-
Loosen up the combo system. Give players more room to be original and discover their own tech they’re comfortable with, not just canned juggles that Capcom only allows.
-
More Just-Frame tech. Like giving Ryu a Just-Frame Red fireball that does more damage & knocks down, or Nash a Just-Frame sonic boom with less startup.
-
Make Karin’s V-Skill worth using.
-
Make all the various stats more significant when you earn them (better Level up, Fight Money, & League Points Notifications across the board)
Asking for kara throws or just-frame moves is kind of counter productive as to what Capcom wants to achieve with the game.
The most realistic thing to ask for is for 2-frame buffer window instead of the 3-frame we got right now, which would open up techniques like double tapping to be relevant again.
The question is how much sense that makes in a game that is supposed to ease the entry level into SF, and make the game attractive for a wider audience.
On gameplay: I’m seeing a mountain of suggestions and tweaks but barely any explanations as to how it will benefit the game. Especially with the want for reducing pushback on block. Nah. The whole design philosophy seems to revolve around making well-intentioned decisions and that means encouraging you to go for tic-throws after 1 light. You want to go for tic-throws after extended strings? Either train your opponent enough to not press buttons (there’s a reason why the entire cast has savage frame-trapping options) or eat the lights. I think if you want to make suggestions you should always refer back to Capcom’s design goals since those are precisely the things that are not up for debate or change. Personally I found basic tic-throw pressure to be sufficient already (broke into top 500 by using really basic pressure with Ken/Ryu).
I do think jabs are a little too strong at the moment for getting pressure off you but I think a big part of that is people being unfamiliar with wake-up timing and frame data at the moment. I don’t think it’s something that necessarily needs adjusting ASAP.
Overall I’m really glad Capcom doesn’t actually listen to most of the feedback here. lol I’m a fan of bland SF with no extras like focus attacks and parries.
Non-gameplay related: One thing I’d like to see is allowing us the navigate menus based on how we bound our attack buttons. Like LK = Confirm and MK = Back which is what was done in SF4 for PC. Or atleast give us the option to bind menu keys separately.
PC-specific: Allow for different AA options other than ugly-as-fuck FXAA. Better native native AF support as well since the blurry lines in the background on The Grid are jarring. Let us unlock background models from the 30 FPS of the PS4 version. I would like better background assets/textures since they’re pretty ugly but I doubt Capcom would put any effort into that just for the PC version.
Better loading times, please. I’m pretty sure the game is doing other shit not related to loading assets and such when loading into training mode after a match. Either network-related stuff or straight up hard-locking the loading timer on the PC version. There has to be something more elegant than making us wait while all of that gets ready. At least let us load-in to training as soon as the assets load, and let us connect to the network as we play. Though I have a suspicion that they can’t do this at the moment since network activity seems to make the game stutter a bit (based on minor hiccups here and there while training on both PS4 and PC) so they would just prefer we wait the entire time. It’s funny to think fight request on USF4 PC is a way smoother/faster experience than SF5 atm.
Just a reminder that 3S had 2 frame startup for throws (active on the 2nd frame if I’m not mistaken). All I’m saying is that I shouldn’t be jabbed out of point-blank tick throws.
Its a beta so I imagine naturally loading times will be faster by launch. Im surprised the characters load up in full 3d with no load times. KI characters take a good bit longer to appear in character select.
Its pretty basic stuff were asking for too. They’re already messing with pushback and walk speeds a bit so they are reading and applying certain things even if not everything.
[list]
[*] make v-skill and v-trigger being activate with one button like on the previous beta (you could trigger it with L3/R3)
[*] let we remap keyboard like usf4, directional and attacks across all the keys we want
[*] i know we didn’t have an online versus, just ranked, but a rematch option would be perfect for online lobbies
[*] fix hitboxes/hurtboxes
[/list]
We have to think about why we want these changes. If the general feeling at the moment is that people get out of pressure very easily then I think we need to communicate that specifically (though I would disagree with that sentiment from a Ryu/Ken perspective). Getting too specific with mentioning pushback or walk-speeds is less helpful in that regard, since as you said they are always in flux, anyways.
I’d like an option to bind Taunt to a single button. I get that they made it ‘all attacks’ to keep you from doing it on accident, but now I can’t knock out a taunt without palm-on-the-buttons? Lameo. I bet it’s easier if you’ve got 3p/3k binded, but I play with a six button stick.
That taunt when you meant v trigger is epic lol
Haha why not throw in a Whiffed Throw and a V-Skill and maybe an Alt-Tab out of the game while we’re at it. Just all possible commands = taunt.
nerfing jabs isnt theway to go to stop getting jabbed out of tick throws and stuff. What needs to happen is blockstun needs to be increased.
One minor thing I’d like to see them add to Phase 3’s training mode is a way to select the music track used, the Round 1 or 2/3 variations. I’d like to have the more upbeat Round 2 Forgotten Waterfall instead of the more chill Round 1 when I’m waiting for a match or labbing it up.
Is it just me or are fireballs worthless in this game? Almost every character has a move/button to go through them. And the hit stun on fireballs seems to be really short. Not that I love fireball spam or anything, but you can’t even throw one out as Ryu without worrying about getting a huge punish. The point of maintaining space with fireballs is destroyed in this game.
Other than that, some type of hell for people who frequently disconnect from matches would be cool. They do this in Heroes of the Storm where if you disconnect from a game too many times, you only get matched with other people who disconnect. To get out of hell you have to play a certain amount of matches without disconnecting.
The thing with fireballs in this game is that they are not that bad if you use them in a smart way.
With pokes in SFV having a pityful range, there’s this zone right outside this range where you can pumpfake and throw fireballs and annoy the shit out of the other guy. With no way to react from that distance he has to make a guess and depending how well you read how he shifts his focus you can get something out of these situations even if its only 150-200 damage.
Still you can’t play that game forever and the risk of eating a jump-in with a full combo punish is always looming.
If they want to have any meaningful fireball zoning in this game, the balls just have to have much better startup and recovery, right now it’s a sad joke.
Or at least modify them to fit the characters playstyle. Ryu isn’t the good at everything but master of none flexible character anymore. He’s a powerhouse supposed to get in your face, so make his fireball reflect that and make it really slow so he has a way to get in and mix people up, like Guile in 2 and 4, Remy in 3 or even Nash in V.
Also I like the idea of “low priority hell”. I can already taste the tears of LTG.
Copy/Past since this is being submitted to Capcom:
Just want to reiterate: I went into training mode and tested Vega’s j.HP and throw in a tick situation and every single time you could mash crouching jab to get out of it. And I tested Vega walking very slightly forwards and throwing and not having to move at all and throwing. Every single time you can mash crouch Jab to get out.
This is a huge problem and needs to be fixed ASAP. Capcom needs to underline this issue on their design documents in capital letters in Bold Helvetica. You should not under any circumstance be allowed to mash jab to get out of a point blank tick throw from a blocked Heavy. So much strategy is devalued by being able to mash out of that, you may as well take out two button grabs and have one button grabs.
As I said; I vote for either (A) throws having faster startup or (B) Jabs and Light Kicks have a few more frames of startup.
hmmm my list of stuff. I didn’t read what everyone wrote but I guess the more people talk about these points, the more of a concern it becomes. There are also some features that I’m not aware if they exists or not so if they DO exists, sorry:
General Stuff
- Strict sanctions to people who rage quits. Also notice BOTH players with a code of color (green/yellow/red for example) so both parties know about this.
- Add Color edit (COLOR only. No “let me put my skin metallic or super big bright red aura on my hair”)
- Add offline (or online too if preferred)Survival Mode where you fight continuously characters with health staying the same matches after matches (or just recover a small amount if meet some requirements) with the difficulty increasing each time
- Comprehensive tutorial about how the game works (touches ALL aspects of the game. Attacking/Defending(blocking/Reversals/VReversals)/VTrigger/etc) with the player having to finish the task by doing exactly what he just learned (hope this makes sense…)
- CVS2 style VS mode. Where you can choose 1V1 // Ratio Match // 3v3 matches. NOT LIKE SFxT. You play 1 character and it loses, you use the next one.
- Add Trial mode that goes from basic understanding of a characters moves to more complex combos. Also give examples for each trials
- Special intro between some characters
- Allow unlocking stuff that has to do with the SF Lore. Its all good that its a fighting game but as game and having a large universe, it would be interesting to know more about some characters (I think Capcom talked about Ryu’s beard being related in the story so maybe they are already working on some stuff like that)
- If they bring the score (points) back, do something about it ? (Gives you bison money, unlocks stuff, scoreboard, etc.)
Replay mode
- Allow searching matches with specific characters ([charX]vs[charY] or [charX]vsAll)
- Since we can slow down the speed during matches in replay mode, allow fast forwarding matches too
- Allow searching matches from your friends list
- Allow searching matches from a specific player
Training mode:
- Allow the choice of choosing a specific music we want before the match (not just stage or character theme music like in sf4)
- enable a button mapping to reset the match in the button config
- add a quick way to reset matches at the desired position (ex: [button]+left = reset training at left corner // [button] = reset training at center // [button]+right= reset training at right corner
- add option to toggle on/off hitboxes/hurtboxes/throw boxes/projectiles
- add option to toggle on/off frame data (personally I would include this in the display info where you can see dmg/stun values and combo hits. The data would show the moment you press the button)
Online mode:
- Online training
- Allow matchmaking with specific areas (North America/South America/Africa/Europe/Asia/Australia/All for example). Not only “our region” and “all regions”
- Xrd style lobby where you don’t have to wait to fight someone
- Allow us to choose to save the replays so people can look for them
Gameplay
- back quick rise invincibility removed. Increased distance VERY slightly
- increased VERY SLIGHTLY throw invincibility and decreased slightly hit/projectile invincible on normal rise // quick rise
- adjust pushback on light normals (reduce by 30-50%)
- increase active frames on medium/heavy normals slightly OR increase block adv
- Super freeze added during startup of CAs and VTriggers (Timer also stops)
- Add crush counters to CAs (whole duration of the move) and VTriggers (During recovery right after super freeze)
- Revert stun nerfs
- Create more combo route varieties between characters
- Increase walkspeed across the board (not sure for claw/chun/cammy)
- Remove corner crossups
- Make hitboxes more realistic to how the move looks
- Reduce frame window on reversals
Character specific stuff (wishlist):
Ryu:
- Give him one of these followings:
- Donkey kick
- Fake fireball
- Senpuu Kyaku (F+MK command normal)
- crHK cancelable
- all of them
- Make Ryu finish saying hadouken before he starts moving again. Looks awkward when I hear -DOUKENNNN and he’s already walking back and forth
Chun:
- Kikouken motion changed to HCF+P. Distance traveled slightly decreased
- Last hit of CA jump/Vskill cancelable. Floats opponent at proper height for this to work
Bison:
- Give a proper meaning for each of his specials. I feel he has all the right tools atm but its a bit scrabbled. Personally:
- Psycho Shot/VTrigger/Dash to deal with projectiles/zoning
- P.Inferno for combo/AA/Reversal(EX)
- SKicks for pressure/knockdown/move to the corner
- Allow him to EX cancel the same move one after another while in VTrigger
- crHK last active frames floats opponent on regular or counter hit only, can connect into EX moves (is it VTrigger cancelable ?)
Rashid:
- MP/EX mixer: better vertical hitbox because sometimes the opponent doesn’t get hit at all after EX eagle spike in the corner
- HP: wider hitbox because sometimes the opponent doesnt combo after EX eagle spike (mostly happens after VTrigger -> EX eagle spike / EX eagle spike -> HP mixer whiffs sometimes)
- Make his run stop the moment you stop pressing forward. Not a pre-determined length.
- crMK: wider hitbox
- Allow rashid to use whirlwind shot while VTrigger active
Ken:
- crMK xx hadouken is a true blockstring
- VSkills doesn’t cancel from normals anymore
- VSkill can be stopped with normals/specials/CA/VTrigger at any time
meh I’m tired…
EDIT: other stuff I have considered for gameplay/character stuff:
- When opponent enters into stun animation it is not considered full invincible. (Meaning if you stun your opponent and cancel into CAs for example, your CA doesnt go to waste and actually hits the opponent.)
- When hitting an opponent airborne. The animation before it performs a bacflip in the air (airflip ?) is no longer invincible
- Backdash is considered AIRBORNE during the beginning of the animation.
- Allow Post-KO
- Increase Chun’s health/stun to 1000/1000
- Give taunts a meaning for characters. Not just related to attack/defense:
Some examples… - Karin -> Increases stun on next attack
- Ryu -> Adjusts headband = Next attack does 50% more damage
- Bison -> Laughs maniacally while doing the shadollo sign (I think its him crossing his hand in V Shape?) = Builds meter
- Chun -> Tap on the back -> Boosts defenses lvl 1/2/3
- Birdie -> Eats a donut -> regenerates grey damage at faster rate lvl 1/2/3
- Zangief -> Flexes his muscle -> next normal receives armor
- Necalli -> Increases VSkill gauge
- RMika -> Increases damage on next attack
- Rashid -> Next Run travel speed is increased
People keep asking for Donkey Kick, yet it doesn’t fix his problems while also being a redundant move (tatsu hits crouching opponents, so Donkey Kick’s main use is now gone).
I vote for B
Nope. Tatsu no longer hits crouchers, at least not in the beta. Please play it before saying stupid shit
As far as ryu goes all they need to do is fix his low pokes (slightly more range on cr.mk), for sweep they can either give it more pushback and slightly more range, or make it comboable after st.mp. I’d like see improvements to denjiin mode to make it more interesting. I’d like charged hadokens to do stun on block,and it increases as its charged further (maybe like 50 from the lowest possible charge and up from there). There should be mind games with cancelling cr.mk into charge etc to start getting people jump happy. Imagine knocking someone down very close to stun, then activating denjiin, and they know they need to find a way to get get out anyway they can. Could lead to some pretty hype moments. And since you can quickrise everything in this game there should’t be any guaranteed max charge stun setups.
The medium one doesn’t