Improvements or changes you would like to see in SFV

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  • scrub15scrub15 Joined: Posts: 389
    No parrying (Let's not kill off Zoners again) | Don't make a BILLION ultras that all go through fireballs
    Tightened Reversal Window (Let's not turn this into another mash fest)
    Expanded Throw Range and Increased Walkspeed (Footsies)
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,994 mod
    scrub15 wrote: »
    No parrying (Let's not kill off Zoners again) | Don't make a BILLION ultras that all go through fireballs
    Tightened Reversal Window (Let's not turn this into another mash fest)
    Expanded Throw Range and Increased Walkspeed (Footsies)

    An anti-mash mechanic would be interesting. It would NEVER happen, but it would be interesting.

  • metallicabandmetallicaband DP & A TELEPORT ?!! Joined: Posts: 2,330
    - More links, less chains (chains preferably being character specific).
    - No invincible back dashes, rolls or any of that crap on wakeup.
    - Better throw system.
    - KEEP IT SIMPLE, you don't need to add 3000 game mechanics to make it seem like the game is deep, look at SF2 so simple yet insanely deep if you want to master it, SFxT for example feels so bloated and cheap if that makes sense.
    - ABSOLUTELY NO DLC locked characters, keep that shits to visual costumes ONLY.
    - No money milking crap like SFxT Gems, everything gameplay mechanic wise should be offered in the game for everyone, again only aesthetics can be offered for extra charge, nothing else.
    - Better netcode.
    - No focus attacks or parries and for God's sake not both lol. Try to bring something new unique for SF5 that doesn't mess with Street Fighter's well known fundamentals (footsies, AA, fireball game..etc).
    - Make the characters overall feel stronger and faster, more like SF2 where rounds were quick instead of boring turtle fest 7 hour rounds.
    - GOOOOOOD Music PLS, SF4 had awesome music and SFxT had literally GARBAGE music, back to the good stuff.
    - Beautiful and simple stages please, nothing hideous like some of the SFxT stages that even made their way to SF4.
    - Combos shouldn't be too long or too short, gotta have a good balance damage and length wise.
    - Please don't dumb the game down even more, like pressing one button for a full combo or any of that crap, believe it or not even casuals have brains and can attempt to learn combos properly.
    - Smaller reversal window that rewards good timing, something between SF2 and SF4, one being too strict and the other too lenient.

    That's all I can think of for now lol.
    Shin Akuma V-Trigger Kreygasm, make it happen Capcom .
    Vanilla SF4 > AE 2012: Main: Akuma | Alt: Bison
  • LyzerLyzer Joined: Posts: 36
    Multiple super arts ( to be more flashy)
    A VERY GOOD NETCODE
    High damage on pokes and Anti airs also Consistent
    No Crouch Tech
    Fast WalkSpeed
    Ex moves
    Attack dash cancels but with no Focus attack ( People could express their style more) Although reversal moves can't be dash cancel on block.
    Stun meter if its in the game
    New moves list for every character
    Smaller reversal window
    No reward for losing (ultras)

    Other Things
    A True Ranking System
    Great music
    Multiple Modes
    Good story line
    A beta (Obvious play testing)
    Mini CutScenes like in Cvs 2

    That's all i think of for now.
  • Shinkuu TatsumakiShinkuu Tatsumaki Joined: Posts: 6,960
    I'm a fan of the Alpha series, specfically 2 so I would like level 1-3 supers again. With EX moves using half of 1 super bar. Perhaps implement an Ultra system, but you need 3 super meters to use it as well.
  • javertjavert 'sup Joined: Posts: 1,292
    edited December 2014
    Parries and guard crush together. Make parries and blocking use both the guard meter in a different amount. That way parries can coexist with stuff like projectiles and excessive blocking is also kept in check.

    Kill autoblocking and bury it deep enough so no one can ever reuse it again. No more buffering shoryukens like crazy while on block. Links are already a pain and frame traps become foolish to perform.

    Kill stun. For a mechanic that requires a whole meter to work, it adds little to the game.

    Isms would be good, but aren't that necessary.

    I rather have parries as they were in 3S than none at all, All the haters already got their wish granted in SF4, they can wait until SF6 to have no parries again.
  • CersCers Joined: Posts: 82
    Froztey wrote: »
    An anti-mash mechanic would be interesting. It would NEVER happen, but it would be interesting.

    They should get rid of absolute guard to stop the mashing (only when someone is hit with Ultra/Super, the absolute guard should work).

  • Spaceninja007Spaceninja007 Joined: Posts: 46
    No alpha counter.
    No custom combos, leave that for the alpha series.
    Faster walk and dash speed. SF4 feels like I'm playing in jello under water.
    Maybe a choice to choose fadc or parry at character select.
    Parry system with CvS2 input and counter mechanics. Cvs2 parry was more real time and tighter, but the counter was instant. You could parry first hit of super hado and upper cut through the rest.
    No air combos. Leave that for Vs.
    For those that hate parry, but want a more zone like system, I think SF4 is pretty zonarific. You see a lot of waltzing back and fourth with no one attacking or jumping. I like SF4, but it's no action in it at times.
  • TrueSephirothTrueSephiroth Joined: Posts: 1,395 ✭✭✭✭✭ OG
    Absolutey 100% NO To Parries.

    No Custom Combos (Only Exception would be Genei-Jin w/ Yun)

    Lesser emphasis on Universal Options which would directly improve greater use of Fundamentals.







    "Winning isn't everything, it's the only thing." - Vince Lombardi

    Street Fighter II Hyper Fighting - Ryu
  • ShineboxShinebox Joined: Posts: 2,689
    Use Steamworks for the game and allow cross platform play with PS4
  • SolidSonicTHSolidSonicTH Nyan-ko. Joined: Posts: 404
    edited December 2014
    A super select system where you can choose between having two attack super moves or a single "effect" super move (kind of like Genei Jin or Tanden Renki).

    I'll back the end of 1F links. Those are crap.

    Option selects don't really hurt the metagame. They can stay.

    I want to wish for no comeback mechanics but that seems like a pipe dream.

    Engine-wise an increase in game pace, better jumping physics (KoF XIII's air movement clicked much more with me than SF4's), and a more comfortable footsie game (something about the way SF4 does footsies irks me and feels awkward, closer in style to CvS2 would be best) would all be great.
    I'm a tryhard, big deal. I don't see why you care.
  • ES_CurseES_Curse Get ready for emanci-PAIN SON Joined: Posts: 8,336
    Either Isms OR 3rd Strike Super select. Didn't Ono want to emphasize "My Ryu is different from your Ryu" with SFxT? THIS IS HOW IT'S DONE.
    formerly just5moreminutes. I guess the clock ran out.
  • Data BeastData Beast Joined: Posts: 591
    Absolutey 100% NO To Parries.

    No Custom Combos (Only Exception would be Genei-Jin w/ Yun)

    Lesser emphasis on Universal Options which would directly improve greater use of Fundamentals.
    This.

    The only universal defensive mechanic that Street Fighter needs is block.

  • UCFinishUCFinish Tim Joined: Posts: 109
    a game that's fun.
    Video games aren't supposed to make you feel miserable.
  • SolidSonicTHSolidSonicTH Nyan-ko. Joined: Posts: 404
    UCFinish wrote: »
    a game that's fun.

    Is that meant to be a slight against something else...?
    I'm a tryhard, big deal. I don't see why you care.
  • Killer_JigglypuffKiller_Jigglypuff Trying really hard Joined: Posts: 7,877
    Gonna paste my post from the other thread here:

    I wonder what kind of crazy system mechanic we'll get this time. I actually really like the FADC mechanic for use in extending combos/applying pressure, so I hope something similar comes back (and no canceling reversals). Focus itself can die in a fire though. Given me and tons of players bad habits.
    CFN: SpitefulBanette
  • SolidSonicTHSolidSonicTH Nyan-ko. Joined: Posts: 404
    Gonna paste my post from the other thread here:

    I wonder what kind of crazy system mechanic we'll get this time. I actually really like the FADC mechanic for use in extending combos/applying pressure, so I hope something similar comes back (and no canceling reversals). Focus itself can die in a fire though. Given me and tons of players bad habits.

    I've never been fond of moves that exist to create custom cancels but I did like what FADCs brought to the poking game (being able to FADC if a footsie goes wrong). Not so much for making things safe but rather rewarding players who are perceptive enough to catch a mistake.
    I'm a tryhard, big deal. I don't see why you care.
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,994 mod
    Either Isms OR 3rd Strike Super select. Didn't Ono want to emphasize "My Ryu is different from your Ryu" with SFxT? THIS IS HOW IT'S DONE.

    OOOO I want isms back, they were dope as hell!

  • LemresLemres The Two G.O.A.T Joined: Posts: 1,600
    - More links, less chains (chains preferably being character specific).
    No thanks. You have fun with that.

  • ShineboxShinebox Joined: Posts: 2,689
    1) Make sure Akuma and Gouken's themes are correct

    2) Ken's hair
  • LemresLemres The Two G.O.A.T Joined: Posts: 1,600
    edited December 2014
    SenninSRK wrote: »
    Make it play nothing like SF4.
    Wait... You're back?!

  • SenninSRKSenninSRK The Forever One! Joined: Posts: 3,191
    Lemres wrote: »
    SenninSRK wrote: »
    Make it play nothing like SF4.
    Wait... You're back?!

    I have been for quite awhile.
  • metallicabandmetallicaband DP & A TELEPORT ?!! Joined: Posts: 2,330
    Lemres wrote: »
    - More links, less chains (chains preferably being character specific).
    No thanks. You have fun with that.

    aww links too hard for you and you want to mash buttons instead?
    Shin Akuma V-Trigger Kreygasm, make it happen Capcom .
    Vanilla SF4 > AE 2012: Main: Akuma | Alt: Bison
  • SolidSonicTHSolidSonicTH Nyan-ko. Joined: Posts: 404
    Lemres wrote: »
    - More links, less chains (chains preferably being character specific).
    No thanks. You have fun with that.

    aww links too hard for you and you want to mash buttons instead?

    Links are okay, it's the 1F variety that should be done away with.
    I'm a tryhard, big deal. I don't see why you care.
  • AriesWarlockAriesWarlock Joined: Posts: 3,579
    Personally, if they are gonna keep the four sections of super bar, I would like if characters started with half a super bar full in the first round.
    "Umvc3 is a 2 player game the same way Super Mario Bros. was on NES. You gotta wait for someone to die before the other has a chance to play"
  • Darkcloud20Darkcloud20 Joined: Posts: 58
    -Faster walk speed
    -Guard meter
    -No Ultras (or a toned down comeback mechanic since we all know there's gonna be one).
    -Smaller reversal window (2-3 frames)
    -Less input leniency (I know you gotta have some leniency, but SF4 is too much. Shouldn't be able to buffer DPs while crouching).

    Also, please get Satoshi Ise or Hideki Okugawa to do the soundtrack.
  • FrozteyFroztey Break the Cuffs Joined: Posts: 9,994 mod
    Lemres wrote: »
    - More links, less chains (chains preferably being character specific).
    No thanks. You have fun with that.

    aww links too hard for you and you want to mash buttons instead?

    Links are okay, it's the 1F variety that should be done away with.

    1fs and plinking should be removed. I could argue about why for hours but all-in-all 1fs are barely ever actually performed as 1fs anyway, a-la plinking. Just remove both.

  • ChriztophChriztoph Joined: Posts: 45
    edited December 2014
    - no more plinking
    - no more option select
    - no input shortcuts
    - no 50/50's or unblockables
    - no kara throws
    - Anti-airs should look anti air. (no low profile low kick anti airs)
    Wish list:
    - The same combos work on each character
    -Trials for every character with the best bnb combos
    -Better tutorial that teaches you most everything about SF and fighting games
    -Make it easier to watch replays of your favorite players
    Edit: -Filter lobbies by ping
    - SFxTK roll
    - Alpha-counters
    - parrying
    - shorter block string combos
    - Easier to piano
    Post edited by Chriztoph on
  • Jazz catJazz cat Joined: Posts: 239
    1 frame links, plinking, option selects etc, these are not a design feature added by capcom that can simply be removed, they are quirks of manipulating the game system, found after release by players. Yes they could spend a lot of time doing things like making sure a character has no move advantage that is the same amount of frames as another moves startup (1 fr link) but that would be incredibly arbitrary and flys in the face of balancing being the primary concern.

    And option selects?! Are you guys fucking nuts? Here's an example: removing this would mean you could no longer cancel on hit. Eg. Ryu could no longer c.mk x hadouken. OR he could cancel it on whiff as well. Either way would so vastly change street fighter as we know it and characters like Ryu would have their game changed in major ways.

    SFIV's inspiration from SF2 that worked so well is it's simple system, and it's slower pace is a feature imo. SFIV is probably the most chess-like of all the SF games, regardless of which is your favorite.

    My dream SFV would have a smaller cast that NEVER grows to over 30 in it's lifetime.
    No parries. Either keep focus attacks or evolve them to maintain their balance of risk/reward
    Keep the same pace as SFIV or slow it down. Keep it a showcase of skill, strategy and psychology. Not just reactions and youth.
    No more non footsie, gamble based characters. No fuertes, seths or vipers please. More 'boring' shotos, more pokers, more grapplers, more hybrids. Less shenanigan based play.
    Lastly, a reworking of charge characters. Rethink which moves really need to be charge and rethink their charge time. Eg. Chun li doesn't deserve to be charge based but her u1 most certainly does.
    Australian PSN eh?
  • fohstickfohstick Joined: Posts: 339
    edited December 2014
    GGPO netcode
    real-time ping graph in the lobby
    filter lobbies by ping
    cross-platform play between the ps4 and pc
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited December 2014
    Bring back parries. It's a good mechanic. Works doubly well with small fast fireballs.

    Ditch the stupid " wooshing dramatic camera angle" bullshit during ultra freeze, or at least make it so that the timer freezes when they're happening.

    Ditch ultras entirely. Comeback mechanics make the game a joke.

    Make a female grappler character who is an actual grappler, not focused on rushdown or resets or some other stupid gimmicks.
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  • Jazz catJazz cat Joined: Posts: 239
    Cers wrote: »
    Froztey wrote: »
    An anti-mash mechanic would be interesting. It would NEVER happen, but it would be interesting.

    They should get rid of absolute guard to stop the mashing (only when someone is hit with Ultra/Super, the absolute guard should work).

    The only way to do this would be to remove how true blockstrings work. I don't think there is any absolute guard, it's simply that if a second move hits you while you are still in blockstun frames from the first, you keep blocking because you don't have any frames to change your action or do anything.
    Australian PSN eh?
  • DaemosDaemos Survival of the Strong Joined: Posts: 10,418 ✭✭✭✭✭ OG
    A lot of great ideas here. I agree that I don't want to see parries ever again.

    I also hope charge characters don't get the short end of the stick.
    I FEEL IT WITHIN MY BODY!
  • ChriztophChriztoph Joined: Posts: 45
    filter lobbies by ping <- THIS
  • ChriztophChriztoph Joined: Posts: 45
    Jazz cat wrote: »
    1 frame links, plinking, option selects etc, these are not a design feature added by capcom that can simply be removed, they are quirks of manipulating the game system, found after release by players. Yes they could spend a lot of time doing things like making sure a character has no move advantage that is the same amount of frames as another moves startup (1 fr link) but that would be incredibly arbitrary and flys in the face of balancing being the primary concern.

    And option selects?! Are you guys fucking nuts? Here's an example: removing this would mean you could no longer cancel on hit. Eg. Ryu could no longer c.mk x hadouken. OR he could cancel it on whiff as well. Either way would so vastly change street fighter as we know it and characters like Ryu would have their game changed in major ways.

    It's a new game! Anything is possible. Keep in normal cancels but take out option selects. If you press jab and roundhouse together roundhouse should always have precedence and come out whether or not they stand in your face or backdash. In the current state it will just choose whichever one will hit. Which gives a distinct advantage to players who study option selects. The game should be skill based not so much knowledge based.

    Also I think 1 frame links should stay in and take out plinking. Then when you see someone doing 1 frame links you know they are pro and put tons of hours into practice. It's super hype when you see someone doing straight up one frame links in a tourney. They shouldn't be mandatory for a character though so scrubs like me can still have a chance.
  • Spaceninja007Spaceninja007 Joined: Posts: 46
    Cvs2 parry mechanic. At the least make the parry an option. On or off. Like when you play USF4 online and it ask region and more skilled, add parry.
  • Spaceninja007Spaceninja007 Joined: Posts: 46
    Oh yea, parry.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 37,110 mod
    Jazz cat wrote: »
    1 frame links, plinking, option selects etc, these are not a design feature added by capcom that can simply be removed, they are quirks of manipulating the game system, found after release by players. Yes they could spend a lot of time doing things like making sure a character has no move advantage that is the same amount of frames as another moves startup (1 fr link) but that would be incredibly arbitrary and flys in the face of balancing being the primary concern.

    And option selects?! Are you guys fucking nuts? Here's an example: removing this would mean you could no longer cancel on hit. Eg. Ryu could no longer c.mk x hadouken. OR he could cancel it on whiff as well. Either way would so vastly change street fighter as we know it and characters like Ryu would have their game changed in major ways.

    SFIV's inspiration from SF2 that worked so well is it's simple system, and it's slower pace is a feature imo. SFIV is probably the most chess-like of all the SF games, regardless of which is your favorite.

    My dream SFV would have a smaller cast that NEVER grows to over 30 in it's lifetime.
    No parries. Either keep focus attacks or evolve them to maintain their balance of risk/reward
    Keep the same pace as SFIV or slow it down. Keep it a showcase of skill, strategy and psychology. Not just reactions and youth.
    No more non footsie, gamble based characters. No fuertes, seths or vipers please. More 'boring' shotos, more pokers, more grapplers, more hybrids. Less shenanigan based play.
    Lastly, a reworking of charge characters. Rethink which moves really need to be charge and rethink their charge time. Eg. Chun li doesn't deserve to be charge based but her u1 most certainly does.
    Games like ST and 3S show that you can have that without having to slow the game down.

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