SFV Proposed fixes

SFV’s final version is approaching, and I realized that I hadn’t published this, so I might as well get it out.

SFV is kind of a mess, kind of controversial. I’ve done my fair share of defending it in the early days, but I eventually quit the game because I wasn’t really happy with it or the direction it was going in. I’d say that the core issue with the game is forced commitment. People had a lot of issues with SFIV being non-committal, things like invincible backdashes, crouch tech, safe sweeps, uppercut FADC, too many features like this tend to make the game about forcing the opponent to endure your shit and hoping they eventually mess up. On the other hand, having high commitment to everything makes the game more like rock paper scissors, as things more cleanly win or lose versus one another, and you don’t have ways to hedge your bets to get a draw.

I admit I’m not an expert player, and since I quit a while back, I don’t really know what’s up with the current round of patches or more character specific issues. If I were to do a balance patch, I’d exclusively buff lower tier characters. I don’t think the top tier have any degenerate tactics that need nerfing, they’re good all-around and don’t violate the spirit of the game, and it’s been this way for the majority of the game’s life. I’d probably revert each character to the point they were at their best, or slightly below that point if their best was truly broken (Mika, Abigail), but largely buff lower tier characters.

  • Increase pushback on sweeps (making sweeps unsafe was a good move from SFIV, but making them unsafe when spaced is too far)
  • Increase pushback and decrease startup/recovery of fireballs to be closer to SFIV standards (fireballs being unsafe on block as well as being very high commit is a large part of why they’re bad)
  • Revert command grab recoveries to before season 2.5 (having them vulnerable to neutral jump is reasonable, having them vulnerable to many jump back punishes is crazy)
  • Increase distance moved backwards on air reset, to prevent jab anti-air from being a dash-under mixup, or make a special exception for just this move or something.
  • Make all reversal uppercut moves invincible without spending meter, or at least invincible up to the first active frame.
  • Remove counterhit property from backdash, make it airborne from frame 1 (lets you use backdash to evade throws and minimize melee damage without avoiding it completely, giving you another wakeup option vs throws without letting you ignore meaty pressure like invincible backdashes) Alternatively, just remove the counterhit property, but make it throw invincible at the start for like 6 frames, so you can get a combo, but not like a crush combo.
  • Increase the number of normals with enough frame advantage to link into other normals (linking routes on most characters are rather boring due to this). Avoid doing this for light attacks, unless they cannot be self-chained or linked into from other light attacks.
  • Decrease the hurtbox size under jumping attacks so they’re closer in dimensions to the hitbox size (weakens anti-air jabs significantly, makes AA in general slightly less guaranteed)
  • Increase the duration that hurtboxes stay out after a move whiffs, animate to generally match the limb as it retracts, rather than jerkily appearing/disappearing (make whiff punishing more viable)
  • Increase the range of the hitbox on poking moves, in particular crouching medium kicks, so that they feel less stubby.
  • Allow any special that is forward jump only to be performed on neutral and back jumps, except divekicks, where only EX versions can be performed on back jumps.
  • Allow chip kills with EX moves (a decent compromise from only supers chip killing and allowing any special to chip kill)
  • Bump up character walk speeds slightly, like 6-10%.
  • Make overheads safer on block, or only punishable with light attacks (decent risk, low reward instead of  moderately high risk, low reward).
  • Make it so crush counter moves are never plus on block, and so poking ones are not plus on normal hit.
  • Add charge partitioning??? (this one is kind of off the wall, and I don’t really know how it would affect the game)
  • Make limb hurtboxes slimmer, so limbs that visually appear to go over/under each other do so with more reliability.
  • Reduce min heights on air specials.
  • change all hits of all attacks to be JP6 at minimum, make all EX attacks JP∞. (More Juggle Potential would open up the combo system a lot without much more effort, dunno if this would fuck anything up, but whatever, I’m not here to do a careful study)
  • change V-reversal to be more similar to GG’s dead angle attacks, rather than GG’s bursts. So 10-13 frames rather than 17-18 frames, early frames are completely invincible, later frames vulnerable to attacks.
  • Bring back advantage on throw, increase throw invincibility on wakeup to 4-5f, so you need to scare the person knocked down into throwing, like in every other game.

I don’t really have a solid solution for “robbery V-triggers”, V-triggers that can result in extremely high damage combos for late-game comebacks. Nerfing them is the obvious solution, but that would seriously reduce the number of skillful combos in the game and change the feel of many characters. I think a more healthy move for the game would probably be to integrate a lot of the alternate V-Trigger movesets as basic moves, and removing V-trigger entirely, or toning it down significantly, but there’s no clear solution.

Similarly, I don’t have a solid solution for the way that nearly all combos are too easy. I think average combo length is good currently, and making average combos harder would require either reducing hitstop (like 3rd strike), or reducing the buffer (which honestly wouldn’t be a horrible idea, a 1f buffer instead of 2f. The smallest link window being 2f wouldn’t be terrible). However I feel like these changes would also hurt the accessibility of the game. Over time Capcom has implemented V-Triggers that allow for harder combos, thanks to negative edge, quick stance cancels, quirky button combinations or the like, but working more skillful combos into the game without also increasing combo length and the difficulty of basic combos is an extremely tricky problem. Having more meaty-only combos, or combos based on delays or moving hitboxes could increase combo difficulty and situationality.

It’s relatively easy to mod SFV, if someone wants to make a mod with all these changes, that would be pretty cool.

2 thoughts on “SFV Proposed fixes

  1. bbcking May 10, 2022 / 11:41 pm

    My man you’re bronze in SFV, leave the theorycrafting to people who play the game


    • Celia Alexis Wagar May 10, 2022 / 11:51 pm

      I’m a woman, and I let a beginner play on my account and erode all my points because I quit SFV and don’t care.


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