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

Hmmm I thought I did write on hit, but if not I can change it.

@Dime_x This is the revised suggestion.

- Adjust pushback on hit and block for attacks. Pushback on negative heavy normals and specials like fireballs should be increased on hit and block. Lessen the pushback on hit for landed jabs so it is easier to tick throw with them. It’s really strange to be in tick throw range if you make someone block a jab, but be pushed far out of range if you hit them with the jab.

Stun recovers so much faster now, they need to make it like beta 1

I don’t think the point of this thread is to request buffs or nerfs for characters, so we should probably keep those out.

Anyway, I have a few system changes that I hope they implement, but they most definitely will not, because who the hell am ? :rofl: but I’ll go ahead and list em anyway!

One thing I’d like to have added, and this isn’t really for me or any other competitive player, but something to make things more clear to players who don’t necessarily understand the workings of the games like most people here do, is to add some sort of tell when an attack has invincibility. This is something I noticed in Smash, whenever the character was invincible, they would flash for that period, and it really made it clear. I think something similar should show for invincible attacks in SFV, so players who aren’t savvy with the concept of “invincibility frames” can have a tell to show the attacks are special in some way. I really liked that eye flash thing Dudley had, and I think it would be cool if, whenever a character did an invincible attack in V, they had a similar flash in their eyes. Otherwise, to the average player, they’re just gonna be alternating between the different versions of a shoryuken, and won’t know why MP is the one that works, to them they’ll just have it in their head that shoryuken works sometimes, and doesn’t work other times. After all, how unintuitive is it from a logical standpoint of the standard player, that MP shoryuken is invincible, while HP shoryuken, with all of its special effects, is NOT invincible. There should be something to hint at these invincible attacks being special, besides just knowing “it’s got invincibility frames.”

I think an overall walkspeed increase would help the game a lot. Not just make it feel nicer and more fun (in my head anyway), but I believe it would make the throw game stronger as well. Walking in to grab will be a bigger threat, and for jab pressure, walking back to avoid a potential jab, then walking back forward to grab can be a realistic goal.

I imagine this is something that is being worked on, but I hope they make the portraits above the life bars better reflect the characters being used, by making the colors match the chosen palette, or something. I find myself getting lost with which life bar, or super, or vtrigger, is mine in the midst of battle, especially with the game constantly switching my starting side throughout the match.

One last thing is, I’d like for the game to freeze on the frame where the attacks hit, when a KO occurs, instead of freezing on the frame after the attack hits like it currently does in V and IV. Think 3s, in that game, the game froze on the frames of the attack animation, so you could see exactly which attacks hit, adding a lot of clarity, instead of just looking like a confusing mess on death. Plus, a KO freeze frame should look dramatic, not silly. Whenever I saw a trade KO in 3s, and saw the two attacks hitting at the same time, it was always so cool to me, because you got that final blow shot of the two guys clocking each other. It reminded me of that CvS art, where Ryu and Kyo are punching each other in the face. When it freezes on the frame AFTER the hit, you just see the characters reeling back awkwardly with a hit flash.

Yeah, that’s all. I’d like them to put more effort into the presentation and clarity of the game. They’re spending so much time and money to make this game as competitive as possible, but I think they need to think deeper to make the game more presentable. The little things, they matter so much, but I feel like they’re being overlooked.

I don’t know if anyone played or saw the little tutorial thing, the walkspeed in that seemed quicker, just food for thought. Could be placebo.

That was reported in the Ryu thread also. Seems he got a walk speed increase

Matchmaking has to be better than “Select match quality 1-5” which was in the stress test the other day. We’ve had this shit for 7 years! A better idea of the internet connection (distance from you, ping, wired/wireless) is absolutely essential. No excuses Capcom.