Street Fighter V Roster Discussion: P-P-P-P-PATTERN BREAKER

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Vega has the same problems that Bison does in other versions. His normals have too much priority, so they can't give him other tools. If they reduce his priority, then he can be more interesting. As I mentioned in another thread, the easy way to reduce his priority is giving the claw it's own hitbox. That way you can hit the claw off of his hand.
 

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"UHHNN UHHNN!"
 
Vega has the same problems that Bison does in other versions. His normals have too much priority, so they can't give him other tools. If they reduce his priority, then he can be more interesting. As I mentioned in another thread, the easy way to reduce his priority is giving the claw it's own hitbox. That way you can hit the claw off of his hand.
The problem I've seen with Claw in all iterations of SFIV is that, yeah, his normals are good pokes, but that's it. He has no other tools that are useful, like wakeups or good combos. And anything that the has beyond his normals are 1-link frames that I'll be damned if I can ever pull off, even after all these years.
 
I know we don't know what the song for this possible NYC stage'll be like, but I can think of a remix that'd get me pretty jazzed.

Ooh! Ah new remixed version of Jazzy NYC would be awesome. Now I can't w8 to play him even more in his stage D:

I know I'm probably in the minority, but I really don't have a lot of love for the 3s OST and Jazzy NYC in particular is really grating to me. Like the character designs, it's one of those tracks that is in the minority but is more memorable for being awful to me than the others are for being good.

Also, WTF happened with the backgrounds in this game? Pallete-swapped stages for anyone but Yun and Yang in the third iteration of the game is inexcusable, and Ibuki's and Elena's stages are these completely uninteresting monochromatic borefests.
 
I know I'm probably in the minority, but I really don't have a lot of love for the 3s OST and Jazzy NYC in particular is really grating to me. Like the character designs, it's one of those tracks that is in the minority but is more memorable for being awful to me than the others are for being good.

Also, WTF happened with the backgrounds in this game? Pallete-swapped stages for anyone but Yun and Yang in the third iteration of the game is inexcusable, and Ibuki's and Elena's stages are these completely uninteresting monochromatic borefests.

You're not in a minority persé, I guess the game either clicked with you or it didn't. If it did, then all the things as pallette-swapped stages don't really matter much and the "bland" stages that you mentioned are just relaxing stages with a nice scenery (talking about Ibuki's stage lol).
 
You're not in a minority persé, I guess the game either clicked with you or it didn't. If it did, then all the things as pallette-swapped stages don't really matter much and the "bland" stages that you mentioned are just relaxing stages with a nice scenery (talking about Ibuki's stage lol).

I still like the game plenty. None of those things mattered enough to measurably detract from my enjoyment, I just found it to be odd steps back from previous installments that kept it from being as polished as it could have been.
 
I know I'm probably in the minority, but I really don't have a lot of love for the 3s OST and Jazzy NYC in particular is really grating to me. Like the character designs, it's one of those tracks that is in the minority but is more memorable for being awful to me than the others are for being good.

Also, WTF happened with the backgrounds in this game? Pallete-swapped stages for anyone but Yun and Yang in the third iteration of the game is inexcusable, and Ibuki's and Elena's stages are these completely uninteresting monochromatic borefests.

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What are you going on about?
 
I still like the game plenty. None of those things mattered enough to measurably detract from my enjoyment, I just found it to be odd steps back from previous installments that kept it from being as polished as it could have been.

Well you can't like ALL the stages or themes. But I get your point.
 
Vega has the same problems that Bison does in other versions. His normals have too much priority, so they can't give him other tools. If they reduce his priority, then he can be more interesting. As I mentioned in another thread, the easy way to reduce his priority is giving the claw it's own hitbox. That way you can hit the claw off of his hand.

I like this idea. A lot. Could make the VS Claw very interesting and tense for both parties.
 
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What are you going on about?
You're kind of proving my point? Her DI stage wasn't anything great either, but at least it was a bit more colorful than varying shades of red-orange.

Well you can't like ALL the stages or themes. But I get your point.
Idunno, I like everything/feel neutral toward everything in 4 outside the training stage (that music gets incredibly tiresome when you're putting time in the lab). I can't really think of a bad stage or theme that jumps out to me from 2, A2, or A3 either.
 
I wonder if #RiseUp has something to do with the story. People were finding these Illuminati(?) sarcophagi on different stages. That would maybe fit the theme.
 
The problem I've seen with Claw in all iterations of SFIV is that, yeah, his normals are good pokes, but that's it. He has no other tools that are useful, like wakeups or good combos. And anything that the has beyond his normals are 1-link frames that I'll be damned if I can ever pull off, even after all these years.

Design wise, Claw is a very old, clunky character. He was in the same realm as Bison where I thought that his playstyle didn't really represent his personality. They should change how a lot of his moves work and give him several new ones.

His playstyle is very obnoxious. His game is either flying around constantly (in low skill matches) or he's edging forward and poking you. He's a matador ninja and half the match he sits on his ass. He needs a reason to dance around more.

I'd probably keep his wall stuff (outside super) as charges because making them QCF isn't going to make him less annoying. I'd tone down his poke game in exchange for a more enjoyable combo based offense. And remove his backflips entirely, he should have enough movement options to not need those to dodge.
 
Design wise, Claw is a very old, clunky character. He was in the same realm as Bison where I thought that his playstyle didn't really represent his personality. They should change how a lot of his moves work and give him several new ones.

His playstyle is very obnoxious. His game is either flying around constantly (in low skill matches) or he's edging forward and poking you. He's a matador ninja and half the match he sits on his ass. He needs a reason to dance around more.

I'd probably keep his wall stuff (outside super) as charges because making them QCF isn't going to make him less annoying. I'd tone down his poke game in exchange for a more enjoyable combo based offense. And remove his backflips entirely, he should have enough movement options to not need those to dodge.
Why would you remove the backflips lol. Those plus his walk speed are why he's my favorite character to play as. Playing defensively makes sense for a bullfighter too, as does being annoying.
 
[QUOTE="God's Beard!";173256249]Yeah, the current animation for his hair is dreadful. It shouldn't bounce around because of those iron scrunchies he's got.[/QUOTE]
Nice.
 
So what do you guys think would be a good vtrigger and vskill for akuma? I'm not sure about his vskill but it would be cool if his vtrigger is not actually a normal vtrigger but instead would be insta depleted by allowing you to demon. His super meter would be used to do one of his other supers. Maybe teleport as a vskill?
 
So what do you guys think would be a good vtrigger and vskill for akuma? I'm not sure about his vskill but it would be cool if his vtrigger is not actually a normal vtrigger but instead would be insta depleted by allowing you to demon. His super meter would be used to do one of his other supers. Maybe teleport as a vskill?
His V-Skill would probably be the Demon Flip or his teleport glide.
 
So what do you guys think would be a good vtrigger and vskill for akuma? I'm not sure about his vskill but it would be cool if his vtrigger is not actually a normal vtrigger but instead would be insta depleted by allowing you to demon. His super meter would be used to do one of his other supers. Maybe teleport as a vskill?
I think Raging Demon for V-Trigger is a good bet.

You can probably put the teleport on the V-Skill.
Air fireball as V-Skill please.
lol no

The V-Skill should be something essential to the character's play, though. Teleport is so situational...I also wonder if they'll keep his teleport, since Bison lost his.

I bet we'll get a new move that is his V-Skill. Akuma needs new stuff to show how he has been training.
 
It would be Claw, Boxer... Decapre and Seth? Iunno... I don't really consider Sagat as a member of Shadaloo considering he was only briefly a member at the end of Alpha 2/beginning of Alpha 3

I would be mad hype for a SF1 pack. Especially if they revived the barely used characters (Joe, Retsu, Eagle, Lee, Geki, Mike) and let the other guys rest (Gen, Adon, Sagat). Birdie, Ryu & Ken are already in. It would actually be cool if it was all of them in a pack (except the 3 already in).
By Shadaloo I mainly meant SF2 bosses. Honestly I don't really care for them and would rather get Dudley as Boxer and Geki as Claw (I really liked Vega, but I can't play him and I'm almost always for bolder choices).

As for SF1. First there is no point in Joe and Mike returning since there was nothing unique about them and we have Balrog and Cody/Abel.
Secondly, having all barely used characters kinda defeats the point of having packs. Having a pack containing familiar characters with new/reimagined ones will benefit from not creating all the characters from scratch as well as bringing back fan favorites alongside new characters.
Between totally reimagining a character (SFA Birdie, Cody) and redesigning them (SFV Birdie, Nash) I can see endless possibilities for returning characters.
 
So what do you guys think would be a good vtrigger and vskill for akuma? I'm not sure about his vskill but it would be cool if his vtrigger is not actually a normal vtrigger but instead would be insta depleted by allowing you to demon. His super meter would be used to do one of his other supers. Maybe teleport as a vskill?

vtrigger turns him into oni
 
Design wise, Claw is a very old, clunky character. He was in the same realm as Bison where I thought that his playstyle didn't really represent his personality. They should change how a lot of his moves work and give him several new ones.

His playstyle is very obnoxious. His game is either flying around constantly (in low skill matches) or he's edging forward and poking you. He's a matador ninja and half the match he sits on his ass. He needs a reason to dance around more.

I'd probably keep his wall stuff (outside super) as charges because making them QCF isn't going to make him less annoying. I'd tone down his poke game in exchange for a more enjoyable combo based offense. And remove his backflips entirely, he should have enough movement options to not need those to dodge.

I like Claw , I feel like he also suffered the same problem as Guy. SF4 just wasn't the game for characters flying around. So they just made those flying moves very limited in use because these characters would be broken if they had same functionality as previous games.

Both the characters are very strong with their footsie game and pokes though , but they sorta killed what made them unique in the first place.
 
I think Raging Demon for V-Trigger is a good bet.


Air fireball as V-Skill please.
lol no

The V-Skill should be something essential to the character's play, though. Teleport is so situational...I also wonder if they'll keep his teleport, since Bison lost his.

I bet we'll get a new move that is his V-Skill. Akuma needs new stuff to show how he has been training.
A lot of of the others are pretty situational- but all are anti-projectile except for Ken's. (Seen multiple players hopping Fireballs with Chun.)

If you want to go full-throttle with the system and simplifying inputs- let the V-Trigger turn a V-skill teleport into a Raging Demon. :-P
 
She's my fav SF lady so I hope she makes it in soon, but I don't expect her in the initial roster. Her play style is perfectly suited for SFV though, and we can finally get a 3D model of her that matches her design!

Same. Two characters have absorb/reflect moves already :(
Hopefully rose is early DLC.
 
I think Raging Demon for V-Trigger is a good bet.


Air fireball as V-Skill please.
lol no

The V-Skill should be something essential to the character's play, though. Teleport is so situational...I also wonder if they'll keep his teleport, since Bison lost his.

I bet we'll get a new move that is his V-Skill. Akuma needs new stuff to show how he has been training.

His teleport as V-Skill would make sense. I dunno how I feel about Demon as his V-Trigger though. I'd either keep Demon as his regular super unless he gets his 3s (air) fireball super back. Or they could give him his KKZ back but make it comboable like it was in SFxT. I'd be okay if his V-Trigger turns him into Shin Akuma or something. Double air fireballs and other specials turning into EXs and stuff until his bar runs out.
 
A lot of of the others are pretty situational- but all are anti-projectile except for Ken's. (Seen multiple players hopping Fireballs with Chun.)

If you want to go full-throttle with the system and simplifying inputs- let the V-Trigger turn a V-skill teleport into a Raging Demon. :-P
But you can't use V-Skills while Trigger is active.

Maybe it can be like that Q Super Art where he has to hit his opponent in a certain amount of time?
 
How many actual slots are open up, if the leaks are 100% accurate? I'd be a little disappointed if there wasn't at least one more surprise returning character out of the blue.
 
How many actual slots are open up, if the leaks are 100% accurate? I'd be a little disappointed if there wasn't at least one more surprise returning character out of the blue.

What's the most accurate leak? Seems like Bogard's is still, and he didn't mention returning characters only that of the 16 initial ones, 4 would be new, right?
 
I hope if Akuma is in the game he has no V-gauge at all 3s-style, and some other unique aspect of his character.

Really gives the impression that Akuma is on a higher level than the rest of the cast when they do that.
 
[QUOTE="God's Beard!";173267514]I hope if Akuma is in the game he has no V-gauge at all 3s-style, and some other unique aspect of his character.

Really gives the impression that Akuma is on a higher level than the rest of the cast when they do that.[/QUOTE]

He did have a super gauge though. He just wasn't able to use EX moves.
 
His teleport as V-Skill would make sense. I dunno how I feel about Demon as his V-Trigger though. I'd either keep Demon as his regular super unless he gets his 3s (air) fireball super back. Or they could give him his KKZ back but make it comboable like it was in SFxT. I'd be okay if his V-Trigger turns him into Shin Akuma or something. Double air fireballs and other specials turning into EXs and stuff until his bar runs out.

They should really just shove all his badassness from a variety of games but simply it. Shin Akuma should just be his EX moves whereas Oni could be his V-Trigger. EX DP is his Super DP, like Ryu and Ken, while his EX tatsu is his 3S tatsu super. V-Skill would be his teleport.

What he should gain in "Oni" mode would be his air dash and teleport slashes without losing anything from his old moveset. Maybe that dropping karate chop slash could be made into the CvS2 version if EX'd?

Like 3S, he should have access to his Raging Demon at all times. His Critical Art could be a new move. SFV Akuma should be some next level bananas, Mugen shit.
 
A lot of of the others are pretty situational- but all are anti-projectile except for Ken's. (Seen multiple players hopping Fireballs with Chun.)

If you want to go full-throttle with the system and simplifying inputs- let the V-Trigger turn a V-skill teleport into a Raging Demon. :-P
They are situational, but not that situational. You pretty much only use teleport as an oki/corner escape gambit.

His teleport as V-Skill would make sense. I dunno how I feel about Demon as his V-Trigger though. I'd either keep Demon as his regular super unless he gets his 3s (air) fireball super back. Or they could give him his KKZ back but make it comboable like it was in SFxT. I'd be okay if his V-Trigger turns him into Shin Akuma or something. Double air fireballs and other specials turning into EXs and stuff until his bar runs out.
I changed my mind. I just want Shin/Oni Akuma. I want Super Saiyan battles between Akuma and Necalli.

Teleport as a V-Skill would mean he has the most situational V-Skill so far in the cast. /shrug

Akuma had KKZ in SFxT?

The Shin upgrade would have to be permanent, like Necalli's.

What's the most accurate leak? Seems like Bogard's is still, and he didn't mention returning characters only that of the 16 initial ones, 4 would be new, right?
Bogard's is the only one to hold water, and what you listed is what we know.

Every list seems to have R. Mika and Karin. Historically, that usually means there's some truth to it, and lots of people are piggy-backing off of a good source somewhere. /shrug

[QUOTE="God's Beard!";173267514]I hope if Akuma is in the game he has no V-gauge at all 3s-style, and some other unique aspect of his character.

Really gives the impression that Akuma is on a higher level than the rest of the cast when they do that.[/QUOTE]
How is having fewer features a sign of higher power?

GIVE ME MY GODDAM ONI OR SHIN AKUMA.
 
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