Anyways, I decided to throw in some possible V-System ideas for characters (some of those I expressed earlier in the thread). Feel free to comment and improve on them. Feedback appreciated!
Akuma
[details=Spoiler]V-Skill - Demon Flip. Basically same demon flip special Akuma has in SF4, can also be extended by pressing buttons or not touching attack buttons at all. Nothing too fancy, possible “get out of corner” card
V-Reversal - Akuma’s secret Super Art 2 from SF3 Third Strike, a.k.a. Kongou Kokuretsu Zan. Obviously a much weaker version, Akuma hits the ground with his fist sending a wave of energy towards the opponent, can serve as a launcher up close, has some invincibility frames on startup but comes out very slow. Cannot be used at a distance as has long recovery animation so the move is punishable
V-Trigger - Shin Akuma mode. Akuma goes into his taunt pose with red aura flashing from him which slowly turns into light purple, his hair turn white, Akuma temporarily gains increase in hits from his specials. Zankuu Gohadoken becomes his EX Zankuu version, etc.
Would have 3 or 4 bars, the bar depletes as Akuma uses his specials, the Trigger itself is not time limited. But can only use 2-3 specials, so have to choose carefully how to use them
The V-Trigger activation also changes his regular Critical Art into Messatsu GoShoryu, and the Shun Goku Satsu goes through a longer animation (like Omega Rugal’s SGS from CvS2) and does significally more damage. But has a drawback - slower teleport, have to choose when to do this super[/details]
Cody
[details=Spoiler]V-Skill - the Final Fight combo. Basically that’s it. Executed by the regular V-Skill input + punches going from jab to fierce, works like a target combo.
V-Reversal- Dust Pile. Cody picks up some dirt particles from the ground and throws them into the opponent temporarily dizzing them and opening them for a combo opportunity. Can be blocked and punished. Is only safe from mid screen
V-Trigger - Shank Time. Cody grabs his pocket knife (yes, he isn’t wearing the jail pajamas anymore, the story would be that Guy persuaded the cops to let him go back to the streets) and basically gains access to a couple of new specials that replace the regular ones for the duration of activated Trigger. Does higher white chip damage compared to other normals. Also maybe possible chip death? (I mean it is a weapon after all)[/details]
Gen
[details=Spoiler]V-Skill - his Air Grab super/ultra from SF4. Gen swings into the air stomong onto the opponent’s shoulders and slams them into the ground, causes a hard knockdown, open a mixup possibility
V-Reversal - basically a reuse of his Super move from SF4. Upon activation, Gen quickly goes through his opponent dealing several hits leaving them into a juggle state, is not Critical Art combo-able, instead can be followed up by the Waterfall Kick succession (including the EX version
V-Trigger - Double Stance. Gen gains access to his Crane stance moves (normals), perhaps in addition to some new specials. Just like SF4 - grants him the use of alternate Critical Art. Stances are toggle-able via 3K or 3P input. While active, Gen has a small blue aura surroinding him, awakening his warrior spirit. Has to kill the opponent before V-Trigger depletes, otherwise Gen feints and takes 25% damage (as justified by the story - Gen grows weaker by the minute as his leukemia continues to progress and his body cannot take it much longer. This would perhaps be the very last time Gen would appear in the entire series)[/details]
Guy
[details=Spoiler]V-Skill - the Bushin Gokusaken. The throw that was usually a possible ender for his targe combo, now executed by two-button press. Guy grabs his opponent leaving them in a juggle state, can be followed up by Bushin Senpukyaku, Hozanto, Run Overhead Kick, or his alternate Critical Art
V-Reversal - instant Bushin Izuna throw. Guy quickly launches himself in the air and grabs the opponent, spinning and slamming them into the ground. Could be executed in SF4 by quickly inputting a DP motion, now a reversal move for jump-in control. Has to deal high damage, otherwise would be useless. Adds an option instead of wasting 1/4 of a meter to use EX Bushin Senpukyaku
V-Trigger - Art of Bushinryu. Guy’s specials partially gain the EX properties (example - run is executed faster, the Bushin Flip goes further, Hozanto causes a wall bounce, his Izuna Throw becomes similar to his Ultra 1 from SF4.
In addition to buffing the specials, Guy gets the ability to utilize an alternate Critical Art - essentially his Super from SF4, but specifically from his Omega version. Can only be executed midair, useful for heavily punishing opponents that think they can jump-in on you. That’ll teach them [/details]
Fei Long
[details=Spoiler]V-Skill - Ryuogeki. Fei does a strong punch that pushes the opponent a little back from himself, may cause a hard knockdown on hit. Can be seen in his Omega SF4 version. Carries the opponent to the corner
Alternate option - instead, Fei does the Shoenryu, also from Omega version - Fei punches the opponent in the gut, and then launches his in the air with a flaming fist, putting him in a juggle state for a possible Flame Kick followup, or Rekka juggling
V-Reversal - One Inch Punch. Fei utilizes the famous Bruce Lee move, reflecting an attack prior to this (so basically acts like the Ultra 2 from SF4), serves as an instant corner carry
V-Trigger - Enter The Dragon. Fei gets higher mobility/his frame data changes to let all of his special moves start up much faster than usually, also changes his neutral stance (as seen in the movie during several fights). When utilizing his regular/EX specials - there’s a transparent Dragon aura behind him, similar to when Goku does the Super Dragon Fist move[/details]
Makoto
[details=Spoiler]V-Skill - the Command Grab. Opens up a possibility to introduce a new special without overlapping inputs. Will be her main V-Gauge earning tool.
V-Reversal - her Ultra 2 startup. Makoto quickly jumps in the air and pushes herself off the wall to strike the opponent with a kick, possible launcher
V-Trigger - Tenden Renki. Makoto’s skin becomes slightly red, her Hayate becomes that of an instantly charged up version, her dashes get crazy speed. Basically a mobility upgrade to start a relentless assualt on the opponent. Combined with the return of her Third Strike juggle combos (please, Capcom!) - becomes one hell of a threat to even try and attack her. Basically a “I’ll kick your ass” install[/details]
Rolento
[details=Spoiler]V-Skill - Grenade. Rolento picks a grenade off his chest belt and leaves it on a ground. During the startup - before Rolento leaves the grenade, an additional press of a punch determines the time in which the grenade explodes. LP = 1 second, MP = 2 seconds, HP = 3 seconds. Allows for high/low attack mixups on a blocking opponent, will always hit a standing opponent even if he is blocking. Only causes a soft knockdown
V-Reversal - Forward Roll. Is similar to Mileena’s roll, causes a knockdown on a standing opponent, super unsafe on block, possible follow up with the EX knives as the roll causes a juggle state
V-Trigger - Utopia. Alternate’s all Rolento’s specials. The flip now goes forward, the rekkas now cause a soft knockdown instead of launching the opponent, the knife toss now goes diagonally up from the ground. While active, the Trigger enhances the grenade explosions, so everything involving them deals more damage (the throw, the V-Skill, the Critical Art, maybe new specials?)[/details]
Zangief
[details=Spoiler]V-Skill - Lariat. Holding the V-Skill input does the longer version (instead of using 3P or 3K like in SF4)
V-Reversal - Spinning Pile Driver. Instead of regular 360 Gief’s SPD, this one serves as a revamp of Gief’s Ultra 2 to counter jumping opponents. Slightly similar animation, obviously does a little less damage. Essentially serves as Hugo’s back breaker grab from SF4
V-Trigger - Iron Curtain. All Gief’s specials gain 1 hit of armor. Whiffed grabs also recovery slightly faster, but not to the point where you could attempt , say, a second SPD RIGHT after whiffing one. Commitment to the move is still there, just a little less if you are at an approximately mid-screen distance from the opponent. The[/details]