SC5: Improved Competitive Ideas

Oddly enough I avoid characters with JFs, I have a personal distaste for them. But the idea of having the JF meant to be at the end of a combo would enable beginners to do the easy combo and expert players can focus on getting that extra damage. This way you always hit a base damage and occasionally you'll get the max. We already have this in the game, I would just like more of it. It was just an idea.

I still stand by my grabs but can easily see the opposing view point.

The bottom 3 however I feel give new dynamic to the game and further the depth.

these are just ideas, I haven't though all of them out all the way through.
 
Oddly enough I avoid characters with JFs, I have a personal distaste for them. But the idea of having the JF meant to be at the end of a combo would enable beginners to do the easy combo and expert players can focus on getting that extra damage. This way you always hit a base damage and occasionally you'll get the max. We already have this in the game, I would just like more of it. It was just an idea.

Yeah, the thing is, JF's just seem like pissy trouble to casual players. A character like Setsuka is almost crippled without JF's.

On top of that, a better player will actively seek out extra damage through additional moves etc anyway so they can always raise that base damage even if there are no JF's in the game. It's just an extra execution barrier.

I still stand by my grabs but can easily see the opposing view point.
Grabs are already 50/50 as it is. (Less if you consider that you can always Warble 'em too.) SC's got one of the easiest throw break systems of any game on the market. Most of the time you can determine what's coming from context.

If they were going to change the throw system, I'd rather see a move to a VF style throw break buffer system over the Tekken hand setup. Or just go SF style and have throw damage nulled/reduced by ukemi.

The bottom 3 however I feel give new dynamic to the game and further the depth.

I'd go for multi-tiered levels so long as there are still legitimate RO threats on one or two walls etc in most of the stages. That way you still keep the RO game and you also get a glorified wall splat if you knock them down to a lower level. (Wouldn't want a pure DOA approach personally.)
 
Your theory of, "JFs turn the casual players off" is pretty wrong. SF is one of the biggest fighting games out there right now, competitively and casually, and it uses 1 frame links in BLOCKSTRINGS.

Also, a lot of players (Even casual ones) love high execution characters. While some may not, adding characters like Setsuka isn't a bad thing. Besides, the execution in SC4 is piss easy, why not have something to make it a bit harder?
 
I agree with what someone said earlier about seeable throws. Some of the "weaker" characters really need their throws, and I think being able to see which throw it is would only cripple the lower tiered characters even more. Ivy's command throws are different so just be happy with that.
 
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