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

How many times is Bison going to land a back throw with his terrible walk speed in a game where (currently) you can mash jab to escape tick throws? Just saying.

I get what you’re saying; you want it to be a chase-down poke, where I want it to be a knockdown/pressure/mixup once he’s in kind of move. And that’s where we’re going to disagree because I think he needs that mixup/knockdown pressure.

Either way the community would come up with better concept combos than just the devs alone any way. A good mix of bnbs that are useful in the earlier parts of the trial and more concept stuff later in would be good.

SFIV had the problem of even the basic combos pretty much being stuff you’d never use in a match.

You put people in a strike/throw mixup every time you land a MK SK. So if you’re any good at landing hits… plenty often?

Bison does have a serious issue making people actually press buttons in neutral, but if he didn’t have df.hp he wouldn’t have any sort of chase down once he got that throw nor any decent ways of controlling space beyond cr.mp range. If you want to change any core aspect of Bison this is probably the last you should touch. Increase his throw range, make his LK SK safe with large pushback on block, up his walkspeed, all of those could solve this issue. Instead you are doing the equivalent of saying that Ken’s EX DP sucks because it isn’t a fireball. Well no shit, it isn’t supposed to be a fireball but is instead a pretty damn good reversal, punisher, and anti air

Why the fuck is the top half of this page about games which are entirely irrelevant to SF5.

My feeling after the last beta is that I don’t really understand the game enough yet and won’t until it’s actually released. Wasting time on a version that won’t exist in a month is crazy to me.
The pushback is odd feeling coming from what I am most familiar with. I think the idea is to have somewhat reduced pushback to open up more opportunities for counters and back and forth.

When you have large pushback, the attacker is really in control and gets to decide how they want to make their whole attack safe or gamble or frametrap, etc. Large pushback can be single attacks having big push (like in 3S) or being able to create strings which go from short to long resulting in a spacing which is large in the end too (SF4 style).

Neither of those methods seems to be in 5 really. It feels like the idea then, combined with fewer moves which leave an attacker at advantage, is that the defender has many more opportunities to actively flip things on the attacker (via counters). Yes this is pedantic, i’m just trying to lay things out so everyone can respond on the same page.

This makes me feel like the game is very swingy, which is fine. The way stun encourages you to press your luck by at the very least keeping up pressure on the opponent so they can’t catch a breath to let stun drop OR they need to burn v-meter to reduce it. To me that seems to be the direction things are headed. You are encouraged to press and every character does have safe options, they just don’t translate into as large damage as you can get for taking a risk and going for a hard read, calling out their pokes and counter-hitting, crushing, etc. Worst case scenario you get called out and shit on for going in, thats possible in every SF game. A step up from that is you force them to use v-meter to get you out of their face.

This is pretty neat because by doing so you just stunted their ability to create their own offense and capitalize on things against you. So even though they might have broken that string of pressure you had going, all they got was breathing room and avoided a stun. Long term you gained meter advantage still. I think once people get used to what things to use to stay in and hound someone, there will be a lot more v-reversaling. And it may be that v-reversal is not good against everything, it shouldn’t be really, because not everything is good at pressuring.

It’s not all roses but honestly after my little stint with Ryu in beta 2 I like where it’s going. I just acknowledge I do not know how to properly play it yet and so some situations are awkward feeling. I don’t think they would be awkward after playing a stable version for 3 months. My feedback would be just stupid finalizing stuff like tighten up the hit/hurtboxes or the animations to match them, either. Just try to get them a bit more matched up because it doesn’t FEEL good when they’re off by a ton.

Okay, for me it’s an either/or situation. I would prefer the LK Scissor to be safe and faster walkspeed, but if not then DF+HP should be an overhead to give him more mixup to compensate.

And now you don’t have chase down or space control beyond mp. Stop going on about how DPs aren’t fireballs. You’d sound a lot less silly if you said “he should have a new command overhead” instead of completely missing why a move is useful and claiming it’s terrible

the thing about removing light into special cancels is that it’d make it a real bitch to meaningfully punish a lot of stuff. you can’t even get a throw punish anymore, which would make some shit kind of whack.

It wouldn’t if they made the right adjustments. Maybe make cr.MK a frame or two faster and cancellable with certain characters (like Vega)? And you could STILL punish a lot of shit with super. That was 3S, certain characters could punish things better than others.

Lights into specials is really good from a playability standpoint because it lets new players mash and get hit confirm combos.

And that’s the problem. I’m thoroughly against anything that allows dudes to mash and get something off of it.

There’s nothing wrong with lights into some specials. It’s just it shouldn’t be light -> med -> heavy -> special -> super.
Because that means you can ALWAYS confirm into everything and there’s basically 0 reason for any kind of risk.

Naturally every player is going to go for whatever decisions net them the most advantage for the least risk. That will always be the trend.

From my perspective, SF4 took that to the extreme in one direction (use meter to save yourself from a bad risk, use meter to capitalize on a good risk) and 3S is the extreme in the other direction (everyone is taking risks constantly, it’s unavoidable due to parry).

There should be a middle ground where your decision to commit can get you blown up but where you can also capitalize strongly.
SF4 is like you don’t need to commit and you can capitalize. 3S is like everything is a commitment and you can capitalize. So we should be able to find a spot where a decision to commit is worth a lot and the decision not to is still valuable, just not in the same way or to the same degree.

I can mash medium punches and hit confirm out of it. You’re not getting optimal punishes for 3f moves if you just mash anyways.

But yes, you should be able to get damage or if a mash because otherwise there’s not only less fun fur newbies but it also rewards the extreme risk of mashing at a high level. This makes calling out tick throws a hell of a lot more valuable for instance or catching someone doing a delayed frame trap

Bring back FADC!

I’d like if a guard crush system was added. Grey life isnt much in this game but if guard crush took that away and a little more (while giving a knock down) that would make offense/defense have a bit more.

Screw that bring back gems!

I hope they selecting a favorite stage from your CFN profile doesn’t affect stage selection. Training stage will be unavoidable if it is.

You probably didn’t notice, but they don’t allow you to choose training stage in ranked or in your CFN profile. Seems they’re following KI and/or listened to the suggestion from the original thread.

Which means the game even after launch will most likely not allow you to use training stage outside of training mode. Which I honestly would love. Will be good to see people play on stages again. Especially if they’re looking to be eSports Hollywood.

It was fun to play Birdie for a bit and I loved his normals, but what’s the point of his cancelable chain hit grab? It takes way too long to actually be able to cancel it! A very fun change would be to make the cancel more akin to Yamazaki’s snake hands cancel (qcb+A,B,C and cancel with D) where it allows you to cancel instantly.

@d3v Sent to Capcom Unity. Added a couple things.

https://twitter.com/DevilJin01/status/661216167500103680

Goddamnit.

@“DevilJin 01”

How do you keep getting “pushback on blocked jabs is to much”

???

This game has ST like pushback on BLOCKED jabs.

The problem is HIT jabs push to far back on HIT.

ON HIT.

ken right now can cr.lpx4 on block because the pushback on block is very little. The problem isn’t tick throwing after a blocked jab. It’s tick throwing after a hit jab. The differences in pushback from a character that is standing/crouching/getting hit/blocking are all different.

Asking for less pushback on blocked jabs makes it sound like we don’t know what’s going on.