks while sacrificing safe jump into mix up. This left the players usually point blank by the opponent on wake up and the mix up is hit/throw/bait against guard/throw tech/reversal (even via roll cancel)/Just Defend/Parry. The importance to have a good walk speed to have a strong throw game similar to 3s and CVS2 is important, and I like the idea of bobbing and weaving out of throw range to bait a throw tech and whiff punish them. It makes a threat of a throw strong without making it SFII levels of strong with having a one button throw that OS’s against jump outs and have huge throw ranges that can punish whiffed medium and heavy normals. It’s different compared to SFIV and SFII and SFA2, but I like that. I love 1-button throws and throw OS in KOF, but it’s a different game that was designed around that feature to have it and has mechanics such as alternate guard and such to balance it out. I think 1-button throws and throw OS works out in Guilty Gear as well, but again that’s within the context of its own game. I like how SFV is turning out, and it’s wanting to be similar to CVS2 and Third Strike. If Combofiend actually has some weight in the game design decisions, I’d say SFV is turning out the way it is because he likes those games, especially CVS2.

In regards to balance against Birdie, then they can slightly improve his walk speed as part of the universal improvement amongst the cast. If not that, then they can rebalance how quickly he recovers from each of his V-Skills. Also another thing to take into account is the strategy. What are/should be the optimal ranges he should use his V-Skill? I was thinking full screen and 3/4ths screen is appropriate based on the current build of the game and doing it mid-close range is as huge of a gamble as Ryu throwing a fireball at mid-close range (because of jumps or other V-Skills. If interpreted like this, Birdie throwing a can at 3/4s screen and following it could be akin to Guile following his Sonic Boom and that could be strong for Birdie as long as he utilizes it properly, safely, and has a strong spacing game to supplement it. As in, for him to f.HP through on coming projectiles while his can rolls forward, cr.MP all jump-ins, perhaps do high/low/throw based around the can covering him or throwing before the can forces block, or using the can in itself as the tick for a tick throw.

And I’m not even using my full creative imagination of what that rolling can, let alone banana peel, could be used for within it’s current state. I’m most probably missing some things, but all in all, I don’t think having a slightly faster walk speed for bobbing and weaving is going to really hurt Birdie within his current state and his V-Skill. Even so, everything is within context and conjunction with each other and his V-Skill in itself can be retooled/rebalanced. As I see it, it’s a tool to give Birdie an edge if the opponent wants to zone him out because his inside tools are really strong. If they want to get in closer so he can’t use V-Skills, then Birdie already has what he wants since he’s optimal in that range.

Balancing walk speed is important, but everything is within context to each other and proportion. Like the current walk speeds in proportion to each character seems fine to me, I just want everyone universally a tad faster but while keeping the same speed proportions in context of each other. So yes, I am for variable walk speed. I just want everyone across the board slightly faster while remaining proportionate to each other for balancing reasons. I am not arguing for a singular, faster, overall, homogenous walk speed.

In regards to Cammy’s Far HK, it seems much shorter now compared to SFIV and CVS2, but it does do Crush Counter so she can get knock down if she fishes with it. It looks more like an anti-air now though that covers the area that b.HP doesn’t and not enough time to buffer a DP but press one button on reaction.

No, it was because since then the market was ten time bigger, ads everywhere using sf2 SNES nostalgia and not released on the outdated thing that are arcade booths**.

  • SNES, not arcades, bc 99% of the playerbase never went there
    ** I do like playing at arcades but at the smartphone/internet era they are a thing of the past

What are you even trying to say? Wasted isn’t arguing the number of players playing a Street Fighter game. He’s just saying that people have been competing in Third Strike as being the latest Street Fighter installment for longer than SFIV will have been. He’s not talking about the number of competitors.

SF4 was originally an arcade release, before the console release.

The nostalgia factor merely took advantage of the fact that it was the newest SF installment.

Try again.

I just watched the Dio X (Bison) vs LI Joe (Nash) video. What I noticed:

[list]
[] Bison’s stats during the load screen say he has HIGH ‘mobility’. So, ppl need to stop complaining about his walk speed as Capcom have made it so Bison players will need to use his arsenal a lot more ala his CvS2 incarnation to break ground and put the pressure on.
[
] LI Joe shows off Nash’s V-setups quite well. Check them out, especially that final combo!
[] No chip damage at match end is awesome! It completely changes the atmosphere of the match. You could really see the player with 1% health changing his game to full defensive, while the other guy is coming up with all these new ideas to take him down without allowing him to get in for a come back, which some players did by activating the V-trigger. That’s SFV! I really enjoyed watching the stress here. It’s going to make for some very interesting combat.
[
] Also, the no chip damage near match end will the push players to get out of the SF4 mindset and back into the SF3/CvS2 mindsets of smart defense and close offense, which will be essential to win. To think of it, that’s how JWong’s Bison took down Combofiend’s Ryu.
[/list]

Man, this game is HOT!

Anyone know if this game will play more like mortal kombat, in that it does normal chip, and THERE ARE NO MORE CROSS UP, or setups for cross ups?

It would be quit bold of them to remove such a staple as the cross up, from this game.

But then shoryuken’s are no longer invincible? Welcome to the modern era!

With no chip outs, it would be like DEAD MAN WALKING!!!

They should have a bonus if you manage to successfully land an attack, during DEAD MAN mode. Maybe also add a V-KILL, a move that can be used to take them when they are in DEAD MAN WALKING mode aka 0% No Health

If your on 0% health, then realistically, it could be hard to beat Down Back. They need more ways to open you up. They need V-Kill :stuck_out_tongue:

There are crossups. In fact, there’s an indicator specifically telling you if an attack crossed up.

im not even sure what evan was saying lol

A fellow 85-er, nice. I agree with your criticism of my post. Street Fighter 4’s success was largely due to its amazing art direction, graphics and the release date. It STAYED popular and became a major crowd pleaser because of its incredible depth, combo potential and variety. You had crazy gimmick characters, solid characters, and the extremes of zoning and rushdown, all viable and able to win tournaments. Yes, USF4 is messy, and at times unfair, but it looks amazing and leads to so much depth. By boiling the game “down to the fundamentals”, you’re taking the fun out of Street Fighter.

I’m trying to think of another recent Capcom game that reduced randomness and favored footsies, which is what everyone seems to want from SF5…

AH! Street Fighter x Tekken!

…I guess it was produced by the same company, with combofiend and the same people guiding them. I guess that means that these people are without fault and have once again designed the perfect fighting game and are extremely competent, so we should all just shut up until the game is released? No.

One Street Fighter 5 trailer with bland “footsie” gameplay and the elderly start dusting off their arcade sticks.

I really think some of you retired arcade rats want Street Fighter to be a hidden arcade cabinet only you and a dozen others know about.

Hey I could say TL;DR but I did read it. Thanks for elucidating your opinion and concern. I also like 1 button throw OS, even though it is pretty cheap and seems to be the design of a game (however lazy).

I think you’re most concerned about walk speed just because the game is so new, and 95% of us have only been able to see how SF5 plays. With that we’ve yet to figure out the meta to truly tell if walk speeds are slow that they actually inhibit how a character should function. I personally have a history of using characters with slow walk speed, but those characters were good with the other tools they had.

And that’s just how I see it; Everything a character has, whether it’s in the move list or not, is a tool. From fireball, to walk speed, to crouching hurt box. And it’s a delicate design to making characters functional and balanced.

Translation : By boiling the game down to street fighter, you’re taking the fun out of street fighter.

Wow

I think you should try mortal kombat or killer instinct

MUUUUUUHH LOOOONG COMBOOOOOOOOSSSS

Is that it ?

No fucking wonder why Older SF games are just more fun than SF4

My first post on SRK in ages :smiley:

I like a lot of the changes in SF5:

  • V system seems cool for character variety
  • Input buffer for links and canceling from chains to reduce pointless training mode time
  • No invincible backdash and strong throws sound good for offense
  • “Ultra” animations not taking 40 years to finish

I am concerned about fireballs not being viable though… seems like a lot of moves/v-skills mess up fireballs pretty badly. I wish Capcom would stop being so afraid of strong fireballs. No chip death seems aesthetically silly to me, and will again mostly be a problem for zoning characters. e.g. suppose you have a Dhalsim vs Zangief kind of fight. The no chip death rule would be really bad for Dhalsim, because it pretty much says that if Zangief is on low life, he can bulldog infinitely many times, and either time is going to run out, or Gief is going to get in. Seems both boring and unbalanced against zoners.

btw, I havent seen anything stated about this, but is it known whether hit stun = block stun in this game?

To be honest with the V Trigger tools the average combo per character has the potential to be longer than the ones in SFIV. It’s just when you don’t have your V Trigger activated your basic bnbs still hurt like the old games too. None of this war of attrition with scaled ass jab combos.

As someone who got into fighting games with SF4, and later decided I preferred the older SF-games to it, I strongly disagree that removing the superfluous bullshit from SFV reduces the fun. SF4 always hid the things I find fun about fighting games behind a long list of what in other games would be rather advanced tech, and you need to know that stuff in order to just stop people from, say, mashing backdash on wakeup. I am very much not a fan of the combo system either, which I think is both too clunky for the new players to get into, and too shallow for the advanced players that want to get rewarded for good execution.

All that being said, I still think SF4 is a good game, and the character variety and relative balance of the cast are indeed things the game did right. That does not mean I want SFV to repeat the mistakes SF4 made, and even though there are definitely things I’m not happy with in the current build (walkspeed =V ), I’m very optimistic about the direction the game seems to be taking.

There are a lot of reasons why SFxT failed miserably, but being a game that “reduced randomness and favored footsies” is not even remotely close to one of those reasons.

The problem I had with SFxT is that the original Vanilla release of the game was such a mess that I got disinterested really quickly. Seemed to have the same slow walk speeds and throws were somehow even worse than they were in SFIV so I was done right off the bat. Of course there was the crazy gems that everyone complained about too. Plus I still wanted to play Marvel any way.

The Cross Assault pre release game show thing they did was also a disaster and didn’t do a great job promoting the game or the FGC in a good light. Would have been nice for something low key within the community, but with Capcom trying to professionally show the game and the players off it didn’t work out too well.

The 2013 version of the game was more solid and something I probably would have played, but I was already zoned out from the game at that point.