Phase 2 Beta Feature/Gameplay Suggestions for Capcom Unity *Now on Capcom Unity*

To all that are talking about the quick rise and back quick rise: We have to wait for more frame data, but I’ve already found out setups after all of MIka’s specials that if someone back techs after knockdown, you can easily meaty them.

Here’s one: after ANY peach special (lp,mp, or hp), dash, wait a small amount (1-2f maybe), and hold forward + MK. If they back teched, it’s a perfect meaty and if they block, you got frame advantge and in their face. If they try to jump they get smacked, and if they try to press any button you get CH and can link the meaty st mk, st mp, st hp xx HP peach press (4 hit combo) and put them right back into the same situation. This game has some cool shit and I’ve found tons of stuff like this already but haven’t posted any of it because its a beta. If anything, the quick rise and back rise are going to give your character more time to setup the oki.

Unlike SF4 with hard knockdowns where you had to jump in for setups, in 5 you’ll have to learn if you can dash in once or twice after a special and setup a meaty like the one above. Oki still there, just in a different form.

One more: possibly bring back Kara-throws.

It’s not a huge deal, but I would kind of like to know whether I’m playing someone on ps4 or pc

When facing good Mika’s I was getting hit with a setup pretty regularly that would completely fuck me when I did quickrises in place. It was basically an ambiguous crossup, or it at least LOOKED like it and it could just be that I don’t have the spacing correct yet. But it damn sure kept getting me though. I think Mika stunned me far more than any other character this beta. Maybe Karin in V-Trigger.

Do you remember what it was by chance? I faced god awful ones and didn’t see any setups.

I also think they need to take a look at v reversals. Maybe I’m wrong here, but when I first heard/read about the v reversal mechanic I thought “okay, this is meant to function like a dead angle”. IE, you spend some of you V-Bar in order to get out of pressure and reset the situation. However, currently they don’t really seem to do that at all and are pretty underwhelming. IMO Vega’s is just downright useless and I saw a few other characters use theirs while I was pressuring them and while they surprised me (it was something I’d not seen before) they really didn’t do anything to negate the pressure I was applying. Maybe they have a esoteric use right now, one that I just can’t understand, but if they are meant to be used as a get off me move (which I think they are given the name reversal) they seem to be failing.

I think v reversals should worst function as the x tekken alpha counters they should do actual damage as well even if it’s a small amount, just don’t allow crazy follow combos.

They also get rid of some stun on activation. But yeah, there is a lot of start up and it doesn’t freeze the opposing char so they can block quite easily. The damage/grey damage is fine the way it is, just make them work as intendedand not so easily blockable. Dont want another alpha 2 ken or rose alpha counter.

Please ditch the “switch sides after every round” thing! It’s fairly pointless tactically (no pre-round free positioning to go with it) and only really serves to make sure you’re looking at the wrong meters.

Indeed, they should function like a poke that slightly pushes back the opponent. Also, I think it would be good if certain reversals were to lose out to specials and high priority normals whilst also being unsafe. This way the v-reversal isn’t an automatic get out of jail free card, rather it is something you have to carefully time (or just risk everything and go for if the match depends on it). I feel if they functioned this way it would create a whole new level of mind games.

I disagree with this. This new feature means that keeping to a preferred side at the start of the round is now a practical concern. Most players will have a preferred side and you even have cases where some players will drop a combo more often on one side than on another (for example, I know tournament caliber Zero players who prefer doing lighting loops from either the P1 or P2 side).

While we’re not used to it because the screen still resets to the center after each round, I believe it’ll eventually be something we’ll just learn to deal with and factor into our gameplans in the near future.

Yeah some players including me take ridiculous risks or miss out on damage just to get to their preferred sides.
Dunno how common that is in high level play, but I think a good way to do this more elegantly is by playing out ranked matches in Bo3’s and switching sides between matches instead of in between rounds.

I find this feature to be completely retarded and needlessly confusing.

I don’t really care for the side switching either, it just throws you off when you look at how much meter you have.

At the start of the round there’s a “you” marker on your character, I got used to looking after that. Though I think the HUD in general could use improvements, specially the monocolored character portraits, meter bar and the “you marker” (it appears behind the start round msg so it’s hard to see).

Nah not sure because I never used her so I don’t know her moves or anything.

I’m with you on this, I can’t stand this crap especially in mirror matches. Completely throws me off with my meters for some reason too.

Im used to playing marvel and ki where you could be anywhere on the screen at any point.

If SF5 didn’t fade between rounds and you just saw your character get up and you stay in place, that would make sense (like in KI).

But the fact that it is a separate “screen” makes it not as fluid as it is in KI. KI just feels like 1 long fight with 2 health bars, instead of being 3 distinct separate rounds.

Yeah, I guess im just not OCD enough to notice it. I just know im playing Chun Li or Karin and as long as they show up on the screen the next round im good. I can see why others wouldn’t like it tho.

I’m fine with it but a couple times I was getting my ass kicked trying to get an ex to come out then I noticed that was my opponents bar lmao.

On a Mirror Match it’s kind of the worst.

At best it just eats up a little bit of pre-round time where I’d rather be considering my first move instead of trying to play ‘match the Player Marker with the corresponding side’. Especially online where you don’t get a say on what your start side is going to be in the first place, I’d rather just have a side and stick with it.

It makes more sense in KI/MK (or Darkstalkers 3!) where Round 2 just picks up right where you/they dropped and you can reposition; here everything totally resets between rounds, why switch?

I’m sure it’ll grow on me, but if there’s a dipswitch menu that’s the first thing getting turned off. At least make left side meters Blue and right side meters Red so there’s a quick visual ID without having to eye-check the whole screen.