Improvements or changes you would like to see in SFV

FrozteyFroztey Break the CuffsJoined: Posts: 9,716 mod
edited July 2016 in Street Fighter V
Voice your opinion on what SFV should/shouldn't have - be it theorycraft or proven by evidence.
Post edited by Froztey on
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  • DavidstarDavidstar KILLA KUEEN! Joined: Posts: 5,071
    just speculation but i think parries will come back seeing as how they put in that justin daigo moment. maybe it's a hint.
    Did you see that Zack? Clear as a crisp spring morning... FK....in the signature. I knew i could count on it. It never fails
  • J.DJ.D EVO Staff Joined: Posts: 4,500 ✭✭✭✭✭ OG
    Parry
    Charge Partioning.
    Negative edge for supers (no 3 button Ultra)
    Crouching tech gives cr.jab instead of cr.short.
    No comeback mechanics.
    Fight For The Future!!
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    edited December 2014
    d3v wrote: »
    Faster walk speeds
    No more plinking
    Better hitboxes on medium and heavy attacks
    More damaging AAs

    I heavily agree with faster walking and no more plinking. I dislike crutches, even if they're available to everybody.
    Davidstar wrote: »
    just speculation but i think parries will come back seeing as how they put in that justin daigo moment. maybe it's a hint.

    I just don't think Capcom are going to take a step backward at this point, I'm just living in 3rd Strike nostalgia.
    J.D wrote: »
    Parry
    Charge Partioning.
    Negative edge for supers (no 3 button Ultra)
    Crouching tech gives cr.jab instead of cr.short.
    No comeback mechanics.

    I like "Big flashy ultra combos" but I don't like the comeback factor they give or comeback factor in general. I like Xrd's insta-kill system though, that's a pretty neat idea, cool way to finish off an opponent. You already know some kind of comeback tool is going to be present though, it seems to be a recurring theme in their new fighters.

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  • Zio_NameZio_Name Joined: Posts: 342
    1)Parries. But in a more risk/reward manner. As in you can only Red Parry, but it works only if you guard against the first hit or the Red Parry will fail. So it becomes a "play it safe and get chipped/sisk a fuckaton and survive" situation.
    2)Faster Walkspeed
    3)No Shortcuts
    4)No Plinking
    5)Custom Combos
    6)Relatively small Roster. 20, 25 tops.
    7)Okugawa as Composer
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    edited December 2014
    • If there's gonna be a mechanic like focus attack used to extend combos, I want it not to work on block
    • No ultras, just supers that are actually useful. Maybe 4 bars total, 2 bars = super?
    • Damaging AA's that emphasize staying grounded
    • Better implementation of normals beating throws (like 3S)

    Something that is my personal opinion:Since SF4 was inspired by ST, I'd like SF5 to be inspired by 3S and A3 for a fast paced and modernized fighting game.

    I definitely think it's time for a change of pace, I'm not against SF4's slower speed of gameplay but I quite miss 3S and Alpha's quicker movement and gameplay, SF4 can look and play in quite a dull way sometimes..it would be nice to have a faster paced game.

    More emphasis on AA's would be nice, force newer players into learning good/bad.

    I disagree with removing ultras, not so much for the comeback factor but because they're a spectacle, I like having one super-flashy move to unleash on my opponent.
    Zio_Name wrote: »
    1)Parries. But in a more risk/reward manner. As in you can only Red Parry, but it works only if you guard against the first hit or the Red Parry will fail. So it becomes a "play it safe and get chipped/sisk a fuckaton and survive" situation.
    2)Faster Walkspeed
    3)No Shortcuts
    4)No Plinking
    5)Custom Combos
    6)Relatively small Roster. 20, 25 tops.
    7)Okugawa as Composer

    I think I agree with pretty much everything here..you got it in one. Custom combos are debatable I guess, but fun.

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  • echelonNYKechelonNYK Sleepwalking in the minefield Joined: Posts: 3,326
    edited December 2014
    -Faster Walk Speed
    -Air Combos (Not on the level of Marvel, but i wouldn't mind them)
    -A endless lobby where the host can only spectate (Streaming reasons)
    -Built in frame data
    -Pre selection of characters so no time is wasted on the select screen (Xrd has this)
    -Stage Voting
    SFV: Bison, Ken
    USF4 : Bison
    GUILTY GEAR XRD: Axl, Potemkin
    BLAZBLUE CPE: Ragna, Kokonoe
    UNDER NIGHT IN-BIRTH Exe:Late: Akatsuki
    DEAD OR ALIVE 5: Kasumi

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  • PerthoPertho The Runed One Joined: Posts: 22,107 mod
    2 frame reversal window.
    No invulnerable backdashes.
    Less scaling on combos.
    Smaller stages.
    No parries. The mechanic is mostly crap just let it be.
    Small cast. 16 at most.
    Faster walkspeeds.

    Probably some other technical stuff but meh. Parries would probably make me skip this game.
    Ronin Chaos on Pertho:

    "Oh, Pertho. You complete me."
    jimmy1200 wrote: »
    pertho attacked me first, saying i get all my life tips from 106th and park.
  • Zio_NameZio_Name Joined: Posts: 342
    echelonNYK wrote: »
    Air Combos (Not on the level of Marvel, but i wouldn't mind them)
    A endless lobby where the host can only spectate (Streaming reasons)
    Built in frame data information

    1)Not really fond of Air Combos. I think Street Fighter should retain his "grounded" fighting style.
    2)Reall nice idea, indeed
    3)That, something like FA Tool to read only, plus a Skullgirls-like Training Mode, with a encyclopaedia of information on screen.

    Anyway, since i mentioned the Okugawa bit, i would also like to add another "extra-meta" tidbit. GGPO Netcode, FFS.
  • MageggMagegg Joined: Posts: 3,990
    edited December 2014
    - Run
    - Air Block
    - Parry
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    Pertho wrote: »
    2 frame reversal window.
    No invulnerable backdashes.
    Less scaling on combos.
    Smaller stages.
    No parries. The mechanic is mostly crap just let it be.
    Small cast. 16 at most.
    Faster walkspeeds.

    Probably some other technical stuff but meh. Parries would probably make me skip this game.

    Agree with everything but the small cast, more characters the merrier, 20-25 seems good to me.


    Magegg wrote: »
    - Run
    - Air Block
    - Parry

    Air block, good one bruh.
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  • MoonchildeMoonchilde Resident tech talk double poster Joined: Posts: 4,838
    edited December 2014
    Higher damage normal attacks
    Faster throw start up
    No armor moves
    No Focus Attack
    No Ultra
    No parries
    Single meter management
    Super only
    Faster speed
    No lengthy cinematic moves
    No cinematic SPD moves
    Better FoV
    Alpha counters
    SFxT rolls
    Tech wake up and delayed wake up
    *No plinking
    *No short cuts
    *No 1 frame links. 2 frames at minimum.
    Disclaimer: I work for Paradise Arcade Shop. My posts are probably biased. Take that into consideration. Bye!
  • echelonNYKechelonNYK Sleepwalking in the minefield Joined: Posts: 3,326
    SFxT rolls can burn in many fires.
    SFV: Bison, Ken
    USF4 : Bison
    GUILTY GEAR XRD: Axl, Potemkin
    BLAZBLUE CPE: Ragna, Kokonoe
    UNDER NIGHT IN-BIRTH Exe:Late: Akatsuki
    DEAD OR ALIVE 5: Kasumi

    PSN / XBOX LIVE / STEAM / BATTLE. NET - EchelonNYK
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  • AfroperonistaAfroperonista Joined: Posts: 8
    edited December 2014
    First and foremost, a freaking Guard Meter (and with it, I guess a Guard Cancel Blowback or "Alpha Counter", at the expense of meter).

    Also, no plinking, no shortcuts.
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    rzalph wrote: »
    I really dislike option selects, plinking, crouch teching, and other universal mechanics that unnecessarily complicate the game (focus/red focus w/ 3 different charge levels, armor break, etc).

    I don't like "tech". Just solid fundamental gameplay.

    I think that might look like SF2 with dashing for extra movement options, supers/ex moves cause they're cool and reward solid play, and an alpha counter like mechanic for reads.

    I like smaller rosters too (easier to balance, learn matchups, etc); it allows for each character to be more distinctive maybe even have character specific mechanics (super jump, armored moves, stance change, weapons, etc) while not overwhelming us with too many things to juggle against universal game mechanics.

    I'll be the first to agree that option selecting feels like complete bullshit to me, but it leviates the guessing game and allows high-level play to play in a more constructed way, but is that really entertaining? Strip it down to the core and it is simply "The game will play itself for you."

    I've never liked plinking, if you're going to add a pseudo mechanic/a glitch in the system to help the execution barrier just lower the difficulty of combos if you think having a plinking mechanic was necessary.

    Crouch teching is a form of OS, and thus I dislike it as well. But in a game like SF4 I will wholeheartedly say that without crouch teching I would be bodied by a lot of people.
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  • Zio_NameZio_Name Joined: Posts: 342
    First and foremost, a freaking Guard Meter.

    How come i didn't think about the Guard Meter? *facepalm*

    BTW, what about 3rd Strike Taunts? How do you feel about useful taunts?
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,972 mod
    Pertho wrote: »
    Less scaling on combos.
    Personally, I'd say that scaling should stop at 50%. So instead of combos scaling all the way to 10% like in IV, we'd get something more like:

    100 - > 100 - > 80 - > 70 - > 60 - > 50.
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    Zio_Name wrote: »
    First and foremost, a freaking Guard Meter.

    How come i didn't think about the Guard Meter? *facepalm*

    BTW, what about 3rd Strike Taunts? How do you feel about useful taunts?

    SF4 has them...kinda. I like the idea of them returning.
    UK Based, SFV - Kolin, Juri, Menat
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  • rzalphrzalph Joined: Posts: 95
    On the opposite end of the spectrum compared to my previous statement, I think a well thought out groove system could be cool.

    But I think it would be best reserved for a non-numbered SF. Like for when they finally decide to go ahead with CvS3.

    (Prediction: CvS3 will be next major Capcom fighter) o:)

  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,223
    -Guard Break
    -Custom combos
    -No focus OR parry
    -Smaller reversal window
    -FADC possible but ONLY on hit
    -Throw tech ala SF2
    -Faster walk speeds
    -AA's don't trade
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    d3v wrote: »
    Pertho wrote: »
    Less scaling on combos.
    Personally, I'd say that scaling should stop at 50%. So instead of combos scaling all the way to 10% like in IV, we'd get something more like:

    100 - > 100 - > 80 - > 70 - > 60 - > 50.

    You'd have insane damage outputs for long combo characters, stopping at 25% might be a little more realistic.
    UK Based, SFV - Kolin, Juri, Menat
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  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    edited December 2014
    ***Double post, apologies.
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  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    edited December 2014
    I whole LOT of the master -kaxblastard. I hope to see him ssssssmokin' your bitchasses.
    I hear he is DOMINATING the sfxtkn leaderboards. I also hear he HATES all of you and Ultra Street Garbage 4.

    I have literally zero fucking idea what you just said but I'll acknowledge it just the same.
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  • TheDarkPhoenixTheDarkPhoenix BEHOLD! Joined: Posts: 12,589 mod
    Parries, and no cross up or jump overs in the corner.


    Pay attention to option selects so they don't dominate the game.
    "this game is about winning, If you had the option of a 1) Big dick or 2) a small dick, would you choose 2 because it took more skill? Thought not"
    -Bokkin
  • thiagoeisthiagoeis Just press the buttons Joined: Posts: 642
    Faster walkspeed
    Guard meter

    Zio_Name wrote: »
    BTW, what about 3rd Strike Taunts? How do you feel about useful taunts?

    I kinda miss useful taunts too. It would be nice see them coming back.
    High level salty play

    - I try to play:
    MvC:I: Reality-Ultron/Chun, Time-Ultron/Chun, Power-Ultron/Ryu
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    Other games:
    - I play 4fun or when someone asks:
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    3rd Strike: Akuma, Ryu. Trolls with Alex and Twelve
    USFIV: Vega(Claw), Ryu. Fools around with Seth and Poison

    - Stuff that I should practice more but I don't:
    DOA5LR: Kasumi
    MvC2: WarMachine/IronMan/Doom. Also weird teams with Rogue, Gambit, Ken, Akuma and other mid tiers
    CvS2: A-Guile/Ryu/Vega, A-Terry/Ken/Vega
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  • rzalphrzalph Joined: Posts: 95
    More useful taunts, yes please!

    Guard meter, not so much.

    It really gives way to much incentive to play purely offensively. The aggressor earns meter, is doing chip, corner carrying, maintaining opponent's stun, etc. Ending in a situation where the defender either gets guard crushed or is forced to act exactly when the aggressors knows a risky move is coming due to imminent crush= big punish for aggressor either way. Not cool IMO.

    I feel it's a mechanic that heavily favors not only certain play styles but certain characters as well.

    I don't think it makes sense to have both guard crush and stun mechanics in the same game, at least in the way they have been previously implemented.

    If someone "blocks too much", throw them or do better mix-ups.
  • PerthoPertho The Runed One Joined: Posts: 22,107 mod
    Froztey wrote: »

    You'd have insane damage outputs for long combo characters, stopping at 25% might be a little more realistic.

    Most sf gameplay doesnt revolve around a bunch of links. Links everywhere is mostly an SF4 thing. Closest game that comes to it is cvs2 and the combos are really short. Longest combos outside of a custom combo probably belongs to 3s where linking specials is a thing for some of the cast; even then its not a huge learn links kind of game.

    Less links, more footsies, for the love of god no costum combo. There is no way to make that mechanic fair. Its basically bullshit in every game its been save for sf4's genei jin because of its lol scaling.
    Ronin Chaos on Pertho:

    "Oh, Pertho. You complete me."
    jimmy1200 wrote: »
    pertho attacked me first, saying i get all my life tips from 106th and park.
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,716 mod
    Custom combo outside of a ranked game mode would be absolutely fine with me.
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  • ReticentlyReticently Joined: Posts: 4,095
    • No customizable colors (or at least allow me the ability to not have to view other peoples visual abominations when playing online)
    • No universal chains
    • Vastly fewer invulnerable frames in general (totally breaks the visual logic of the game)
    • Consistent hurt-boxes (no dropped combos due to randomized reel-back animations)
    • Pursuit attacks on downed opponents (Darkstalkers style)
    • Larger stages
    • Shorter charge times for charge moves
  • LockMLockM Joined: Posts: 2,621
    -No obnoxious 1 frame links, then there is no need for plinking, plinking in itself is fine.
    -Shorter reversal windows
    -Get rid of (DP) shortcuts.
    -Better anti-airs
    -Faster walkspeeds
    -More juggle potential on (special)moves, absolutely no marvel or blazblue type combos though.
    -No reward for getting owned(Ultra)
    -Visual stun bar
    -Just ONE type of meter
    -Cannot make invincible moves safe on block, regardless of mechanic.(fadc)
    -No rolls
    -No delayed wakeup

    Overall what i want is a more agressive and faster paced game that punishes people for jumping and mashing reversals , which also allows for a bit more creativity in performing combos and resets.
    GGXrdR2: Jam, Baiken
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  • DonkerDonker Joined: Posts: 69
    edited December 2014
    I wouldn't mind if they bring back several fighting game mechanics from previous games. Parrying for one, alpha counters, taunts that have some sort of buff would be nice too. Bit more character customization, more unique stages and not ports from other games.
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  • The-OlympianThe-Olympian 4 the Glory of Gaea Joined: Posts: 2,134
    edited December 2014
    No delayed wakeup.
    No specials with armor or normals with armor properties.
    No parry.

    I like links. And I want them to stay. P link is fun ^^
    What of the Hunting, Hunter Bold? Brother, the Watch was Long and Cold.
    What of the Quarry ye went to Kill? Brother, He Crops in the Jungle Still.
  • -=KOH=--=KOH=- In Japan Joined: Posts: 1,572
    edited December 2014
    Things that would be fun to see again are:
    Universal overhead, strong meter management, personal actions, whiffing for meter, parries so I can hear scrubs cry for another 10 years.
    More unique dashes are high on the list for me.

    Things I don't ever want to see again are:
    Comeback mechanics, large reversal windows, input shortcuts and huge amounts invincibility frames.


    It would also be cool if they gave more options for character selection such as grooves or isms.
    All the way in the back of the food stamp line.
  • blufangblufang Devour! Joined: Posts: 4,487
    Speed, crazy strong characters (everyone), ground attack focus, no FOCUS attack, no parry, no clones, beefy hitboxes, hutboxes/hitboxes function properly, completely different from SF4.




  • Data BeastData Beast Joined: Posts: 591
    Fire Dimps before they ruin it.
  • TenshoTensho Joined: Posts: 2,873
    I would like to see a laugh track and negative commentary so when you're not playing with your friends and fail a simple combo you won't feel lonely
  • Maria CroftMaria Croft Joined: Posts: 925
    No parries.
    No dive kicks, or at least height restrictions on them.
    No option select.
    No shortcuts.
    No 1-frame links.
    No custom combos.
    No crazy long combos.
    No gems or any hidden DLC.

    More focus on fundamentals.
    Great netcode.
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