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Street Fighter V |OTVIIII| New Generation - Fighting Game Is Something So Great

you are weak

pick a top tier
but piledriver is the best grappling move bro

1386304977656


gotta rep Gief as long as he's piledriving jabronis
 

Pachinko

Member
Here's a thought experiment for y'all - IF season 3 / super / whatever DOES have some sort of CA or V-select option , just how would you alter the existing cast knowing that at most it might change a single special move or something ?

Do you go lazy with it and just give Ryu a Super shoryuken like SF4's ? do you give him a different Vskill ? and what would that even be if you did ??? I suppose it depends on just what exactly gets altered - having a V-select that gives a character access to a new vskill and thus a new vtrigger would be much harder to implement and balance then simply adding a new critical art right ?

Do you go really nuts and make it so selecting a different vskill ALSO gives each character a different critical art that better utilizes their changes ?

I guess to keep things from getting too crazy - just suggest a new Vskill for your respective Main character and then what their new vtrigger and CA would end up being if you were in charge of building all of this.

So I'll just go back and use Ryu for my own example - So currently he has a SF3 style parry as his vskill , his vtrigger puts him in denjin mode which allows for projectiles to come out faster and do more damage , it also beefs up his critical art from a shinku hadouken to a denjin hadouken. Despite some season 2/2.1 nerfs Ryu is still just a solid middle ground jack of all trades.

so , for a new Vskill , I propose his SF3 move - the Donkey Kick , tap the Mediums for a half kick with a single hit of armor (but a slow startup) , hold both mediums for the full kick and 2 hits of armor , hitting would do decent knock back and would guard break. Vtrigger would maybe add a hit of armor to shoryu's and tatsu's while also reducing any stun on ryu to zero and preventing stun gain. It would still be 3 bars. For his new critical art , I suspect a stun shoryu , where it would do 800 stun and 400 damage raw and 1000 stun while Vtriggered plus 400 damage. It would be an anti-air but any combo that could go into a DP could go into the CA version.

I mean... I have no idea how balanced that would be but I'm just curious what others would like to see with their characters if they had the chance.
 

MCD250

Member
I've said before that I think new CAs would be mostly pointless, but I'd take a new one for Cammy if it meant getting some actual invincibility on startup.
 

Zackat

Member
I guess it'd be nice to have a CA on Laura that I could chip someone with. That's the only CA. I can't think of a vtrigger more interesting/stronger than what she has.
 

mbpm1

Member
Give Zangief a Balrog-style lariat to fuck Guile and Sim and Abby

Balrog doesn't have a lariat

Here's a thought experiment for y'all - IF season 3 / super / whatever DOES have some sort of CA or V-select option , just how would you alter the existing cast knowing that at most it might change a single special move or something ?

Do you go lazy with it and just give Ryu a Super shoryuken like SF4's ? do you give him a different Vskill ? and what would that even be if you did ??? I suppose it depends on just what exactly gets altered - having a V-select that gives a character access to a new vskill and thus a new vtrigger would be much harder to implement and balance then simply adding a new critical art right ?

Do you go really nuts and make it so selecting a different vskill ALSO gives each character a different critical art that better utilizes their changes ?

I guess to keep things from getting too crazy - just suggest a new Vskill for your respective Main character and then what their new vtrigger and CA would end up being if you were in charge of building all of this.

So I'll just go back and use Ryu for my own example - So currently he has a SF3 style parry as his vskill , his vtrigger puts him in denjin mode which allows for projectiles to come out faster and do more damage , it also beefs up his critical art from a shinku hadouken to a denjin hadouken. Despite some season 2/2.1 nerfs Ryu is still just a solid middle ground jack of all trades.

so , for a new Vskill , I propose his SF3 move - the Donkey Kick , tap the Mediums for a half kick with a single hit of armor (but a slow startup) , hold both mediums for the full kick and 2 hits of armor , hitting would do decent knock back and would guard break. Vtrigger would maybe add a hit of armor to shoryu's and tatsu's while also reducing any stun on ryu to zero and preventing stun gain. It would still be 3 bars. For his new critical art , I suspect a stun shoryu , where it would do 800 stun and 400 damage raw and 1000 stun while Vtriggered plus 400 damage. It would be an anti-air but any combo that could go into a DP could go into the CA version.

I mean... I have no idea how balanced that would be but I'm just curious what others would like to see with their characters if they had the chance.
Since I don't care for the game too much in its current state, I want them to go as nuts as they want
 
so , for a new Vskill , I propose his SF3 move - the Donkey Kick , tap the Mediums for a half kick with a single hit of armor (but a slow startup) , hold both mediums for the full kick and 2 hits of armor , hitting would do decent knock back and would guard break

I thought of similar idea a long time ago. Except I just made it a copy of Ibuki and Karin's V-Skill. Tap the buttons to get a faster but more unsafe version. Press and hold to get a slower but safer version. Land either version on counter hit and you get a wall bounce into a free juggle.

Besides balancing each characters moves and making defense better in some way, I really would like to see new V-Skills and V Triggers. More so than new critical arts. V Skills are basically new special moves, that's why I want them so much. New V Triggers will activate new abilities that your character currently doesn't have.

New CA's would be boring. Save up all 3 bars to combo into the same 320-400 damage combo that you can already do now. The other reason I don't want new CA's is because I don't think most will change or help out with match ups. Unless you need help fighting Ryu because I bet new CA's will result in half the cast getting a anti-fireball CA to fuck with Ryu even more.
 

joe2187

Banned
I guess it'd be nice to have a CA on Laura that I could chip someone with. That's the only CA. I can't think of a vtrigger more interesting/stronger than what she has.

Thats what i want for Mika.

Also, Cammy's CA is one of the best in the game since I can punish pretty much from full screen.

But it can be parried by Ryu and Alex with no effort. which is hilarious.
 
This would fuck the rest of the cast tho
That's true, maybe make it a pretty weak damage output to compensate?

On another subject, how long realistically until we see Abigails in major tournaments? It feels like it takes forever for a lot of players to dissect a new character.
 

mbpm1

Member
On another subject, how long realistically until we see Abigails in major tournaments? It feels like it takes forever for a lot of players to dissect a new character.

If he's in at plus frames he's in at plus frames. That would be pretty terrible regardless of damage.

On another subject, how long realistically until we see Abigails in major tournaments? It feels like it takes forever for a lot of players to dissect a new character.

Do we see Kolin at tournaments? Only with like three people and its been months.

I think it's the same, and depends on who sticks with abigail (less than we would think).
 
Do we see Kolin at tournaments? Only with like three people and its been months.

I think it's the same, and depends on who sticks with abigail (less than we would think).
Do you think Abigail will be seen as a gimmick character tho? I see a lot more upside with him as far as pure damage than Kolin, although I was taking a little hiatus around Kolin DLC time.
 
Just when you think you figured this game out, you lose 13 ranked matches in a row. Bad night.

Gotta end on a win tho, right...?
 

HardRojo

Member
New CFN can go fuck itself. It worked amazingly well the first 2 weeks, kept getting matches constantly and most of them 4-5 bars, even some 3 bar matches ran smoothly, now all I get are 3 bars and some of them turn into 1 bar matches when the rematch screen pops up, whenever a 5 bar match appears it doesn't go through... Fuck this crap, makes it hard to enjoy the game when I can't play many matches in an hour and I have to pray the match I get runs smoothly.
 

Edzi

Member
New CFN can go fuck itself. It worked amazingly well the first 2 weeks, kept getting matches constantly and most of them 4-5 bars, even some 3 bar matches ran smoothly, now all I get are 3 bars and some of them turn into 1 bar matches when the rematch screen pops up, whenever a 5 bar match appears it doesn't go through... Fuck this crap, makes it hard to enjoy the game when I can't play many matches in an hour and I have to pray the match I get runs smoothly.

Lobbies have been broken since the 2.5 patch, but I haven't had any problems with the other online modes.
 

MCD250

Member
Speaking of new moves, it'd be mostly gimmicks but I wouldn't mind getting Cammy's Killer Bee Stinger from Omega mode in SFV.

SFV Cammy already mostly plays like Omega mode Cammy, anyway.

Shit, actually, you know what? Give me this move, but make it an anti-air that juggles and can be followed up by another special or an air throw. Give me some of those Urien anti-air juggles, man.


This some good fanfiction I'm writing here.
 

Kashiwaba

Member
New CFN can go fuck itself. It worked amazingly well the first 2 weeks, kept getting matches constantly and most of them 4-5 bars, even some 3 bar matches ran smoothly, now all I get are 3 bars and some of them turn into 1 bar matches when the rematch screen pops up, whenever a 5 bar match appears it doesn't go through... Fuck this crap, makes it hard to enjoy the game when I can't play many matches in an hour and I have to pray the match I get runs smoothly.

Now I'm using WiFi (i know i shouldn't but it's temporary and i have no other choice. Also i only play casual) i can tell that most of my laggy games were against wifi users, i can actually tell the difference about how my opponent plays when my wifi signal starts dropping though there is no difference on my end.
 
It's funny how OSFIV and SFV were made by the same people, since the former was one of the freest, most BS versions of SF and the latter is one of the most streamlined, BnB versions.
 
Here's a thought experiment for y'all - IF season 3 / super / whatever DOES have some sort of CA or V-select option , just how would you alter the existing cast knowing that at most it might change a single special move or something ?

Do you go lazy with it and just give Ryu a Super shoryuken like SF4's ? do you give him a different Vskill ? and what would that even be if you did ??? I suppose it depends on just what exactly gets altered - having a V-select that gives a character access to a new vskill and thus a new vtrigger would be much harder to implement and balance then simply adding a new critical art right ?

Do you go really nuts and make it so selecting a different vskill ALSO gives each character a different critical art that better utilizes their changes ?

I guess to keep things from getting too crazy - just suggest a new Vskill for your respective Main character and then what their new vtrigger and CA would end up being if you were in charge of building all of this.

So I'll just go back and use Ryu for my own example - So currently he has a SF3 style parry as his vskill , his vtrigger puts him in denjin mode which allows for projectiles to come out faster and do more damage , it also beefs up his critical art from a shinku hadouken to a denjin hadouken. Despite some season 2/2.1 nerfs Ryu is still just a solid middle ground jack of all trades.

so , for a new Vskill , I propose his SF3 move - the Donkey Kick , tap the Mediums for a half kick with a single hit of armor (but a slow startup) , hold both mediums for the full kick and 2 hits of armor , hitting would do decent knock back and would guard break. Vtrigger would maybe add a hit of armor to shoryu's and tatsu's while also reducing any stun on ryu to zero and preventing stun gain. It would still be 3 bars. For his new critical art , I suspect a stun shoryu , where it would do 800 stun and 400 damage raw and 1000 stun while Vtriggered plus 400 damage. It would be an anti-air but any combo that could go into a DP could go into the CA version.

I mean... I have no idea how balanced that would be but I'm just curious what others would like to see with their characters if they had the chance.
It's a really hard situation for Alex since he is lacking in anti airs, oki, defensive options and neutral button game (to a lesser extent). I think the best possible choice in that scenario is more frame advantage on EX air knee strike since it kills two birds with one stone (anti-air strength and oki), but he still needs wakeup options like a frame 1 super armored EX slash elbow, better medium/heavy AA buttons and special cancels on either of his crouching/standing mediums. I don't care if their addition means he loses 25 HP and stun. Having a neutral game and wakeup pressure is too important in this game.

Also, his stomps suck, but godlike 3S stomps still aren't as important as oki, wakeup and neutral game.
 
Now I'm using WiFi (i know i shouldn't but it's temporary and i have no other choice. Also i only play casual) i can tell that most of my laggy games were against wifi users, i can actually tell the difference about how my opponent plays when my wifi signal starts dropping though there is no difference on my end.

I completely forget wi-fi users exist. A bad connection I usually put down to cfn or my internet having a rough day.

In other news, I leveled up a bit over the last couple days with a 12 match win streak, which I thought impossible. I'm still silver, but it's a little progress.
 

Naarmight

Member
Does anyone know what the announcer says, it sounds like "You are in the top mmmmmm thousand in Europe" Logically it would 1000, but there is no way that can be right. I like the idea of the announcer, I just cant understand her half the time
 
Now I'm using WiFi (i know i shouldn't but it's temporary and i have no other choice. Also i only play casual) i can tell that most of my laggy games were against wifi users, i can actually tell the difference about how my opponent plays when my wifi signal starts dropping though there is no difference on my end.

Your own connection shouldn't really affect you unless you play on a 56k modem. It's why lag switching is a thing in online FPS.

It's also why Brazilians have a better experience playing against someone in the US. But cannot be said the same for US players against Brazilians.

Rollback Netcode is suppose to fix this but Capcom made Apple Maps instead.

And honestly, why switch to Ethernet if just playing Wifi gives you the advantage?
 
New CA's would be cool but with the game being so linear I'm not sure if it'll make a big difference tbh.

Right now they all pretty much have the same function of just damage & they can all be cancelled from normals including throw CA's. So having resources to use them isn't really a thing outside of VT Akuma.

If they introduced new CA's, I can't see them being all too different. Maybe give half the cast an AA CA or give the characters that don't have a chip option (command throw characters basically) a different CA so they can chip with it. Maybe Laura get's a super fireball lol. Idk they'd have to be really different in utility for it to be a big deal and with how one track minded this game is, I'm not sure if it'll make a difference tbh

Actually if they gave laura a good anti projectile CA that'd be pretty nice hmmm

Going through 4's Ultra's and the categories I'd put them in are;

Anti fireball
Anti Air
Counter
Control - Rose U2
1f Grab
Fireball
Grabs that aren't 1f - Not sure what Guy/Balrog/Honda's U2's start up at lol
Genei Jin shit - Juri U1
HEALING
Resource heavy combo Ultra's - Gen/Dudley U2/Ibuki U2

Then you have Ultra's that need lots of resources to be effective as well.

Then you have characters that have Ultra's that pretty much do the same thing, which isn't a good imo. It becomes really obvious which one to choose regardless of the MU and that's what I don't want. For example, Sakura's U2 is a lot better than her U1 because of how versatile it was to use it, kinda rendering her U1 useless. C. Viper's U1 being a lot better than her U2 because they essentially did the same thing except U1 had more viable ways to use as well. Most Cody's chose U2 over U1, even though U1 was a lot easier to get into tho hmm. U2's damage was too good tbh.

Maybe we could see some counter ultra's like Fei's (top 3 ultra's in 4 tbh animation wise at least) & Cammy's. But there's already so many parries and Kolin that it'd be a bit much, but it might be nice for how heavy rushdown this game is.

But yea, being able to combo into any CA with just a normal and not using any resources is pretty 3s like, but at least in 3s you had multiple bars to still use EX moves while being able to still combo into a CA.
 
Lewd Zangief mod dropped, but the modder made the base of his D start too low so he looks anatomically weird. Either way cool to see some equal opportunity lol.
 

LakeEarth

Member
It's a really hard situation for Alex since he is lacking in anti airs, oki, defensive options and neutral button game (to a lesser extent). I think the best possible choice in that scenario is more frame advantage on EX air knee strike since it kills two birds with one stone (anti-air strength and oki), but he still needs wakeup options like a frame 1 super armored EX slash elbow, better medium/heavy AA buttons and special cancels on either of his crouching/standing mediums. I don't care if their addition means he loses 25 HP and stun. Having a neutral game and wakeup pressure is too important in this game.

Also, his stomps suck, but godlike 3S stomps still aren't as important as oki, wakeup and neutral game.

His stomps really really suck. I had an Abigail anti air my stomp with a s.lk, which btw is a normal s.lk, clearly not designed for antiair-ing like Chun's is. It's fine if they don't cross-up, but jesus could you widen the hitbox on that thing a little bit?

Also, giving Alex's j.d.HP a reason to exist would be nice. I exclusively use it to escape corner situations, but that doesn't work well at all against taller characters.
 

Pompadour

Member
Here's a thought experiment for y'all - IF season 3 / super / whatever DOES have some sort of CA or V-select option , just how would you alter the existing cast knowing that at most it might change a single special move or something ?

Do you go lazy with it and just give Ryu a Super shoryuken like SF4's ? do you give him a different Vskill ? and what would that even be if you did ??? I suppose it depends on just what exactly gets altered - having a V-select that gives a character access to a new vskill and thus a new vtrigger would be much harder to implement and balance then simply adding a new critical art right ?

Do you go really nuts and make it so selecting a different vskill ALSO gives each character a different critical art that better utilizes their changes ?

I guess to keep things from getting too crazy - just suggest a new Vskill for your respective Main character and then what their new vtrigger and CA would end up being if you were in charge of building all of this.

Generally, I wouldn't want to make too many new tools locked behind a character screen selection process. At that point you're not making the character have more variety, you're just splitting up a character in multiple versions and one version usually ends up being much better than the other.

The issue with a new Critical Art is that they're extremely multipurpose already unlike III's Super Arts or IV's Ultras. For the most part, Critical Arts are all: high damage, easy to combo into, and invincible. There's not situations like picking Dudley's Ultra 1 as a counter to Ryu's fireball instead of Ultra 2 to use as a combo ender.

So if we were doing new Critical Arts I'd make the current ones have more weaknesses and maybe switch to varying bar sizes and multi-stocks a la 3S. As for visually what moves I'd use for the new CAs, SFV (and I like this choice) basically turned old supers into EX moves already (Ryu's Shin Sho is his EX SRK, for example). So I think the approach would be to create an entirely new move instead of giving Ryu an SRK, an even stronger SRK, and then an even stronger SRK than that.

As for the V-Skill/Trigger stuff, I'd rather make the current ones better. Whereas V-Triggers are mostly good already, some V-Skills are completely useless. They need to be 1) actually good and 2) something that gels well with the character's gameplan. Balrog has one of the best V-Skills in the game in that regard. Mika has one of the worst. Honestly, for characters like Mika I'd turn her V-Skill into a stat-boosting taunt (like 3S) and give her something new. Same for Alex: his V-Skill becomes an extra taunt and he gets the parry as his VS.

But if I had to do selectable VS/VTs I'd just do variations of each character like Slash/Bust. I generally don't like that because I hate having tools locked behind a specific version of a character but that's what I'd do. And to justify it I'd try and change the character visually to go along with it. Evil Ryu, Violent Ken, Heel Mika, Oni, etc.

I really can't think of what to add to my main because he's Balrog and he's basically designed perfectly outside of balance issues.
 
Having multi stock bars in V sounds like a nightmare with how strong some ex specials are.

Imagine Bison having 6 ex bars to play with. It'd become a damn circus. He'd spend more time in the air than on the ground.
 
Having multi stock bars in V sounds like a nightmare with how strong some ex specials are.

Imagine Bison having 6 ex bars to play with. It'd become a damn circus. He'd spend more time in the air than on the ground.

Maybe they'll turn SFV into the DBFZ competitor
 
I cannot break through to diamond. I go on huge winning streaks followed by huge losing streaks. I beat ultra diamonds and get washed by plats. Then I destroy all plats then can't beat any ultra plats or diamonds. From day to day my "skill" level seems to change.
I get 300 points from diamond and literally fell to Platinum in a day. I need help with consistency. And match up knowledge.
 
Just give more characters tools if we want variation. And I mean that in their normal moveset. I feel like Abby can be played a bunch of different ways because he has a lot to work with. And then use the v triggers as modifiers or extenders of said tools. It'd be more sick if Nash had more ways to drain shit out of you.
 

Village

Member
multiple stocked supers I don't know about in a game where that less damage sure. But not here, supers that do less damage but do other things and take less EX meter sure.

You could just legit have balrogs stun super, but you select it, and it takes 2 bars and does a hell of a lot less damage than his normal one.

And that's the trade right, a more acessable or usable super for less ex, and less viable one for more. I'm kinda ok with that trade... kinda

Not like stocked supers tough like 3rd strike

jesus god no
 

Pompadour

Member
multiple stocked supers I don't know about in a game where that less damage sure. But not here, supers that do less damage but do other things and take less EX meter sure.

You could just legit have balrogs stun super, but you select it, and it takes 2 bars and does a hell of a lot less damage than his normal one.

And that's the trade right, a more acessable or usable super for less ex, and less viable one for more. I'm kinda ok with that trade... kinda

If I was in charge of SFV I'd probably decrease damage across the board. I really like the high damage of SFV but most people dislike it so I'd tweak things so it isn't so crazy. I'd keep the scaling the same, though. It was so lame in SSF4 where you could do Dudley's BnB combo and follow it up with a full Ultra 2 and the 5 hits of damage barely made the bar move. It looked so unimpactful.
 
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