SC5: Improved Competitive Ideas

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.

But you don't get the "I'm special!" flash which scares casuals. (Main reason I came to that conclusion is because I've had a lot of players freak out when I do something like Cassie's 4BB:A. Doesn't matter that it's stupid easy to do, it flashes, so they'd start screaming about how they actually have lives blah blah blah...)

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?

Making execution harder just for the sake of making execution harder is a pointless barrier.
 
We have a few SC5 threads (so feel free to relocate i this doesn't warrant it's own specific one)

I love SC4 and i feel it was the right direction for the game to be more competitive, but I can't help but notice some things could be done better to make it even more so:

Identifiable Grabs - One issue I have with grabs is you have to guess A or B. I'm fine with having to choose between two options but I feel their should be a visual distinction between the two grabs. Perhaps A grabs start with left hand and B grabs start with the right. they'll look similar but it will give you enough of a clue to get out. Fighters have guessing moments at times, but their is always a moment you can visually readjust if another option was selected. With throws it's luck if you guess right and you have no way to tell which is coming apart from RO setups and other things.

ROs shouldn't always kill
- I never whine about most ROs but I feel they can be done better and it would be better for both the casuals and the competitive community. When you RO an opponent it should simply drop down to a new level, inflicting massive damage on the fallen opponent and putting them at disadvantage. Sure it can end a fight but it will only take 33-40% max damage away allowing a person to live if RO'd too soon. It will also look visually cooler and not feel so cheap.

Breakable walls - Now we've seen this a little with levels like the pirate ship but wouldn't it be cool if the stage could open up or close as the fight progresses, altering the strategy? Say you're on a circular balcony with walled segments preventing you from running around it. You could break those down with wall splats and the stage would get longer. Naturally you would need an unbreakable wall that would stop an infinitely long stage. You could also have walls that would do more wall splat damage or change things. A spiked wall for example would have a very nasty stun and damage and a wall with a chain might force a gate to drop if smashed.

Armor Break Redone - I like the armor break idea but in SC4 no one would intentionally aim to break armor off and in BD it made no sense with being cumulative. I think the way it breaks should be the same, but the result different. If you break off armor it should result in certain moves dealing a different kind of hit stun AND a minor boost of damage to that area. Now the improved stun may only be a few frames, but some will cause a shakable stun or open up new combo options, making it more rewarding to actually attempt armor breaking.

1. No, Tekken is the only game with indentifiable Grabs, Grabs are still indentifiable grabs in this game. However, you have to look at it from a different prespective.

2. No, RO's are meant to kill, if you nerf that, you nerf ALOT of characters in this game.

3. i like the idea....it is in incentive.

4. Yes, it needs to be redone a little. Let Grabs break High Armor since you can...oh idk....DUCK THEM TO AVOID THEM. Teaches you to either break them or avoid them.

I'll suggest more, but i'm @ work
 
My idea still uses ROs, they just don't instant kill all the time. They do a set amount of damage. They'll still be an integral part of the game and can result in wins, but it gives players the chance to recover from one mistake while not always ending the match. Ever been RO'd on the first move of Seesaw level?

I wouldn't mind seeing this, but not as a replacement for ringouts. Maybe have some stages with this "non-instant loss" RO. I wouldn't mind it, but not having it wouldn't bum me out either. As for me, all I want to see is, like Malice said, is more attention to the details as a whole game. Please, no more guest or bonus characters. Guest characters are kind of fun, but seeing more addition to the cast would be more satisfying.
 
I wouldn't mind seeing this, but not as a replacement for ringouts. Maybe have some stages with this "non-instant loss" RO. I wouldn't mind it, but not having it wouldn't bum me out either. As for me, all I want to see is, like Malice said, is more attention to the details as a whole game. Please, no more guest or bonus characters. Guest characters are kind of fun, but seeing more addition to the cast would be more satisfying.

KEEP VADER other than that I don't care as long as they balance it well
 
@LostProvidence
so increasing SG damage will make turtling a thing likely to cause someone to lose even more than it is now. That will pretty much exclude turtling from the list of viable defensive playstyles, thus making whole game system more offense-favoring. I wouldnt like that. Its just my subjective opinion.
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I don't mean to the point of demolishing it. Honestly, I think the way it is in Broken Destiny is great.
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Making execution harder just for the sake of making execution harder is a pointless barrier.

I don't think there's any character in the game that requires just frames other than Sets. And, even still, Sets does a shit-ton of damage off of anything, so I figure it's warranted.
 
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