No.

No I do not.

This. Along with character model battle damage.
Let’s see some bruises, scrapes cuts, torn and burnt clothing.

Improved Training Mode, better than before

  • No Time Limit on P1 and P2 record so you can record for unlimited time.
  • When set to All Block, the recorded dummy automatically blocks after recovering from an attack like in UMVC3.
  • Dummy Control
  • P1 or P2 Playback
  • Playback Repeat
  • Playback after opponent blocks
  • Playback after opponent recovers from knockdown
  • Playback after opponent gets hit
  • Playback after opponent techs a throw
  • Memory and Reload feature from USFIV (saves a lot of time when you want to practice)
  • The option to read vertical or horizontal input display.
  • You can move damage display to the left or to the right
  • “Round 1 … Fight!” Announcer is skipped
  • All Guard, but Low, High, Left, or Right Guard or a combination of two (All Guard, High, Low - This is for practicing or crafting a creative mixup or resets)
  • Ability to Switch Player side like in Injustice
  • Hitbox/Hurtbox display
  • Health Adjust
  • Ability to set the dummy to Walk Forward, Walk Backwards, Dash Towards, Dash Backwards, Neutral Jump, Backward Jump or Forward Jump ( I know you can also this with record, but this would save a lot of time if you want to practice combos or setups anywhere on the screen)
  • The thing that counts frames for blocking or hitstun animation for P2 side.
  • All Guard until opponent blocks the 1st, 2nd 3rd, or 5th times ( Taken from BlazBlue. I don’t really remember since I don’t have the game, but played it with my friends PS Vita at school. Awesome feature to practice hitconfirming as opposed to using Random Guard which saves a lot of time)
  • Stage Select
  • The ability to set Alpha Counter to On or Off if the Alpha Counter is in the game.
  • Ability to adjust Game Speed to Fast, Slow or Medium

No shortcut inputs for special move inputs.

Ability to Skip a Turn during Online Lobby or Endless Battle so people waiting don’t have to wait

No countdown after Lobby or Endless Battle match ends until both players presses a button like in UMVC3 because this seems like a waste of time for me.

Player 2, and Player 3 can join the online lobby or endless battle

Replay channel with a ability to rewind or fast forward while watching a match that is recorded.

BGM for every character, and a Low Health BGM for every character like in SF2

Puzzle Fighter Mode (if possible)

Great Wall of China Stage, or Classic Stages

No Night or Day version of the Same Stage

Animation should be more smooth and less stiff

The internet connection bar shows during online match.

The fighting stance needs to look badass like 3rd Strike Dudley, MVC2 Magneto or Alpha Akuma (if possible)

Button Config during character select

Color customization during character select

Badass looking Rival Intro Fight Scene like in 3rd Strike or Alpha 3
Examples

  • Alex vs Hugo from 3rd Strike
  • Sagat vs Adon from Alpha 3
  • Akuma vs Gen from Alpha 3

Badass in match round winning pose like Alpha Akuma(turns his back with a symbol or this http://www.fightersgeneration.com/characters/akuma-ts-w1.gif), Alpha Ryu(looking away, closing his eyes)

Interactive Beginner, Intermediate, Advanced, or Expert Tutorial Mode (should provide tips and tricks)

Street Fighter coins, used to purchase Concept Art to see the creative thought process on Character or Stage Design from Capcom, Cinematic Fight Scene, Video or Fan Art contest for SFV in the game(Not shown in public, gain through playing a match offline or online)

Ken getting his kick special moves from SF2 (Crazy Kick, the EX Version should have Flames on his legs)

A game where every character in the game can compete (if possible)

I don’t like typing, but this is my wishlist

A non-stereotypical black character.

An ingame spectator service would be cool, as well as ingame information about ongoing tournaments with twitch links and stuff.
Make an e-sports tab or something.

Dudley.

I wish they’d take out the SF4/SFxT thing where you can cross someone up in the corner. Always seemed silly to me.

You mean go the KI way and not allow jumping cross-ups in the corner? But I like though ambigous cross-ups…the guessing was real. D:

That’s how SF games were prior to SF4; a jumping attack would always hit from the front if your opponent was cornered. Heck, even Marvel still played by that rule. I like it because the corner game is more focused on keeping your opponent trapped there, rather than being a place where you can initiate more vortex shenanigans.

But those were fun though. And it made the corner a even more dangerous place. And that’s one more reason why rolls should come back in 5. It would put the hurt on vortex styles.

remove invincible backdashes, ultras, and make universal mechanics actually universal across the whole cast

-The classic SF2 menu select theme remixed
-Character-specific stages
-Extra costumes that are serious and have cool themes (ex. a samurai pack, a ninja pack, a Rival Schools pack, etc…)
-Rival intros
-Re-match option online
-Youtube upload function
-Trials that feature practical combos

I find it weird at the beginning but then came to like it. You do all the work of pushing an opponent to the corner (not easy in the big SF4 stages), why should their blocking be any easier? Some turtle characters may even be more confortable. Restricting their movement while keeping the cross up open = more offense options and incentives. If you get cornered, you must suffer.

Now those crossups that land in front of you or the ones that don’t crossup but land behind may need fixing but corner rape is too fun to get mad at that.

I disagree, corner cross ups are dumb. Getting cornered in itself is bad enough. They only reason it isn’t much more worse with cross-ups in IV is due to how ass the footsie game was. The reason you push your opponents to the corner is so that you could maximize your space control over them. You’re not there to open them up and do combos, you’re there so that they can’t really control their distance from you (and dance in and out of counter poke range) so that it’s easier for you to punish all their moves and out poke them. In other words, you’re there to put them in jail, hoping to break their wills and make them pay for their attempts to break out.

Also, some characters are actually hurt by the fact that some of their tools are now limited because it risks putting them in the corner instead. For example Decapre cannot target combo into air throw when she has her opponent in the corner due to the fact that she has to forward jump cancel the cl.hk part of the target to get the air combo, putting her in the corner when she does land it.

Additional things like galleries of production art, make the opening and ending videos of the character campaigns accessible through a menu. That stuff was in SF4 but disappeared in later version. And add those country flags to each character in the VS screen. It always gave a nice international feel to it.

I want a model viewer, like MvC3 had.

The lack of one for GGXrd is pretty disappointing IMO.

Character:

An old lady that looks old, innocent, and sweet looking, with preferably the most violent of all fighting styles.

Do it.

Seriously.

Street Fighter has never had an actual old lady that looks old. Do it.

this is so little detail, but so awesome

The sad thing is that in vanilla SF4 was already there, then they removed it for no reason

A final boss with no projectiles/teleports/other supernatural stuff; just fast and strong as fuck. Something like Senator Armstrong.

Something like Tekken Tunes

Bison’s cape. If this is going to be his swan song then he needs to look at his best.

An indicator that you blocked an attack incorrectly(“The attack was blockable. You just chose the wrong height/direction.”)

Nah, is the job of the boss :smiley:

He must give dat feeling of i can punch harder than you, kick higher, run faster, i’m better at magic shit and i will beat you at chess in 7 moves before fuck your girlfriend in ways that a tentacle hentai alien will find excessive
(But i like it as the concept for boss right-hand man)

From a boss to be charismatic i just ask to keep strong “still human” look and strong characterization, there is a reason if

are that legendary

With Urien i feel Capcom got close to them, is fun how everybody remember him as boss-like charismatic badass in a game when he was supposed to be only the shadow of his godlike final boss brother

With Seth they failed big, only chance to give him some character was probably give him this design

But as generic naked laboratory experiment he just failed, no matter how try hard, make boss laughs or do supa acrobatic combos of destruction

Everybody was just happy when at the ending Bison step in like “meh you’re a puppet, it was ever all part of my plan, GTFO bitch even my korean porn secretary can beat the shit out of you”

Bison outbossed Seth in the game when he was’nt even the boss :smiley: