Phase 3 Beta Feature/Gameplay Suggestions for Capcom Unity

SFxTekken had this, where instead of the "press start on P1) thing on the menu screen, it had a screen where you could move your controller to either P1 or P2 side similar to Skullgirls and Guilty Gear (and I’m sure a few other games I’m forgetting to mention). Too bad we never got to see if it had this in since the betas had no local play.

For anyone who got to try the game at an event, did it have something like this? I mean, I’d assume it would have considering that SFxTekken had it as well, but this is Capcom we’re talking about so you never know.

Dunno for you guys but I liked the fact that you couldn’t put yourself in the corner in earlier games when performing a jumping attack on someone already in the corner.

Add Akuma to the character select screen.

Fix the Hurtboxes

This is a superficial one but please sort out the some characters hair. Im tired of seeing Ken’s terrible looking hair and Laura’s hair go straight thru her shoulders and chest when she moves its just looks lazy and unfinished

Other than that the game is great :slight_smile:

This, corner cross ups was one of BAS’s complaints about the game when he tried it (despite actually enjoying it).

Fine, every time you click on the Akuma slot, you buy a virtual copy of Tekken7

This is a pretty good list. I agree with about 99% of the OP.
One thing I worry about with the changes from beta1->2>3 is the continual nerfing to frame advantage on block, and making moves that are negative but safe, unsafe, and making moves that are unsafe even MORE unsafe.

That does not promote offense. That restricts people’s options and makes them afraid to do anything.

  • DirectInput for PC.
  • Bring back the damage output to beta2 levels. The current damage levels do nothing to discourage bad play. The penalty for a mistake is too small.
  • Make pokes that don’t lead to combos hurt. Reward good footsies.
  • Increase the damage of antiairs. Discourage bad jump-ins.
  • Make sure that when an air to air occurs, the character been hit does not recover sooner than the attacking character.
  • Either allow simple combos starting from overheads on hit (a simple jab -> special will do) or make them less negative on block (-4). Right now overheads are very punishable on block and offer little on hit. There is little incentive to use them as they are and that weakens the high/low mixup potential of the game.

I don’t have anything substantive to add, but I just want to say that I 100% agree with the whole hit/hurtbox fix; I’ve lamented about this before, but that really desperately needs to be sorted out. The counter hitspark is a really solid idea as well and one I hope they listen to…I almost feel like I’d want that more than I do the hurtbox changes…ALMOST…

I would actualy be okay with that

Faster meter gain. It’s excruciatingly slow for only three partitions.

Oh, I’m sure they’re aware of it, but armored moves don’t work properly on wakeup. Armor isn’t active on frame 1, so characters like Laura who rely on an armored EX move currently have no wakeup attack.

I had posted in Capcom Unity some suggestions , i leave them here too in case anyone agrees

Main Menu:

Set wallpaper of your choice as in Virtua Fighter 4.

Set background music of your choice (only while in offline mode).

Gallery Mode:

Theater setting , save endings of each character u unlock from arcade/story mode.

Icon setting as in Super Street Fighter 4.

Training Mode:

A button to act as an initial soft reset.

Stage select and music select as in Blazblue.

Trial Mode:

Trial demonstration similar to King of Fighters 13 or Blazblue.

Input data option like in training mode.

Choose if u want to see moves by their names or by their motions like in Street Fighter 4

A button to act as soft reset.

On/Off interaction for incoming fight requests.

Unlock wallpapers , titles and icons.

Identical combos for realistic use like BnB for each character and 2 or 3 trials for inpractical as possibities

Tutorial Mode:

Small overview for each character on what’s their gameplay all about , like wwhat company thought of his gameplay when they made them.This helps newcomers understand what’s a character supposed to do and how to play them.

Versus Mode:

While in stage select let player 1 choose which music shall play in the background (Player’s 1 character , Player’s 2 character or stage theme).

Able to configure buttons as in Ultra Street Fighter 4 but add the option to unassign a button in case i dont want to use all of them.

Whenever you encounter a rival from story mode let them do that cutscene/animation action as it happens with Ryu and Ken in Street Fighter Alpha for example

**Online Versus Mode:
**
Result menu as it if was offline versus (Rematch , Choose Character , Quit) its boring and wearing to go and find the same person again while both wants to have a rematch anyway.

While in stage select let player 1 choose which music shall play in the background (Player’s 1 character , Player’s 2 character or stage theme).

Small preview in the VS screen before battle of whats the playstyle of the player with that character as in Tatsunoko VS Capcom.

Online Mode:

While in lobby (either endless or ranked) allow host to choose which theme will play at the background , (nice to see small preferations like this).

Seperate player points from battle points.

Option to choose by region(s) not just “same or any” as Ultra Street Fighter 4 had when i am looking for opponents.

First to 3 option in Ranked Matches like Rising Thunder

**Replay Mode:
**
Ability to save offline matches as in Ultra Street Fighter 4.

Better options than in Ultra Street Fighter 4 , give options like pause , slow , fast or which round i would like to skip to.

Damage:

Beta 2 damage output.

Overheads:

Those that u cant combo afterwards less punishable (-4)

Stages:

More stages , as in the past give 1 stage per character to represent them.

**V-Reversals:
**
V-Reversals to get better.

Supers:

Fill meter faster

Hard Knockdowns after super

(regardless) if used as reversal to get CC punish

V Trigger:

V-Gauge to be transfered from round to round , cautious with balance (may need to reduce how much gauge u fill when u get hit)

Remove damage scaling on activation

While actavated all characters to fill gauge like Birdie does , only when they hit/use V Skill properly , cautious with balance

Perhaps starting the game game with one stock each player would help those characters who dont have a reversal at all while it works well in conjuction with reduced rate u would flll when u got hit

I don’t think that’s a matter of not working properly. I’m sure that’s intentional.

They want the game to be more like Alpha where you rely more on blocking, tech rolling or alpha countering to get out of situations than standard special move reversals or backdashes. Setplay won’t be a big thing in this game. Like Alpha or 3S most knockdowns allow you to tech back on your feet so a neutral reversal isn’t as necessary. Some really hyped characters strength wise like Vega, Bison and Necalli have no invincible reversal without super or V Trigger. Capcom wants you to block now.

Uh

Necalli has invincible HP DP though.

Anyway, besides the obvious (dealing with ranked mode disconnects) I think the main thing that has not been addressed is there should be some way to execute a “blind pick” in local versus mode, for the sake of tournaments.

It can be a pain to make a blind pick in a game where players share a screen, but certainly not impossible. The characters can be divided into sub-menus and the player can remember the series of inputs they need to find the character they want.

I think it’s unwise to bother with gameplay suggestions, especially since people haven’t yet realized that white chip is already good (at least people are warming up to v-reversals now.) A lot of these suggestions sound reasonable if you look at the specific mechanic in a vacuum, but in the big picture you realize it’s overdoing it. The obvious stuff – walkspeed, throws – has already been changed, although maybe not as much as you like, and beyond those obvious things the general level of understanding of the game is not high enough to make meaningful additions.

As a nitpick I don’t think side selection is worth inflicting an extra button press on everyone. This is not Tekken, you will constantly be playing from both sides of the screen, whether you want to or not, and if you’re not prepared for that it’s your own fault. It doesn’t make sense for the game to support an approach like that which will hurt you in the long run. Furthermore, if there is an actual gameplay reason why one side is preferable, then it makes far more sense to fix that imbalance than the band-aid fix of side preference.

I would really really really… REALLY…

Like a clear pause screen. This so that we can admire the artwork during slo mo and pause, as well as be able to see the hitboxes of the moves when paused if they ever decide to give us hitboxes.

This Is something that SG dropped the ball on and was never able to correct because reasons… And it’s still a sore spot after 4 years of trying to see hitboxes with an unclear pause screen in front of them.

The down/forward and/or down/back detection ‘window’ is a bit too wide, or something.

I thought it was just me when I kept getting Chun-Li’s overehead (df.MK) in an attempt to hastily poke or punish with cr.MK > Lightning Legs; But then I saw other Chuns making the same executional error. Plus (even though the circumstances are different), it’s not a mistake I recall ever making with Viper’s df.HK in USFIV.

Blowing an entire segment of your V-Gauge on a V-Reversal that misses its mark –especially when the opponent wasn’t even consciously trying to bait it out– is disgusting.

I personally don’t like the idea of spending my precious V-Gauge on an Alpha Counter but if/when I’m pushed that far, I want it to count; I want it to do what it was intended to.

When Necalli tries countering Ryu’s (maybe everyone’s across the board, but not sure) fireball with Seismo and it trades, the trade seems to be in Ryu’s favor.

As a Viper player, I was taken aback by this but being that Necalli already has a full-screen, anti-projectile attack, I can kinda see why you’d promote the use of the more offensive maneuver over the more defensive one. I just thought it was very curious that a V-Skill (a global, particularly anti-projectile feature) would end up on the bad end of a projectile trade.

I’m not suggesting it be changed-- I’m only:

  1. mentioning it in case it’s a bug (like the jiggle physics on the 2P side of the character select screen, which are actually more true-to-life than the stationary ones on the 1P side)

  2. bringing to light that if/when Viper gets added to the game, that sort of thing would be bad for business. Seriously. NoOot cool, bruh. Just a heads-up.

I wouldn’t mind if they got rid of autoguard. You should get fucked for mashing dp during blockstrings.

From eventhubs article:

I think that we can throw out any fireball buff discussions, it ain’t happening.