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

I say a combination of different things could do the job.
-Make light attacks 4 or slower, add slightly more blockstun on positive medium and heavy attacks, give throws bit more range(no change to startup of throws)

Even in USFIV it is annoying to deal wih 3f chainable normals, frametrapping them is a pain as the best way was to stagger your own lights, which allowed very little room for error, this is all amplified by the fact that in USFIV you can convert into nice damage of off mashed lights too.

More blockstun and lights being slower makes frametrapping with medium attack into other mediums/heavies much more viable.
Lights are definately still going to be a factor to set up frametraps due to their low pusback on block and still often give minor frame advantage, but they’ll be less prominent.

However if i had to choose i would definately prefer lights to be a bit slower instead of throws being faster.
Mashing lights is an almost braindead way to deal with with throw attempt or pressure in general. Making throws faster an giving them more range, will result into people getting thrown out of their normals far more often, thus it shouldn’t be both(more range AND faster startup). Things like medium, walk forward medium will never be possible then. Throws having just more range, no increased startup and other normals having increased blockstun and lights being made slower will mean the defender has to clearly think about what options they have available. Is opponent going to throw:
-You can tech
-neutral/back jump
-(throw)invincible reversal
-backdash

If the opponent chooses to press a button:
-Block and wait it out to look for openings to press your own offense
-(strike)invincible reversal
-v-reversal!!!

*In all of this mashing lights shouldn’t be a viable option unless the attacker intentionally delays his frametraps.
*This also means lights can have LESS pusback. Which means you can get more creative with your pressure strings.

If throws become a bigger threat and people cannot fall back on mashing cr.lights during their pannicky state, then v-reversals will also see more play.


Ryu
I like Ryu getting a fakeout for the for the fireball a LOT which Cerberusfx mentioned
Though not in the way where eyou can hold fireball and dash cancel it, make it a seperate input, It’ll allow for some unique situations during neutral and even pressure.

Donkey kick doesn’t have to have the same properties it did in other games, Capcom can find a way to make it more unique in SFV. He is way too bland of a character, i know Combo mentioned Ryu being the “base model”, however this doesn’t mean he can’t be interesting. He’ll still have the basic fireball, uppercut tatsu and the same gameplan as always…and for people delving a bit more into him he will have something fresh and exciting to offer

Cammy
Same problem as with Ryu, incredibly bland and boring gameplay, which admittedly she always kinda had, however spice her up.

Ill just voice my opinion again about the combo system, it needs to be opened up more, more links, more juggles.

Cammy is fine where she is now. I fear trying to change her up to make her more “interesting”, would simply result in making her less versatile. Right now she’s a close in footsie character that thrives on having good buttons, in other words almost like her CvS2 incarnation.

Cammy changes when people decide the little tricks are too tough to beat. Tiger Knee Cannon Strike got taken away and they still got beat. So height restrictions were put in. And they got beat again. Etc etc.

I dig what they’re doing with her in V so far… so I expect juggles off of EX Strikes to be taken out within the week. :lol:

Folks who don’t play as her in the first place always want her to have a fireball or something, who knows. Clamoring for more brain-dead rinse and repeat target combos.

I think parry and denjin fireball is plenty enough to make Ryu exciting in the long run. It’s good to have a character that doesn’t revolve around combo flash to bring hype. Combos aren’t the only way to bring excitement to a battle. As long as being short and sweet on combos doesn’t kill him balance wise it should be fine. SFV Ryu definitely seems built in a way that Daigo could make entertaining for spectators for a long while.

Characters like Cammy and Chun I feel are fun because of their simplicity also. They don’t need to be super anime TKing, special/normal cancelling and all of that stuff and doing huge combos. Good just to have some well rounded characters that have a lot of good buttons for a lot of good spots. Chun being a bit better in the overall normal department and Cammy having a better AA, reversal and bnb game. Which is pretty much how they’ve always been.

With that said I really don’t think all of the combo options have been found even for the basic characters like Ryu, Chun and Cammy. The other part of the finding combos hasn’t been completed yet which is the players spending enough time to come up with tech and look through the data to create other combos. People just know what was taken away, but there’s always stuff to be found that was added or can be created through data/tech.

counterhit needs to cause less knockback. for more combo opportunities. Not speaking about crush counter.
counterhit heavy sweep may needs to cause hard knock down.

Agree on less knockback on counterhit. Disagree on giving counterhit sweeps hard knockdown.

[list]
[] Give Ryu (some) damage back and make his V-Reversal = Joudan Kick at least. (Why is Joudan Kick not a move anyways?!?)
[
] R.Mika meter build kinda sucks when people are playing ultra-lame. Maybe give Heated Mic Speech some meter build if it doesn’t. I didn’t get a chance to test. Otherwise she’s great as-is.
[*] Add Oro.
[/list]

That’s all I got.

No don’t make lights slower. That inadvertently makes characters that don’t have reversals, or “good” reversals, weaker. Jabbing out of stuff on defense is one of the few defenses that a character like chun has after blocking a jumpin. She has vskill and jab and jump out/away. Weakening her and others jabs is a shortsighted way to solve problems that are barely problems at this stage.

If you want to make jab defense weaker as a whole, the only thing that really needs to be done is to increase the blockstun all around for all moves.

As it is now though, jabs are basically very shit attacks on the whole for characters that can’t really use them to confirm. If you take out there defensive properties then jabs become near useless with respect to other moves.

Jabs knock super far away on hit so defending with a jab gets you basically nothing, or at least not much. Whereas a good frame trap can do huge damage.

Besides that, throws are for when the opponent is abusing block. If they are jabbing like a madman… They aren’t abusing block. And though not all characters have this, any character that has an invincible reversal has a no brainer punish to jab spam… I srk’d through a heap of jab spam over this beta on my own offense. Not the safest thing ever… And very crude… But gets the job done.

But seriously, all that needs to happen is blockstun be increased a few frames.

Screw all this “he doesn’t need it” crap. Why not give Ryu his Donkey Kick because …gasp! its FUN to do. Remember “FUN” ? lol

Even if its his Kick V-Reversal. Just do it because fans will appreciate it.

Did you forget the game we’re talking about? It’s called No Fun Allowed Fighter V

I don’t care about his Donley kick I just want the juggles and links he could do back in beta 1 maybe except comboing into sweep off mp. And comboing lights to mp because everyone thinks that because 4 had it that’s automatically bad.

Based on this logic, Mugen would be the most fun game in existence because it’s got all the moves and characters you could ever want.

Dead buttons ain’t fun, they’re just things for people to bitch about. They should have just made his donkey kick his V Reversal though rather than the dumb looking blast he has now

I noticed that my previous post for a lot of negative reactions, which considering sf4 is the best SF released in the last 7 years, it must be because of my lack of explanation. Here are the things I would like improved from the beta:

-Jabs and shorts to receive a minimum damage scaling of 90% to make them useful in combos.
-Pushback on jabs and shorts to be reduced by roughly 50% so that I know longer must complete the arduous task of hit confirming from only 2 measly attacks (impossible BTW).
-The ability to cancel an invincible move into VT activation, I currently find that there is no way to both make myself safe while also converting into huge damage off of a move that defeats 95% of other moves; this makes it nearly impossible for a player to deal with the unstoppable pressure.

Just give the game 3rd Strike’s priority system so that everything beats out jabs.

Nah but fr I would like it if they removed the 2x scaling when using VTC in combos, damage is already low enough to where I feel this is unnecessary.

Can we remove the SF4 SRK shortcut? I really don’t understand that being in this game, 4 may have needed it because online is ass or something but it’s just in my way in V.

Also if there’s going to be trials can they be combos I’d actually want to use in a match?

I’m probably the worst player on this forum and even I was able to confirm all my combos with two hits in SFV.
While I agree that the pushback on block sucks in SFV, having two hits to confirm is plenty.

What I can’t wrap my head around is how the fuck people confirm off of 1 medium attack in that game, wow just wow.

Most practical way to confirm off 1 medium attack is to buffer the motion and simply hit the attack button if the normal connects.