Since this will probably be the next "big" fighting game, it deserves a proper thread. okay maybe not
Street Fighter X Tekken is a cross-over fighting game from Capcom. It features characters from both the SF and Tekken rosters, though, being a Capcom game, the gameplay is closer to SF.
Though the game might look a lot like SF4, it's very much it's own thing. Having played SF4 before will give you a slight edge, but playing this game like SF4 is very ineffective, and the new mechanics (listed later in this post) are very crucial to the meta-game.
Release dates: NA: March 6 (360 & PS3), May 11 (PC) JP: March 8 (360 & PS3) EU: March 9 (360 & PS3), May 14 (PC)
Roster
Street Fighter: - Ryu - Ken - Guile - Abel - Cammy - Chun-Li - Sagat - Dhalsim - Poison - Hugo - Ibuki - Rolento - Zangief - Rufus - Balrog - Vega - Juri - Bison - Akuma
Tekken: - Kazuya - Nina - King - Marduk - Bob - Julia - Hwoarang - Steve - Yoshimitsu - Raven - Kuma - Heihachi - Lili - Asuka - Paul - Law - Xiaoyu - Jin - Ogre
Confirmed DLC characters (none yet released): SF: Cody, Guy, Sakura, Blanka, Dudley, Elena Tekken: Lars, Alisa, Lei, Christie, Bryan, Jack
Mechanics
- The game is played with teams of two characters. Any combination of SF and Tekken characters can be selected, though there is a selection of "default" teams for Story/Arcade-mode.
- Both characters have their own life bar, but if just one of your characters dies, you lose the round. The super gauge is shared between the characters.
- 3-bar super gauge, that can be used for: * EX moves * Super combos * Team super combos * Alpha counters (counter-move that can be performed right after blocking a move) * Tag cancels (instant mid-combo tag-in of your second character) * Cross assault mode (both characters of the team are on the screen for brief period of time. In 1v1 of the second character is CPU-controlled, and in multiplayer 2v2 both characters are played-controlled)
- Combos are based on links and chains, that can lead to each other. Generally the Tekken roster is more chain-oriented, but all characters have a healthy selection of both.
- Combos can lead to a launcher move, which launches your opponent in the air, tags in your second character and allows you to continue the combo with a juggle
- Juggles are very important in this game, and you can have several of them in a single combo
- Some moves lead to wall- or ground-bounces, that allow continuing the combo
- As in SF4, only linked moves can be cancelled into special moves. But in SFxT, you can also cancel chain combos into EX moves, so you can extend combos even without mastering links.
- Pandora mode: When one of your characters is below 25% health, you can sacrifice it to gain infinite meter and a damage boost for your second character for 10 seconds. After pandora mode expires, you lose the round with a time-out, so it's really a do-or-die last resort mechanic.
- Gems: SFxT allows you to "customize" characters with enhancement gems.
- Gems are triggered with a variety of activation criteria, that can be selected when choosing the gem loadout. Some example criteria: * Land X attacks * Block X attacks * Land X special moves * Land X launchers
- There are 6 types of gems: * Power-up: Increases damage output * Speed-up: Increases movement speed (but not attack speed) * Defense: Reduces damage received * Vitality: Restores health * Gauge: Builds super gauge faster, or reduces the amount of gauge moves take * Assist: Automatically blocks moves or techs throws. Uses one bar of meter every time triggered
- The gem effects are relatively minor (e.g. +10% damage, +10% movement speed, +20% damage but -10% movement speed etc.). The gem effect duration varies between 15-30 seconds, depending on the gem.
- You can choose 3 gems per character, each of them can be of the same or different type. Gems are character-specific, so both characters of your team have their own gem loadout
Has anyone seen Xiaoyu in the retail build? She's the character I'm most interested in using, but I haven't seen anyone pick her since the FC exhibition.
On March 05 2012 00:27 Huggerz wrote: Rolento, Hugo and Poison aren't SF characters, AFAIK
Well yeah they're originally from Final Fight, but they've all appeared in SF games since then (SF Alpha 3, SF3 2nd Impact & 3rd Strike). Though Poison hasn't been a playable character until now I think.
Some of it is excusable, since they've announced that there won't be any additional disc releases for the game (no Super SFxT). Compare it to MvC3, which had DLC _and_ a new disc release only months after the initial release.
On March 06 2012 06:09 Mannerheim wrote: Some of it is excusable, since they've announced that there won't be any additional disc releases for the game (no Super SFxT). Compare it to MvC3, which had DLC _and_ a new disc release only months after the initial release.
Won't 12 chars DLC equal or more cost to UMVC3 + 2 chars DLC? Plus thats without considering all the gem stuff.
Waiting for PC release of this game anyway, by then hopefully I will have decided whether I want this game or not.
On March 06 2012 05:55 ain wrote: Huge SF fan here. Not going to get this due to Capcom getting ridiculous with the DLC. I'll stick to SF4.
So you will stick with a game that forced you to buy a standalone expansion (super sf4), rather than DLC that would have cost under half the money for even more content than SSF4 had?
/mindblown
I've said it before and I'll say it again... People complained about UMvC coming out 9 months after release... yet if you remember back in 1998 BW had less development time for that. And cost just as much to buy... Yet you did not hear people complaining back then.
Speaking specifically about SF series, back in the SF2 days Capcom gave even less content than you get in DLC now (usually 4 chars each release) and it cost as much as a full game. We're actually BETTER OFF spending $15 dlc instead of having to buy a full game at full price... but people still complain?
Someone in the comments section posted this and it's just too fitting.
Not buying this game. I have no interest in supporting a company that blatantly shafts their customers in the face and then has the balls to publicly try to make terrible excuses for it. I don't think even EA would sink this low. So, in short, fuck off to Capcom and any idiot that buys this "dlc".
There is so much drama coming out of this game because of cross assault and now there are a lot of people complaining about the day 1 DLC controversy.
If you don't know why day 1 DLC is frown upon:
Basically there are 12 characters on the disc that are not released yet and should be in the game. However Capcom does this so that they don't have to pay Xbox live every time they want to release a patch. Also they are going to sell power by selling certain gems.
I am still very excited for this game but I probably won't play it online since you probably need to buy gems in order to compete in the ladder.
On March 06 2012 09:10 Zeroes wrote: There is so much drama coming out of this game because of cross assault and now there are a lot of people complaining about the day 1 DLC controversy.
Basically there are 12 characters on the disc that are not released yet and should be in the game. However Capcom does this so that they don't have to pay Xbox live every time they want to release a patch. Also they are going to sell power by selling certain gems.
I am still very excited for this game but I probably won't play it online since you probably need to buy gems in order to compete in the ladder.
I hope you are just misinformed, but if not then please stop spreading misleading information. The tournament viability of this game will not be jeopardized because of gems.
"A lot of players were saying, 'I have to do button checks. Do I have to do a gem check now before a match?' With regards to that we plan to release a free post-launch tournament support mode," producer Yoshinori Ono told Eurogamer. "Hopefully from that we'll get feedback from the community, and then we'll have a better direction of exactly what we should do with this mode." Just so we're clear: The free mode will be released, and then based on how the mode is received, the mode will be changed? Crystal.
Ono also says that players shouldn't expect DLC gems at launch. Instead, Capcom is adopting a wait-and-see approach, gauging community reaction before plotting its next move. "In terms of DLC gems, we don't have any set plans on selling gems like this or like that," Ono said. "We're waiting to see what the user reaction is first, because we think a lot of users still don't understand the gem system completely. They're not power-up items. That's not how we see them. We put gems into the game which are default. As long as you have these default ones you'll be fine. If you want to get more gems down the road from the pre-order bonuses, you can definitely do that, but it doesn't make you stronger, it doesn't make you a better player, it doesn't mean you'll have an advantage."
On March 06 2012 09:53 Sephy90 wrote: I've checked out a video and it's REALLY obnoxious how much the the timer forces the deciding victor lol
it's probably just because people dont know the max damage combos right now. seems to me that when they had the top players playing on cross assault for their first day they were already figuring out 40% damage combos, so im pretty sure we wont see many time out games. Just look at when marvel was in pre-release. half of the games were timed out, now you rarely see that.
On March 06 2012 09:10 Zeroes wrote: There is so much drama coming out of this game because of cross assault and now there are a lot of people complaining about the day 1 DLC controversy.
Basically there are 12 characters on the disc that are not released yet and should be in the game. However Capcom does this so that they don't have to pay Xbox live every time they want to release a patch. Also they are going to sell power by selling certain gems.
I am still very excited for this game but I probably won't play it online since you probably need to buy gems in order to compete in the ladder.
I hope you are just misinformed, but if not then please stop spreading misleading information. The tournament viability of this game will not be jeopardized because of gems.
"A lot of players were saying, 'I have to do button checks. Do I have to do a gem check now before a match?' With regards to that we plan to release a free post-launch tournament support mode," producer Yoshinori Ono told Eurogamer. "Hopefully from that we'll get feedback from the community, and then we'll have a better direction of exactly what we should do with this mode." Just so we're clear: The free mode will be released, and then based on how the mode is received, the mode will be changed? Crystal.
Ono also says that players shouldn't expect DLC gems at launch. Instead, Capcom is adopting a wait-and-see approach, gauging community reaction before plotting its next move. "In terms of DLC gems, we don't have any set plans on selling gems like this or like that," Ono said. "We're waiting to see what the user reaction is first, because we think a lot of users still don't understand the gem system completely. They're not power-up items. That's not how we see them. We put gems into the game which are default. As long as you have these default ones you'll be fine. If you want to get more gems down the road from the pre-order bonuses, you can definitely do that, but it doesn't make you stronger, it doesn't make you a better player, it doesn't mean you'll have an advantage."
Tournament viability won't be jeopardized because DLC gems and some characters will probably banned. But the online ladder, that the community has no control of, will have the DLC gems.
I have to disagree completely with TotalBiscuit and anybody who's complaining about the DLC on disc model. There is no difference whether a company is spending X hours of development on DLC content before or after the game is released. You would be fine with paying for the content if the Capcom programmers were working on it starting today, and it comes out in three months? But you're not fine with paying for it if they began working on it three months ago?
Look, if Capcom wanted to, they could include 200 characters in SFxT at release. It wouldn't be a backbreaking amount of additional work (balance issues aside). They've determined that ~40 is a healthy number, and I totally agree, I do not feel ripped off purchasing a game with 40 playable characters. After determining that, they set off to work on the DLC content while balancing and other stuff was going on for the core mechanics of the game. I don't care whether those DLC characters were created a week ago, a month ago, or ten years ago, the same amount of work went into them and Capcom has decided that work should not be free.
When you buy a car, do you say to yourself "Why did I pay $15,000 and only get this entry-level car when a $60,000 luxury car costs almost the same amount of money for the company to produce?" Or if you buy the luxury car, same question in reverse. Nothing is priced fairly, it's priced based on what the consumer will pay, and it's not greedy for Capcom to do this because the core game they are delivering is still worth the price.
On March 06 2012 05:55 ain wrote: Huge SF fan here. Not going to get this due to Capcom getting ridiculous with the DLC. I'll stick to SF4.
So you will stick with a game that forced you to buy a standalone expansion (super sf4), rather than DLC that would have cost under half the money for even more content than SSF4 had?
/mindblown
I've said it before and I'll say it again... People complained about UMvC coming out 9 months after release... yet if you remember back in 1998 BW had less development time for that. And cost just as much to buy... Yet you did not hear people complaining back then.
Speaking specifically about SF series, back in the SF2 days Capcom gave even less content than you get in DLC now (usually 4 chars each release) and it cost as much as a full game. We're actually BETTER OFF spending $15 dlc instead of having to buy a full game at full price... but people still complain?
Gamers act so entitled these days...
Yep, we can safely say that this is the final version of SFxT. Experience tells us that they will not release any other version for their game. I mean even Ono said it! That has to count for something, right?
I played a little yesterday on my barely-functioning EX2 stick, and about 4 hours today after my new madcatz fightstick got here. This is clearly my 2nd favorite fighter right now, right behind 3rd strike. It's way, way different than the SF4.5 I was expecting. It's fast, there's a ton of characters, all the tag options are pretty easy to get the hang of and fun to incorporate into your combos, blah blah blah. The gem system isn't a huge deal, once you set them for your characters it's a non-issue and they do add a little strategy to the matchup. I've been playing Rufus/Hugo with Rufus on 3 damage gems and Hugo on 3 defense gems, and when they activate I play a little more risky to try and capitalize, but again it's not that huge right now. My only complaint is that Pandora seems almost useless, the time you have to win after activating it just isn't enough to make it worthwhile. I'm sure at some point people will start finding kill combos from X life involving Pandora, but as a general mechanic it's just not really gonna get used.
I played SSF4 for years and I'm having a lot of trouble getting the hang of this game. It feels like a wonderful fighter, though.
I guess I'm just overwhelmed, I mean everything can link into a chain, and I have no idea which ones I should be depending on, how to deal with wake ups anymore, when to jump in, and tagging... Gahhh, my mind is blown.
Training mode all day with Kazuya, will use Xiaoyu or Chun Li as my second.
On March 07 2012 12:07 holdthephone wrote: I played SSF4 for years and I'm having a lot of trouble getting the hang of this game. It feels like a wonderful fighter, though.
I guess I'm just overwhelmed, I mean everything can link into a chain, and I have no idea which ones I should be depending on, how to deal with wake ups anymore, when to jump in, and tagging... Gahhh, my mind is blown.
Training mode all day with Kazuya, will use Xiaoyu or Chun Li as my second.
My thoughts exactly. Went into it with some of the SSF4 knowledge I know and came out feeling kind of lost. Especially with the tekken characters. This will take a good while to get used to but I'm loving the game so far. Using Ryu/Hwoarang.
Just a warning for those who are thinking about picking up the game for the 360, the pair play mode, 2 players wanting to team up against other players online is missing from the 360 version
Yeah, I don't know why either.. it's in plenty of other 360 games.. :/
On March 07 2012 19:36 Auru wrote: Just a warning for those who are thinking about picking up the game for the 360, the pair play mode, 2 players wanting to team up against other players online is missing from the 360 version
Yeah, I don't know why either.. it's in plenty of other 360 games.. :/
On March 07 2012 19:36 Auru wrote: Just a warning for those who are thinking about picking up the game for the 360, the pair play mode, 2 players wanting to team up against other players online is missing from the 360 version
Yeah, I don't know why either.. it's in plenty of other 360 games.. :/
Why do they only announce this to customers on the day of release is my question.. and why is this feature missing when it works perfectly in plenty of other 360 games, from fifa to gears of war...
On March 06 2012 17:19 Cel.erity wrote: I have to disagree completely with TotalBiscuit and anybody who's complaining about the DLC on disc model. There is no difference whether a company is spending X hours of development on DLC content before or after the game is released. You would be fine with paying for the content if the Capcom programmers were working on it starting today, and it comes out in three months? But you're not fine with paying for it if they began working on it three months ago?
Yes there very obviously is a difference between the two.
If it's on the disk, it should be included in the product. Do not spend development time on content you're trying to sell us later, especially if you're going to have the gall to put it on the disk and it be actually playable. If it were just bits of code and art assets, maybe, but that shit is playable. Balanced? Probably not, but absolutely playable, yes.
It's gamers that continue to accept the publisher cock on issues like this that have made this industry so exploitative and it will continue down this road no doubt if a line is not drawn in the sand where we say "this is unacceptable".
Look, if Capcom wanted to, they could include 200 characters in SFxT at release. It wouldn't be a backbreaking amount of additional work (balance issues aside). They've determined that ~40 is a healthy number, and I totally agree, I do not feel ripped off purchasing a game with 40 playable characters. After determining that, they set off to work on the DLC content while balancing and other stuff was going on for the core mechanics of the game. I don't care whether those DLC characters were created a week ago, a month ago, or ten years ago, the same amount of work went into them and Capcom has decided that work should not be free.
You should. It didn't used to be acceptable for development budget to be spent on ways to further monetise the game down the road. If it's developed before launch, it should be on the disk and it should be included in the package you buy. What you do after the game comes out is entirely up to you, we are not entitled to it. This is particularly unacceptable in a competitive game.
When you buy a car, do you say to yourself "Why did I pay $15,000 and only get this entry-level car when a $60,000 luxury car costs almost the same amount of money for the company to produce?" Or if you buy the luxury car, same question in reverse. Nothing is priced fairly, it's priced based on what the consumer will pay, and it's not greedy for Capcom to do this because the core game they are delivering is still worth the price.
That is an incredibly stupid analogy. Extra characters in a competitive fighting game is not a luxury, it is nigh on essential. This isn't a luxury car, it's a car without a windshield that they intend to sell you later on for extra.
yeah. incredibly fun so far. I'm running Cammy/Hwaorang atm, we'll see who actually ends up as my characters once Sakura is released. right now having tons of fun with cammy's cl.rh being jump-cancellable into instant dive kick. yeah baby, tiger knee that shit all day!
anybody have any technical data eg. how big the reversal window is? probably 4 frames like sf4?
heihachi seems pretty solid so far, safe high low mixup game into good damage. solid pressure too with the f+lp, lp, I'm diggin it.
you can do reversal's between heihachi's f+lp, mp overhead string, as well as punish it on block (it's -4). Seeing scrubby players mash that string all day right now, gotta be ready. the other enders are safe on block though.
the tekken chars so far are ridiculously fun. been using hwoarang/marduk atm. can't seem to make a blocked DP tag safe though. gotta work on that.
want to test out steve a bit later. a lot of his stances carried over. marduk is ridiculously easy to use, and hwoarang has pretty cool tools at his disposal. i really like his strings, although i can't seem to find good uses on abusing flamingo stance. surprised they didn't give him his RFF/LFF or back turned stances
On March 08 2012 06:46 FakeSteve[TPR] wrote: yeah. incredibly fun so far. I'm running Cammy/Hwaorang atm, we'll see who actually ends up as my characters once Sakura is released. right now having tons of fun with cammy's cl.rh being jump-cancellable into instant dive kick. yeah baby, tiger knee that shit all day!
anybody have any technical data eg. how big the reversal window is? probably 4 frames like sf4?
Its legit lol. her cs isnt as fast as in 4 but yit can be done instantly after jumping. so far im hitting 500+ with cammy/hwaorang doing j.rh cl.rh xx strike, cl.fp (c.mk s.rh launch) into whatever from hwaorang, using b+mk.xx ex hunting hawk, dp for a crapton of damage.
Pretty fun game core mechanic wise, but it has been destroyed by gems and dlc. Pay to win powerups like you find in a free chinese PvP mmo disgusts me. I'm not sure if I want to go hard in this game and play at tournaments. Such a clusterfuck of a game full of unnecessary game design choices designed to monetize and milk players with balance/advantage perks after the game has been sold.
On March 08 2012 17:38 Hokay wrote: Pretty fun game core mechanic wise, but it has been destroyed by gems and dlc. Pay to win powerups like you find in a free chinese PvP mmo disgusts me. I'm not sure if I want to go hard in this game and play at tournaments. Such a clusterfuck of a game full of unnecessary game design choices designed to monetize and milk players with balance/advantage perks after the game has been sold.
Pretty sure gems are going to be banned at tournies. It takes too long to set up and will put the tournament way behind.
On March 08 2012 17:38 Hokay wrote: Pretty fun game core mechanic wise, but it has been destroyed by gems and dlc. Pay to win powerups like you find in a free chinese PvP mmo disgusts me. I'm not sure if I want to go hard in this game and play at tournaments. Such a clusterfuck of a game full of unnecessary game design choices designed to monetize and milk players with balance/advantage perks after the game has been sold.
Pretty sure gems are going to be banned at tournies. It takes too long to set up and will put the tournament way behind.
There's going to be a tournament dlc patch that makes setting up your gems and other customization via usb stick. Gems will be part of tournament play.
On March 08 2012 20:31 imMUTAble787 wrote: Zzzzz. I think the gems are dumb too, but at least I am realistic enough to realize that I won't be losing games because of what gems the other person is running. It is rather annoying how special edition/preorder gems have the same bonuses as free ones but no negative effects. Like the +20% dmg -10% movement speed gem is free, but the preorder one is just +20% dmg.
That Cammy TK action sounds obnoxious. Wouldn't expect anything less from a Sakura player =p
I loveeeeeeeeeeeeeeeeeee this game after spending more time in training mode. Running Law and deciding between Xiaoyu/Asuka/Bob for my secondary.
The Brady Guide has all the frame data and explanation. Online sources like EventHubs and Shoryuken Wiki should have them soon. The most basic use for it is to find which on your moves are unsafe and punishable and which are safe.
God, the lack of sound in netplay is so tilting. Sometimes I'm not sure if i'm getting hit.
someone posted the link on the xiaoyu character forums on shoryuken.com
if youve never dealt with frames before you should watch this vid :
theres tons of other frame tutorials out there too
basically there are startup frames (before the move becomes active or can hit) active frames (the amount of frames that the move will register a hit) and recovery (how long it takes to return to a neutral state where you can block or do another move)
im still sorta newb, but the way i use the information is to go into training mode with a character that has a 3 frame startup move and have the cpu be the character you plan on using. record whatever you want to test with the cpu then set it to playback and once you block it throw the fast move out and see if it hits. thats how you tell if something is safe or not. thats the basics of it.
out of all the valid things you can complain about you choose to pick that ? LOL. nobody is going to use those at all.
It's just more evidence that this 'game' was fully intended to be a money making scheme rather than, well, an actual game. Luckily I haven't and won't be buying it which is disappointing because I was looking forward to it.
Edit: "As you’ve probably found out by now, hackers have blown the Street Fighter x Tekken disc wide open, discovering an array of goodies from complete DLC characters already on the disc to new costumes and everything in-between."
"Hadoken is reporting they’ve been sent information on more preset combos found on the disc that expanded past the normal two per character, complete with tiny little shopping carts that may hint at their inclusion as downloadable content"
This stuff is already on the disc you paid full price for, the only reason you aren't playing with it right now is because Capcom has chosen to with hold it from you on purpose with the intent of scamming more money from you later on. Enjoy.
Oh ok. All of this time I was under the assumption that developers weren't trying to make money. Thanks for clearing that up.
I think the gems are the only issue, but that depends on how tournaments handle them. DLC characters on disc.. pretty lame, but nobody bitched at SNK for doing it with KOF13.
edit:
The reason I'm not playing with preset combos is because im not a total scrub that needs to burn meter on combos that I can do myself. LOL
I think as a competitive title it has an incredibly bright future, you're missing out no doubt. Every top player I've seen talk about the game is ridiculously into it and love the way it plays, and I would have to agree, very footsie based, less wake up vortex crap, no stupid comeback mechanic, so good!
On March 08 2012 21:24 imMUTAble787 wrote: Oh ok. All of this time I was under the assumption that developers weren't trying to make money. Thanks for clearing that up.
I think the gems are the only issue, but that depends on how tournaments handle them. DLC characters on disc.. pretty lame, but nobody bitched at SNK for doing it with KOF13.
lol I don't really know what to say man. I guess you don't mind paying extra for stuff you technically already own. You don't pay pull price at the movie theater only halfway through the movie to be charged to see the plot twist or the ending or whatever. It's mind boggling that you're defending something so blatantly wrong and silly.
It's pretty sad the direction fighting games are going at least with Capcom games. This genre was one of the few last competitive genre not to be bitten by such rotten "pay to win" business models. The sad thing is many gamers accept such travesties, which gives companies good reason to attempt or continue to do this. This is just the beginning. Mark my words that Darkstalkers 4 & Street Fighter 5 will continue and expand on this awful trend of customization and dlc power ups where players are put in a position to "pay to win" to even the standard of game options. In the end, the real game costs more than double and beyond (possibly even hundreds of dollars for some games) if you want the full intended set of game options the game is balanced around.
I'm actually scared Starcraft 3 or Warcraft 4 will have a similar business model where you buy and unlock parts of your race and power your units up with dumb rpg stat boosters because the mass gamers accepts such garbage in their competitive games. Oh there's already a game like that, it's called www.ageofempiresonline.com/en/ I played AOEO and the level of playing field isn't fair unless I grind an absurd amount of hours to unlock game options, or pay hundreds for all the in-game options and the best powerup items to equip.
Basically the lead designer of SF4 & SFxT is a terrible game designer and I want him away from future Capcom fighting game titles. His vision is similar to above when it comes to customization and monetizing the fighting game genre:
In a recent interview with Eurogamer, Yoshinori Ono went into what he believes will allow fighting games to survive in the future. To him, it’s all about character customization and the Street Fighter X Tekken gem system is just the beginning. He envisions a fighting game that lets players make their own gems, or perhaps even their characters. He believes user generated content is what will make fighting games prosper in years to come. You can read an excerpt from the interview below. Be sure to check out the whole thing on Eurogamer.net. ________
Ono suggested future fighting games may allow fans to create their own gems, “But really the ultimate goal would be to have the players themselves create their own characters to some degree,” he revealed. “We call it user created content, or user created design.”
“So in that case it would be like, the Ryu that Yoshinori Ono made is the best, or the Ryu that other guy made sucks. If we could have that interaction between the fans: I’ve created this great character so why don’t you come try it, or that guy’s character he made isn’t so good. Why isn’t it that good? If we can get that back and forth between the community and create more dialogue and interaction within the game, that would be the best case scenario.”
The next generation of consoles, Ono admitted, puts “a lot of pressure” on Capcom to create something new in the fighting game genre. But next-gen fighting games will, ultimately, be directed by fan feedback.
An excellent game designer said it best:
"I'm not so sure that stepping away from a carefully designed experience is really "the next step" for fighting games. On a similar note, I'm not that excited about playing against your customized Starcraft race in Starcraft 3, unless it's some silly throwaway mode (like all of SFxTekken?). I'm more interested in the finely tuned game that Blizzard can offer, where they define a standard of competition and we all play that standard.
The downside of customization is that it often ends up with FEWER viable options, even though it creates the illusion of offering more."
Seriously man.. get the lead designer for MVC3 to take over Darkstalkers 4 & SF5. SFxT is a fun game, but it has been tarnished with a clusterfuck full of unnecessary game mechanics (100's of gem perks, auto combos) that are a waste of time to figure & optimize for best results, and waste of money. What's wrong with playing a damn well crafted fighting game without all the nonsense and hoops?
That's the most overblown reaction I've seen to gems yet, grats.
Fact is they are fun to mess around with in casual play (casuals being the most important and largest demographic), and any competitive organizer can simply use the default gems or no gems at all and play a pretty bitching fighting game. It will take time for the community to figure this out, but I've seen great tournament streams of no-gem play already. It's a great fighter, and the gems will either not be used, or they will be managed in a way that stays balanced and interesting. Cheers to Capcom for trying new things.
Basically the lead designer of SF4 & SFxT is a terrible game designer
Yeah how in the hell did he get a job, he really didn't deliver.
On March 08 2012 17:59 Hokay wrote: There's going to be a tournament dlc patch that makes setting up your gems and other customization via usb stick. Gems will be part of tournament play.
That's in no way guaranteed. Right now tournaments are banning gems due to time restrictions, but for the longer run pretty much whatever Mr.Wizard decides for Evo 2k12 will become the tournament standard.
haha overblown? It's the reality of the direction of Capcom fighting games. You like a game balanced around pay to win powerup perks? I'm not down with it, and clearly there are others that are; which is part of the problem as well. I don't see it going away when they get cheered for such terrible game design and business schemes.
On March 08 2012 17:59 Hokay wrote: There's going to be a tournament dlc patch that makes setting up your gems and other customization via usb stick. Gems will be part of tournament play.
That's in no way guaranteed. Right now tournaments are banning gems due to time restrictions, but for the longer run pretty much whatever Mr.Wizard decides for Evo 2k12 will become the tournament standard.
I know they are. I go to Wednesday Night Fights, the stream you were probably watching. The tournament DLC is suppose to reduce the time. Gems will be a part of tournament play once it's out. If it stays in the long run (I can hope gems will not) is to be seen.
On March 09 2012 03:05 Hokay wrote: haha overblown? It's the reality of the direction of Capcom fighting games. You like a game balanced around pay to win powerup perks? I'm not down with it, and clearly there are others that are; which is part of the problem. I don't see it going away when they get cheered for such terrible game design and business schemes.
I don't see how you're missing this. The DLC gems (the over powered, pay-to-win ones) aren't going to be used in competitive play. That's all that matters.
As for paying to win online, it's for pure casual enjoyment, and honestly pretty fun. No serious player cares what people are doing with DLC gems online.
Gems will be a part of tournament play once it's out
DLC gems won't be allowed. And if your argument is that some of the default gems are broken as well, then they won't be allowed either.
On March 09 2012 03:05 Hokay wrote: haha overblown? It's the reality of the direction of Capcom fighting games. You like a game balanced around pay to win powerup perks? I'm not down with it, and clearly there are others that are; which is part of the problem. I don't see it going away when they get cheered for such terrible game design and business schemes.
I don't see how you're missing this. The DLC gems (the over powered, pay-to-win ones) aren't going to be used in competitive play. That's all that matters.
As for paying to win online, it's for pure casual enjoyment, and honestly pretty fun. No serious player cares what people are doing with DLC gems online.
DLC gems being banned hasn't even been set in stone yet. If that is the case it does reduce some of the problems I have with SFxT. And yes tournament organizers have the power to make the rules, but most if not all will follow Evo rules which I hope to be good.
And even if certain gems are banned, it has been stated multiple times from Capcom that the game is balanced around such gems. That just tells me even if we do ban some gems: we are playing a badly designed, and a highly chance of a non-balanced game. See everything about this game sucks when it comes to this gem and dlc crap. While the basic core gameplay is awesome, it also has been compromised and could have been better without 100's of gem perks and dlc powerups such as 5 custom combos (I know they use one meter, but they also ensure damage if you need to kill someone without dropping a 1 frame link or whatever). LIke stated above, I rather just play a well crafted fighting game without the customization perks that serve really no purpose but to please a bunch of casuals and make dlc money. Get that crap out of competitive fighting games.
On March 09 2012 03:17 imMUTAble787 wrote: Seriously, if you think that you can "pay to win" with the way this game is set up, then you have absolutely no idea of what you are talking about.
Obviously you have no idea about competitive gaming. An advantage is an advantage. Imagine if Slayers MMA had a gem that boosted marine damage by +15% and IMMVP did not. In a fighting game, that can mean 1-2 hits to lose a round. Why do you support unfair games like that? Are you a competitive gamer? Ever been in a tournament where either player won by chip damage? It does make a difference. Keep rationalizing terrible things. I'm done here lol.
You've uncovered an issue that no one can possible know the answer to yet, but you've already taken a side! This is pessimistic and incredibly annoying, especially given how great the game feels right now.
You keep saying pay-to-win, but dismiss DLC bans. The game could be balanced around the default gems. You simply don't know.
On March 09 2012 03:34 holdthephone wrote: You've uncovered an issue that no one can possible know the answer to yet, but you've already taken a side! This is pessimistic and incredibly annoying, especially given how great the game feels right now.
You keep saying pay-to-win, but dismiss DLC bans. The game could be balanced around the default gems. You simply don't know.
The game is not balanced around the default gems. It's already been stated from Capcom that the game will be balanced around and with gems; and they are releasing more as DLC.
Pessimistic? These are real concerns and it's only the start. Darkstalkers 4 & Street Fighter 5 will continue this vision of Ono's. Sorry if I care about a genre, and a company whos fighting games I've only been playing for 15 years. The whole gaming industry has been strongly trending towards this for at least the past 5 years and I've avoided them because they are usually terrible like Age of Empires online. The FG genre was one of the last bastions to finally get hit by this trend. It's likely we'll see more monetization features and less closed systems in the future and it often compromises balance and gameplay.
Basically the lead designer of SF4 & SFxT is a terrible game designer
The former game was a huge competitive success, and you have a strong negative view on it. It had no gems or pay-to-win mechanic, but it's still an awful step forward for competitive gaming? I ask this question to understand your character, because you sound jaded to me.
On March 09 2012 03:59 climax wrote: Regardless of all this discussion, whats your favorite team right now?
Personally I'm rolling Hworang/Ryu, Hworang/Jin, and Rolento/Ryu
But I really wanna make Julia/Kaz work
Law is the only character I'm decided on for sure so far. I've done all of the trials for just about all of the tekken characters so far and I've got my 2nd char narrowed down to a few different choices.
To be fair, gems are only being banned currently because the USB gem transfer system doesn't yet exist. If after that the setup is still slow and a time waster I wouldn't be surprised if they get banned completely.
However it would be a bit of a shame considering there's some neat setups you can have with the gems.
Dang guys, guess it's time to pack up this capcom fighter community and go home because Hokay told us to.
Right now, tourneys are running no gems. If gems become a problem, this will stay a standard. Customizable grooves didn't ruin CvS2, customizable characters didn't ruin Soul Calibur. There's no reason why gems will automatically ruin this game. And your example of a proper game is mvc3!? Get out of here, I'll take gems over xfactor every day of the week, and that game had dlc characters as well.
If you hate the game so much, get out this thread imo. You're free to not play it.
ANYWAY, I definitely play the game on mute when I play online. The sound bug is too odd for me. Other than that, netcode doesn't seem bad. Tekken characters have tons of overheads, trying to train myself to hit a poke button every time I see julia do that run thing.
Obviously DLC gems will be tournament-banned, regardless of what the "tournament mode" does (I mean come on: what tournament organizer is going to allow someone to bring a clear advantage with them on a USB stick?). What tournaments do with the retail gems is still up in the air, and this discussion is just repeating itself now, so let's put in on hold until we actually know something new.
So: more first impressions of the game, less fruitless squabble.
Basically the lead designer of SF4 & SFxT is a terrible game designer
The former game was a huge competitive success, and you have a strong negative view on it. It had no gems or pay-to-win mechanic, but it's still an awful step forward for competitive gaming? I ask this question to understand your character, because you sound jaded to me.
It is a change of subject, that much was obvious.
lol I'm not jaded. I don't remember saying anything really negative about SF4 except stating the lead designer is the same for SFxT, DS4 & most likely SF5. Yeah I don't want that guy making DS4 & SF5 after he shared what his vision of the future of fighting games is, and how he chose to implement customization in SFxT. I am open to customization, just not like this. I like SF4 for the most part and use to compete and place well in tournaments at times until SC2 came out and stole all my gaming time.
Ok so as most of you probably know, SFxTK gets released the 9th in europe, obviously i pre-ordered and eagerly awaited the mailman this beautiful morning the 8th of march, in hopes of it arriving a day early. Just as i was about to give up all hope i heard the mail dropping down, running there as fast as i can...and there it is. A wonderful brown cardboard box, just big enough to fit a game in it, i run to the kitchen and sit down to open it up...and there it was......FUCKING MASS EFFECT 3, fuck you, game! For sending me the wrong damn game....how the do you manage to do that? the reciept in the box even said street fighter x tekken...
On March 09 2012 04:07 Mannerheim wrote: So: more first impressions of the game, less fruitless squabble.
playing ling confuses me. i keep trying to do stuff i learned in tekken that doesn't work in this game.
also trying to remember that ling's stances require 3 buttons now instead of 2. i also don't like the ways you have to get out stance, but maybe i'm just not used to it.
on top of that, trying to remember 2d basics like anti-airing while suppressing my tekken basics is difficult. like omg why are they jumping at me?
juri seems pretty sick though. jc crouching fierce, juggling with senpuushas, j.fierce bound...
since i'm lazy and i don't have a lot of time nowadays i'll probably stick to juri/ling for the entire time i play this game.
T_T I was almost certainly gonna buy it, but all this crap has put me off this game completely. Which is disappointing, as it was gonna be my first fighting game since I was like 10 years old (Bar SSBB!), and this game looked awesome. While I don't mind the gem system (I'd prefer it wasn't there, I kinda like the purity that many fighting games have, and Starcraft has), the payable gems... is just terrible. Being able to pay for any non-superficial modifications to a multiplayer is stupid, and having the payable items be outright better than the non payable ones is really insane, and completely turns me off wanting to buy this game.
messing around with heihachi + law so far, some interesting stuff I'm noticing is how nice it can be to have a good move to tag off of.
Law, for example, has his triple kick move (qcb kick) that if you tag on the first hit is completely safe and can be followed up for a big damage combo on hit. With Heihachi, I'm using the f+lp, lp xx qcf lp (palm move) to tag out, that gets a pretty nice followup as well for the incoming character but I'm not sure if it's safe on block yet.
yea i've been doing strings with hwoarang into RH hunting hawk into tag. mid combo can do some beefy damage with marduk, if blocked he's still going and marduk comes in with hwoarang covering him. gotta test if my LK hunting hawk is safe or if ppl just aren't used to it yet.
also i feel like wakeup dp tag is never ever safe. i try coming in blocking and he either hits me cleanly or happy birthdays me
but yea this game is a lot better than i originally thought. gonna lab it up with steve a bit later
On March 09 2012 03:17 imMUTAble787 wrote: Seriously, if you think that you can "pay to win" with the way this game is set up, then you have absolutely no idea of what you are talking about.
Obviously you have no idea about competitive gaming. An advantage is an advantage. Imagine if Slayers MMA had a gem that boosted marine damage by +15% and IMMVP did not. In a fighting game, that can mean 1-2 hits to lose a round. Why do you support unfair games like that? Are you a competitive gamer? Ever been in a tournament where either player won by chip damage? It does make a difference. Keep rationalizing terrible things. I'm done here lol.
It's impossible to have an intelligent conversation with the guy, don't bother lol. He is convinced he is like a fighting game godsend or something and that he is right in all things street fighter.
On March 09 2012 03:17 imMUTAble787 wrote: Seriously, if you think that you can "pay to win" with the way this game is set up, then you have absolutely no idea of what you are talking about.
Obviously you have no idea about competitive gaming. An advantage is an advantage. Imagine if Slayers MMA had a gem that boosted marine damage by +15% and IMMVP did not. In a fighting game, that can mean 1-2 hits to lose a round. Why do you support unfair games like that? Are you a competitive gamer? Ever been in a tournament where either player won by chip damage? It does make a difference. Keep rationalizing terrible things. I'm done here lol.
It's impossible to have an intelligent conversation with the guy, don't bother lol. He is convinced he is like a fighting game godsend or something and that he is right in all things street fighter.
Maybe if you had reading comprehension above a k-5 level you would be able to go through the thread and see that the only thing I have a potential issue with is DLC gems. The thing is : tournaments will not allow broken gems to be used. I know this seems to blow your little mind, but that is the reality of the situation.
You're the same clown that thinks preset combos are game breaking. You also can only cite hypothetical situations for any and all of your arguements since every example you can come up with is based off of things linked from people that have combed through the raw data on the disc. If you don't realize how retarded that is, then I really do not know what to say to you.
Capcom is on the record as officially stating that they are taking a 'wait and see' approach to DLC gems. They listened to the community with rollback netcode and other things that got changed with SFxT.
If you are going to hate on the game, then raise some valid points. Arguing in the hypothetical is pointless. Go theory craft some SC2.
this game is fantastic - whether you agree with their DLC setup or not, the game itself is tremendously fun and very well put together. there's a ton of lab work to be done!
this is a legit successor to sf4, though hopefully both will be in the EVO2012 season
On March 09 2012 12:12 FakeSteve[TPR] wrote: this game is fantastic - whether you agree with their DLC setup or not, the game itself is tremendously fun and very well put together. there's a ton of lab work to be done!
this is a legit successor to sf4, though hopefully both will be in the EVO2012 season
warning the netcode in this game is GOD AWFUL so far haha. prepare for lags, but it's fun regardless :D
just gonna dump this here, as Chun:
J.rh c.hp xx lk hazanshu, chain (c.lk s.mp s.fp xx EX fireball), s.mp xx rh legs (extend), chain (s.lp s.mp s.fp xx EX fireball), s.mp xx rh legs (extend), chain (s.lp s.mp s.fp xx EX fireball), s.mp xx rh legs (extend). messing around with this, seeing what i can link. depending on spacing i might be able to loop lk hazanshu into itself LOL we'll see
do you really think the netcode is that awful ? i put my tv on mute and played some endless earlier and it seemed fine to me. i was hitting links no problem, but i only played about 3 or 4 different people. some full connection some missing 1 bar.
capcom devs posted a blog about the netcode and sound issues here though :
Its been really good for me so far, it seems a lot more based on the connections of the players than say sf4. It feels like a latency reducing system is in, but ofc if your personal ping goes above what the game has it set to, then you'll experience rollbacks, whereas in sf4 you would experience slowdown instead. Personally as someone with a damn good connection on a tiny island in comparison to the US, it feels really smooth
I think that waiting for the PC version will be way better. PC versions are usually cheaper and you don't get screwed on the DLC as hard (at least I'm guessing). And the biggest thing for me is the PC versions of games are superior. At least PS3 vs PC SF4 is just soo much smoother on the PC, so hopefully that's the same with sfxt. It sucks having to wait 2 months though.
I played a bit of SFxTekken tonight. I'm a huge noob when it comes to fighting games and even though I really like how smooth and comfortable this game is, I'm still prefer SFIV. I don't like the gem/customization system and prefer the art for SFIV. That's all I can really complain about, I love the combos, enjoy the switch-outs (anything more, and it gets too confusing for me and annoying to play like MVC) and overall, the game is swell.
shes got a ton of moves from the twins.. yangs uppercut .. yuns st strong .. her super ends with a yun shoulder etc. shes a real pain to play against =[ so many counter hits
On March 10 2012 02:09 FakeSteve[TPR] wrote: Playing Lili now. goddamn her pressure seems strong, depends how safe her qcf+p is. i dig those dainty cold-hearted bitches :D
Im about to pick up Lili too, she seems really fun. The qcf+p are all unsafe, save for the ex version which leaves you at pretty good frame advantage. I've been play Sim/Gief and im really liking this team. Not only is Dhalsim great at zoning out characters who zone out Zangief, but ive got meter gems with sim that activate by connecting with normals so im basically garenteed to gain at least 2 meters for gief when he comes in. Gief with meter is waaaaay more scary than without.
I really wanted to make Law and Lili work, but I just got blown up by someone who was smart enough to realize the weaknesses of my team. No real wakeup game and very poor reversals. Ughhhh.
Back to the drawing board.
Julia controls space amazingly well. Her low forward...wow.
I still have faith in law. his qcb k move is just too good as a tagging mechanism, even though his wakeups are kinda bad. I've yet to experiment with wakeup hcf pp, supposedly that's not terrible. But even if it is, blocking on wakeup doesn't necessarily make him a bad character
My more interesting problem with him is having trouble keeping pressure going up close. He has both comboable overhead and low, but I haven't really found the situation to use them too much since most the time up close with him I'm using cr.mk/cr.mp xx qcb k
I'm really pleasantly surprised by julia's footsie game. she plays much different than I expected.
Ah damn still months away from PC release, hopefully they include all up to date stuff and have decent net code this time around. Wonder if they'll make another four-pack purchase option to this game, I remember getting SSFIVAE with couple of friends and cutting out a price of one whole game was quite nice.
nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
On March 10 2012 03:37 diehilde wrote: nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
I thought the same thing, until i actually played the game. Capcom did a great job of balancing out the noob aspects of the game. For instance auto block gem, auto tech, and easy input gems cost an entire stock of meter just to activate. When i see people using these gems it makes me happy, not annoyed or angry.
The preset combo also costs a meter, and i have yet to see anyone use this effectively.
Chain combos scale much harder than link combos so you will be rewarded for your execution.
The DLC aspect is the only thing i have issues with. It's bs that i have characters on my disc that i will have to pay extra for later. And i hope to jesus that Capcom wont make broken gems dlc. Tournys can ban them, but online can't...
On March 10 2012 03:37 diehilde wrote: nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
Actually I think this is harder to master than SF4 (which I've played since 2009), due to the abundance of mechanics and the amount of execution the max damage combos require. Chain combos are the basic low-effort damage anyone can do, to get the "good" damage you need links, juggles and character tags, all in the same combo.
i feel like if i didn't play ling, this game would be easier. i really don't understand anything i'm doing and i feel like execution-wise everything's twisted.
i have no normals for anti-air besides rocketeer (early jump) j.hk. for special i have AOP, qcf+K but if I accidentally tiger knee the qcf, i get a different move and it's a lot of inputs.
her stance changes are buffered and it can make things unsafe. for example, s.mp xx AOP P is safe, but if i whiff the s.mp she automatically goes into AOP and there's some delay. and random RD too. plus getting out of stances is hard too and she can't block in them.
now i'm reading you can do c.hp xx AOP xx c.hp. wish i played viper in sf4 now. lol.
On March 10 2012 03:37 diehilde wrote: nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
LOL. Yeah all that thought that goes into Viper. Very hard. People overrate the execution barrier on that character as well. Relative to other characters sure, she is more 'difficult'..but compared to other games she is nothing special.
If you are playing someone that just does abc launcher then they are leaving a ton of damage on the table.
On March 10 2012 03:37 diehilde wrote: nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
LOL. Yeah all that thought that goes into Viper. Very hard. People overrate the execution barrier on that character as well. Relative to other characters sure, she is more 'difficult'..but compared to other games she is nothing special.
If you are playing someone that just does abc launcher then they are leaving a ton of damage on the table.
Oh look, a viper hater. Newsflash: the more intelligent you play, the better you will be. This goes for viper, ryu, gief, elf and every other character in every fg. Mindlessly doing mixups will only get you so far. The only difference is with viper the execution required to pull off everything is harder than with most other chars. Sure, there may be harder games out there, but it really isnt fair to compare characters cross games imo. Might as well say that reaching grandmasters in sc2 is harder than reaching 5k pp with ryu or smth. Doesnt make sense.
On March 10 2012 03:37 diehilde wrote: nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
LOL. Yeah all that thought that goes into Viper. Very hard. People overrate the execution barrier on that character as well. Relative to other characters sure, she is more 'difficult'..but compared to other games she is nothing special.
If you are playing someone that just does abc launcher then they are leaving a ton of damage on the table.
Oh look, a viper hater. Newsflash: the more intelligent you play, the better you will be. This goes for viper, ryu, gief, elf and every other character in every fg. Mindlessly doing mixups will only get you so far. The only difference is with viper the execution required to pull off everything is harder than with most other chars. Sure, there may be harder games out there, but it really isnt fair to compare characters cross games imo. Might as well say that reaching grandmasters in sc2 is harder than reaching 5k pp with ryu or smth. Doesnt make sense.
Its fair when the person he is talking to is comparing games, and i think he has a point. Go play kof 13 kiddos
On March 10 2012 03:37 diehilde wrote: nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
Actually I think this is harder to master than SF4 (which I've played since 2009), due to the abundance of mechanics and the amount of execution the max damage combos require. Chain combos are the basic low-effort damage anyone can do, to get the "good" damage you need links, juggles and character tags, all in the same combo.
The hard thing to master about SF4 isnt the execution though and i bet its the same for SFxT. The hard thing to master is knowing your matchups, your option selects, being able to read your opponent and capitalize on his patterns quick and staying unpredictable yourself. I just think a slower, more methodical game is harder in that strategic kind of sense than a fast and flashy kind of game, but I could be wrong, Im sure its too early to tell with SFxT. Having the execution and mechanics down should be a given from a certain lvl of play onwards.
on execution: the game's not even out for a week. who knows what execution is required. when mvc3 came out people were bitching that everyone's combo was easy s, l, m, h, s. yeah. really.
On March 10 2012 03:37 diehilde wrote: nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
LOL. Yeah all that thought that goes into Viper. Very hard. People overrate the execution barrier on that character as well. Relative to other characters sure, she is more 'difficult'..but compared to other games she is nothing special.
If you are playing someone that just does abc launcher then they are leaving a ton of damage on the table.
Oh look, a viper hater. Newsflash: the more intelligent you play, the better you will be. This goes for viper, ryu, gief, elf and every other character in every fg. Mindlessly doing mixups will only get you so far. The only difference is with viper the execution required to pull off everything is harder than with most other chars. Sure, there may be harder games out there, but it really isnt fair to compare characters cross games imo. Might as well say that reaching grandmasters in sc2 is harder than reaching 5k pp with ryu or smth. Doesnt make sense.
Its fair when the person he is talking to is comparing games, and i think he has a point. Go play kof 13 kiddos
Im not comparing individual characters though, just the games in general. And by the looks of it, SFxT got dumbed down execution wise. How else can you explain stuff like supers being single quarter circle opposed to dbl? Maybe someone with some insight can come in and tell me im wrong because all those juggles and links are 1 framers, but I doubt they are.
On March 10 2012 03:37 diehilde wrote: nah, wasnt gonna pick this game up even before the amount of ridiculous shit capcom is feeding us went through the roof. extensive juggle combos? preset combos? a ton of things chainable? took out dbl quarter circle motions and replaced em with single? I play viper in sf4 so I like it the hard way. Everything about this game screams nub friendly to me. All that DLC crap and now the "oh sry, its either working sound or acceptable lag, cant have both" just add the icing to the cake. Well, the good thing is I expect the average skill level for SF4 online to rise cuz the nubs are busy with SFxT.
LOL. Yeah all that thought that goes into Viper. Very hard. People overrate the execution barrier on that character as well. Relative to other characters sure, she is more 'difficult'..but compared to other games she is nothing special.
If you are playing someone that just does abc launcher then they are leaving a ton of damage on the table.
Oh look, a viper hater. Newsflash: the more intelligent you play, the better you will be. This goes for viper, ryu, gief, elf and every other character in every fg. Mindlessly doing mixups will only get you so far. The only difference is with viper the execution required to pull off everything is harder than with most other chars. Sure, there may be harder games out there, but it really isnt fair to compare characters cross games imo. Might as well say that reaching grandmasters in sc2 is harder than reaching 5k pp with ryu or smth. Doesnt make sense.
Its fair when the person he is talking to is comparing games, and i think he has a point. Go play kof 13 kiddos
Im not comparing individual characters though, just the games in general. And by the looks of it, SFxT got dumbed down execution wise. How else can you explain stuff like supers being single quarter circle opposed to dbl? Maybe someone with some insight can come in and tell me im wrong because all those juggles and links are 1 framers, but I doubt they are.
the way the chain and link system works in this game rewards technical execution with more damage. the supers in this game are not sf4 ultras so stop comparing the two. go read about how the system works yourself since you self admittedly have no idea what you are talking about.
On March 10 2012 04:58 diehilde wrote: Im not comparing individual characters though, just the games in general. And by the looks of it, SFxT got dumbed down execution wise. How else can you explain stuff like supers being single quarter circle opposed to dbl? Maybe someone with some insight can come in and tell me im wrong because all those juggles and links are 1 framers, but I doubt they are.
1 frame links are not a good indicator of execution in my opinion, and they're regarded as quite an arbitrary layer of difficulty by most people. What makes extended combos in SFxT difficult is that you have to string several links, cancels and juggles together, which isn't easy by any measure. Play the game somewhere, complete the trials (which are as bad as in most other games, but there's at least a few practical combos in there) for a single character, and you'll see it pretty quickly.
On March 10 2012 02:09 FakeSteve[TPR] wrote: Playing Lili now. goddamn her pressure seems strong, depends how safe her qcf+p is. i dig those dainty cold-hearted bitches :D
Im about to pick up Lili too, she seems really fun. The qcf+p are all unsafe, save for the ex version which leaves you at pretty good frame advantage. I've been play Sim/Gief and im really liking this team. Not only is Dhalsim great at zoning out characters who zone out Zangief, but ive got meter gems with sim that activate by connecting with normals so im basically garenteed to gain at least 2 meters for gief when he comes in. Gief with meter is waaaaay more scary than without.
How unsafe? with the fastest command grab clocking in at 4 frames and lots of characters lacking 3f normals im startin to wonder. -2 is technically safe in this game
On March 10 2012 02:09 FakeSteve[TPR] wrote: Playing Lili now. goddamn her pressure seems strong, depends how safe her qcf+p is. i dig those dainty cold-hearted bitches :D
Im about to pick up Lili too, she seems really fun. The qcf+p are all unsafe, save for the ex version which leaves you at pretty good frame advantage. I've been play Sim/Gief and im really liking this team. Not only is Dhalsim great at zoning out characters who zone out Zangief, but ive got meter gems with sim that activate by connecting with normals so im basically garenteed to gain at least 2 meters for gief when he comes in. Gief with meter is waaaaay more scary than without.
How unsafe? with the fastest command grab clocking in at 4 frames and lots of characters lacking 3f normals im startin to wonder. -2 is technically safe in this game
-6/-8/-11/+3 L/M/H/EX All my info came from the guide i linked
Could anyone tell me how steve fox and jin kazuma play I havn't got the game yet TT I play blanka,akuma and cammy in sf4 for reference of what i like :D
On March 10 2012 06:12 Bd.Snake wrote: Could anyone tell me how steve fox and jin kazuma play I havn't got the game yet TT I play blanka,akuma and cammy in sf4 for reference of what i like :D
the commentary is different than what im used to for sure, but it seems like they will get better with it the longer they go. its the first time theyve ran fighting games, so no surprise there.
Not sure about my namesake character yet. as far as i know you cant link anything off his overhead, and his command throw can be crouched. hes got damaging combos, but if he relies on footsies to set them up i could see Chun just eating him
why must i be at work instead of doing labwork D: Lili's qcf p being -6 ar best is disconcerting, but her fmk smp target combo is so fucking good! can link basically anything after and the reach is massive. ajyone mind digging through the guide to tell me which of her specials are aafe on block, if any?
On March 10 2012 02:09 FakeSteve[TPR] wrote: Playing Lili now. goddamn her pressure seems strong, depends how safe her qcf+p is. i dig those dainty cold-hearted bitches :D
Im about to pick up Lili too, she seems really fun. The qcf+p are all unsafe, save for the ex version which leaves you at pretty good frame advantage. I've been play Sim/Gief and im really liking this team. Not only is Dhalsim great at zoning out characters who zone out Zangief, but ive got meter gems with sim that activate by connecting with normals so im basically garenteed to gain at least 2 meters for gief when he comes in. Gief with meter is waaaaay more scary than without.
How unsafe? with the fastest command grab clocking in at 4 frames and lots of characters lacking 3f normals im startin to wonder. -2 is technically safe in this game
-6/-8/-11/+3 L/M/H/EX All my info came from the guide i linked
On March 10 2012 07:02 FakeSteve[TPR] wrote: Not sure about my namesake character yet. as far as i know you cant link anything off his overhead, and his command throw can be crouched. hes got damaging combos, but if he relies on footsies to set them up i could see Chun just eating him
why must i be at work instead of doing labwork D: Lili's qcf p being -6 ar best is disconcerting, but her fmk smp target combo is so fucking good! can link basically anything after and the reach is massive. ajyone mind digging through the guide to tell me which of her specials are aafe on block, if any?
Spaced Spineshot (Divekicks), QCF P, anything off Left Right (LP fMP +3, LP fMP dLK 0, LP fMP MK -2) and EX QCF K are the only moves -2 and below on block. EX Spineshot only has 3 frames of recovery o.o
On March 10 2012 02:09 FakeSteve[TPR] wrote: Playing Lili now. goddamn her pressure seems strong, depends how safe her qcf+p is. i dig those dainty cold-hearted bitches :D
Im about to pick up Lili too, she seems really fun. The qcf+p are all unsafe, save for the ex version which leaves you at pretty good frame advantage. I've been play Sim/Gief and im really liking this team. Not only is Dhalsim great at zoning out characters who zone out Zangief, but ive got meter gems with sim that activate by connecting with normals so im basically garenteed to gain at least 2 meters for gief when he comes in. Gief with meter is waaaaay more scary than without.
How unsafe? with the fastest command grab clocking in at 4 frames and lots of characters lacking 3f normals im startin to wonder. -2 is technically safe in this game
-6/-8/-11/+3 L/M/H/EX All my info came from the guide i linked
Downloading right now, tyvm for this man. The guide isnt coming out for another 4 weeks in europe so i really appreciate this. Still going to buy it when it comes out, makes a great crapper reader!
On March 10 2012 08:10 Koenig99 wrote: Damn...this MC girl at the SXSW IPL thing is hella hot.
Uhhh are you talking about Anna? I tune in to see who this new hot mc chick is, and see her. You're on a Starcraft Community forum and don't know who she is?
As much as I want to hate on this, I have to say they seem to of gotten a bit more comfortable with the event( the commentators). And since this is day 1 SxSW there isn't going to be a roaring crowd and most OF that crowd is a trade-show audience.
I think the important thing to take away from this is that IPL is responding to feedback from the event and that this isn't a tournament its just a tradeshow showmatch. So im sure there main events will be much more "hype" and balanced.
That being said the matches themselves have been pretty decent - Rufus looking very strong X_X and im surprised how good dhalsim seems to be.
Feels like every member of the FGC is absolutely SHITTING on the event so far, more like a golf tournament with a bunch of old people than a FG event seems to be the general thought...
It sucks that this is some of the FGC first exposure to "eSports".So many people in the FGC on twitter are equating this event to eSports and saying this is why FGC can't work with MLG/IPL etc. Way to take 1 event out of context and generalize.
lol i have to admit, the chat was totally right about everything on this "event" :D things i would change in my life: Pick up Fighting Games at an earlier stage in my life I love starcraft + community, but FCG seems like a lot of fun to me :D
On March 10 2012 09:23 GogoKodo wrote: It sucks that this is some of the FGC first exposure to "eSports".So many people in the FGC on twitter are equating this event to eSports and saying this is why FGC can't work with MLG/IPL etc. Way to take 1 event out of context and generalize.
Kinda like "eSports" did with Aris on cross assault ? Just sayin. Its a vicious cycle.
Anyways I liked the stream. I had realistic expectations from it (trade show, 8 person invitational, first time streaming fighting games for them) and had a fun time watching. IPL seems to be taking feedback from the right places and I can't wait to see what their next showing turns out like.
On March 10 2012 09:23 GogoKodo wrote: It sucks that this is some of the FGC first exposure to "eSports".So many people in the FGC on twitter are equating this event to eSports and saying this is why FGC can't work with MLG/IPL etc. Way to take 1 event out of context and generalize.
Kinda like "eSports" did with Aris on cross assault ? Just sayin. Its a vicious cycle.
Anyways I liked the stream. I had realistic expectations from it (trade show, 8 person invitational, first time streaming fighting games for them) and had a fun time watching. IPL seems to be taking feedback from the right places and I can't wait to see what their next showing turns out like.
Very similar to the Aris thing, that wasn't lost on me. I even typed up a little bit about it to show the direct comparison but I deleted it thinking people might not like equating something like sexism to a poorly made event. In any case there are sucky things/people in all communities.
I'm pretty much in agreement with you, I liked the event for what it was.
On March 10 2012 09:23 GogoKodo wrote: It sucks that this is some of the FGC first exposure to "eSports".So many people in the FGC on twitter are equating this event to eSports and saying this is why FGC can't work with MLG/IPL etc. Way to take 1 event out of context and generalize.
Kinda like "eSports" did with Aris on cross assault ? Just sayin. Its a vicious cycle.
Anyways I liked the stream. I had realistic expectations from it (trade show, 8 person invitational, first time streaming fighting games for them) and had a fun time watching. IPL seems to be taking feedback from the right places and I can't wait to see what their next showing turns out like.
Well no one call fighting game community sexual harassers except Aris.
Honestly, I'm just glad they got a TO who's involved on some level with fighters to organize the event. I can only imagine if they hadn't. Group stages + single elim bracket that sc/moba games tend to run >.>
i got it yesterday and started working on my Bison/Asuka team, sweet game so far, and i think gems are gonna be a real good thing after all, so much room for customization
Wow just read up about the DLC thing...was going to pick this up today but gonna have to give it a miss maybe once they come out with Super Street Fighter X Tekken where you don't have to buy the extra characters that's already on the disc i'll buy it. I mean seriously this is getting outta hand...DLC = DOWNLOADABLE content, as in content released after the disc has shipped that are DOWNLOADABLE with an extra fee (or if you're Valve, free). Capcom...i am disappoint
On March 10 2012 20:43 fuzzy_panda wrote: Wow just read up about the DLC thing...was going to pick this up today but gonna have to give it a miss maybe once they come out with Super Street Fighter X Tekken where you don't have to buy the extra characters that's already on the disc i'll buy it. I mean seriously this is getting outta hand...DLC = DOWNLOADABLE content, as in content released after the disc has shipped that are DOWNLOADABLE with an extra fee (or if you're Valve, free). Capcom...i am disappoint
Apparently Capcom put the DLC characters on the disc so people who dont buy them could still play against these characters without a patch download (for which they have to pay microsoft). The characters will not be released for another couple of months and not until the Vita release at least. Capcom said further that there would be no Super Alpha Ultimate Versions of this game and the Addons would all be released as DLC.
On March 10 2012 20:43 fuzzy_panda wrote: Wow just read up about the DLC thing...was going to pick this up today but gonna have to give it a miss maybe once they come out with Super Street Fighter X Tekken where you don't have to buy the extra characters that's already on the disc i'll buy it. I mean seriously this is getting outta hand...DLC = DOWNLOADABLE content, as in content released after the disc has shipped that are DOWNLOADABLE with an extra fee (or if you're Valve, free). Capcom...i am disappoint
Apparently Capcom put the DLC characters on the disc so people who dont buy them could still play against these characters without a patch download (for which they have to pay microsoft). The characters will not be released for another couple of months and not until the Vita release at least. Capcom said further that there would be no Super Alpha Ultimate Versions of this game and the Addons would all be released as DLC.
On March 10 2012 09:23 GogoKodo wrote: It sucks that this is some of the FGC first exposure to "eSports".So many people in the FGC on twitter are equating this event to eSports and saying this is why FGC can't work with MLG/IPL etc. Way to take 1 event out of context and generalize.
Comments like this make me sad. FGC has been "eSport" longer than pretty anything else
On March 10 2012 09:23 GogoKodo wrote: It sucks that this is some of the FGC first exposure to "eSports".So many people in the FGC on twitter are equating this event to eSports and saying this is why FGC can't work with MLG/IPL etc. Way to take 1 event out of context and generalize.
Woah woah woah. eSport is the game that is competitive enough to be played at a professional or semi-professional level. It doesn't need media exposure or a stage on a famous championship to be considered a eSport. Fighting games can be considered an eSport since the "existence" of the FGC.
On March 10 2012 09:23 GogoKodo wrote: It sucks that this is some of the FGC first exposure to "eSports".So many people in the FGC on twitter are equating this event to eSports and saying this is why FGC can't work with MLG/IPL etc. Way to take 1 event out of context and generalize.
Woah woah woah. eSport is the game that is competitive enough to be played at a professional or semi-professional level. It doesn't need media exposure or a stage on a famous championship to be considered a eSport. Fighting games can be considered an eSport since the "existence" of the FGC.
That's not what he's saying. Most FGCers don't consider themselves a part of the eSports movement, and they're using that tournament as an example of why they shouldn't join it. In case you haven't read it, UltraDavid wrote a perfect article on this subject:
http://www.twitch.tv/arcadeufo SFxT casuals at the moment. Jwong, Arturo, Josh, Dieminion, Renic, and Dr. Subzero are all there. Tourney will be later today I think.
On March 10 2012 09:23 GogoKodo wrote: It sucks that this is some of the FGC first exposure to "eSports".So many people in the FGC on twitter are equating this event to eSports and saying this is why FGC can't work with MLG/IPL etc. Way to take 1 event out of context and generalize.
Comments like this make me sad. FGC has been "eSport" longer than pretty anything else
I merely used the word eSports in this way, and even put it in quotes, because many of the FGC don't consider themselves to be part of the bigger eSports world.
I think I'd like this game a lot more with some of the bells and whistles cut out; I like SF because it's sort of a slower pace than Tekken, it's about movement as much as hitting the other guy (whereas Tekken is all HIT THE OTHER GUY, FUCKING HIT HIM, LIKE 10 TIMES IN A ROW HIT THAT FUCKER) and thus far I'm not feeling it with this game, seems a bit hectic and seems like there's too much gimmicky stuff in there.
On March 11 2012 07:07 Phobbers wrote: http://www.twitch.tv/arcadeufo SFxT casuals at the moment. Jwong, Arturo, Josh, Dieminion, Renic, and Dr. Subzero are all there. Tourney will be later today I think.
Justin already looks like he's months ahead of everyone else. I think he'll have to pick Kuma just to make this fair.
Yeah there is a lot of stuff coming out quickly for this game. I think that it will be interesting to see how people develop the oki game. Characters with command dashes like Ibuki can really make it hard for roll escapes.
I can see Blanka being a major problem in this game. Lol.
On March 12 2012 00:18 Dubzex wrote: That 60% combo at the end required 4 bars to do and the only reason they were able to do it was because of the refill in practice mode.
On March 12 2012 00:18 Dubzex wrote: That 60% combo at the end required 4 bars to do and the only reason they were able to do it was because of the refill in practice mode.
uh, no.
super is 2 bars, tag cancel is one bar.
Fighting game players... analyze frame data, can't do 1st grade math.
lol.
heihachi's overhead cleanly beats everything but lows. Straight up doesn't give a fuck even if there's a foot directly on his face. So crazy. I feel like he can blow up pressure strings even without relying on counters, you'll have to be really paying attention when fighting him up close. His b+lk step kick thing beats all lows too, although I've yet to test if it can beat meaties as well.
That was a really neat punish idea for steve. I wonder how many characters could get similar damage. Although, lol @ using akuma for your combo video, trying to make the damage look like more than it is
I have two tournaments coming up this weekend, quick someone find a gamebreaking glitch pls D:
I hvae heard that Capcom actually installed DLC on the cd, and instead of just giving it to us we have to pay for when they decide to release it. What do you guys think about this.
On March 13 2012 03:22 Deckkie wrote: I hvae heard that Capcom actually installed DLC on the cd, and instead of just giving it to us we have to pay for when they decide to release it. What do you guys think about this.
Old news.
Their reasoning behind it was that even if you don't buy the DLC, you can still play against people who did purchase the DLC.
On March 13 2012 03:22 Deckkie wrote: I hvae heard that Capcom actually installed DLC on the cd, and instead of just giving it to us we have to pay for when they decide to release it. What do you guys think about this.
Old news.
Their reasoning behind it was that even if you don't buy the DLC, you can still play against people who did purchase the DLC.
You dont think its unfair? I mean, you buy the game, the content is on the game, yet they want you to be pay more for the extra content. (just curious)
On March 13 2012 03:22 Deckkie wrote: I hvae heard that Capcom actually installed DLC on the cd, and instead of just giving it to us we have to pay for when they decide to release it. What do you guys think about this.
Old news.
Their reasoning behind it was that even if you don't buy the DLC, you can still play against people who did purchase the DLC.
You dont think its unfair? I mean, you buy the game, the content is on the game, yet they want you to be pay more for the extra content. (just curious)
you'll get more response if you go troll the mass effect 3 thread with that argument, we already talked about it here D:
On March 13 2012 03:22 Deckkie wrote: I hvae heard that Capcom actually installed DLC on the cd, and instead of just giving it to us we have to pay for when they decide to release it. What do you guys think about this.
Old news.
Their reasoning behind it was that even if you don't buy the DLC, you can still play against people who did purchase the DLC.
You dont think its unfair? I mean, you buy the game, the content is on the game, yet they want you to be pay more for the extra content. (just curious)
Did I say it wasn't unfair? They made it for simplicity's sake on their end. Yes they could have released it day 1 (if it was completely finished) which would have been cool. Unfortunately this wasn't their business model. If you want to play them now you can datamine it and unlock it yourself (good luck). I am not a proponent for the way they did it, but would you be this upset if they just held back the data and instead made you download it later? They could have just as easily done it that way, but more than likely it would cost more.
On March 13 2012 03:22 Deckkie wrote: What do you guys think about this.
i think i'd rather talk about the game itself.
i finally took a look at the frame data. hmm. i might need to develop more tricks...
i also discovered the other day that you can tag juggle off of juri's qcf+k. but if you don't tag juggle, the fireball won't connect. what a strange game.
I'm really enjoying this game online, I regularly team up with some friends.. which changes my normal fight dynamics quite alot.. as well as being very funny
The variety in characters has impressed me as well, sure I see Ryu quite often (it's Ryu.. and he is actually damn good in this game) but I see pretty much every combo of characters as well, makes it fun..even seen some Kumas!
I know there is alot of ill feeling going around with the DLC stuff and all but it's a fun game.
Edit*
Oh and so far.. im massively impressed with Julia, good speed.. god like backdash.. plenty of mix ups and once she tags you, confirm into great damage, brilliant character
On March 13 2012 03:22 Deckkie wrote: I hvae heard that Capcom actually installed DLC on the cd, and instead of just giving it to us we have to pay for when they decide to release it. What do you guys think about this.
Old news.
Their reasoning behind it was that even if you don't buy the DLC, you can still play against people who did purchase the DLC.
A lot of people think its unfair but there are a lot of capcom lovers that will take their side.
On March 13 2012 03:22 Deckkie wrote: I hvae heard that Capcom actually installed DLC on the cd, and instead of just giving it to us we have to pay for when they decide to release it. What do you guys think about this.
Old news.
Their reasoning behind it was that even if you don't buy the DLC, you can still play against people who did purchase the DLC.
A lot of people think its unfair but there are a lot of capcom lovers that will take their side.
I personally don't see the difference between putting the DLC on the disc or having it as a download. There was always going to be DLC, you could argue that you have to pay extra for the 'complete game' whether it's on the disc or not. In the end the developer decides what the complete game is and what the extras are. You can't tell them what should and should not be a part of their game, if you don't like the game they release then don't get it.
Just got the game yesterday and been hitting the lab with Rolento/Kazuya with a bit of Jin and Asuka on the side. I'm pretty impressed with the game so far.
I'm not familiar however with how team structuring works in this game. I've been playing MvC3 since its release last year so I have an idea of how team building works in that game. Do the concepts still apply to SFxT? Or are teams meant to be built differently?
IE: I tried playing Kazuya/Asuka because Asuka seems to have trouble getting in on zoners so Kazuya gets in and then tags Asuka in when given the chance. Am I somewhere on the right track? XD
On March 13 2012 17:52 o3.power91 wrote: Just got the game yesterday and been hitting the lab with Rolento/Kazuya with a bit of Jin and Asuka on the side. I'm pretty impressed with the game so far.
I'm not familiar however with how team structuring works in this game. I've been playing MvC3 since its release last year so I have an idea of how team building works in that game. Do the concepts still apply to SFxT? Or are teams meant to be built differently?
IE: I tried playing Kazuya/Asuka because Asuka seems to have trouble getting in on zoners so Kazuya gets in and then tags Asuka in when given the chance. Am I somewhere on the right track? XD
Indeed, you want a mobile character with good footsies and tools to both gain meter and opportunities to tag in your partner, and for your partner you want to have someone with good juggles/combo finishers.
Reading reports on American players in Japanese is funny. There's so much they don't know...
I probably won't buy this game but I have been playing a bit at work during lunch breaks with people who bring it in. I'm using Rufus/Ryu because I can just mimic what I've seen on Cross Assault and still do pretty well, and both characters have excellent versatility and damage opportunities. Very interesting to me that Rufus isn't anywhere on the PS3 Top 10.
Reading the Japanese comments, most people don't like the character design of Rufus. There's also concern that there's not a lot of Marduk or Nina fans so they could fall behind in knowledge there.
On March 15 2012 02:47 MaV_gGSC wrote: That's insane ^
Is this game hard to learn? I'm a newbie.
I haven't played it yet, nor do I plan to. I'm just a fighting game watcher, not player D: but from my understanding the links and what not are a lot more forgiving than in Street Fighter 2012. I believe the only 'huge' issue people are bringing up from time to time is that the clock is a little too fast. But outside of that, it's sort of an "easier" Street Fighter.
On March 15 2012 02:47 MaV_gGSC wrote: That's insane ^
Is this game hard to learn? I'm a newbie.
I haven't played it yet, nor do I plan to. I'm just a fighting game watcher, not player D: but from my understanding the links and what not are a lot more forgiving than in Street Fighter 2012. I believe the only 'huge' issue people are bringing up from time to time is that the clock is a little too fast. But outside of that, it's sort of an "easier" Street Fighter.
i don't think the links are plinkable... can anyone confirm that?
i don't think it's easier. chain combos by themselves are pretty weak. i think as far as raw execution it's harder since some of the combos are guilty gear-esque. i also think there's a bigger emphasis on the high/low/throw game with faster overheads that lead to bigger damage. the game also seems faster, people seem to have quicker jumps.
On March 15 2012 02:47 MaV_gGSC wrote: That's insane ^
Is this game hard to learn? I'm a newbie.
I haven't played it yet, nor do I plan to. I'm just a fighting game watcher, not player D: but from my understanding the links and what not are a lot more forgiving than in Street Fighter 2012. I believe the only 'huge' issue people are bringing up from time to time is that the clock is a little too fast. But outside of that, it's sort of an "easier" Street Fighter.
i don't think the links are plinkable... can anyone confirm that?
i don't think it's easier. chain combos by themselves are pretty weak. i think as far as raw execution it's harder since some of the combos are guilty gear-esque. i also think there's a bigger emphasis on the high/low/throw game with faster overheads that lead to bigger damage. the game also seems faster, people seem to have quicker jumps.
Links are plinkable, but most of the links are a lot easier compared to sf4, so i dont know how useful it really it, i just do it by habbit.
Can anybody recommend tutorials for this game? I'm finding it harder to grasp then umvc3 and ssf4:ae. I can't stand the in game tutorial, way to much Dan text.
On March 15 2012 02:47 MaV_gGSC wrote: That's insane ^
Is this game hard to learn? I'm a newbie.
If you're new to fighting games, yes. Fighting games are pretty complex that usually require tons of precise execution and mindgames. For example, if you want to be competitive most likely you will have to learn 1 frame links to do some required combos (the latest Street Fighter series are riddled with them) . That means inputting the next move in a combo sequence in 1-x frames at a time. That's 1/60th of a second at fastest which you will have to practice for hours, and hours until it is engraved into muscle memory if you want to be consistent. A lot of casuals find that frustrating or mind numbingly boring, while some like spending tons of time in training mode.
Then there's a tree of in-game decision making, mechanics and tactics that are NOT intuitive to learn as a newbie unless you talk to others and research stuff. Stuff like frame data, option-selects, kara this & that, combo vs link system, hit boxes, proper space control, wake up game setups, move properties etc. etc. a lot of which are hidden information. There are fighting game guides being sold that cover most now, but still no hitboxes
But don't let that scare you. Most people can learn all that overtime with some dedication. It's pretty rewarding and not many games have put you in constant mindgame, paper rock scissor situations at a super fast pace like fighting games do.
I haven't played the game a lot, but SFxT is probably the best fighting game out now for beginners. It feels a lot like SF4 Lite. It teaches you links in an accessible way, the mechanics are pretty intuitive, and it seems less punishing than other games. For me, the progression of best to worst fighting games to learn with is like:
SFxT > MK9 > SSF4 > KoF > Anime
UMvC3 not listed, because you won't learn anything playing that game, you'll just sharpen your reactions.
On March 15 2012 13:13 Cel.erity wrote: I haven't played the game a lot, but SFxT is probably the best fighting game out now for beginners. It feels a lot like SF4 Lite. It teaches you links in an accessible way, the mechanics are pretty intuitive, and it seems less punishing than other games. For me, the progression of best to worst fighting games to learn with is like:
SFxT > MK9 > SSF4 > KoF > Anime
UMvC3 not listed, because you won't learn anything playing that game, you'll just sharpen your reactions.
I agree with what he says, If you want to get into fighting games than SFxTK is a GREAT place to start while it does have a very 'advanced' system and a mishmash of technology from around the fighting game universe it definitively is a much gentler first time if you're getting into this. Of course these games serve the VERY important purpose of introducing people into the FGC and the like but I don't appreciate them the same when played as a higher level.
That being said this game got dropped into a pool of sharks and it's getting torn apart because they put in bleeding out bugs like crazy, it definitely needs some fixing.
On March 15 2012 09:43 Lemonayd wrote: Can anybody recommend tutorials for this game? I'm finding it harder to grasp then umvc3 and ssf4:ae. I can't stand the in game tutorial, way to much Dan text.
On March 15 2012 09:43 Lemonayd wrote: Can anybody recommend tutorials for this game? I'm finding it harder to grasp then umvc3 and ssf4:ae. I can't stand the in game tutorial, way to much Dan text.
I need this too
You should buy the Brady game guide, its quite good (or pirate it).
On March 15 2012 13:13 Cel.erity wrote: I haven't played the game a lot, but SFxT is probably the best fighting game out now for beginners. It feels a lot like SF4 Lite. It teaches you links in an accessible way, the mechanics are pretty intuitive, and it seems less punishing than other games. For me, the progression of best to worst fighting games to learn with is like:
SFxT > MK9 > SSF4 > KoF > Anime
UMvC3 not listed, because you won't learn anything playing that game, you'll just sharpen your reactions.
It's good that you can list what flavors of ice cream you enjoy like that.
What are you talking about? I just listed what's best for a beginner to learn with, nobody's dissing KoF here. I actually prefer BBCS and MB to anything else on this list but I wouldn't tell someone new to pick them up.
On March 15 2012 13:13 Cel.erity wrote: I haven't played the game a lot, but SFxT is probably the best fighting game out now for beginners. It feels a lot like SF4 Lite. It teaches you links in an accessible way, the mechanics are pretty intuitive, and it seems less punishing than other games. For me, the progression of best to worst fighting games to learn with is like:
SFxT > MK9 > SSF4 > KoF > Anime
UMvC3 not listed, because you won't learn anything playing that game, you'll just sharpen your reactions.
It's good that you can list what flavors of ice cream you enjoy like that.
What are you talking about? I just listed what's best for a beginner to learn with, nobody's dissing KoF here. I actually prefer BBCS and MB to anything else on this list but I wouldn't tell someone new to pick them up.
oh whoops lol totally thought you were listing what you liked oh well I ended up agreeing with you anyways :3
Good to have my Chun/Juri team validated, but I don't feel like Chun really belongs near S tier. Also a bit skeptical of Raven and Guile; it feels like whoever made this list is just getting blown up by good zoning characters and needs to learn how to get in.
Are Ken/Ryu/Rufus really top tier or is it just because those are the characters top players are more comfortable with? Considering the lack of high-tier Tekken characters, I suspect the latter.
Kazuya, Ogre, Rufus, and Rolento should be near the top and stay there for awhile in my opinion. Hwoarang has a lot of potential but I doubt people know how to use him yet.
I'm sad about Yoshimitsu, just based on his frame data he's terribad, but perhaps someone will come up with something (not holding my breath). Never been a Tekken player but I love that character.
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:
It's funny how thanks to the DLC characters so many people with character loyalty feel like they're stuck waiting for their characters to come out so they can finally play who/how they want to play.
I want to play Poison/Cody, as I played Cody in both Alpha 3 and since his induction in SSF4. But as is I'm playing Poison and still trying to find a second character that truly fits, at least, until the DLC is released.
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.
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.
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.
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"
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.
Anyways, it sucks being a fighting game player who only has a PC . Have to wait until May 11.
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"
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.
Anyways, it sucks being a fighting game player who only has a PC . Have to wait until May 11.
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)
reduction in stage size? These are the widest stages of any sf game as far as I'm aware.
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.
i think jwong and poongko are on another level, the level that the game should be played at. 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.
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.
Another thing to remember is that the game was designed with gems in use, much of the streamed footage we have seen over the last few weeks has been gemless.. because tbh they are a massive headache for tourny organisers.
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.
Yeah.. some characters moves actually do less damage with EX moves, or hit to many times and scale the combo to high/fast.. of course for other characters thats different. It's a new game.. new style.. the chances for big damage are definately in there.
Lol.. Capcom should of done some type of beta for this game because it is clear their tester's are complete ass. It's also clear to me that they focused more on the DLC aspect of this game rather than the game it self. While fun, it is inherently rushed and while some are okay with on disk DLC I for one am completely fed up with this crap and won't be spending any money on costumes, characters, gems or what ever BS they can make up to milk their fans. It's not just Capcom, other companies are doing it too and I will not support it. Call me cheap or what ever you like but If you just let them do these types of things it is clear that they will try to get away with more and more as seen with the last few big game releases.
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.
Got 3rd in tournament today, I really think I need to switch to sf chars with anti airs like chun/rufus or something. getting jumped on and just eating it sucks!
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.
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 completely 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.
I understand but the point I was trying to make was that there are better fighters out there and people shouldn't just settle for this game because as it is now it's not anywhere near complete. Also if we are talking netcodes Blazblue and Soul Calibur 5 have way better netcodes than SFxT.
Congrats Trumpet on top 3, if you are looking to pick up a SF character just pick up Ryu/Ken and you should be set
Netcode seems pretty irrelevant to how good the game is, it's just another avenue on which to play it. The only real criticisms I can think of for SFxT is that a handful of the super animations are pretty damn lame, or too long. They seem out of place for the game's pace. Nothing to do with timeouts, it's just strange for them to be so overblown. Most of the cast's are fine, though.
It's also difficult to get a lot of enjoyment from the game if you aren't at least familiar with the genre. Scramble mode, team tag, and gems and simple input mode make this more casual friendly than most though. What else, what else... I don't know. Aside from the lovely presentation I do find some of the music tracks as rather obnoxious to be fighting to.
On March 17 2012 18:22 Kingkosi wrote: I understand but the point I was trying to make was that there are better fighters out there and people shouldn't just settle for this game because as it is now it's not anywhere near complete
well, better is in the eye of the beholder...
and no fighting game was ever really "complete" on release. if you dig around in the older games there's so much broken stuff. it's made even worse nowadays because we have the internet so that information spreads fast, where as crouch cancel VCs from A3 were kept in some japanese basement for the longest time.
i think this is one of those games that seems fun for casuals until they wonder why they keep getting time out. once you learn your combos and options and stuff it gets way more interesting, but before that you're doing so little damage.
why is everyone saying ryu/ken are strong characters? the only thing i can think of is air hurricane kick having so much priority and frames... i feel like anti-air shoryuken does so little damage, reversal shoryuken is massively punishable especially if the opponent has 1 bar, and fireballs aren't that great in this game.
On March 17 2012 18:22 Kingkosi wrote: I understand but the point I was trying to make was that there are better fighters out there and people shouldn't just settle for this game because as it is now it's not anywhere near complete
well, better is in the eye of the beholder...
and no fighting game was ever really "complete" on release. if you dig around in the older games there's so much broken stuff. it's made even worse nowadays because we have the internet so that information spreads fast, where as crouch cancel VCs from A3 were kept in some japanese basement for the longest time.
i think this is one of those games that seems fun for casuals until they wonder why they keep getting time out. once you learn your combos and options and stuff it gets way more interesting, but before that you're doing so little damage.
why is everyone saying ryu/ken are strong characters? the only thing i can think of is air hurricane kick having so much priority and frames... i feel like anti-air shoryuken does so little damage, reversal shoryuken is massively punishable especially if the opponent has 1 bar, and fireballs aren't that great in this game.
The top Japanese players seem to believe that DP and tatsu switch cancels are the best way to spend meter by far, and that's basically the only reason. See this video:
damn. got 3rd again. This game is pretty dumb though in a marvel 3 kind of way when you try to play it competitively. It kinda feels like a really watered down sf4, no idea why only a handful of characters got respectable aa's, and almost no one can really stop crossups =/
it's whatever though, capcom games have been going this route for a while, no real surprise lol
On March 17 2012 18:22 Kingkosi wrote: I understand but the point I was trying to make was that there are better fighters out there and people shouldn't just settle for this game because as it is now it's not anywhere near complete
well, better is in the eye of the beholder...
and no fighting game was ever really "complete" on release. if you dig around in the older games there's so much broken stuff. it's made even worse nowadays because we have the internet so that information spreads fast, where as crouch cancel VCs from A3 were kept in some japanese basement for the longest time.
i think this is one of those games that seems fun for casuals until they wonder why they keep getting time out. once you learn your combos and options and stuff it gets way more interesting, but before that you're doing so little damage.
why is everyone saying ryu/ken are strong characters? the only thing i can think of is air hurricane kick having so much priority and frames... i feel like anti-air shoryuken does so little damage, reversal shoryuken is massively punishable especially if the opponent has 1 bar, and fireballs aren't that great in this game.
Well Ryu is so good because his frames are ridiculous, like everything he has is safe, and Ken appears to be something of a combo monster, though I don't think many people would put him up on the level of Ryu at this point
On March 18 2012 17:20 Trumpet wrote: This game is pretty dumb though in a marvel 3 kind of way when you try to play it competitively. It kinda feels like a really watered down sf4, no idea why only a handful of characters got respectable aa's, and almost no one can really stop crossups =/
That's only because people havent adapted to the new strategies yet. AA's are a bit harder than SF4 but EX AA's are stronger than before and you get meter so much faster... also alpha counter combos are an insanely strong form of AA... and crossups can be avoided by either backdashes or character specific solutions (for example Kazuya can mist step out of them but you never see any players do that yet).
Give it time... remember what people were saying about SF4 a week and a half in? lol
On March 19 2012 03:09 Mannerheim wrote: TxSF has not been released yet. And judging from the minimal amount of information available about the game, it'll still take another year or so.
It's going to be longer than that, Ono posted that it's behind schedule, and they just recently started doing polls to see which characters people would like to see in it (for tekken side only at this point).
On March 18 2012 17:20 Trumpet wrote: This game is pretty dumb though in a marvel 3 kind of way when you try to play it competitively. It kinda feels like a really watered down sf4, no idea why only a handful of characters got respectable aa's, and almost no one can really stop crossups =/
That's only because people havent adapted to the new strategies yet. AA's are a bit harder than SF4 but EX AA's are stronger than before and you get meter so much faster... also alpha counter combos are an insanely strong form of AA... and crossups can be avoided by either backdashes or character specific solutions (for example Kazuya can mist step out of them but you never see any players do that yet).
Give it time... remember what people were saying about SF4 a week and a half in? lol
On March 19 2012 03:09 Mannerheim wrote: TxSF has not been released yet. And judging from the minimal amount of information available about the game, it'll still take another year or so.
if you get any sort of counterhit AA, you're gonna eat huge damage. especially if the opponent only has one bar. i think bob has like 350 no-gauge damage off of AA.
juri has AA c.hp - JC HP xx tag into ling - HK loop for 500+ off of one bar. soooo sick.
i was playing with ken/sagat earlier... AA lp SRK, c.hp xx hp SRK xx tag, c.mk - HP tiger uppercut does like 400 damage or something. i think AA lp SRK, c.hp xx SRK xx tag to guile, c.mk - s.hp does 373.
i think maximizing damage off of AA is hugely important. when i played akumas i would jump in for free because if i eat an early HP SRK it's only like 50 damage... and if you tag properly in this game you should have 2000 life.
anyone here know where i can find a review from someone who has never played sf prior to this game? im a tekken fanboy and im nt sure if i should buy it or not.
the last sf i played was sf2turbo on snes, and then i played tekken from t2->t6, now i bought sfxt....
i like the game alot, the sfchars give me trouble because of the combomechanics (links, timing, jumpinggame) but the tekkenchars feel more familiar for me because of strings and moves they use, the balance seems ok for me until now, its nothing broken to deal with
one positive point is that both, starters and better players can have fun with it from day1, you can play the game without knowing all the hard combos the onlinemodus runs very well for me, its nearly lag and bugfree
Don't search with the "same" region, it only looks for people with the same country setting as yours. Use "any" region and just leave non-european lobbies.
Oh wow no gems and 2v2 for Evo? 2v2 is fine, but the decision to have no gems this early when we haven't tested out the new DLC gems is weird. Hopefully tournaments will try out gems once the tournament patch is released, because I feel playing without gems is playing a game that was never intended in the first place. The game is balanced and designed around gems.
Either way, there is a high chance this game will still suck since gems seem like a mess along with some of the dumbest and scrubbiest assist gem mechanics. Also without gems we're playing a gimped version with excessive time outs, turtle when clock is 30 seconds and anti-hype frame traps for days like rolento's jab crap. I'm hopeful that the new gems in the next patch some how make this game good, but I doubt it. Till then, I hope players find a ways to play the game and win where it's you know... less lame.
On March 28 2012 05:40 boppel wrote: yeah i already done that.. but it still takes years
i found that i got many games way easier in MvC3 because there were EUROPE, AMERICA... filters not just same and any
People found out the game is ass so they left, ha. Nah but I have no problems searching in "same" region any time of the day. I can imagine any would speed up the process significantly.
I really don't believe gems would change the time out situation at all. If anything, it'd make it worse. Autoblock, if allowed, would guarantee it to be more time outs, and any power gems get offset by defense + life recovery gems. If you play the game online, where people use gems, it's still a million time outs.
2v2 is kinda lame, I might not enter at evo as a result.
lol after running a few sets with my buddy using akuma, I didn't realize how fucking long that was until I counted from start. Didn't realize the timer was using real seconds. I attributed the ridiculous amount of timesouts to people still learning game and the tag partner's red health regenerating fast.
Might wanna learn some jin and steve now. i can kinda see why mike ross wants to swap out DOOK. But his f. RH and FP are ridiculous and can properly play footsies. AA grab is an actual AA that doesn't trade or lose in this game.
On March 28 2012 22:40 Trumpet wrote: I really don't believe gems would change the time out situation at all. If anything, it'd make it worse. Autoblock, if allowed, would guarantee it to be more time out...
Disagree, I think autoblock would lead to more aggressive play. That's what it's there for, to let you be aggressive without worrying. But assist gems will be banned in any case, the real discussion is about boost gems and I think those definitely make the game shorter. Speed and meter gems especially.
The decision to ban gems is more a time issue than a game play issue. If they get 2000 people each of them choosing their gems could add 30-60s a match. That could mean the first round would have an additional 10 hours of just people choosing gems.
On March 30 2012 10:28 Vec wrote: The decision to ban gems is more a time issue than a game play issue. If they get 2000 people each of them choosing their gems could add 30-60s a match. That could mean the first round would have an additional 10 hours of just people choosing gems.
Is this really the case? I didn't read the official reasoning for the changes so I wouldn't know.
The TE patch is suppose to help that with USB drive sticks with saved player configuration. Character customization is done before hand, and when you actually play you just choose your preset gem setup like an ultra in SF4. But then again there is an issue with lack of USB ports?, and I heard the proposed dial system isn't done very well. Also 2v2 format should cut down the tournament time as well, but then again what if your partner is playing another game during Evo and your team is called up? Eh, I'm pretty sure the organizers will figure it out. Maybe the TE patch solution is better in practice then we think it is when it's released next week, but it's already been ditched by Evo the tournament trend setter before it even came out lol.
Anyways, fail gem system is fail. This game has been a wreck since they announced gems and I knew balance and game quality would be compromised because of it. Instead of the gem system, it would have been better if they focused on making a good competitive standard we all play, so we don't have to treat the game like a Smash Brothers game when it comes to deciding what is tournament worthy or not. And focus on a better game flow instead of having all these time outs.. etc
gotta say,there was no game as frustrating as sfxt for me before :S
when i went WoW -> Starcraft 2 it was really hard to become diamond (only made it at the end of the beta)
but going (close to) no fighting game experience -> sfxt online is fucking shit.
its like 60% of the time i get people with >1.5k bp 30% >800 bp 10% >5k bp
now those may not be very good people to someone who played a lot of fighting games..but i can tell you as someone totally new id love to actually play players somewhat closer to my lvl more often (i.e >500 mby?)
:S
well i didnt give up sc2 back then (dont play it now anymore tho),so i wont give up sfxt -.-
edit : nvm,just switched to hugo -_-
now playing julia/hugo instead of rolento/poison and the game got somewhat easier with spamming (i love julia .. 344 dmg for overhead -> forward heavy punch (ground bounce thing) -> heavy punch -> instant throw thingy..its impossible to miss that and combo even for me :D)
i feel like i'm the only person who really likes this game, everywhere else i go someone's complaining about it. =(
i actually really like the tekken characters. they all feel so exciting with lots of options and playstyles, whereas anybody who has played sf4 has very few adjustments to make with the sf characters, except hit them more for juggle combos.
Was super close to purchasing. Then I saw Sakura and Lei were DLC. And I was like, "Hell no". I can stand DLC for additional costumes/level/minigames. Basically crap I don't need. But when you start making characters DLC (T_T).
Its like Blizz selling SC2 with only Terran. Protoss and Zerg are DLC. And the Medivac is also DLC.
I know someone was asking for a review, so I got one up. Keep in mind it covers the pre-patch version of the game, so some issues like sound in multiplayer have been addressed recently. Hope it's a helpful analysis:
Surely, the Tekken characters are at a disadvantage here. Not only are they making the transition across dimensional planes, but are also being put in the hands of rival developer, Capcom. How can the side stepping champions of the Iron Fist Tournament adapt to the unmerciful and paper thin territory of fireballs and uppercuts? Is Jin Mishima just going to start throwing fireballs of his own so he can compete with Ryu? Well, actually, that’s exactly what he ends up doing. And oddly enough, that solution isn’t as boring as it sounds – nothing ever is in the world of Street Fighter X Tekken.
Because Jin’s new projectile attack is actually much cooler than a mere excuse to have an answer to the Street Fighter game. It doesn’t travel on a trajectory; it just sort of manifests itself on the field creating an immediate threat of space to the opponent. Ryu’s fireball is different too, though; he can charge and cancel it at will, making for some nasty opportunities to feint. But the Tekken characters and subtle changes to character move sets are hardly the only foreign additions to Capcom’s Street Fighter domain. What they’ve created is an utterly hilarious mixture of haphazard charm -- a game that’s outrageous, physics defying, and infatuated with its own stupidity.
It’s the kind of stupidity seen when iconic Chinese Interpol cop, Chun-Li, approaches a rival tag team in the game’s Arcade Mode, informing them that the area is off limits to civilians when kids are literally hanging out in a skate park as the stage’s backdrop. You tell ‘em, Chun! And so the fight will begin in a wash of beautifully saturated colors alongside a funky track of trip hop music -- a more modest environment in Street Fighter X Tekken. It’s nothing compared to giant mammoths chasing a hover craft in Antartica, a trailer park of pimped out mobile homes raging to some happy hardcore techno, or the “Jurassic Era Research facility.” Best not to ask questions here.
The complete lack of coherence plainly shows how much fun the development team had in their freedoms with the mashup, but a great amount of respect is conversely apparent within game’s roster. With richly detailed models across the board, the difference between the casts is made clear in their very animations. Street Fighter characters keep the twirly choreography and cartoony arm and leg extensions; while the Tekken side of things is more rooted in the realism of martial arts, and carries a noticeable level of weight behind each blow. Their move sets are cringing displays of power, like Kazuya’s kidney shot ender to his surgical chain combos, or how the cheetah faced King walks up the chest of an opponent to prepare them for a concrete facial. It’s got that umph, that get some attitude the Tekken games have always rewarded players with.
It’s an attitude that lends itself to the entire game, too, with throw animations getting their own profound camera angles, and the hurricane kicks of Ryu and Ken creating skin slapping sounds at the rate of machine gun fire. In fact, the sound effects are so gratifying -- from the beat downs to the adorable way the characters call out each other’s names for a tag in -- that it makes the lack of sound in online multiplayer that much more unbearable. It’s unfortunately out of sync, from the stage’s music to the very sound effects. And it’s not even a sacrifice for the greater good, either, since finding smooth matches is as much as a chore as it’s always been with Capcom fighters. Far from unplayable, but make sure to keep the sound off and to grab a good playlist (dubstep, anyone?) while toughing it out in ranked matches.
Instead, throwing down locally produces a more enjoyable tag based fighter. A very tame one in comparison to most, namely for its lack of an assist option (brief attack commands from off screen partners), but this makes it a bit more approachable. The entire cast shares a universal chain combo, meaning a simple a run of the fingers and any player can perform a string of blows into a launch. This launch will send the opponent airborne and simultaneously have the second fighter run in to follow up with the juggle. More creative tags can be implemented with the use of EX meter, like Ryu tagging in Tekken’s Xiaoyu after he lands an uppercut. This allows for interesting set ups and potentially dirty mind tricks, especially tagging characters in while in the midst of an already executed special – picture Ken’s hurricane kick as Zangief runs out for the suplex.
It’s a rewarding system, accessible, and one of the most enjoyable fighting experiences seen in a while that utilizes a human partner option. In fact, the 2v2 mode with a friend as a tag-in may be the definitive way to play Street Fighter X Tekken. Character synergy in the game is subtle at best, so the actual battles play more like two 1- on-1s instead of a conversation over proper team composition. This makes it a process of relieving pressure of each other, and creates a fun social dynamic between two players. There’s also a mode called Scramble, where all 4 characters appear on screen at once for a battle royale. But it’s about as functional as it sounds, and so probably best played over a few beers.
With the traditional 99 second timer and two teams of two, Street Fighter X Tekken becomes very concerned with the management of time, health, and EX meter. Losing one character means the end of the round, so finding ways to keep the healthy one on point while the other regains health is often the key to winning. This philosophy makes for an intense game that can vary greatly match to match, and depends on the types of characters present. Faithful to their origins, Tekken characters are great at applying pressure with lengthy chain combos that can end in tricky high or low finishers. Street Fighter characters usually play a cleaner game by comparison, more specialized in creating space with simple pokes and sometimes projectiles.
Giving little credit to the game’s lazy trial modes and tutorial features, the training mode presents a cast with very extensive combos that make for a playground of creativity. If anyone’s body is off the ground, chances are they can be juggled with additional attacks in some way. At times it’s a wonder how certain set ups manage to combo into each other, creating a lot of room for discovery at the individual level. As a Capcom fighter, the tightness of control and immediate hit satisfaction is well represented, but while it feels good to the touch, it’s making sense of all the game’s wonky mechanics that players will be hung up on. Learning when the best time is to tag in for extra damage, and whether save meter or burn it, present questions the game has difficulty addressing.
Problems begin to arise when players realize the clock is running out on them, and often. With longer combos taking some time to learn, beginners may have trouble enjoying the game to its full extent, since dealing less than optimal damage can lead to time outs, and time outs are pretty lame. On the other end, when more advanced players tap into the huge damage outputs the juggle system allows for, the game suddenly seems at odds with itself. Spend 2 or 3 meters to dish out a cinematic super move – one of the highlights of the game’s presentation -- or deal nearly the exact same amount of damage with a raw combo. These flashy finishers -- the staple of nearly every Capcom fighter -- are consequently a much less exciting implementation. Instead of an incredibly damaging super move, it’s a lengthy cutscene that might itch out a few more points of damage. This is a welcome addition for those tired of powerful comeback mechanics, but then a 5 second cinematic interruption seems pointless, other than to run to clock.
Now, there is a last ditch effort mechanic, but it’s almost entirely useless. It’s called Pandora, and upon activation the character out in play is immediately K.O’ed while the second fighter then enjoys increased damage, having 8 seconds to edge out a victory before being K.O’ed as well. So, that’s 8 seconds to both close the distance and connect a winning combo. Suffice to say, it’s literally suicide, and hard to believe Capcom ever found use for it in actual testing.
Several aspects of the game, like Pandora mode, clearly went into the game with little thought on how they would play out. Most prominent is the gem system, where characters are set up with a layout of 3 gems at the select screen that add temporary boost to speed, power, or defense during the match. These gems activate upon meeting unique circumstances, and last a short duration. They don’t amount to much more than some minor health regeneration or gaining +10% damage for a few seconds, so at most it adds a potentially interesting layer of customization that may be noticed in deeper competitive play – but it’s an undeniably boring feature to construct a game around.
With these mechanics either being too subtle to care about or too nonsensical to use, Street Fighter X Tekken ultimately boils down to a brutal back and forth volley of full length combos. Successfully confirm a landed hit and stretch it into as much impact as the game’s diminishing returns on damage allows for. It’s an intense affair of discipline, and the roster is one of Capcom’s largest and most varied, so there’s much to learn. And truly, it’s the amount of affection on the character level that keeps Street Fighter X Tekken above water. But these personalities and their beautifully rendered move sets deserved a better package, and maybe next time Capcom cuts corners, fans won’t be so keen on figuring out their problems for them.
holy shit, do they even test their games? the sound is so incredibly messed up in multiplayer on my pc, its incredibly annoying and kills most of the fun.
On July 10 2012 18:04 Silentenigma wrote: Hey guys How is sfxtekken going for you.I am thinking about buying it since it is so cheap now.Is game good atm?I heard game had many bugs at release.
I can only talk for the PC-version, but they fixed a lot of issues with the latest patch. Its cool now (ofc online lag depends mostly on the connections, but they fixed the teleporting issue). The game is pretty fun, dont mind the haters
I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review.
On July 14 2012 07:01 undyinglight wrote: A question about this games sexual content:
I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review.
^^^I realize that she wears a one piece, what I was trying to ask in particular is does it cover her but fully as it does not in other games and I didn't see anything about this being mentioned in the commonsense media review so I was wondering if they altered her appearance from previous incarnations.
So I just picked up this game and holy shit i'm sucking hard at it, but it's fun as hell :D Finished the tutorial and tried now the challenges... and well ... I'm not even able to make the first challenge (only normal moves)
So ... that's my first Fighting Game ever (besides some MK9 at friends place) and I don't have any idea of what I'm doing. On what do I have to concentrate in the beginning? Any special characters I should focus on, before picking a special one? Any modes I should focus on? Any general rules I should consider? I'm not intending to play super competitively (like SC2), but I still want to get better, so that I at least can say: "Hey, I can play this game!"
On July 15 2012 04:18 FeelTHeBluEZ wrote: So I just picked up this game and holy shit i'm sucking hard at it, but it's fun as hell :D Finished the tutorial and tried now the challenges... and well ... I'm not even able to make the first challenge (only normal moves)
So ... that's my first Fighting Game ever (besides some MK9 at friends place) and I don't have any idea of what I'm doing. On what do I have to concentrate in the beginning? Any special characters I should focus on, before picking a special one? Any modes I should focus on? Any general rules I should consider? I'm not intending to play super competitively (like SC2), but I still want to get better, so that I at least can say: "Hey, I can play this game!"
Btw. I play on the PC version.
Even though I wouldn't recommend SFxT as a "first" fighting game, but if you think it's fun to play it doesn't matter. The most important concepts in fighting games are safety and punishment. What I mean by that is in order to be good you need to not only know HOW to do each move with your character, but also WHEN and WHERE. Certain moves and move-strings are safer or riskier in different situations, and if you know the specifics you can punish an opponent who just throws out random moves willy-nilly. I'm not good enough to give any specific examples, I'm currently playing a lot of UMvC3 and I've just recently gotten to the level where I'm confident enough in my combos to be able to think about punishing my opponent. However a pretty general example that applies to SFxT is you can't just try to jump onto your opponent or rush down with random moves, you will get punished by a player who knows his shit. A Shoto can almost always punish a risky jump with a Shoryuken. Just like in Starcraft, you need a game plan (build order) to open up your opponent. Find your favorite characters, then learn how to perform their moves. In SFxT you're in luck since it's built in the Street Fighter 4 engine there aren't that many different moves to learn, but rather each and every one of them has a specific place and use. Certain moves are anti-air moves which can punish a recklessly jumping opponent, certain other strings of moves are safe on block (you can throw them out and your opponent cannot punish you if he blocks). I realize I'm pretty terrible at explaining these things since I'm learning this myself at the moment (but for a different game), though the most important concepts are which moves are safe in what situation, and how to punish an opponent who throws out unsafe moves. Hopefully someone who is a little bit more experienced than me can explain better, preferably someone who plays Street Fighter and has a good grasp on footsies since my main game UMvC3 has a larger randomness factor than other fighters.
Edit: Maybe I got a little ahead of myself, but the absolute first thing is to get comfortable with the game engine. Get used to how the characters move, how momentum works and such. If you compare Street Fighter to Tekken for example, they have vastly different ways of handling momentum and general movement.
Oh and concerning Cammys outfits, you cannot make a Street Fighter game without DAT ASS. Just like you cannot make a Street Fighter without Chun Lis absurd thighs.
On July 14 2012 07:01 undyinglight wrote: A question about this games sexual content:
I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review.
there is a lot of sexual content in this game. i mean i'm 20 years old and watch my fair share of porn, but jesus christ the sexual content is completely unncessecary. i don't like sexual content in games where there are scenes that literally zooms into cleavage, zooms into asses, like seriously it felt weird to me....
On July 14 2012 07:01 undyinglight wrote: A question about this games sexual content:
I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review.
there is a lot of sexual content in this game. i mean i'm 20 years old and watch my fair share of porn, but jesus christ the sexual content is completely unncessecary. i don't like sexual content in games where there are scenes that literally zooms into cleavage, zooms into asses, like seriously it felt weird to me....
If you don't notice the impossibly buff and muscular bodies of Balrog and Sagat shining in all of their topless glory you are a hypocrite. Characters in these games have always been made to look god-like, hence the expression in the FGC. Cammy is honestly one of the few "normal" characters and for a kick-heavy fighter I wouldn't want pants either. I'm not meaning to attack you in any way, I had just the same reaction when I first played Street Fighter 4 (same engine) but the more you think about it the more you realize both genders are equally objectified, sometimes men even worse.
On July 14 2012 07:01 undyinglight wrote: A question about this games sexual content:
I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review.
there is a lot of sexual content in this game. i mean i'm 20 years old and watch my fair share of porn, but jesus christ the sexual content is completely unncessecary. i don't like sexual content in games where there are scenes that literally zooms into cleavage, zooms into asses, like seriously it felt weird to me....
If you don't notice the impossibly buff and muscular bodies of Balrog and Sagat shining in all of their topless glory you are a hypocrite. Characters in these games have always been made to look god-like, hence the expression in the FGC. Cammy is honestly one of the few "normal" characters and for a kick-heavy fighter I wouldn't want pants either. I'm not meaning to attack you in any way, I had just the same reaction when I first played Street Fighter 4 (same engine) but the more you think about it the more you realize both genders are equally objectified, sometimes men even worse.
zooming into a topless man's chest/arms who looks like ronnie coleman is a lot different then zooming into that man's crotch. i would be fine if they did the same for the females, but they don't zoom intoo any bodypart for females besides their clevage or ass. i don't think i'm being hypocritical at all.
I like sexual content in fighting games.I like my characters look sexy.Because in a fighting game you spend a big deal of time looking your character.It must be agood looking one.I cant stand characters looks like ass in fighting games.
On July 14 2012 07:01 undyinglight wrote: A question about this games sexual content:
I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review.
there is a lot of sexual content in this game. i mean i'm 20 years old and watch my fair share of porn, but jesus christ the sexual content is completely unncessecary. i don't like sexual content in games where there are scenes that literally zooms into cleavage, zooms into asses, like seriously it felt weird to me....
bro, have you ever seen what yoshinoro ono looks like? The fact that he's Japanese shouldn't be surprising how much sexual content there is.
On July 31 2012 09:25 Silentenigma wrote: I like sexual content in fighting games.I like my characters look sexy.Because in a fighting game you spend a big deal of time looking your character.It must be agood looking one.I cant stand characters looks like ass in fighting games.
On July 14 2012 07:01 undyinglight wrote: A question about this games sexual content:
I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review.
there is a lot of sexual content in this game. i mean i'm 20 years old and watch my fair share of porn, but jesus christ the sexual content is completely unncessecary. i don't like sexual content in games where there are scenes that literally zooms into cleavage, zooms into asses, like seriously it felt weird to me....
bro, have you ever seen what yoshinoro ono looks like? The fact that he's Japanese shouldn't be surprising how much sexual content there is.
I never said I think they should take it out of the game...I just said that for myself personally, there is too much sexual content in the game....
You know...if we want to extend the gaming community to more females, I really think we should stop with the sexual content. I am pretty sure many of you guys would be very uncomfortable if you constantly saw crotch shots and crotch linings as well as ass shots.
On July 31 2012 22:24 Shiragaku wrote: You know...if we want to extend the gaming community to more females, I really think we should stop with the sexual content. I am pretty sure many of you guys would be very uncomfortable if you constantly saw crotch shots and crotch linings as well as ass shots.
Ehh .. there are so many half-naked&ripped males in this game already so it goes both ways
Oh please. As well-informed gamer-guys we can very easily notice a 300 millisecond zoom-in on Cammys crotch and proclaim that sexual objectification. Sure I can't speak for japanese ideals and social standards but IMHO there is absolutely nothing wrong with the Street Fighter games when it comes to sexuality (or any other fighter, except maybe DoA). We have ripped dudes and slim fit babes kicking the living crap out of each other and chucking fireballs left and right. Just give it a second thought and you realize most is in your head. Whenever I see a character like Cammy or even Ivy from Soul Calibur I always think something along the lines "not again..." but its all fine when I, ten seconds later, see her totally destroy whatever ripped testosterone monster that stood in front of her. But maybe thats just me...
Bumping this thread up. SFxT is on sale on Steam right now, 75% off ($12.49 USD).
A friend and I are considering picking it up, with big patches looming on the horizon. How is it fundamentally at this point in time (i.e. the game itself, net play, and such; not balance/chars/etc)? I've heard lots of rocky stories over time, but has it settled down? Was it all fraudulent? How does it compare to its console counterparts?
Feel free to use a comparison to AE (console vs. PC) if it helps, as I've got both of those.
On December 12 2012 14:41 Duka08 wrote: Bumping this thread up. SFxT is on sale on Steam right now, 75% off ($12.49 USD).
A friend and I are considering picking it up, with big patches looming on the horizon. How is it fundamentally at this point in time (i.e. the game itself, net play, and such; not balance/chars/etc)? I've heard lots of rocky stories over time, but has it settled down? Was it all fraudulent? How does it compare to its console counterparts?
Feel free to use a comparison to AE (console vs. PC) if it helps, as I've got both of those.
The netcode seems to be an issue, although how much of an issue seems to depend on who you talk to. At its worst it's pretty unplayable due to characters teleporting around the screen. I had this problem a lot when I first started playing so I gave up, but I've just now done 4 matches which were all playable, although didn't seem quite as smooth as AE. I've heard that SFxT is less popular than AE on PC so wait times for matches may be longer.
About patches - PC version is currently on 1.02 (which incidentally means that we don't have the dlc characters yet). The hope is that we get 1.06 soonish, but that's been the case for months now. Given the situation, nobody is optimistic about getting the 2013 patch any time soon.
its all playable aslong as you and your opponent both have stable 3-4 bar connections. Using a xbox controller is out of the question right now though if you dont have a fight stick. the analog doesnt read your inputs right. you need to be at the very exact place to have it do what you want. thought you could jump back by holding the stick back and up? there is a tiny acceptable spot on the stick to do this. if you just try to push up and back you just jump up. its really awkward and breaks the game, other than that its actually quite fun. but for some reason it takes 10000 hours to log into games for windows live atm so I cant play the game right now.
Thanks guys. I'd primarily be getting it to play with friends, so wait time and connection are less of an issue for me personally. Though I'm pretty reserved now considering the 2013 patch could be really far off for PC, with such epic patch delays they're showcasing already (still on 1.02 is wow...)
On December 13 2012 06:48 Corvi wrote: for people thinking about getting the sale on steam ... dont.
sf4 is the way better game in every aspect and the pc version is even more terrible, as it has a terrible netcode and barely any players.
The biggest issue is the way Capcom handled the patches for PC. The PC version is still about 8 months behind on version updates. The game seems to get a lot better with the 2013 iteration so regarding their patch habits for pc, version 2013 will come out in september 2013. Hell you cant even download the dlc characters for the PC version.
On December 13 2012 05:45 Duka08 wrote: Thanks guys. I'd primarily be getting it to play with friends, so wait time and connection are less of an issue for me personally. Though I'm pretty reserved now considering the 2013 patch could be really far off for PC, with such epic patch delays they're showcasing already (still on 1.02 is wow...)
I wouldnt recommend getting this game for PC if you really care about the game and want to improve, if its just for you and a couple of friends mashing buttons, go ahead and get it :>
The 2013 update for SFxT is now out on consoles, and it has received a remarkably warm welcome from the FGC so far (with SF4 being so stale nowadays).
Changes: - Normal throws are faster - Normal throws remove all recoverable (red) health from the throwee - Red health recovery speed slowed down by 1/3 - Damage increases across the board (combined with the above changes = a lot less timeouts) - The recovery roll has longer recovery time at the end now, so you'll have to block - Rebalances on all characters - Gem visual effects are a lot less obnoxious - Camera zoom-in effect removed from the launcher move - Boost (chain) combos are now unsafe on block, no more pressing buttons like an idiot and being completely safe - Pandora mode has received multiple buffs - Probably others that I don't know of
Also with Evo giving the game another chance this year (this time as 1v1), we just might see this game salvaged from the pit of failure. Let's see!
I really want to get this game. But, I can't get past the whole DLC Characters. T_T. I just bothers me to much. Also, are these DLC characters even available for the PC yet? I was looking at the Xbox store, add they have fore sale are costumes and gems.
Also, is there a mode in the game to play without gems? I kind of think those things add needless complications.
SFxT PC version just got the DLC Character Patch (1.06) last week (6+ months after console) So they're still 2 patches until the 2013 update (1.08) I don't think the DLC characters etc are purchasable yet though
The DLC characters are trivially easy to play as for free on the PC version, all you need is some sort of text editor. Wordpad is fine. Shouldn't be too hard to figure out for the computer literate among us (which I imagine is most of the TL community).
I'm the type who never pirates games and likes supporting developers through well made DLC, but Capcom has more or less abandoned the PC version of this game and they didn't even try to make it difficult to unlock the extra characters.
Well, that's a step at least. Do they plan on addressing these issues? Also, what if I bought it just to play with friend(s) that I already get green bars with in AE? Should I still expect to have these problems, or is it more of a general online play issue where you are going to get folks with a variety of connections?
On April 23 2013 00:49 Duka08 wrote: Well, that's a step at least. Do they plan on addressing these issues? Also, what if I bought it just to play with friend(s) that I already get green bars with in AE? Should I still expect to have these problems, or is it more of a general online play issue where you are going to get folks with a variety of connections?
It happens for everyone from what I can tell. From my experience the worse the connection, the more desync issues you get. If you have green bars, you will get issues maybe every 4th or 5th game.
On April 23 2013 04:12 Kingkosi wrote: Sucks for the PC community who owns this game :/
Frankly I dont mind it so much as I want capcom to release more fighters for PC (Darkstalkers and 3s pleeeeease?). Still, its really bad quality and puts their product in a bad light.
Really wish I had a way of testing it before buying. I'd only be playing with a single friend (maybe two) both of whom I have decent connections to in everything else, including AE. Idk I'll wait and see...