• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Street Fighter V |OTVII| New Generation - Connection To Haters Was Lost

Status
Not open for further replies.
Technically doesn't Ultra constitute most of SFIVs life since it's the version that was competitively played the longest?

Looked up out of curiosity, but each iteration got about 2 years of play before a large update changed the game. (Unless you count Super SFIV and Super SFIV: Arcade Edition as 1 iteration which it then would have been the one with most play time.)
 

Numb

Member
It's shitty in a different way. Still invites setplay when knockdowns, imo, should reset the neutral.

Setplays and vortexes were crazy but KNDs resetting neutral?
Don't know about that
Seems too much. Atleast the person on floor should have more options in the way they approach getting up like in Tekken but not getting rewarded for putting your opponent in a visibly disadvantages position and starting from scratch..
 
I don't think SF or fighting games in general *need* to be great for everyone. I'm not saying they shouldn't put all that content in the game, but I'm willing to bet that most of the shit posters in those kinds of threads never had any intention of buying the game, and even if they did it'd be to play for a couple of hours before they gave up on it forever. If you want your game to make a ton of money, then you can appeal to casuals by filling it with some SP content so that they can essentially be tricked into thinking they might stick with the game and buy it. This only works around launch though, so that ship has sailed for SFV and I feel like people need to start accepting that.

I doubt Arcade Mode and other content at this point would get casuals back. Maybe attract a few undecideds, but that ship sailed. Of course, I'm expecting an arcade mode and that extra battle to drop by.

Really, I think it's as simple as relaunching with a different subtitle, new box art, trailers, etc...It's not like Mortal Kombat 9 & 10 look all that different.

Sure, Capcom blew the first impression, but I still think appealing to the casuals is a safe bet to increase sales.
 

Skilletor

Member
Setplays and vortexes were crazy but KNDs resetting neutral?
Don't know about that
Seems too much. Atleast the person on floor should have more options in the way they approach getting up like in Tekken but not getting rewarded for putting your opponent in a visibly disadvantages position and starting from scratch..

In every SF that isn't 4 or 5, knockdowns mean you're at disadvantage, you guess wrong and maybe get knocked down again, get thrown, and start neutral over. There are some moves that make for 50/50 scenarios in other games, but for most characters in sf5, it's an endless cycle of guessing on wakeup.
 
Well, I played like 500 hours in that year. That's more than I've played anything other than an MMO since the arcade days. I was hoping S2 would be a super version, but more of the same has chased me to the arms of Angel and Vanessa.

What I would change:

  • Stubby limbs. Make them not stubby.
  • Wakeup game allows for almost no variation on wakeup, keeps the defender defending. Make it more like 3s. Knockdown should reward the attacker, but not so much that we keep seeing the same shit play out.
  • Make fireballs great again.
  • Make Vskills good at all.
  • Mostly just want to see fights happening at different ranges, like 4, but without the feeling of jank (imo) 4 has.
  • I don't like how vtrigger is pretty much an xfactor right now for the top tier. I don't like 50/50 guesses all the time (like Ibuki). That's not smart play to me. I don't feel good winning like that, and don't think it makes for good viewing. I'm hoping everybody gets more versatitlity in their Vtrigs and see some more people with installs
  • I wouldn't mind if the game was faster.
  • further reduce input lag, because, like you, I KNOW I blocked that shit, but the game doesn't agree.
  • Take away Necalli's command throw. He doesn't need it.
Allow me to dissect if you will, but this is a pretty good list.

- Agreed, Only characters with Fireballs should have subpar normals
- Yes, Guile and Sim being the only real zoners is ridiculous
- Some V-skills are good, like Parry, Rog's move, Ken's run they need tweaking for sure
- This is fine, back dash, delayed wake-up, it's enough, problem is you get in the corner way to easily
- Been saying this for a while now, at least give us Turbo 1 and Turbo 2 and see if tourney scene likes it
- Yes
- Lol...50/50's in general will exist, but tone down the damage and it won't feel so derp
 

Numb

Member
In every SF that isn't 4 or 5, knockdowns mean you're at disadvantage, you guess wrong and maybe get knocked down again, get thrown, and start neutral over. There are some moves that make for 50/50 scenarios in other games, but for most characters in sf5, it's an endless cycle of guessing on wakeup.

I agree that SFV is rewarding the attacker as much as humanly possible. Karin corner throw loops
Even jumpins are less risky also getting baited into doing the DPs and AA jabs (bring back AA jabs) that are always getting nerfed can lead in crazy crush counter combos.

Maybe that's why patches are eternal
Fix one thing but ruin another that also needs fixing in the next patch -__-(bring back AA jabs)
 

Skilletor

Member
Yeah, you'll never get rid of them, but I think you could mitigate them.

And there's nothing wrong with 50/50s...it's just that soooooooooo much of the game comes down to a coin flip, it gets old to play and watch.
 

Mizerman

Member
Really, I think it's as simple as relaunching with a different subtitle, new box art, trailers, etc...It's not like Mortal Kombat 9 & 10 look all that different.

Sure, Capcom blew the first impression, but I still think appealing to the casuals is a safe bet to increase sales.

Oh, you should at least try and make an effort to attract casuals in order to make a lot of cash. No disagreement there. And with MK9 and MKX, NRS will always get the casual crowd on lock. Even if SFV had sold 2 million right from the gate. And that's mainly because MK was always SP content heavy for the base to eat up.

I'm just saying that even when additional SP content comes out for V, I don't think the needle will move that much at this point. And the subtitle thing would just regurgitate the whole "Lol. I thought we weren't going to get Super/Hyper/Ultra/etc. Better wait for Super/Hyper/Ultra/Alpha Plus ABC."


Devs relying too much on the safety of patches
Atleast it ain't NRS tier

Oh yes. That's a sticking point for me when it comes to NRS. They tend to overdo it with patching.
 

Kikirin

Member
I'd rather general AA jabs not come back, though I'm largely biased due to Claw having relatively bad hitbox:hurtbox ratio on jumpin normals. =P

Would much rather prefer for slower anti-air normals to be more consistent / have better hitboxes - helps the anti-air problem while also not fast enough to be consistent as panic buttons after a whiffed attack.
 

Numb

Member
I'd rather general AA jabs not come back, though I'm largely biased due to Claw having relatively bad hitbox:hurtbox ratio on jumpin normals. =P

Would much rather prefer for slower anti-air normals to be more consistent / have better hitboxes - helps the anti-air problem while also not fast enough to be consistent as panic buttons after a whiffed attack.

Character by character basis
Sim is chilling
I need one for Alex instead of spending bar or buff cr.HP even more
 

mbpm1

Member
Setplays and vortexes were crazy but KNDs resetting neutral?
Don't know about that
Seems too much. Atleast the person on floor should have more options in the way they approach getting up like in Tekken but not getting rewarded for putting your opponent in a visibly disadvantages position and starting from scratch..

Tekken knockdowns?

Okizumi
 

Gr1mLock

Passing metallic gas
If there's ever going to be a meaningful, comprehensive overhaul of the general game design. It will not be any time soon.
 

mbpm1

Member
Better
Wakeup
Options

Would do wonders for this game on so many levels.

Better wakeup options would help, but it needs a bunch more than that on gameplay levels imo.

A bit more like Skilletor said.

Also using V-meter to do more stuff is the hill I will die on for SFV at this point.
 

Numb

Member
Don't put my business in the street! I know where you play video games breh!! lol




I haven't even bothered checking the tier lists in this game. I probably should.

pt0qA8z.gif
 
Tip 1
Don't go on NLBC and get bodied free on stream


But this patch for Ryu cr.HP that changes nothing but animation look

Ryu's already robust. He doesn't need shit.

Better wakeup options would help, but it needs a bunch more than that on gameplay levels imo.

A bit more like Skilletor said.

Also using V-meter to do more stuff is the hill I will die on for SFV at this point.

I don't disagree. Things like Balrog, lack of overall options for some characters, and lower tier boyz needing buffs aren't gonna be fixed by that. But better wakeup options will fix a lot. And that's something that can be done in this next update.

Edit: Actually, really thinking on it, I hope Capcom goes crazy with v-stuff in S3. What was cool about MVCI is that it changed the characters drastically and opened up more options. Some of the skills and triggers do that, but not all.
 

Numb

Member
Ryu's already robust. He doesn't need shit.



I don't disagree. Things like Balrog, lack of overall options for some characters, and lower tier boyz needing buffs aren't gonna be fixed by that. But better wakeup options will fix a lot. And that's something that can be done in this next update.

He was top 5 and now he is bottom 5
#BuffMyPeople
Forearm vs Numb
Final Destination
No items

I suck even more at Smash
 
I'd rather general AA jabs not come back, though I'm largely biased due to Claw having relatively bad hitbox:hurtbox ratio on jumpin normals. =P

Would much rather prefer for slower anti-air normals to be more consistent / have better hitboxes - helps the anti-air problem while also not fast enough to be consistent as panic buttons after a whiffed attack.

Oh please.

Nash got nerfed hard on his jumps as will as his cr.mp AA. Making every charecter but Vega able to Ligh AA Nash.



I warned you guys about Jab AA but you insisted that it was getting nerf. But were still having this discussion.
 

Bob White

Member
5 frame anti cross up buttons should be universal. Just like cammy's back mp. Crying about anti air jabs in this offensive ass game makes no sense to me. The more AA options the fucking better.
 
5 frame anti cross up buttons should be universal. Just like cammy's back mp. Crying about anti air jabs in this offensive ass game makes no sense to me. The more AA options the fucking better.
I've fought opponents who've been content with getting swatted out of the air by Karin's shitty jab ten times per round because it's only a matter of time before a successful jump in nullifies 30 seconds worth of AA defense in a single combo. It is really stupid, but it's not like I've got a lot of AA choices with Karin. Anti air jabs should disappear and every character should have at least two medium to strong AA options leading to crush counter combos, hard knockdown or oki for followup. People shouldn't feel free to attempt dozens of jumps in a single set. It is so scrubby.
 
How about just making AAs better and giving some juggle properties? Let them risk jumping in, and you being able to stuff it and convert it to real damage.
 

Bob White

Member
every character should have at least two medium to strong AA options leading to crush counter combos, hard knockdown or oki for followup.

A million fucking times this. I was thinking about this today and AA should give fucking HARD oki. It's one of the reasons Karen and Cammy remain relevant IMO. Quick aa into cross under pressure. On the flip side look at Ryu or Ken, legit dps that lead into neutral. Whats the point?

quick edit.

I would KILL to have jump cancelable AA normals. I thought I was the fucking bees knees back in cross tekken when I would use that awesome cr hp jump cancel combo with Juri. I mean, we need defensive damage somewhere.
 
Status
Not open for further replies.
Top Bottom