Crying Hands, post: 6798726, member: 67282 wrote:
now to the roster,
Ryu, Ken, Chunli, Blanka, Honda, Dhalsim, Guile, Zangief
Cammy, Deejay, Hawk, Feilong
M.Bison, Sagat, Balrog, Vega
4x Big Boss
Akuma, Gouken, Oni, Goutetsu
Sakura, Cody, Gen, Rose, Karin, Birdie
6x 3rd Strike
Yun, Yang, Makoto, Ibuki, Dudley, Oro
Abel, C.Viper, Rufus, Juri
Dander, post: 6795921, member: 4939 wrote:
That SF$ remake was amazing. Why is this the first time I am seeing this?
IglooBob, post: 6795755, member: 57681 wrote:
I have no hope that Capcom will ever make a good fighter again
just release arcade perfect ports of MvC2 for modern consoles and I'll be a happy camper
Gamogo, post: 6821641, member: 9448 wrote:
10.) Above all, don't rush it. Take your time. Don't pump a mediocre release out to capitalise on the "SF5" moniker, or perhaps seize a slot on the next-console release date. The fans will appreciate a slow-baked and thoughtful release rather than a rushed out disappointment begging for day one patching. It would also be refreshing to see them focus properly on quality rather than appeasing the ridiculous swathe of character requests that seems to be gaining popularity lately. 40 odd characters is getting ridiculous, particularly for Street Fighter. I also feel a prominent part of the design process should be tournament play and the logistics that entails given what we have learned since IV's original release (button configs, local ladder generation, perhaps a portable USB enabled stats card/dongle, etc).
bitbna1, post: 6822061, member: 52663 wrote:
Put every mechanic from every capcom game in SF5. The complete clusterfuck of gameplay will attract casuals.
rcorporon, post: 6813153, member: 39898 wrote:
As for the roster ideas I hope to god that the next game has a smaller roster. I'm tired of games having 35+ characters but only 5 or 6 of them are really good. What's the point of huge rosters if 3/4 of the characters don't get used?
PsychoJosh, post: 6799126, member: 16300 wrote:
Who says I don't want to learn that many matchups? A game with that many characters would be amazing and I'd be set for life, as long as it was good and not a retarded "follow this rigid strategy perfectly or die" game like SF4.
Most or all of the ideas in this thread are idiotic as hell to be honest. You all apparently want the games to emulate other games instead of being its own unique game, I don't think anyone here knows what's best for the series to advance. You keep posting suggestions that de-evolve the game rather than improve it. "Oh I want it to have this thing from Alpha and this thing from SFXT and put in FADCs and no parrying and blah blah blah"; it's always like this instead of coming up with new ideas. You also worry endlessly about balance and patching and updating failing to realize that THE BEST SF GAMES OF ALL TIME never gave the slightest shit about balance, they just strived to make the most fun games they can. You just want it to be like this game or like that game and not bring anything new to the table simply because you're scared of improvements and think that all future ideas will be stupid things like comeback mechanics in SF4. I agree that comeback mechanics are an idiotic addition but that does not mean you should fear change. If Capcom's going to be listening to us we should always strive to push the series forward and not with stupid things like ultras or gems.
Capcom needs to stop worrying about balance and just throw that whole concept in the toilet. Just make a fun game with tons of characters with all of them as strong as they can possibly be and FUCK the whole concept of balance, every fighter that's considered "balanced" is almost always boring and shitty.
The way I see it Capcom should only step in with a patch or update ONLY to fix extremely broken shit like game-breaking/freezing glitches or inescapable infinites. Other than that they leave the meat to the sharks.
griffin, post: 6846936, member: 67295 wrote:
I realize I'm probably going to get flamed for this, but I know everyone is against shortcuts that make the game easier for beginners. Would you have a problem with an option to switch to four button layout instead? I think it might make the game more approachable from a beginner's standpoint, but the execution and timing is still there. Good compromise or dumb idea?
MorningstarPAer, post: 6858936, member: 66536 wrote:
My wants are pretty simple:
1. More realistic art style. Love in the ink and brush effects in SF4, but hate the roided up look most male characters have.
2. More substantial single player offering. This means better story lines and better production values for arcade mode. Perhaps a gauntlet mode like BB:CSE has.
3. More extensive training mode options, including online training.
4. Gems, quick combos, and neon colors need to stay far, far away.
5. 2014 release date at the earliest.
pherai, post: 6795304, member: 4897 wrote:
lol was only a matter of time before the SF5 wishlist threads would start popping up
beraht, post: 6866429, member: 41381 wrote:
1. online training mode
2. Replays of matches to have Fast forward and rewind.
3. Faster game pace than SF4
4. get rid of super crazy combeback mechanics but at the same time let the timer feel natural to the game, not have it be such a huge influence as it is in SF x TK but more like Super Turbo
5. try to balance the characters as best as possible and consider feedback from top players when balancing and perhaps rebalancing the game if needed
6. single player to have mission mode that can actually help the player in multiplayer battle (for example, a trial where you have to block mixups correctly that get more difficult the higher the level, a trial of hit confirming, a trial of anti-airing, trial of reversals)
7. frame data given with the game
8. hit and hurt boxes available in training mode
9. a diverse list of characters some that were in previous street fighters and others that are new
10. instead of trial combos being fancy ex's all the time, I'd like the combos to have BnBs.
11. Heavy footsie based street fighter game, but please no parries but perhaps a new mechanic that is not a gimmick
12. no characters that have gameplay styles similar to el fuerte or seth
13. minimal option selects, if possible
Alexis58, post: 6871866, member: 67111 wrote:
I would prefer an ability to cancel your own blockstun or avoiding hits to counter directly..
fistoftheryustar, post: 6933481, member: 5632 wrote:
SF5 = Ryu with Beard.
SF5 = 2 years after SF3 (none of this it takes place 50 years in the future business.)
SF5 = Bring back classic characters that weren't in SF3's tournament (Just say they were still doing stuff, just not involved in Gill's tournament.)
SF5 = Ryu is still training with Oro. Ken is training Mel. Sean is looking like a contender and not such a Dan. Bison's back fuckin up your shit. Urien defeated Gill.
SF5 = Different artist. Art style in 3S was gdlk. Art style in SF4 = for the kids.
SF5 = Unlockable mode that lets you fight like in the first SF4 trailer. If not, at least try to make the models and scenes look like what we've seen in recent CG trailers.
SF5 = At least 1 new move for each classic character.
SF5 = Next gen console.
Show progression. Don't make mistakes.
rcorporon, post: 6813153, member: 39898 wrote:
Steps for SFV Success:
1. Hire the KoF XIII team away from SNKP and let them make SFV.
2. Go back to 2d sprites.
For me, SF4 got fighting games backward - combos are supposed to be easy and reversals are supposed to be hard.-Mike_Z
TrappedInLimbo, post: 6932315, member: 57985 wrote:
I think the roster should look like this:
zabel99, post: 6939316, member: 21851 wrote:
New characters, please. I thought Dictator was a boring character way back in the first game in which you could pick him; you can only imagine how I feel about him now. Tired of endless shotos, tired of Blanka, Guile, Fei Long, Cammy, and most of the old cast. At this point, the more characters existing from 1993 who I see returning in SF5, the less likely I am to want to play it. Let's see more fresh blood as was done with SF3.
As far as mechanics, I'd like to see crossups, especially ambiguous crossups, de-emphasized. They look retarded for one thing ("your foot is way the hell over there and I'm still getting hit?!"), and as has been said by many others, SF is not at its best when it turns into a 50/50 guessing game. To keep things balanced in favor of offense, they may have to add something new to take its place, like a new way you need to block attacks. Like instead of just block high or block low, maybe block high or block low or block middle. (well, it's an idea; I'm sure it's been done before in other fighters I haven't played). Or maybe some new attacks that break the rules by not being blockable in the traditional way--joining the company of throws and lvl3 focuses--but have to be defended against in other ways.
Things I like about SF4 are the combo scaling, damage scaling to keep matches close, focus attacks and all the things that are possible with them, the concept of armor and armor-breaking, and all the humor. Love the humor. It's one of the great things about the game that the Alpha series and SF3 series lacks in comparison (but EX series, Darkstalkers, and Skullgirls has in spades).