SFV Lounge: I'm still alive. Sakura's alt is kinda cute

Completly overhaul all Hit and Hurtboxes, buff walkspeed for half the cast(everyone who has not Top Tier/High Tier Walkspeed), make AA hits cause juggle state on the opponent.
Increase the amount of frameadvantage on most buttons on hit (mainly mediums and heavys)
Universal rule of all Heavys being -o.B (something around -3/4ish)

Remove V-Meter entirely.
Make V-Trigger a Mode you activate with full meter (obviously this means rebalancing EVERY VT in the game.)
Make V-Reversal cost 50 meter, be full invincible and put the user at a advantage on hit.Of course they need to be speeded up as well. (on block you’re not punishable but opponent is still in your face. so there is at least some reward for the attacker baiting it succesfull)
V-Skills will now have to be reworked as well, they should be a cornerstone of every characters toolkit and not just some afterthough or “thing” attached to it.

Lastly get the god damn Netcode up to date and working.

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You know…that sounds actually ok.

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Not really. Depends a lot on what skills they’d get. Besides, the more stupid VTs need some toning down anyway.

Edit: Come to think of it, since you mentioned Ibuki, I’d probably give her a teleport using VR’s animation (no hitbox)
Fits her ninja style and her mixup bullshit. Her VTs would probably be 3-bars too.

V-trigger will never be balanced because characters gain access to it in a unbalanced way as I said before.

Active v-skill to build meter : Karin,Ibuki,Guile
Situational v-skill to build meter : Alex ,Fang,Juri.

Some build v-meter while playing the game while others have to lose at the game to gain access to same resource.

Imo v-skills should not generate meter if blocked as it heavily favours some characters and same goes for white health damage, a universal mechanic that punishes me for blocking properly while favours character archetypes that are made for rushdown.

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Yeah, that’s a problem. CCs kind of even things out but not really because they’re also a mess.

If it was possible to balance the V-system, SFV would be leagues better.

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They can’t balance the V-System.

Characters who already can build V-Meter trough V-Skill, also have often good CCs to build even more.
At the same time characters with bad V-Skills have a good chance of having bad or very situational CCs as well.

The entire system needs to be reworked.

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V-Skills should have all been truly unique like Ryu’s parry or Bison’s reflect/absorb. Instead most of them clearly were an afterthought solution for gaining V-Gauge, and I say “afterthought” because…well really how many characters can reliably use it to reach V-Trigger activation? Not a lot

Alex’s doesn’t build any for example on activation

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I don’t think Capcom could fix these problems without rebuilding the entire system from the ground up.

Either gut whats good or buff whats bad to the level of the good stuff and pray that there won’t be massive powercreep along the way.

Which is why thankfully it will be left in the garbage bin in SF6

They have all the data they need now to improve v skills. It’s pretty clear which ones are bad/ok/situational/good and too good.

Since I doubt they’ll make everyone’s v skill as useful as karins or ibuki’s they should probably nerf something about those a bit. Be it Juggle count, V meter gain, frame data, hitbox or damage.

Some skills like sakura, ed’s, fangs and vega’s could use some attention.

But what’s probably gonna happen is they are going to release a 2nd v skill that’s vastly greater than the 1st and forget about the other one…

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I think v skills should always gain meter upon use, block, whiff and hit. And that should be the only way to get meter.

Not via crush counters or damage.

Meaning Sagat would get meter for using his v skill then more for landing it. You can adjust the amount received for landing it raw vs via a combo also.

This would mean if you wanted V trigger you need to actively fish for it, not just get it buy a few CC’s and taking damage.

Now when it’s time to balance and we see that ibuki’s VT is too strong all we have to do is adjust the meter given for vt 1 or 2 via v skills.

So instead of just throwing out a Vtrigger because why not… if it was actually more of a valuable resource people would think twice.

I’d also move V reversal over to using super meter instead.

As much as I want to express what I’d like to see Capcom do, I think at this point we’re just talking about what could’ve/should’ve been.

I remember us having these talks before AE and AE didn’t touch most of it, and I know I was disappointed. Don’t get me wrong, AE was great and moved the game in a better direction, but it didn’t implement these kinds of changes. It really just added a new VT which in some ways gave someone who had a shit one, a serviceable one, but also have some people with good ones, even better ones.

I just don’t want to get my hopes up anymore. Seeing no S4 season pass really took the wind out of my sails. MK11’s reveal at around the same time, gave me reason to look elsewhere and I don’t want to do that again.

After Evo, I suspect we’ll get a stage. It will be an awesome stage, but it’ll just be a stage.

After CC, we’re getting a balance patch that just does minor changes to tweak the cast (hopefully buff low tiers), and one more character (guessing Violent Ken) and wait until SF6 when PS5 launches.

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Capcom would need to miracle reveal at EVO to make me even consider turning on the game. I’m talking multiple new characters i like while clapping the current top tiers. Fuck that “just buffs the low t…” nah bro put them niggas into unviable Z tier. And even then im not sure id bother.

When’s SF6?

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If Capcom really wants to wow us with whatever they’re preparing for the EVO stage in August it better be actually something fucking big. And whatever big that is - it needs to become available that same night.

It’s going to be a PR disaster if they show, like, “oh hey here’s 4 characters and some costumes. By the way the first one of them is a month away. And the rest is for the rest of the year. Now everybody do a Shoryuken!”

They’re playing with fire (Ono especially) hyping us up for the EVO news. Problem is EVO is right in the middle of a CPT season, so it can’t be a whole new major version, it can’t be a big balance patch, and dropping a bunch of characters all at once could also upset the Season 4 balance, even if they’ll still have 3 full months before Capcom Cup for doing hotfixes to nerf the really broken shit, should that problem arise

I also doubt it’s a next Capcom fighting game (definitely not SF6 even) because… well… we’re right at the end of the current console generation. 2020 is when we’ll start seeing PS5, next Xbox, and most likely all the in-development but not yet revealed projects across the industry are targeting these new platforms

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EVO Reveal: we know yall waited patiently so here is the fruit of our labor in silence. TWO (yes TWO) new stages and Vilolent Ken available next week!

Rise up!

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Yeah, I really just came back to SFV because I have unfinished business with it.

I would love to see a drastic turn of events that dump some all of the high tiers down. Akuma and Ibuki, especially, have been at the top for far too long.

I’ve read rumours that PS5 will be out for Christmas 2020. I have a feeling SF6 will release with it, or shortly after…

Who knows though? I don’t know if the lack of SFV content is because they’re busy with SF6 or if their fighting game division is gimped.

This, is where I have to disagree with almost everything said.
The game is highly imbalanced with respects to certain archetypes. Characters that can get around fireballs, do so easily and with little thought, and characters that can’t, tend to have no antifireball tools almost at all.

Corner carry… most games one combo takes you into the corner, from damn near anywhere. This is a combo of short stages and long combos. Eat one combo in tekken, might not get back up. Etc.

All that really needs to happen is the archetypes need to be reigned in a bit. Certain Anti fireball moves need more startup before projectile invincibility. AA’s largely are good enough, if you pick the correct archetype… and are playing against the correct archetype.

But of course certain characters could use an AA buff here and there.

15 frame dashes… well chun has one and she not even a problem so I don’t see how that in itself is a problem. Her dash was 15 frames in sf4 as well and it’s also not a problem. Makotos in 3s is like 10 frames or some crazy crap like that. It’s stupid strong… but it doesn’t run the game.

The dash problem is due to the fact that normals can’t control dashes because sf5 normals suck ass, and because dashes cover way too much ground. The speed has little to do with the problem.

I mean when people think that Akumas st.mk that reaches about as far as a jab (being hyperbolic, I know) is a good button… it shows that the game by and large lacks good buttons. This game is largely built and designed like blazblue. Characters all have some glaring flaw they personally have to deal with. Bison and sagat can’t really walk, charge characters can’t really use stagger pressure well, fireball characters are themselves weak to superior fireball games, the best characters tend to have very low HP and since the game is very much based around damage dumps, that doesn’t bode well for the low hp characters, characters with string normals tend to be highly gimped in other areas to make up for it.

Even the “all around” characters like ryu ed necalli and akuma have stubby normals to make up for having everything.

As a game and balance wise it’s just a shit show. It is holistically bad from the top down.

It’s still fun, but in a shitty ass way… like… hey, I’m this player that can do all these things on all these other games but this game totally limits me and forces me to try and put this peg into this hole. It’s boxy and crap. But… at the end of the day, it’s still streetfighter so people still love it and make excuses for it’s obvious flaws.

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The V system isn’t a system you refine. It is a system you take out back and shoot.

I actually expect them to dump a bunch of chars at EVO. But I also expect it to be SFV status quo in terms of implementation and whatever balance pass they do around then (if any).

At this point I’d honestly be more excited about a QoL improvement like smoothing out the online, which would also give me more confidence in whatever Capcom put out next. Sort of like when NRS buffed MKX’s netcode as a test bed for future games.

I’m watching SFV at EVO expecting the game itself (and at this rate likely Punk v. ??? GF) and nothing else.

Best thing Ono can do is come out and reveal the Western release date for Granblue Fantasy Versus.

“What does Branka have in his pocket???”

“Wait who the fuck put this in here? This was supposed to be a Decapre trailer!”

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Yeah, Ono seriously better have something good cooking. I doubt he does though. He’s disappointed me before.

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SF6 releasing as soon as late 2020 or sometime in 2021 would imply it’s been in (active) development for at least 2-3 years by now.

Remember, per Ono’s own statement - the first ideas and concepts for SFV emerged shortly after/during the release of AE2012, then two and a half years later we get the reveal trailer and public debut at CapCup 2014, and then literally two months after that they show us a completely different build (which looked what the game is today)

If SF6 is set to release during the initial wave of hype for the next gen consoles, then unless it’s another rushed out piece of garbage like what release day SFV was, Capcom pretty much began working on it right or shortly after V launched

1 Like