It is really weird to me that this debate started with Mika when she has by Far one of the most interesting V-trigger in the game, if not THE most interesting one.
Capcom has done a good job in my opinion in making these skills and triggers parts of the character that makes total sense. Birdie is an overeater so him having a unique ability regarding food that works in tandem with how he is designed to be played now is perfect. Mika has a tag partner that is part of her wrestling persona, this character is used to enhance a lot of her moves in the form of EX moves and such. Having her do a 1 time assist is a pretty good idea.
The only one that seemed kinda forced or lame at the moment is Cammy since her V-skill is a move she already had before and the V-trigger just seem like a combo extender kind of thing. Not really options that would enhance the character or gives her a tool that she is lacking. At least that is my point of view.
Speaking of things that has never been in Street Fighter before. This is Street Fighter 5, we want new and fresh mechanics. We want new stuff. I say with a new game, this is needed.
Cammy’s V-Trigger makes her a different character. Without it, she’s a offensive character with a good ground game. With it, she turns into a proper divekick character.
Ah did not know that. Thanks for the clarification. That further proves that the idea of V-trigger is to enhance the character in a region that they may be somewhat lacking before. I think the idea is very solid as a mechanic designed to turn the tides of a round.
v-skills and v-triggers are kinda like specials and supers that use another meter that have a couple more restrictions on them. This combined with kinda weak universal mechanics kind of make me think the game is going to be more in line with ST then other games. Mainly poke that shit up with normals and footsies all day, especially when combined with the new tech system.
Saying everyone gets their own mechanic inherently doesn’t make it a mechanic in the traditional sense of a mechanic being something EVERY character can use, it makes it a character specific move. Really the only thing about v-skills so far is they all say “SCREW FIREBALLS!” in some fashion except Birdie’s. This can even be shown by many v-skills being old moves of characters kens step kick, cammy’s spinning backfist, and karin’s palm off the top of my head. Heck Karin’s v-trigger literally just gives her back what used to be a meterless option she typically had with a couple tweaks to try and justify it requiring meter.
This is just seems really unoriginal, combined that with the fact many characters have to use v-trigger more like an ultra than a super because they can’t physically build up their v-trigger without taking damage … it seems kinda like an awkward comeback mechanic in a way. Personally i’d like to see something maybe like V-specials where you can use your v-trigger gauge to modify a special and more ways to build v-trigger meter. They need to do something to spice it up and make that v-trigger bar more interesting. V-specials would be like an ex that uses a section of the v-trigger bar and gives it unique properties not associated with the meterless or ex options. Give hard knockdowns to EX specials & V-specials only. Combo’s can lead to hard knockdowns, but throws can’t.
V-Trigger is cool. Games like CvS2 and Alpha had a variety of mechanics like custom combos and parries and rolls. Great games, but balance was an issue because not everyone is as good at exploiting the universal mechanics as others are. Like Birdie and Sodom in Alpha 2 being literally unable to Valle CC because their sweeps are too slow, or some characters just being better at roll-canceling or some character just not being good at the whole V-ISM thing in Alpha 3. Marvel 3 suffers from this too, some characters are just better at XFactor than everyone else. Same goes for SF4, same characters are just way better at using Ultras than others.
V-Trigger is a very individualized universal mechanic. Most of them are power-up modes along the lines of Custom Combos, but not everyone, and they’re all catered to the individual characters playstyle. Technically Supers are already a “individualized universal mechanic”, but Supers/Ultras tend to be a little same-y (“an unsafe move that does a lot damage and has a ton of iframes”). The V-Trigger/Skill/Reversal system allows for more individualized meter building and what you want to do with it, while still not being at odds with how you build meter for EX moves and supers. Charlie probably builds meter faster than anyone, because his Trigger technically does no damage, it gives him a very high-utility move. Meanwhile Birdie’s Trigger is absolutely bonkers, which is why it takes more for him to get it, but he also has some really good V-Skills.
I like the V trigger mechanic for the most part. Instead of just randomly blasting people for half their health with ultras like in sf4, they’ve come up with a comeback mechanic that I think actually enhances the game. In fact they aren’t necessarily even a “comeback mechanic”
I also like v skills and how proper use of them adds to the v trigger meter.
Well they didn’t really come up with it. It’s pretty much ripped off from Killer Instinct’s Instinct mode. A mode that changes your character’s attack properties or adds new moves to their moves list. Giving you much more options to add to a character than just custom combo or ultra super.
With that said though, it is in my eyes an improved version of instinct since there are more ways to build the meter than just getting hit and there is a way to burn the meter on something else via V Reversals. Which if building the meter via V Skills and burning it with V Reversals are both strong options, it should create some interesting meter management that Instinct didn’t have. While the concept of Instinct mode was strong, the meter management for it was nearly non existent. Like Ultra you just held onto it and used it some point after you inevitably built it up.
I play/played many fighting games, but what wrong with blazblue to you? Lol it is hard to learn though, was extremely difficult just as difficult as ultra was. Ultra was my first sf game. Before that I bashed sf, tI’ll I realized theres so much to the game that you don’t see while just watching. Since then im a big fan on sf now.
The only thing I’ve ever (mostly) agreed about is the idea that a v-skill is simply a special disguised as something unique. Most of them aren’t anything more than that.
Birdie could have been special (just replace it with l/m/h and make Light donut which just builds CA meter.)
Cammy/Nash/Bison/Vega/Ken/Necalli/Rashid could all have probably been specials. Maybe FANG too. However, what is important about them NOT being specials is how they interact with moves that are cancelable into specials. The other important thing is that it gives a system for building v-meter and MOST v-triggers are pretty unique and it would suck for them to replace CAs for some characters, and v-triggers wouldn’t be seen as often if they required full CA.
In some instances a V-trigger can be used like an FADC. Not in the “make a reversal safe” method, but some characters didn’t even have FADCable reversals.