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

They can just make alternate colors and costumes giving the characters different features, like how one of Ken’s alternates give him his younger long-haired look. They could have an alternate color giving Ryu a beard and a bald spot while they’re at it.

Already made a post in the USFIV Omega thread about this, but how do people feel if there was an input buffer for links in SFV, basically you could input the link faster and it’ll will still come out at the proper time.
I think a 1 frame inout buffer would be great and makes the game much more accessible for beginners who are unused to doing links. Any input buffer bigger than 1 frame might be excessive tbh.

The less execution is a factor, the more time people could spend on fundamentals and matchups. A game that promotes smart play over execution is a dream come true.

I’m against DLC characters on principle: the temptation to make them opressingly top tier to warrant sales is just too strong (Kokonoe, Flame Iori, Mr. Karate). As forced as this expansion system may be, at least doesn’t create conflicts of interest.

would be great all links were 1f, with a 3f leniency window and landing the link frame perfect gave you a 20% damage boost. something along those lines to reward good execution without obviously or harshly punishing average players

Agree with de-emphasizing combo execution.

To paraphrase Mike Z, combos should be easy, reversals should be hard.

Sounds like ST to me.

I’d personally like if they’d stray away from the os-heavy game SFIV is.
I like honest characters like Ryu, Guile etc. so I’d welcome an honest metagame as well.

Yeah, and it would be wonderful =3

^ What he said.

I couldn’t agree more with this.

Back to the basics is what SFV needs to do.
Back to having the core of the game focus on fundamentals and not gimmicks.
all we want is:
good functional anti-air normals, jump ins not being op, no crouching or far reaching spammable lights linking to special moves, no parries, just defends, or focus attacks, no 70+ hit simon says combos, no high damage game changing op supers or ultras, and great character balance.
that’s it. that’s all the vast majority of Street Fighter players want. that’s all we want CAPCOM.

+1 your post x 1 million!

Well one could argue that SFxT ver 2013 was more footises based and less execution heavy than SF4. It is too bad most people wrote the game off at that point but I really think it rewards fundamentals and footsies way more than SF4 ever did.

Absolutely! That’s one of the things I think plagued SF4, and agree with what MikeZ said from d3v’s post.

I was thinking this same thing and it’s really cool when you think about it, if this model stays true to the final version hopefully the damage will be even more when doing a EX Revenge combo compared to the Ultra combo damage in USF4 (when you use the ultra in SF4 it’s just the meter your using and nothing else, but when your powered up in ex mode the damage should be greatly elevated…imo).

Just reading that sounded wonderful…

It would be more wonderful if we could let Capcom know that.

Ya know, it seems like Omega Mode was a sneaky way of letting us know “we’re listening to you guys”. Think about it, no more hard knockdowns, stricter inputs, easier combo timings… A lot of it seems like a hodgepodge of things we’ve been asking for.

I still want to be able to cr. Lk, (cr. Lp,) cr. Lk xx super as a hitconfirm for some characters like 3S.