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

Will miss if gone:
Input Buffer
No proximity normals

Everything else im either neutral on or i hope its gone forever. I do think I’m forgetting something though.

3 Likes

Focus on mid strength button neutral interactions over a reliance on jabs ala SFIV. Neutral is commital when you’re a button pusher, easy whiff punishes on badly pressed pokes unless you have a Karin stmk or a Rashid crhp.

I will not miss the low pushback values that make or break how good your pressure tends to be though.

3 Likes

That’s what it was, the button priority system. I do really like that, though not with crush counters.

1 Like

Zeku.

I’m having a lot of fun kickstarting the brain to go back thinking properly like I was a month ago. But TBH, outside of the buffer, there really aren’t that many design choices in this game I actually agree with. This game is sort of trash but made trash on purpose.

I hate, absolutely hate that they made a lot of terrible decisions intentionally. That means a bunch of people thought it up, then somebody supervised it, and then agreed the game needed to be this bad for it to be of good quality. I just don’t fully understand how capcom looked at seasons 2 and 3 and went “Well this is a fine game, we should all be proud of it”.

So yeah. A lot of this game can go kick rocks. Intentionally half assing characters is dumb. Telling us that you did it on purpose doesn’t help. As a matter of fact, that actually takes away. Don’t tell me you made these bad decisions at the end of a long thought process. I get not knowing where a character is going to go to make him fit into a compelling playstyle. Like you made a wild idea and you aren’t sure how to tweak it…shit tell us. But by the same token, don’t make Rashid and Akuma and then act like Ed is where you wanted him to be.

5 Likes

Hmm, yeah. Idk about Ed. Hes still one of my best characters… has everything except a ranged medium and some sort of quick ex neutral bypass/re offense move.

Better question - what won’t you miss from V

do not limit your answers to one thing.

I won’t miss negative edge. Please take that shit out.
I won’t miss the stubby limbs and hotboxes.

I will miss crush counters.
I will miss the priority system too.

:bigthonkonthatonemydude:

Everything else not named Zeku. That’s it.

I appretiate the try but, thats not me and thats not my costume Body Pillow, you also missed my oppai Mouse Pad.

Haha, that was my first wuestion but i decided to take it to a positive place instead.

Pretty sure everyone knows my gripes with the game but to recap:

  1. Throw system isnt good imo
  2. Neutral and midrange arent good imo
  3. Though i like long ranged dashes, i dont think they were implemented well in sf5 and i wont mind them being gone in sf6
  4. Too much power in 1 hit confirms of many types. I want to see more safe or positive on block stuff return.
  5. Slow walkspeeds and long stages are a long time gripe of mine
  6. Generally nerfed low moves are another thing i wont miss from sf5
  7. Antifireball strength discrepancy. I dont like that some characters ignore fireballs and some get owned by them. Everyone shoukd have “some” trouble dealing with fireballs imo.
  8. “Ex im in your face cause i spent a bar” moves. Id rather people have to pllay footsies and jump/dash to get in.
  9. Low damage unless metered. I wont be missing this at all. It allows dumb play and you cant properly punish dumb things for massive damage unless metered, and that allows people to play dumb particularly in the beginning of the first round.
  10. Unsafe on block sweeps universally. I always felt like sweeps were noob footsies, but in sf5 i feel like they were overnerfed. I wont be missing unsafe on block quick risable sweeps.

Redesigns of certain characters that takes away what made them feel unique

No proximity normals (though tbf, I dont know if I would love for them to return either, it’s just that within the context of SFV I think the lack of them wasnt good)

Frame data being so “black and white” (hard to explain I guess) coupled with low pushback

Unreactable half screen ex moves and dashes

Distinct lack of cancellable lows

Yea I think I prefer proximity normals. Walking around hitting buttons in neutral is less stressful when you dont have to worry about accidentally using your command normals.

the inconsistent artstyle, the 30 fps disproportioned background npcs, UE4, dashes, most of the soundtrack, the V system, the netcode

4 Likes

I’ll miss crush counters and priority system. Everything else can burn.

I like Command Normals over Proximity Normals by a mile.

I rather get what I want with Button + Direction, than to have to relie on distance.
One problem with Proximity normals can also be the hrutbox of the opponent.
If someone has a jank hhurtbox, you can get a far normal, where you would normaly get a close one.
I remember that Poison was a bitch because of this in SFIV, having a jank Hurtbox + awakward pushback on hit.

Especially now with all the anime, I really appreciate it to have moves on Command Normals, rather than proximity.
That said I don’t see Capcom increasing the number of Command Normals for Diversity sake, they want the game to be E-Sporty, so they will make it even less like this.
Like I said prepare for full Auto-Combo,Auto-Strings DBFZ style in SFVI.

So they’re bringingnback CPS1 chains?

Neato.

Also command normals suck in a game that’s about walking. Its specially bad when you have a footsie normal on the same button as your command overhead. That ish is the worst.

1 Like

I have to run constantly and microdash, having no problems getting my 5C over my 6C, I have 4 different Normals on one button all with a directional input and I have no problems getting what I want.

Meanwhile I got cl.hk over far.hk, cause my opponent decided to move a step forward.
Great if fuck ups happen, I rather have it be my own fault.

I will not miss the normals. SF is a buttons game to me so a SF where the buttons mostly feel bad ain’t a good look.

I will not miss CCs. Something I’ve soured on over time. The big dumb “pop” for them is fun and way back in S1 I liked them as an extra note to punish maniacal DPers. But I think they contribute to the neutral in this game feeling wonky and (more personal point) I don’t like how they feel like another thing that encourages you to fish for a way into combos.

I sure as fuck won’t miss the V system. V Skills are an okay idea that is half baked, V Triggers are something I’ve grown to dislike more and more as the game has chugged along for all the reasons that have been beaten to death and back here.

I won’t miss the meter gain in this game. Feels like it flows a bit too freely. I actually don’t expect this to change in the next game - meter = super = comeback, EX moves are fun to use, etc., - but I’m tagging it in this game as its where I first experienced it.

The main thing I like about SFV is the cast. Not necessarily how all of them are visually or mechanically designed but I think it is a fun cross section of core characters, Alpha heads, SF3 folks, and new blood.

Cross play is also nice but it also seems to most consistently lead to rollback online so that one feels like a bit of a monkey’s paw wish.

4 Likes

Just curious. What is it about Unreal Engine 4 do you not like? Is it the input lag?