possible street fighter 5 mechanics?

Started by Duo Solo, January 16, 2013, 11:58:17 PM

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Duo Solo

3 introduced parries and 4 introduced focus attacks. What would you like to see in 5?

Froz

Special abilities? (Think of Sean Alty's CvTW.)

Duo Solo

Those are good but I dont see how they differ from special moves in most games. What Im talking about is something universal that all characters can do. Like SFxT, characters can charge special moves and dash to cancel out of them. They can also cause stagger/float/etc on counter hits.

FeLo_Llop

Honestly? Reversals a la Tekken/DoA/VF. This would add a fear against long combos, and also make the game more dynamic, more real.

Of course, the reversal only could be against certain properties. Imagine how a hadoken could be reversed(yes...they did it with that Retsu ripp-off from SF Alpha Generations).

[ Rose/ C.Viper/ Mars People/ Ash Crimson / Ivan Ooze ]: Finished
[ Shiki / Mature ] W.i.P.
[ ?? / ?? ]: Possible W.i.P.

walt

Defensive maneuvers
Parry was too free, and killed the Hadouken spacing game.
Just Defense is so easy to pull off there's no tradeoff, it's just gain.
Focus Attack is where it's at for me. It's the perfect mix of risk and gain.
If any, they should make it so that Focus doesn't absorb 100% of the damage, but more like 67-75%. That way the risk would become lower, and the game would be more open and dynamic.

Offensive maneuvers
EX being like 1/2 a bar in SF3 or KOF XIII was too much.
SF4 refined it so that you could hold 4 per meter and build it faster.
This added complexity to the game via EX invinicibilities, and the scenario number grew greatly.

Bottom line: MAKE IT LIKE SF4, DAMMIT! Ain't broken, don't fix it.

Also, I liked the Special Charge = EX from SFxT, but with all the existing button combinations, I don't even know where regular EX moves would end up being. Besides, the button presses would get in the way of getting a quick Hadouken out to counter another one, depending on how you're used to playing, and not all specials could hold this property :/

I guess I just like these new games a lot, SF4 is sweeeeet.

Person Man

A Shaming mechanic where if you drop a sick enough burn on your opponent after knocking them out, they won't get up for the next round and you automatically win.

Duos.act

Quote from: FeLo_Llop on January 17, 2013, 02:43:16 PM
Honestly? Reversals a la Tekken/DoA/VF. This would add a fear against long combos, and also make the game more dynamic, more real.

Of course, the reversal only could be against certain properties. Imagine how a hadoken could be reversed(yes...they did it with that Retsu ripp-off from SF Alpha Generations).

SF doesn't have long combos anyway.  Unless it's like Alpha series custom/variable combos or Dudley's juggles.

Sinnesloschen

-Taunts that actually do something.
-Canceling into Ultras if they return.
-Chargeable specials like SFxT.
-Parry Attack (It's like parry, only your char automatically retaliates unless you dash cancel the attack).
-Some form of Guard Cancel attack.
-More than one Super for each char (I'm looking at you, SF4).
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Cyanide

Less spinning please. Specially on the supers. People don't need to go in circles so much.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

walt

Quote from: Tintlin on January 18, 2013, 01:15:13 AM
-Parry Attack (It's like parry, only your char automatically retaliates unless you dash cancel the attack).
That's already what Focus does ... except you control when releasing the buttons. Otherwise it would be giving everydamnbody a Counter Special Move, and that wouldn't be too wise.


Froz

Quote from: Tintlin on January 18, 2013, 01:15:13 AM
-Taunts that actually do something.

SF3 had that. :P

although they're not as noticeable: http://wiki.shoryuken.com/Street_Fighter_3:_3rd_Strike#The_Characters

at this point, SF did every unique mechanic possible, the only thing that isn't done yet, is some type of health replenish.

Sinnesloschen

Quote from: Froz on January 18, 2013, 01:20:52 AM
SF3 had that. :P
That's precisely what I was going for. It worked great in SF3, added a new depth to each character. Sure, multiple taunts might not be an option anymore, but one's enough as is.
Quote from: walt on January 18, 2013, 01:18:12 AM
That's already what Focus does ... except you control when releasing the buttons. Otherwise it would be giving everydamnbody a Counter Special Move, and that wouldn't be too wise.
It's kind of my attempt to make parry less broken. If you dash cancel at the wrong time, you eat a combo. If you let the attack happen as you counter a projectile, they'll throw more. Besides, absorbing damage might be an option to help discourage spamming it.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Duos.act

Quote from: Tintlin on January 18, 2013, 01:15:13 AM
-Canceling into Ultras if they return.
-Parry Attack (It's like parry, only your char automatically retaliates unless you dash cancel the attack).
-Some form of Guard Cancel attack.
-More than one Super for each char (I'm looking at you, SF4).

You have just described Street Fighter Alpha 3.

Sinnesloschen

Quote from: MCtatron on January 18, 2013, 01:27:39 AM
You have just described Street Fighter Alpha 3.
I don't remember this one (or anything resembling it) being in SFA3:
Quote from: Tintlin on January 18, 2013, 01:15:13 AM
-Parry Attack (It's like parry, only your char automatically retaliates unless you dash cancel the attack).
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Foobs

#14
Quote from: walt on January 18, 2013, 01:18:12 AM
Quote from: Tintlin on January 18, 2013, 01:15:13 AM
-Parry Attack (It's like parry, only your char automatically retaliates unless you dash cancel the attack).
That's already what Focus does ... except you control when releasing the buttons. Otherwise it would be giving everydamnbody a Counter Special Move, and that wouldn't be too wise.

Akatsuki Blitzkampf did something like that: thereflector, a universal parry triggered by pressing two buttoms with an automatical follow up. It works fine.

Sinnesloschen

Yeah, I was thinking of something like shielding (triggered by parrying) but being able to dash out of the automatic follow up.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Froz

SF could also pick up dodge/rolls, i mean if SNK picked up EX moves without any remorse, i assume capcom could do the same. :smug:

Sinnesloschen

But SNK made them cost the same as DMs and were also more unique (read: useful) to help offset the cost. Rolls in SF wouldn't work as well because of how much slower it is than KOF. Nice try, bro. :P
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Darkflare

Quote from: Froz on January 18, 2013, 01:20:52 AM
the only thing that isn't done yet, is some type of health replenish.

Elena SA3

Froz

i was leaning more to a System mechanic, rather than a super. Example, doing something complex (combo or something) and obtain a small amount of health in exchange.