A very in-depth tutorial and a challenge mode with practical combos.
A different artstyle. The current one is complete garbage.
No intentionally bad characters.
A netcode that isn’t garbage.
8 person lobbies at least.
Every character to return in the first addition, plus new characters.
No SUPER or ULTRA versions of the game, get it right time.
Honestly, I believe only tag games should have a large cast. There’s nothing wrong asking for this (I’m guessing your reasoning for it is the large amount of characters in the SF universe, right?). I going to say at max, 30 characters is fine.
Yea and I like having a ton of options at my disposal. Personally, the only drawback I see from a huge cast is there will be a couple of characters that feel the same or be lesser versions of someone else.
3rd strike stage select for arcade mode
-Better A.I that reflects a player’s habits
-stop that techno shit holy shit capcom techno is ass
-make taunts that effect stats,meter a thing again.
-keep links or make em a bit lenient
-button checks in menu
A better training mode… I think is optional. Jap dev’s love that sense of discovery which I feel is a cool feeling, but in the world of competitive gaming, it’s bad to withhold some info, i think. It’s kinda like playing baseball without knowing that you can’t run to second when someone catches a pop up.
Oh, I see. Forgive me since I’m not familiar with CP. Maybe you should add more detail, that way you don’t confuse anyone. Regardless, that sounds cool.
I’d like to hear some music more akin to the style of SF:III. That rap/hip hop style works well for SF. I don’t care for most of the music in SF:IV.
I’d like to see some more unique character interaction akin to those in MKX and more varied and dynamic win poses.
As far as gameplay, I’d like to see:
Parries
Stun Gauge
Solid Online
Better Training Options (Visible Hitboxes/Frame Data)
I’m gonna get some flack for this, but I don’t want characters like Necro and Twelve and the more abstract characters from Third Strike to return. They’re neat characters, but I don’t feel like they fit in SF. The more “human” (less anime) characters are great, though, like Alex and Oro.
I want to see Sakura, Sean, Ibuki, and Oro in Street Fighter 5.
I liked a lot about 3rd Strike.Parries, for example. They take more skill and attention than a focus, and, as evidenced from previous events, can be the ultimate comeback mechanic. However, you have to work for that comeback.
Removal of Ultra attacks. I’ve met plenty of people who will willingly take an ass beating just to use an Ultra and win, which is fuckery. Not to mention, you already have EX and Supers.
GGPO. Nuff Said.
And keep the online training.
And Vanilla Sagat…
It’s not SF if it has guest characters, this isn’t a Marvel Vs Capcom or Tekken Vs Street Fighter. It’s canonical Street Fighter, I can only see realistically Final Fight Characters being included or rejects from Capcom All Stars like Rook or DD.
Like the ideas. However I have little faith in the community which is why their input should have no bearing on SF5. Get the most knowledgable top players from each character type (grappler, shoto, charge, rushdown, mixup, whatever) and an ambitious tightknit dev team which has a strong history or shows a lot of promise.
The engine should be oriented around netcode and low input latency. These are the only two things that game engines consistently fail at that fighting games can’t have. No matter what engine they pick, it’s going to have all of the other doodads that people want, like 1080p standard. Better netcode would also reasonably permit more restrictive reversal windows, because latency would no longer be one of the justifications for having an xbox hueg DP smash opening.
I want damage from footsies, including moves that are just single strikes. Lots of moves in SF4 need something like a 20% damage buff.
Also mitigate damage scaling. If you need draconian damage scaling to prevent combos from getting ridiculous, then your combo system needs work. Also supers should have a large presence in the game. Or if not supers, some mechanic that lets you dump lots of meter to tack on significant extra damage on to the end of combos.
Reenforce gameplay mechanics that scrubs whine about. You wouldn’t not have to do anything crazy in SF4 in order to make Ryu’s fireball super threatening but still fair, for instance. You shouldn’t NEED to pick a character like Guile to get proper zoning. Just be attentive, if it’s made in such a way where it’s beatable but still strong, then SF5 will be scrub friendly enough without sacrificing quality. Same with most mechanics.
Faster movement, including walking, dashing (especially forward dashing), jumping, getting up after a knockdown, the works. I haven’t put any thought into what a good new universal mechanic for SF5 would be, but my immediate thought is “some kind of movement option”.
Soul Calibur has had guest characters since SC1. DoA had them since DoA2. Those are series that had guest characters as a regular thing. Guest characters has never been common practice for Street Fighter.