SFV Lounge: No News after the grass, 10K POWERRRRRRR

New content is always welcomed but since the game is several years old i would just prefer if they worked on the new title.

And all the signs are there in my opinion.

  • The content updates have eased down.

  • Trickle content ( costumes,stages ) is still added so the interest is maintained to a degree.

  • The E-Sport Scene is still getting support.Sign that Capcom wants to maintain the momentum and push it forward to their upcoming titles.

  • They already announced they are working on several titles on their new engine.

What will follow :

  • Another update for SFV that adds like 2 new characters and a bunch of gameplay features that will act as the testing ground for SF6.Much like Omega mode did in SF4.

  • SFV gets another release on new gen consoles as well PC with all it’s season passes.

  • SF6 is announced and released around 1 year into the new gen console’s life.

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buffers a qcf to decide whether its good or not to do a projectile, chooses not to, then decides to do a projectile quite some time later

Super comes out instead

Ugh

SF4 received content all the way up to it’s death bed…of 8+ years :^)

SF4 had so much…sou-

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And SFV has had support as well.

But that doesn’t change where things are at this moment.

Also, “soon” didn’t help. “Soon” told everyone to pay attention, by delivering nothing, it told everyone to if ignore Capcom, and by extension, their other support/PR efforts.

A lot of people I know have dropped SFV or barely play it anymore. Lack of content plays a part, but some people just move on. Totally normal.

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I think Flacko hits a nail with the fact that we are 3 years into the game’s life of a game that has been contentious since it’s launch. So if you were iffy on the game initially you are probably burnt out on it after 3 years of it. Updates help to refresh but the core is pretty much the same as it has always been.

Between the way the game plays and the inconsistent online, no surprise to see player base wax and wane. Also as DD says some of that is just the natural cycle.

Some footage from @FlyingVe’s recent stream. Didn’t know he was a middle aged Japanese man. :wink:

Love that he is playing FE5 to unwind. Daigo still waiting for Leaf to make it into Smash.

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Secrets out. I’m Daigo everyone, I can speak English, but I like to confuse my opponents.

The “Ve” in my name actually stands for Daigo.

Jokes aside, I was amused to hear Daigo basically repeat several of my comments verbatim.

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Combo breaker 2019 looks stacked. So many entrants.
MK11: 776
Tekken 7: 613
Sfv: 600
Dbfz: 376
GG: 312

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After watching what Daigo said about his hopes for SF6, that of removing the comeback mechanic i think Capcom had it half right in SF5.

Getting ultra / super meter while you take damage is pretty dumb.However, building your own bar with certain abilities that generate meter is a good way to go because you are rewarded for actually playing the game rather then losing at it.

However,as i said other times it’s a thin line for balance because the v-meter system we have now is flawed beyond belief as well.

V-skills generate meter.However,there are v-skills that can be used in combos and area core part of a character’s gameplay while others are situational.Some characters play the game while others have to lose at it to generate the same resource.

It also raises up the questions of how fun and creative a game would be if we would be given one or two combos that generate meter while the rest don’t. Depending on how powerful the comeback mechanic would be ,it would definitely “force” some players to just stick to the meter generating combos only,and that would make for a dull game.

They can have all the hopes they want, we already know how SFVI will look like.

Which game was released first tekken 7 or sfv?

Comeback mechanics are needed in games that have high damage tied to small amounts of meter (and therefor are low damage games) in general.

This is because of many reasons but one of the biggest is because of the timer. There has to be a timer or else a match can last forever. Ok. Gotcha. So what happens now that there’s 20-30 seconds left, you have no meter, you have no damage, and your opponent has the life lead? Just give up? Play on in futility like in marvel when you have 1 psylocke up against an entire team? Hope that you can make a once in a lifetime JW cyke comeback (which had high damage and butloads of meter to make it work)

Unfortunately that’s what happens when both low damage and a timer are introduced to a game. The person that takes the early lead can just sit on it and stifle attempts to be offensive against them and just sit on their lead, not needing to take anymore real risks after the opening gambit has been won.

As opposed to when the damage is always high, it’s better for the character in the lead to continue to attack the character that has a life disadvantage, because it’s better to get rid of the threat as soon as possible rather than allow them to make a comeback. In oldschool sf the lifebars many times felt like they didn’t matter. My gief/ chun/vega/ insert character could make a comeback even at life deficits of me with 10% and my opponent with 80-90%.

The reason is because in those games the damage was so high that only 2-3 mistakes could end a round with no meter needed, and not only could they end a round, that could happen in less than 5 seconds.

What’s the solution? Idk tbh. Low damage makes comeback mechanics a necessity, to a certain extent, unless you want a game to be primarily won by who grabs the early lead.

One thing that would definitely help is just making stages smaller, that way the corner can be used as a type of comeback mechanic, but atleast it is one that has to be earned as opposed to one that you are simply given for getting beat up.

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Tekken 7 was technically released on consoles in June 2017, but it was playable in the Asian arcades since March 2015 (although, I think the very early versions were basically rough beta tests).

SFV was released in February 2016 and had betas starting in July 2015.

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Being 3 years old is no excuse, especially when you sold the game more as a service in the 1st place.

I’ll be on blazblu tag tomorrow after the update

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Comeback mechanics are definitly not needed.

Capcom copied and took from GG all they liked, they failed to take any good aspect from these games.
They literally half assed everything, or took stuff and waterd it down as hard as possible.
Might as well just play GG at this point.

SFA3 is like the only SF game I can remember since Hyper Fighting with no inherent comeback mechanic, and that’s only because you start every game with full meter so gaining it from taking damage is almost nigh irrelevant.

Otherwise between guts and meter building, pretty much every SF game has a comeback mechanic of some type. They’re just a lot more blatant about it these days because they want the casual demographic.

Ok so on consoles Tekken 7 it was 2017? So sfv is actually older? Didn’t really know, well in any case both games getting so high entrants after 3 years is pretty cool regardless.

The fact that tekken 7 came out in 2015 and its 2019 and it’s still growing is impressive. And it goes to show how letting a game grow on it own for a bit is important

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Yep, I really hope nrs supports mk11 for longer than the 2 year cycle.

Supporting NRS should be a crime against human rights tbh.

After how they treat their employees.

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