In your own opinion

I really like reads, makes a game feel fresh and dynamic and non scrub… however I think it’s fucking stupid to base a game around this because “reads” come about via safe play.

You basically play safe and read your opponents break out attempts at defense or offense and you capitilize. Making a read in that situation feels very good. But in a game like sf5 where nothing is really safe as far as not losing pressure or putting yourself into a mixup on block, you have no safe way to train people so that as a concept is much smaller.

What people consider reads in sf5 I consider diceroll and I hate forced dice rolls because that’s the only way that baddies can beat me.

I enjoy V much more than I did IV, tough I loved IV (maybe because it was the first SF game in almost 10 years).

In my opinion, there is only one thing separating SFV from greatness and that’s Critical Arts. They are kind of boring. The fact that they can connect, full animation, canceled from any special regardless of the opponent’s position just kills creativity to land them. And it also kills any chance to add new ones, which some have people requested, since any combo leading up to them would be exactly the same as any combo you have now, just with a different command at the end.

I was watching some Street Fighter EX footage and one cool aspect about that series was that you could cancel supers into other supers. Finding out which combination worked better was a fun. You can do that in V to some extent with EX moves, but it’s pretty restrictive.

Heck, I didn’t like IV having both supers and ultras, but it was cool to see how could you land them to maximize damage (for example, I liked how Ken could not conect DP x FADC x Shinryuken with full animation unless it was a counter hit).

I choose V over IV because the boobs are bigger.

I strongly agree with this.

The most exciting FG set I’ve ever seen came from SF4 (Poongko’s Seth vs. Pepeday’s Fuerte Grand Finals Canada Cup 2014)
https://www.youtube.com/watch?v=J5TZZzpvHC0

But I assume this kind of match is the exact reason why some people hate SF4. It won’t stand the test of time like ST or 3s does.

And, a little bit prettier to look at.

Definitely Street fighter 4.

I bought a ps4 a week ago and SFV with it. I don’t hate it but it’s just too simplistic compared IV, at least in terms of combos and mix ups. I don’t know so far it feels like it’s just pressing buttons. There is just no great escape options. I honestly don’t see myself enjoying SFV for long, I mean It’s only been 1 week, I bought all the DLC characters that I like, got double digits winstreaks in rank but it’s just not as satisfying as SF4. I want to play characters like seth, and characters that don’t feel so linear.

Also imo the competitive SFV is not nearly as entertaining as SF4. Feels like all the pros play the same away, leading to predictable play styles and less variations.

And with some of the new mods, a lot jigglier.

SF4 is the better game overall. We are in season 2, which is the equivalent of SSF4. Imo, that was the second best version of SF4 until USF4. However, SF5 (both seasons 1 and 2) are better than Vanilla SF4, AE and AE2012. SF4 is more fun to watch and better content wise. I would rather pay Capcom $30 for an update which all the characters gets released at once rather than buying a season pass and waiting for characters to be released on on one. There is so many things wrong with the Season Pass model but I won’t get into that here.

SF4 doesn’t deserve all the hate but it had it coming. Thanks to Capcom Cup, its main event tournament status people were hyping this game despite it being stale by the 2nd year of AE2012. It didn’t help that AE was dominated by stupid unblockable option select vortexes. Every day there was an option select/unblockable being mentioned in the front pages. USF4 didnt fix all the problems plaguing SF4 but at least it wasn’t completely vortex driven. Notice right after Street Fighter 5 came out, SF4 got dropped like a bad habit.

The things that makes me hate SF5 are non existent footsies, every characters plays more or less the same (get in there, press buttons to frame trap) extended hurtboxes (why capcom?) and shitty throw system. Lets see what Capcom can get right in the next 5 years.

I think at this point, we see where SFV is going and people who dislike v need to make a decision to move to other or old games.

A sf4 revival would be OK, or even a new wave of 3s/st players would be cool too.

Without adding a bunch of new stuff, I just can’t see how anyone maintains interest in sfv. The main group of people who like SFV like it because they don’t have to learn as much, but that isn’t really a long term thing because of how bare v is.

Nah we’re still in Vanilla for SFV. SSF4 came out 2 years after SF4 (arcade). It’s only been 10 months since SFV came out.

I think Season 3 will bring the bigger changes if they’re coming (further input lag reduction, system changes, additional CAs, Vskills and V-Triggers).

Those are the things people thought s2 would have.

Yeah, but it might have been too early for such big changes. I think they made the right call letting it breathe a bit more before making serious changes. Right now theyre experimenting with character/roster balance and smaller (but significant) stuff. (e.g. white life, jab AAs, throw oki).

With the advent of eSports you can’t expect them to add huge changes to meters and shit one year in. People are whining about tiny little shit, so might as well mix around the tiny little shit better first.

There’s a reason Capcom decided to do the opposite of every other fighting game and competitive game on the market. Fighting game players are picky and like to fight the meta, not changes to the game. Giving people something consistent that doesn’t vary wildly inbetween seasons lets people use what they discover and adjust to one game rather than something different by the time the sun goes down. With huge money on the line now they are going to be even more picky about this.

Everyone here is so civil and reluctant to really get aggressive
let me be the first and to go against the grain.

I believe that SFV is the worst disaster of a fighting game that has taken center stage so far.
For reasons already outlined by a number of posters, I for the life of me, cannot endure more than a couple matches without my attention wandering, that includes “high level” play at majors.

SFV is simpler and more straight forward which is another way of saying boring.
And a community that prefers the simple to the complex, can only mean that much of the richness of SFIV was lost on them anyway.

Or it was “too hard”, it "asked too much of the player"
lazy people I say.

I wouldnt go that far per se.

If they want a simplistic game, fine, I’ll deal with it. But give us normals that reach far, solid zoning and secure oki (this means, remove backroll)

I’d also like some high damage whiff punishes.

I came into this game convinced I would be a Ryu main and you really couldnt play him like traditional Ryu. I guess he’s more like 3s Ryu which can be fun but its weird to me.

All those FADCs and OS will be lost in time, like tears in the rain…

sf4 was a pretty flawed game. but it’s miles better than sfv, which is actual garbage.

i literally can’t take opinions of anyone on fighters remotely seriously if they try to defend sfv design. even KI has stronger sf-esque fundamentals in neutral than sfv does. regardless of all that, though, everyone should just go play xrd.

I play street fighter when I don’t want to do arc system inputs.
Sf is the leisure franchise of the fgc.

So after consulting the frames, I think I’ve figured out exactly why sf5 neutral feels so different for me than say the old school streetfighters (and sf4):

Using a very unscientific process that I think nevertheless still makes my point, I decided to look at a few specific pieces of ryus kit, since he’s generally the standard bearer for most other characters.

Sf4 ryu:

Jump time in air = 40 frames
Cr.mk total frames = 21
Dash speed = 18

(4.5 seconds of input delay on sf4)

Sf5 ryu:

Jump time in air = 38 frames
Cr.mk total frames = 22
Dash speed = 16

6.5 seconds of input delay (2 more than sf4)


If you put all this together and assume similar things across the board for most characters, the picture becomes clear for a big difference from sf4 to sf5:

1.Pokes have been slowed down in sf5 which makes them easier to jump.
2. Dashes have become faster and with pokes slowed down it makes dashing in better and harder to stop
3. Jumps have been sped up and when that is combined with slower pokes, it means that poking on the ground is more risky now. This helps out bad players by making footsies less important in general since jumping is actually more of an answer to footsies whereas in most street fighters it is not.
4. Input delay being 2 frames more than sf4 with jumps being 2 frames faster and dashes being 2 frames faster means you have 4 fewer frames to react to the important stuff, meaning the games neutral reactive execution has become much harder even though it’s timing with regard to 1 frame links has become easier.
5. Because of the input delay + faster dashes and jumps + less safe pokes the game takes on a very random nature at neutral since one can almost never protect against the need to defend against a neutral that is so guess based, unless it’s super high level play.

It may not seem like a big number, but when you combine ryus extra frame on cr.mk. The 2 fewer frames on his jump and the extra 2 frames of input lag, you have a total of 5 more frames to account for just to AA. It’s like trying to AA with a 12 frame normal in sf4 instead of a 7 frame normal (chuns st.mk is 7 frames in sf4 which is her go to AA) Saks cr.fp is 4 or 5 frames and shoto cr.hp is 5 frames or so.

In conclusion the game is basically guessy for little reward so it just doesn’t feel great to play unless you were already a guessy player or you have the reactions to make the neutral less of a guess. So basically the game shits on intermediate level play and is a beginners paradise with expert level reactive players able to wade through the bullshit.

The exact way NOT to make a game. Theres little wonder why so many people dislike the game now. And at least I now know exactly why the game feels so bad. I didn’t feel like it was ONLY input delay or only stubby normals or only bad AA damage or only an inability to really wife punish… it’s basically all those things plus faster dashes and jumps combined with slower more stubby pokes.

-edit

As a bit of a corroboration here I just took a look at sf4 Chun and sf5 Chun mp neutral pokes:

Sf4 Chun far st.mp is 18 frames total
Sf5 Chun has fmp which is 20 frames total and less range than what sf4 Chun had.

To me this is basically proof positive correlation of the problem with 5:

It’s a combo of pokes being stubbier AND slower, jumps being faster, dashes being faster, anti airs being slower and the game having more input delay.

It’s ALL of those. Not one problem, it’s many problems. Cancels also do less damage in general from neutral since they arent used as much which also reduces ones ability to win via neutral.

Sf5 is very much designed to make players fight closer to each other but with tools that are weak. It’s like playing reactive patty cakes, the game.

SF5 is crap.

USF4 is also kinda bad but at least it has years of playtesting, tons of characters and multiple ultras per character.

SF5 just has bugs upon bugs upon shitty design decisions and a bunch of newcomers that almost all suck (except Laura). In all honesty I prefer USF4.