On March 15 2012 23:54 udgnim wrote:
![[image loading]](http://i.imgur.com/loRI1.jpg)
![[image loading]](http://i.imgur.com/loRI1.jpg)
AHAHAAHA that is awesome on so many levels :D :D
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Rybka
United States836 Posts
On March 15 2012 23:54 udgnim wrote: ![]() AHAHAAHA that is awesome on so many levels :D :D | ||
Hokay
United States738 Posts
On March 16 2012 12:24 kainzero wrote: Show nested quote + On March 16 2012 06:48 Phobbers wrote: So, watching the Machinima tourney at the moment. After the Joe/alex and Viscant/Ste match, I feel the clock needs to be slowed down a bit. Almost every round was a time over D: nah people need to stop turtling and playing sf4 style and trying to outpoke each other for like 40 damage you can easily go nuts in this game once you figure out, figure out your tag combos, tag often, tag safely, etc. i'm really liking this game now. so good. The thing about those pokes for "40 damage", many of them can cancel into boost combos or in general are hit confirms into bigger damage. Even without boost combos and hit confirms, space control and every damage helps, so good footsies is needed at high level play. I see no other way around that "sf4 style" unless you want to be reckless and get punished hard by a good player. Turtling is also a viable strategy in SFxT especially when you have a life lead and the time is low because throws (7f startup & short range) are even worse than SF4. Run away and downback all day. Not to mention everything has ridiculously long animations for regular throws (3 seconds), launchers, and supers (waaay too long) while the clock runs. I've even seen players burning all their super bars for long cross cancel combos just to run the clock even though the long combo damage is wrecked by damage scaling. There's a good chance (I hope) that the game may not have as many timeouts as the game matures, but then again there are also alpha counters that are yet to be used as much that can stop offense and send opponents flying across the screen for a reset. Whatever the case is, as of now I've never seen a fighting game with this many timeouts. | ||
semantics
10040 Posts
On March 16 2012 12:29 Rybka wrote: AHAHAAHA that is awesome on so many levels :D :D well just 2 it's an awesome stick and poison depending if you're talking about japan's version or NA version might have/had "an awesome stick" | ||
Mannerheim
766 Posts
On March 16 2012 15:18 Hokay wrote: Whatever the case is, as of now I've never seen a fighting game with this many timeouts. I have, in a freshly released vanilla MvC3. | ||
Hokay
United States738 Posts
On March 16 2012 16:55 Mannerheim wrote: Show nested quote + On March 16 2012 15:18 Hokay wrote: Whatever the case is, as of now I've never seen a fighting game with this many timeouts. I have, in a freshly released vanilla MvC3. I dunno they are pretty neck to neck. But with vanilla MvC3 release it didn't take long for people to effectively rush down with characters like Wolverine, who's super easy to use to get in on that ass the first to second week. | ||
Shatter
United States1401 Posts
On March 16 2012 15:26 semantics wrote: Even in Japan's version of Final Fight, Poison was listed as a newhalf. There is some youtube video that came out recently that discusses this subject and demonstrates the whole female in Japan/male in US idea is not true.Show nested quote + On March 16 2012 12:29 Rybka wrote: On March 15 2012 23:54 udgnim wrote: ![]() AHAHAAHA that is awesome on so many levels :D :D well just 2 it's an awesome stick and poison depending if you're talking about japan's version or NA version might have/had "an awesome stick" Anyways, it sucks being a fighting game player who only has a PC ![]() | ||
rwrzr
United States1980 Posts
On March 16 2012 22:16 Shatter wrote: Show nested quote + Even in Japan's version of Final Fight, Poison was listed as a newhalf. There is some youtube video that came out recently that discusses this subject and demonstrates the whole female in Japan/male in US idea is not true.On March 16 2012 15:26 semantics wrote: On March 16 2012 12:29 Rybka wrote: On March 15 2012 23:54 udgnim wrote: ![]() AHAHAAHA that is awesome on so many levels :D :D well just 2 it's an awesome stick and poison depending if you're talking about japan's version or NA version might have/had "an awesome stick" Anyways, it sucks being a fighting game player who only has a PC ![]() ALSO question do you think that Grapplers are really strong because of the reduction in stage size? AND/OR is it just the early stages of the game where every grappler feels Abel-esque (Combo potential + command throws) | ||
Trumpet
United States1935 Posts
Grapplers are always strong early in a game's life until people start learning the matchups better. When people realize how slow most 360s are in this game (5 frame startup if not slower for most) so the mashing between strings doesn't work except for ex grabs, they won't be quite as dominant. The core mixup potential never dies though, unlike some other characters early high / low etc gimmicks. | ||
kainzero
United States5211 Posts
it isn't surprising that jwong was the one who "discovered" wolvie/akuma when everyone and their moms were playing mss when mvc3 came out and bitching about sentinel xf3. that said... -people aren't using their meter correctly. they want to burn 3 meters for a combo that does 100 extra damage? no wonder. -40 damage isn't much. people are playing like they only have one character and then switch when they're about to die. you can play more reckless in this game because of life regen through tagging, but people aren't tagging often and i'm often seeing people dying with their other character at 75% life. even worse i often see people hitting launcher combos with their char at 20% and getting so excited that the next combo they do is a tag back to their 20% partner. -during that invitational, gootecks' poison vs. rolento was the lamest crap ever. 50 seconds drain from the clock and they're still full screen chucking fireballs and knives at 100% health. -i feel like it's easier to get in. maybe it's the speed of the game or +frames that i'm not aware of but the upclose game is really sick. throws were nerfed in favor of the high/low game, i think overheads are safer, faster, or have better frames, etc. on top of that one bar tag mixups from tekken style strings are pretty sick. maybe they sped up jumps, i don't know. -people aren't playing with a sense of urgency. if your opponent has huge life lead and there's 20 seconds, you're not gonna win with half screen pokes. that's when you have to get in there. you have to commit right away. once people figure that out maybe they'll stop their 200 damage tag launcher combos and 40 damage pokes and we'll get less timeovers. | ||
imMUTAble787
United States680 Posts
FREE Nine new gem packs totaling 60+ new gems Replay analyzer Tournament support for gem selection Three new quick combo pre-sets Three additional gem loadout slots Three new color packs with four colors each PAID Swap Costumes - $1.00 (80 MSP) each or in two $13.00 (1040 MSP) Street Fighter and/or Tekken packs DLC characters - $20.00 (1600 MSP) for all 12 new fighters One additional note - the dev team is also already working on solutions to the infinite combos currently making the rounds on YouTube, and will have them patched up once these other updates are out the door. The tournament update will also include improvements to the online sound issues discussed in Ayano-san's earlier blog. http://www.capcom-unity.com/brelston/blog/2012/03/16/new_costumes,_gems,_patches_and_more_coming_to_street_fighter_x_tekken | ||
Lucumo
6850 Posts
And yay, 20$ for 12 characters... | ||
rwrzr
United States1980 Posts
Since the DLC comes on the disk I assume multiplayer doesn't require you own the DLC to versus the DLC characters? | ||
Dubzex
United States6994 Posts
On March 17 2012 07:56 rwrzr wrote: 1.67$ per character. Since the DLC comes on the disk I assume multiplayer doesn't require you own the DLC to versus the DLC characters? Correct. You don't need to buy it to play against them. | ||
Auru
United Kingdom75 Posts
I don't really see the problem in timeouts, some characters like rolento and guile have used time against opponents for.. years, it's not a new thing. Characters like Hugo can do 60% of someones life in one combo without using any meter.. I think just let the game breath a little, people are so fast to opinions these days. | ||
Mannerheim
766 Posts
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Auru
United Kingdom75 Posts
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rabidch
United States20288 Posts
and another one | ||
Kingkosi
United States1215 Posts
As far as a solution to this I would like to see them in the future maybe give you a CHOICE in whether you want to buy extra content or simply unlock it. How cool would it be if you could get a Ryu costume swap just by completing his trial? Use attack gems 50 times to unlock the next tier of attack gems? Unlock color packs by using a certain character X amount of times. By doing something like this you wouldn't be alienating people who don't have the money to keep up with this "pay to win model". So in the end my choice is to not support this practice and I while I can't tell people how to spend their money I hope they don't support this practice either, there are far better games on the market (King of Fighters 13) and far better ways to spend your hard earned money. | ||
Trumpet
United States1935 Posts
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Mannerheim
766 Posts
On March 17 2012 10:54 Kingkosi wrote: So in the end my choice is to not support this practice and I while I can't tell people how to spend their money I hope they don't support this practice either, there are far better games on the market (King of Fighters 13) and far better ways to spend your hard earned money. When you do recommendations like this, you should also mention things like the fact that KoF13 is almost unplayable online due to one of the worst netcodes in fighting game history. Compared to that, the DLC and bugs of SFxT are a relatively minor thing. e: and don't get me wrong, KoF13 is a great game, and I bought it. I just can't play it, as no one I know has it and online play is not really an option. | ||
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