Street Fighter V Lounge "We on South Central crack addict status"

Just wanna say I think the best English voices in game are
Cody
Seth
Yun
adon
dudley

Worst
Sakura
gouken
Makoto
Bison
El fuerte

What kind of execution requirements are people looking forward or want to see in this installment? Link based? Chain combos? I personally want something along the lines of sfxt,where the base system is easy,give characters some unique chain attacks that aren’t too damaging,reward execution with higher damage etc.

Not SFIV links, that’s for sure.

How do you think they should avoid this?
The ways I can think of to remove the 1frame links within SFIV would have been to either increase stun on key key moves, thus making the current links easier and creating new combos elsewhere or decreasing stun on key moves thus decreasing combo options. Are there other ways I’m not thinking of?

I remember someone in this thread saying there should be some kind of special input buffer from links, but that sounds like it would just cause more silly option-select issues

The SF5 footage suggests they just want to have more combo options all around and they are tring to do so by adding new cancelable/confirm-able attacks, launchers, counter hit states and moves with big hit stun. I wonder if SF5 will just be a more combo heavy SF

I hate chain combos.

While I love chain combos, I don’t think it should be a universal thing for every character like how it’s done in the Marvel, and Darkstalkers games, or Alpha 1, where everyone can do essentially the same combos. Personally, I think the SF characters in SFxT should have had chain combos to balance out how many chains/targets that the Tekken characters could do, but anyway. I’m all for each character having specific chain combos they can do, somewhat similar to how it was done in SF3. Just about everyone had one chain combo, but you had to know how to play your character to pull 'em off.

I definitely don’t want SF4 links. I don’t want to have to be required to plink on a stick to be effective in my combo execution – especially since I’m a pad player. Honestly, the combos that I am unable to consistently perform on pad, they are much, much easier to do in Omega mode. I know it has something to do with the frame data, but combos are a helluva lot easier to do in Omega mode, and if they were to implement that for SFV, that would be more tolerable.

Just remove plinking and give moves more hitstun.

Plinking is part of the reason why 1 frame links in SFIV became prevalent - because people found a way to make them viable.

SF has had 1 frame links before, but they were never the stuff you’d seen in BnBs.

Another problem with links (apart the execution difficulty) is that it’s a hidden system mechanic, there’s no visual proof of hitstun frames and frame advantage. Newcomers have trouble understanding how the timing works for link combos if nobody explains them how frame advantage works. For them, a combo is simply “a move after another”.

If you think about it, juggles are basically links but with visual reference (hitstun ends when opponent hits the ground). I wouldn’t mind if juggles and target combos were used more in SF5, as long as they’re not as obnoxiously exaggerated as SFxT. You can keep links for those who understand them, but also lower the barrier with a more immediate and easier to understand combo system.

Maybe i’m wrong but seem what they’re doing… SFV heavy/medium normals seem to have a lot of hitstun (specially Ryu’s)

they should remove links

aint no one tryna play guitar hero fk outta here

SFIV style Links ? NO JUST NO

if they do something like in Omega mode then i believe it will be tolerable
But god, please no SFIV style links

I feel like we’ve had this conversation at least 3-4 times just since SF5 was announced lol.

Please stop posting that shitty picture.

We’re early in, but I do not like what we’re presented with so far. The gameplay looks sluggish as fuck, and with the release date set to 2016 spring, I have no reason at all to be hopeful for this game. Extremely skeptical for now.

People don’t realize SFV was probably in development well before even Ultra came out. In fact, that’s likely the reason why Ultra was such a shitty rush job in the first place.

Or why Omega mode was ever made. It was an experiment and they used us like lab rats. :frowning:

No ones forcing you to do anything. You want to have an insight on the ideas that Capcom has for SF5, or you’re bored of Ultra? Play Omega. You wanna be competitive? Play Ultra.

I still can’t get over the people bitching about Omega. FFS. If you don’t like it. Don’t play it. Its a free mode.

It’s most likely why Dimps wasn’t involved in ultra. SFV is confirmed to have dimps behind it like every previous version of SF4 EXCEPT ultra. So take whenever it was confirmed there was a new version of SF4 in development (~Feb 2013 is when suggestions were being taken for the update before it was officially announced as ultra) and assume that is the LATEST SFV started the very basic levels of development.

People are probably forgetting the planning that goes into making a game. As well as the time it takes for them to learn the new engine AND create tools they may need for this engine.

Look at the COD series they take 2 years between entries for each of the 2 developers (that way it overlaps and they get one every year) and they have way bigger budget, and they’ve gotten used to their engine over multiple iterations AND the games share a lot of assets and mechanics. 3-4 years for a development cycle is not unheard of by any means. 4 years falls a bit on the longer end but plenty of games take 3 years to develop. The original Portal took 2 years 4 months and already had the basic mechanics plotted out and team put together from the original student project.

Again, I think people often have weird ideas of the order and timing of game development. Generally speaking, most games don’t get shown to the public very early in development. Even more rare for it to be a video and almost completely unheard of for a playable build early in development.

The announcement that capcom was working with dimps again on an unknown game came sometime before ultra and that announcement no clearly came long after the partnership started. It’s probably true that SF5 is why Dimps didn’t make ultra.

Wouldn’t Vega’s boss fight be Gill?