I will like this
Sadly capcom hold back stuff like that to revitalize interest on the game in the later times, as their model is to stretch a SF for years and editions and they need people to get periodically hyped on new stuff to return to the game and buy the last shining DLCs
Is a strategy that have multiple positive and negative points, but i don’t see them change
Probably only difference they will try to have a less reprehensible start, mostly because the internet backlash bullshit will hurt the sales
But overall they will keep the marathon approach, when all will be said and done SFV will still end up being a financial success
Well Ryu was the boss in my concept. Won’t repost the whole concept. But here is what I gave as far as Supers (Zen Arts) went.
Summary
Zen Art 1:
Raijin Gohadoken (Lighting God Strong Surge Fist) QCFx2+P: Ryu focuses his energy through his fists, manifest a large electrical hadoken that he hurls at his opponent at varying speeds. LP (Slow), MP (Fast), HP (Fastest)
240 Damage Boss: 320 Damage
300 Stun Boss: 400 Stun
2 Bars of Z Gauge
Zen Art 2:
Ryuujin Tsukisasu Kougeki (Dragon God Thrust Strike) – QCBx2+P: Ryu thrusts forward with a blindingly fast straight right punch that creates a shock wave upon impact. He follows that up with a left open palm strike to the sternum that sends the opponent slamming into the right side of the screen and bouncing back towards Ryu allowing for a juggle combo if timed properly,
300 Damage Boss: 400 Damage
180 Stun Boss: 240 Stun
3 Bars of Z Gauge
Zen Art 3:
Ryuujin Shoken (Dragon God Rising Fist) – QCFx2+K: Ryu’s right arm coarses with electric ki as he pulls it back and then uppercuts his opponent in the abdomen with great force and speed. A shock wave rings out as his opponent doubles over and Ryu strikes them in the chin with blindingly quick ascending left uppercut that sends his foe sailing high into the air. Ryu lands first, allow him to follow with a Raiko Hadoken (better oki) or MK Gorai Sokutogeri for (corner carry/damage) with proper timing. Boss: Lands faster, allowing to follow up with a Jump MP into FP Raiko Goshoryuken for max damage or a HK Gorai Sokutogeri for maximum corner carry,
450 Damage Boss: 600 Damage
150 Stun Boss: 200 Stun
4 Bars of Z Gauge
Hidden Art:
Shin Mukougeki (True Void Strike) 360°+P – Ryu pulls back his right fist slowly while tiny spheres of blue ki are drawn to it from all angles. His fist begins to illuminate with a blinding blue white light and he strikes with an incredibly fast yet brutally powerful straight right punch to his foe’s sternum. Upon impact the punch creates a massive shock wave and shoots a ray of blue white ki through their torso.
360 Damage Boss: 480 Damage
360 Stun Boss: 480 Stun
4 Bars of Z Gauge
@ruthless_nash
I never went back to it, but this was my tentative ideas for SFVI’s system.
Summary
Tentative SFVI System Ideas
Z-Gauge: Replaces Super Gauge.
4 Bars
EX Attacks 1 Bar, Zen Riposte 1 Bar
Zen Arts (Super Arts) 2 to 4 Bars
Zen Trance 4 Bars
Zen Riposte: Basically an Alpha Counter B,DB,D+K or P. 40 Damage/50 Stun but can’t be the final blow.
Every character gets two of them
Costs 1 bar
Every character gets a Kick and Punch version. One version leaves the opponent standing and the initiator +2, the other knocks down.
Zen Arts: Super Arts.
Every Character has generally 3, Not counting air/ground variations, or Akuma type situations
All Zen Arts are available to the player. No selection required. Each art will have different use.
Selectable Arts always end up with only one being used.
Zen Trance: Enhanced State
Requires All Four Bars
Permanent State (until the round ends)
Z-Gauge is depleted for the rounds duration
No EX, Zen Arts, or Zen Ripostes during Zen Trance
Properties of Zen Trance are not universal. They vary from character to character.
Yeah find selectable skills in Fighting Games to be inherently flawed. It’s near impossible to make the skills balanced so you ultimately end up with one defacto choice the majority time.
Same. I prefer to have all my tools available. Having to pick pieces of my moveset at character select doesn’t sit right with me.
I want to see:
4 segment EX Meter for EX specials and some kinda cancel I won’t understand.
1 segment Super Meter with multiple available Supers.
Spend your entire EX and Super Meters for an Ultra.
Actually there’s no need for a CA, since majority and almost everyone dislike the idea of selectable super, the only thing people considered those ideas is because the CA of a specific current character is terrible.
So tossing a tons of CA for 40 characters because a “few CA” isn’t as good like the others, is terrible idea and request.
It doesn’t need someone to think so hard to figure that out.
In all seriousness, yes, I’m against it, but what can I do? The only way to really protest against this kind of stuff is to not buy. I don’t even own the game, the ones you need to convince on this are the ones that are paying for something that should be free.
Those games aren’t called Street Fighter.
Granted, Dragon Ball is a strong IP as well, and Dragon Ball FighterZ started with 24 characters only, but I could live with that for a SF game if it was on par visually, and with a similar campaign mode.
I never do like when frequent usage of EX moves prevented me from using any Supers.
Uh…yeah. I agree with all that.
Although DBFZ’s story mode isn’t great. It’s LONG, and I think the story is kind of neat. But it’s presentation is pretty lacking because it’s mostly just characters standing around talking to each other. There’s not a lot of unique animation going on.
I don’t like that idea at all. Using supers would require extremely specific circumstances. I think it should be more uniform.
I prefer the idea of SF6 being focused on ‘quickness’. Simpler character models, so everything loads quicker. A pace and physics more similar to the Alpha series.
2 (non-cinematic) Supermoves per character, and 1 ‘Red Life/Level 3’ cinematic Super. Perhaps you could add a selectable second ‘Red Life/Level 3’ cinematic Super later.
I like the idea of ISMs too:
0-STYLE. Alpha style. Exchanges your ‘Level 3’ for a Custom Combo.
4-STYLE. Gives you Focus attack or something similar, and you perform your Cinematic Super at red life.
6-STYLE. Gives you parry and you need 3 Super stock for a Cinematic Super.