Okay, these are fun. I’m going to avoid things that would require a whole new animation, or similiar.
Buff-
-increase all walkspeeds
-make all hitboxes match animations better. This will typically mean increasing the hitboxes so they extend just outside the model, rather than the reverse as we have now.
-increase throw range to 1.0 for all characters
-Delete Rashid
-improve Vgauge gain for vskills
Nerf
-Vgauge gain for taking damage reduced
-More grounded frames on backdash
-Reduced Vgauge on CC
-more pushback on normals
-reduced hitstun on Jumpins
-increased VTC startup
Change:
-mid air flip out altered to characters flip out further away
-change throw system to mirror an Arksys system. Longer throw tech window, but improper techs lock you out of teching for a period. Similiar to parry lock from 3S. All throws toss enemy further (eg Karin/Zeku).
Oh the jump-in one is definitely one of the better nerfs, the dash one is just a pet peeve. I don’t like unreactable dashes clogging up the midrange lmao.
I really don’t mind the dashes as much as other people. I think the problem is with the other parts of the game.
Though if walk speed were less glacial, you wouldn’t even need the dashes so much.
Maybe they just need to have fewer characters on the 17 frame camp. 3S has fast dashes, but only for a few characters so it was more of a character thing and less of a system thing.
could be the aforementioned range on my buff list, you can’t reliably poke outside of dash range, so you’re constantly in it. It makes you volatile to getting ran up on
When you air to air an opponent, you should land before them
Put crouch teching back. It provides a defensive option, it provides less offensive opportunities because cr.LK isn’t good in SF5 and leads to less, meaties are easier to set up due to the buffer, etc. It won’t be half the problem it was in 4
Backrise should be easier to see
More range on shoto pokes, and more cancellable lows
Make chun air legs 0 on block, most people AA it now anyway
cr.tech in SFV would redefine the meta, shimmies suddenly aren’t as applicable. I’d be interested in seeing it, you’d be a bit better on defence and delayed traps would become a bit more important.
I’m sick of seeing shimmies at this point anyway lmfao.
I’ve been saying crouch teching in sf5 is the answer to a lot of the problems people have with the game for a while. It wouldn’t have the problems we had with it in 4 because you can’t convert to long combos from jabs really, and at the range you’d get a cr.LK you’re at best getting one hit for most characters though chun would maybe get cr.LK x ex legs. it would also make the CC mechanic more interesting because you’d be able to call out delayed cr tech OS with it, right now people just swing with them in neutral
Yeah kinda agree here, given SFVs frame data philosophy, some characters just outright can’t deal with 3fs. They aren’t given the necessary data to fight them.