The Ultra Inevitable Street Fighter V Story Thread

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

Related to this, Ive always disagreed with giving players the choice of super/ultra like sf3/4. Give them 3 but can only be used at certain levels.

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That’s the idea I had for my Street Fighter VI concept. A four bar meter with Supers that cost 2, 3, or 4 bars.

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Interesting cocept like Ryu

Level one Shinkuu Hadouken or Denjin Hadouken.

Level two Tatsumaki Senpuu

Level Three Shin Shoryuken.

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Great idea. 1 bar for EX obviously.

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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.

Wake Up Options

  • Standard - No Input
  • Delayed - One Punch+One Kick Button
  • Quick Rise - Two Punch Buttons
  • Back Roll - Two Kick Buttons
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Interesting concept I have a different thought of more ISM and Groove inspired like, since it was team based.

but this one is good especially with the level system for one on one.

I always wanted multiple supers instead of selectable ones.

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.

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Same selectable super are meh since sf3.

Good management on still making super relevant by differentiating them by levels instead of everything having the same gauge cost.

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.

This will be awesome, bravo

While at it i almost lost hopes but i want to believe there’s still chances last update finally give us CA2

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.

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You mean had two separate bars?

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.

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Yeah, like SF4 did.

A 4 segment EX bar and a 1 segment Super bar.

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.

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You mean the Ultra/Revenge bar?

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.

Well, this is just brainstorming.

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Kinda, only I don’t much care for a bar that fills up the more you lose.

How bad is a 13ms input delay relative to fighters?

Obviously you want it to be as close to zero as possible but 13ms seems reasonably doable

Wich does the same as Sony PS5 event

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