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I worry that Capcom has simplified Street Fighter V's mechanics too much

It's about that time.

Literally every SF release the game is doomed for being too simple or too unfair.

So the silly panic posts don't change, but man, people were a lot more respectful back then. No need for name calling to try to make up for a weak argument or jumping on somebody because they disagree. Those responses were pretty nice to read.
 
Interesting you mad ethis thread OP.
I was actually going to 'praise' or recommend the game due to its simplicity.
The simplification of the EX meter is a good move. With most supers looking rather dull, it could psychically induce the player to use EX moves more.

Ex moves are now more expensive tho, you only get three Ex moves for one bar of Super. In IV it was four Ex to a super.

The best system was 3's, where each super had different bar lengths and some could hold more than one super, but in this game every character has only one super. 3s only disadvantage was that the cost of an ex move is less clear, but it is undeniable cheaper most of the time. Of course, maybe the idea is to make Ex moves less common and better too.

Maybe after a while we will get an update with a new super move for everyone, and maybe those supers will be better and cost 4 ex moves. Or worse and cost two ex bars. The V-bar already has different costs for everyone.

Don't really see a comeback to characters holding more than one super bar in SFV tho.


Re: SFxT: that game is basically gaming jesus. It died for Capcom's DLC sins so we can have a SFV with a more rational DLC.

No chip damage KO is also part of a comeback mechanics. Well besides CAs.

No KOs with chip damage is easily, EASILY the best design decision in the game.
 
I don't think the simple mechanics are a problem.

In fact, I really like all that I've seen of SFV. It feels to me that it just gets down to brass tacks and says: "You wanna get good? You gotta put in the time for that character and learn the in's and out's of the moveset at your disposal."

It makes me feel like I lost because I just wasn't as good as the other player, or he just figured my playstyle and patterns and adapted better than I could, rather than losing because I don't understand how the ridiculous amount of systems work for each character.
 
"So the silly panic posts don't change, but man, people were a lot more respectful back then. No need for name calling to try to make up for a weak argument or jumping on somebody because they disagree. Those responses were pretty nice to read."

It was also interesting to see that people still thought their fringe opinions were representative of a large portion of players.
 
From what I played, this game is pretty much inline with every new street fighter game. Yes, when it is new, even veterans need a learning curve. New techs don't surface until much later.

I already like it better than 4 and don't mind maining this for a while.
 
SFxT was so damn good. I always hope for a digital release or something but I guess we will never see it again in our lifetime. They sent that game out to die with that set up.
 
I would pickup SFxT (literally buy it again) if it wasn't dead on PS3 ( I remember it dying pretty fast). Plus for some reason SFxT online was worse than SF4 for ranked and endless...
 
"So the silly panic posts don't change, but man, people were a lot more respectful back then. No need for name calling to try to make up for a weak argument or jumping on somebody because they disagree. Those responses were pretty nice to read."

It was also interesting to see that people still thought their fringe opinions were representative of a large portion of players.

SF x Tekken being too good for this world, touche
 
SFxT was so damn good. I always hope for a digital release or something but I guess we will never see it again in our lifetime. They sent that game out to die with that set up.

I couldn't stand the rapid tags in and out. Even without the DLC backlash and the power of the jab, that killed it for me.
 
Lets not forget that v-skills also build v-gauge, encouraging players to use them more. Encouraging players to be proactive doesn't sound like much of a comeback mechanic.
Yea man, Kens friggin step kick is so unsafe tho! I can't land that junk unless I catch a back dash or someone running. Only way to get Ken in crazy V-Trigger mode is taking damage. I hope his run/step kick is adjusted, i thought it would be a mix up tool, but it's pretty much a combo extender atm..
 
Simplicity is not a bad thing. SF4 became way too complicated by the end of its meta. Just try facing a player who knows how to take full advantage of all the defensive options available. Can't tell you how many times I've seen a character with a good backdash back out while in the middle of being jabbed, lol. Its just too much.

Though I will say that SF4 is a fun game to watch. But I do sincerely think SF5 will play better and reward fundamentals more even in spite of its simplicity. Though it might be less "fun" to watch in some cases. We'll see soon enough.
 
Guys, do you even remember how SF4 first looked? it was "boring" at first too, it's because players don't know what they are doing yet lol, nothing to do with how deep the game is or could be. https://www.youtube.com/watch?v=N-m6R1E76l8

And, I dunno about you, but I felt pretty bad ass here, very early on, just a beta, and me and this other ken already starting to form little strategy and figure each other out. https://www.youtube.com/watch?v=PzEysgh4NcQ

Man, this game is gonna be good fellas...remember, this is the starting point, base game, and it's already delicious.
 
Ex moves are now more expensive tho, you only get three Ex moves for one bar of Super. In IV it was four Ex to a super.

The best system was 3's, where each super had different bar lengths and some could hold more than one super, but in this game every character has only one super. 3s only disadvantage was that the cost of an ex move is less clear, but it is undeniable cheaper most of the time. Of course, maybe the idea is to make Ex moves less common and better too.

Maybe after a while we will get an update with a new super move for everyone, and maybe those supers will be better and cost 4 ex moves. Or worse and cost two ex bars. The V-bar already has different costs for everyone.

Don't really see a comeback to characters holding more than one super bar in SFV tho.


Re: SFxT: that game is basically gaming jesus. It died for Capcom's DLC sins so we can have a SFV with a more rational DLC.



No KOs with chip damage is easily, EASILY the best design decision in the game.
You gain meter super free in SFV. Meter builds so much slowly in SFIV unless your name is Yun or Rose.
 
Yea man, Kens friggin step kick is so unsafe tho! I can't land that junk unless I catch a back dash or someone running. Only way to get Ken in crazy V-Trigger mode is taking damage. I hope his run/step kick is adjusted, i thought it would be a mix up tool, but it's pretty much a combo extender atm..

Depending on the distance you can make it safe, it's hella unsafe overall.
 
No, they don't. Watch yesterday's matches, nobody dares to throw more than the occasional fireball with any character because they are way too risky and almost everybody has extremely easy ways of getting around them, even on reaction.

I'm not saying that there should be an O. Sagat in there, but they did away with anything even remotely close to a fireball zoning character like classic Ryu or Guile.

Just re-read this post after watching FChamp's Dhalsim.

throw-our-heads-back-in-laughter.gif
 
That's from the first beta and I think speeds have been tweaked since then. That's 7 months old, which is ancient in terms of what we've been playing.
Pretty much only frame data and move properties have been tweaked in subsequent betas afaik. If someone wants to find video evidence to the contrary, link it. I'd definitely like to be sure.
Late reply, but Ryu's movement speed has indeed been increased between builds and they definitely upped Birdie's as well (when he pops V-Trigger) from beta phase 1 to 2.
 
I can see SFV being considered the simpler SF game. On a base level it is. But that doesn't make it bad.

I do feel like what Tokido said holds some truth in the CURRENT version of the game. Obviously capcom will shake things up if things go south just like SFxT. I do think the game focusing on fundamental means that top players with already good fundamentals don't have to put much work to stay relevant in the game.

And there are some people saying "o its just the old guard that says that but they'll easily get replace by new blood". Yeah keep saying that when Tokido is in multiple top 8 in different games in the same tournament every fucking year for a decade.

Also I dislike no chip kills outside super. I think its stupid and is most definitely a comeback design. It gives the losing player an advantage in that they have zero worries of losing white life since they lose nothing. That if needed they can focus solely on defense to buy time to think of a strat while normally they would be pressured in losing white life. Like if you had no health and sim does v-trigger it does literally nothing if they just want to sit in it and downback and focus on solely reacting to the teleport mixup

Though it is a lot better design wise than ultra/xfactor/rage.
 
SFxT was a mess of a game early on. Those who think otherwise either didn't read the frame data well enough to break the game apart, or simply have selective memory. The tragedy of SFxT is that capcom eventually fixed all of the game's problems (dominant jabs, low damage output, etc.), but the fanbase that felt betrayed by disc locked content and the sub-par initial release had already moved on. As it is now, SFxT is a great game, but I doubt it'll ever have a competitive scene again. It's a shame, really. Team capo was too fun. At least I don't have to hear that god-awful Pit Stop 109 music anymore.

Oh yeah, and gems. Gems were a horrible idea.
 
I can see SFV being considered the simpler SF game. On a base level it is. But that doesn't make it bad.

I do feel like what Tokido said holds some truth in the CURRENT version of the game. Obviously capcom will shake things up if things go south just like SFxT. I do think the game focusing on fundamental means that top players with already good fundamentals don't have to put much work to stay relevant in the game.

And there are some people saying "o its just the old guard that says that but they'll easily get replace by new blood". Yeah keep saying that when Tokido is in multiple top 8 in different games in the same tournament every fucking year for a decade.

Also I dislike no chip kills outside super. I think its stupid and is most definitely a comeback design. It gives the losing player an advantage in that they have zero worries of losing white life since they lose nothing. That if needed they can focus solely on defense to buy time to think of a strat while normally they would be pressured in losing white life. Like if you had no health and sim does v-trigger it does literally nothing if they just want to sit in it and downback and focus on solely reacting to the teleport mixup

Though it is a lot better design wise than ultra/xfactor/rage.

+1000 to everything
 
I actually don't have a problem with no chip kills other than via super. Gotta earn that last hit.

Agreed. Plenty of games do this, and I feel in rushdown heavy games like Melty Blood (get hype for steam release) that last chance to look for an opening in their offense is a godsend. For instance, if I'm successfully blocking Kohaku absurdity in the corner, and she's whittled my health down from 10% to 1% with cactus lockdown and bombs, then I still get one more chance to play, and Kohaku has to actually get a read to get her kill.
 
I'm glad they ditched SF4's system and went back to its roots. Loved the beta and it sold me on the game.

I also like the announcer for this game. Very normal just like with the SF II games, Alpha 1 & 2, & with the first two SF III games (although the announcer for SSFII & up was terrible).

While I don't mind the announcer for 3rd Strike, the announcers for Alpha 3 & SF IV in general were too much over the top.
 
I also like the announcer for this game. Very normal just like with the SF II games, Alpha 1 & 2, & with the first two SF III games (although the announcer for SSFII & up was terrible).

While I don't mind the announcer for 3rd Strike, the announcers for Alpha 3 & SF IV in general were too much over the top.

I agree. The announcer is pretty good this time around. The music, on the other hand, sounds like it's too low in the mix and not always pulse-pounding like how I prefer my music to be in fighting games. That has been a problem with almost all modern fighters, though. They aren't designed with arcades in mind anymore, so we don't get those loud, punchy soundtracks like we used to.

Capcom vs SNK 1 had a fantastic soundtrack in that regard. Super high energy, sounded fierce, and had the volume cranked up.
 
I don't think getting rid of double QCF motions is a great thing. There are situations, setups and combos that just don't work if everything was one speed/distance.

You don't want to throw out the hp version of Ryu's super fb all the time. Or someone like Urien's aegis setups and Makoto's sa2.
Marvel solves this problem by making qcf.LM, qcf.LH, and qcf.MH all different versions of supers where it's relevant.
 
Maybe just make chip kills specific to certain moves outside of Critical Arts. I think it makes sense for the Flaming Carpet to kill, and maybe something like Ryu's hadoken can chip kill when powered by V-trigger, while his vanilla ones won't. Just have it specific to certain things and not universal.
 
I'm glad this thread was made, because I like fighting games but hate how obtuse they can be, so simplified mechanics sounds great, might check SFV out.
 
For the most part, vtrigger is a stronger comeback mechanic than most ultras were. Turning really strong, otherwise uncancelable normals into easy confirms is way more reliable than spending meter on top of the ultra bar for the confirm. You also can use vtrigger quite a bit earlier in the round compared to ultras when only taking damage for it. It's a more fun system for sure, but it's definitely a comeback mechanic.
 
Maybe just make chip kills specific to certain moves outside of Critical Arts. I think it makes sense for the Flaming Carpet to kill, and maybe something like Ryu's hadoken can chip kill when powered by V-trigger, while his vanilla ones won't. Just have it specific to certain things and not universal.

That would be a pain to balance, and make certain characters way too powerful and change their game plans and how you fight them immensely. Like basically going against the whole "fighting against the player instead of the system" mentality.

No chip isn't really that bad. People fear the opponent turtling the whole match and getting blown up when they go on the offensive, but that means people need to put in work the whole match instead of letting off the gas.

Plus, if you really need a basic way to kill, just use a CA. Build up meter while they are too busy blocking and not trying to find a way in.

It's not really a comeback mechanic, or at least a good one. If you get hit, you are out. Simple and plain as that.
 
bumblebee cody putting in work in this topic

I needed reaction gifs for another forum but couldn't find the ones I needed(specifically the 3 dudes in the jungle laughing). GAF provided as always.

SF5 feels almost as crisp to me as any sprite-based game yet. It doesn't feel slow at all.

To me it feels slower, but that's not necessarily a bad thing, but it definitely makes the game feel like it's dragging on. I found it's not as exciting to watch/spectate. The game feels fine overall though.


This guy, man.

SF was never about combos so I'm with you that V relies heavily on footsies and mindgames.

Admittidley I am spoiled by SFIV. I like how combo fun Street Fighter IV is which is why SFV feels like a step backward. I'm pretty sick of the three combos Ryu has already
Jump Heavy Attack > (close) s.HK > c.LP > DP (xx Super if you have it)
Jump Heavy Attack > (close) s.HK > c.MP > Hadouken
Jump Heavy Attack > s.MP > (If opponent is standing) Ryu Target Combo
 

True but that was mid 2015 build. Since Beta 2 and 3 Capcom have heavily "nerfed" Ryu in multiple areas such as combos, mechanics, tech and mobility.
For example: Ryu has lost back tatsu (since first build) and neutral air tatsu (since third build)
Ryus sweep (on Crush Counter) led to a untechable knockdown and then the unblockable set up with Denjin. This then led to some of Ryus combos not working any more so the unblockable could not be set up.
Ryu has combos but you really don't have much room to experiment and be flashy which leads to doing the same combos over and over (not taking EX combos into consideration since they aren't always available).
 
This game will benefit from increased damage and speed if they are removing most combo options. If they want to mimic something like ST back to basics then increase speed and damage like that game too imo.
 
True but that was mid 2015 build. Since Beta 2 and 3 Capcom have heavily "nerfed" Ryu in multiple areas such as combos, mechanics, tech and mobility.
For example: Ryu has lost back tatsu (since first build) and neutral air tatsu (since third build)
Ryus sweep (on Crush Counter) led to a untechable knockdown and then the unblockable set up with Denjin. This then led to some of Ryus combos not working any more so the unblockable could not be set up.
Ryu has combos but you really don't have much room to experiment and be flashy which leads to doing the same combos over and over (not taking EX combos into consideration since they aren't always available).

Ken also got the air tatsu nerf.
 
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