Yo, special intro’s are too good. One of the parts of older fighting games I miss the most. I’d be happy even if they just put in the Ryu v Ken fistbump. That shit is too good.
Holy shit yes I want that back so much.
I’m kind of tired of the cinematic yet universal/generic intros. If cinematic, should be short and snappy and involve both characters. Make each intro unique. But lol time/money.
Special intros, hell yes!
I think it would be hard to find someone who would disagree with the idea of special intros. I can probably count the number of times I’ve watched my SF4 intro on one hand, and I’ve long forgotten what happens in it.
With the way it works, the execution would not be the only thing that changed from SF4.
If a delay is required before the actual throw input, then it means you can only start the input early, so that the delayed throw still happens before the tech window ends. There would be no such thing as a “late tech.” And reports are that the throw tech window was reduced in general, so that goes double.
The most powerful/annoying part of crouch techs is that you have to guess when they will happen. This would decrease the window significantly, and one counterhit setup would likely be enough to cover it soundly.
I actually like the reduced move sets. I mean really, each character uses one or two neutral jump attacks and maybe half of their close normals. Close normals are important, but can be replaced with a few command normals, which seems to be what they are going for.
Streamlining the move sets is what allows for that feeling of every move being useful, which is why everyone loves birdie so far.
On that note, I think too many people are over compensating by saying ZERO characters should have combos starting with jab. It’s a good tool for rushdown characters and also helps their entire move set feel useful. The problem with SF4 isn’t you had no incentive to poke with anything else, which was boring and promoted low level play, but making them useless in not the answer. I don’t see the problem with letting jabs be a low risk low reward combo starter as long as there are better options available too.
Based on my talks with Combofiend, it seemed like the direction was to avoid fishing with light attacks to start a combo and that the focus was using mediums and heavy attacks to get your damage starters increasing risk/reward. Counter hit mediums give you plenty of time to confirm into another medium into a special cancel. Though I’m sure the increased buffer window also helped with the confirm. That’s why out of all the characters it felt like Cammy was the one character that felt like a SF4 character since she had some of the easiest confirms with her cr.Jab x2, cr.Strong xx Spiral Arrow combo.
Not true and I’ve said this in other threads. There are unique neutral jump attacks in the game.
Yeah killeys post corrected me on the neutral jump thing. Good to see they’re still in as they have good hit boxes for stopping things that directional normals dont always have.

Based on my talks with Combofiend, it seemed like the direction was to avoid fishing with light attacks to start a combo and that the focus was using mediums and heavy attacks to get your damage starters increasing risk/reward. Counter hit mediums give you plenty of time to confirm into another medium into a special cancel. Though I’m sure the increased buffer window also helped with the confirm. That’s why out of all the characters it felt like Cammy was the one character that felt like a SF4 character since she had some of the easiest confirms with her cr.Jab x2, cr.Strong xx Spiral Arrow combo.
I’d be fine with this if it’s her and her alone, as a way to make it something unique to her.
But for everyone in general? No thanks.
Pushback on lights really needs to be increased.
Alpha series had combos from lights and they were fine.
I just saw something I would like to change. I like how in 3s if you stun somebody, they go into a juggle state before they hit the ground. I want that back in SFV. I hate when your super whiffs because the move you super canceled stunned the opponent. “You just have pay more attention to the stun gauge”, ahhh shaddap!

I just saw something I would like to change. I like how in 3s if you stun somebody, they go into a juggle state before they hit the ground. I want that back in SFV. I hate when your super whiffs because the move you super canceled stunned the opponent. “You just have pay more attention to the stun gauge”, ahhh shaddap!
plus it led to some sick combos. They didn’t come out very often but it was always impressive to see that someone had setups for stun combos.
^^^^ If Necro was in and they didn’t have those stun juggles, he’d be awful. And he’s one of the only characters from SF3 who really banked off of it. Like most characters in 3S killed you before they stunned you, or their stun ability usually left the other character in a standing state (Makoto’s forward throw, or Ryu’s Denjin) so the juggle potential was either limited or non-existent. Necro, having a insanely floaty jump, and no practical jump in combos meant that you usually worked toward stunning characters to get those corner juggles. If you didn’t, you most likely won’t have won that round.

^^^^ If Necro was in and they didn’t have those stun juggles, he’d be awful. And he’s one of the only characters from SF3 who really banked off of it. Like most characters in 3S killed you before they stunned you, or their stun ability usually left the other character in a standing state (Makoto’s forward throw, or Ryu’s Denjin) so the juggle potential was either limited or non-existent. Necro, having a insanely floaty jump, and no practical jump in combos meant that you usually worked toward stunning characters to get those corner juggles. If you didn’t, you most likely won’t have won that round.
The character design really suggested that as well. His toolset really lent itself to getting that stun, and then doing work with it. I could really see him fitting into sf5 well, just because stun is much more relevant again, and he’d make a better character than 'sim within the current style of the game.
Dhalsim utilizes the stretchy limbs to a much greater and more varied effect than Necro, so I would argue he would fit better. Considering that normals do chip damage now.
Also no one knows who Necro is, Dhalsim is an unforgettable face from the original world warriors.
Kurodas take on necro:
Necro is my favorite sf3 character, him and chun. Awesome

Dhalsim utilizes the stretchy limbs to a much greater and more varied effect than Necro, so I would argue he would fit better. Considering that normals do chip damage now.
Also no one knows who Necro is, Dhalsim is an unforgettable face from the original world warriors.
I personally prefer Necro, and think he’s a much cooler character aesthetically, and stylistically, but that’s just an opinion. I do think you short sell SF3 though. It’s got a really cool style, the best music of the series, and very tight combat all around. I wouldn’t say it, or any of its characters were very forgettable.

Also no one knows who Necro is, Dhalsim is an unforgettable face from the original world warriors.
That’s not a fair argument against the guy. Maybe if Necro was given a chance in SFV he will be plucked out of obscurity and become unforgettable. He deserves the opportunity after all this time.
Only cool people know who Necro is and that’s what counts.
Why does anyone need to know who a character is any ways? If you bring a new character to the IP like Juri or Hakan its all the same. Doesn’t matter if you’re dark age or 09 you didn’t know who they were, but people learned to like them and now Juri is the current favorite of the SFIV newbies to return.
Necro would be great for SFV. If the game is less about zoning then a limb character that focuses more on rushdown with a multi hit spin move, 2 special moves that hit overhead, one that hits low and an anti air version of Blanka’s electricity would be perfect for a more mid/close game centric SF. He also like Sim had a shit ton of command normals which would fit the whole non proximity thing they’re doing.
It would also be really interesting to see how they would balance his multi hitting dive kick in SFV. There have been very few multi hitting dive kicks in fighting games and the main reason his was multi hitting was to throw off parries. Would be really interesting to see how they tackle that in a game where effectively only one character can parry and another can counter.
I’d like to see chip kill be possible with special moves if you have V trigger activated. I’d also like to see some more unique things that can only be done with V trigger like Ryu being able to special cancel sweep. That would be a pretty good denjin set up if your opponent quick rises.