Divekicks are whatever compared to rufus. Cammy divekick is only good with the jump cancel. Lili dive is…meh. ling,hwo, akuma dive is whatever. They don’t apply pressure like Rufus divekick. So in reality, Rufus is the only one with a true divekick.
Charcters that lack a good footsie game, make up for it with a high low game. If I can play a ground game with a shitty slow character like paul, then I don’t see the problem.
In our scene, I can count the number of people who play KOF13 seriously on one hand. With SFxT, I can count the number of people who play seriously on one and a half hands. I don’t think playerbase is a legitimate argument in favor or against either game, and I personally like SFxT. But I’ve noticed that everyone in our area seems to hate it except for the older crowd. Everyone just seems to be playing it begrudgingly, and it doesn’t take a genius to recognize that that’ll hinder the game’s development here.
What tier list lol? American’s have always been lazy so they play what works which is why we got blown up in mvc3 at Final Round because RR,joe,frank isn’t supposed to be a good team. What characters lack footsies? Off the top of my head only person I know of with crap range is Asuka but its not hard to get in with her either lol. The only 2-3 characters that get a bad rep in this game are yoshi, paul, kuma, everyone else seems to be just fine. The chain combos are what helps those that can’t deal good damage from far away like bison/vega/chun etc. This game is really balanced and fun to play, I’ll agree I don’t like to watch it all that much but playing it is fun. I think when people learn what they can and cant punish and stop doing those shitty tag combos and waste 1 meter the game will be better. The frames in this game changed so when I see stuff thats +8 on block i don’t freak out because thats really a +4 or 5 in the SF4 world. This game is just different lol. I also don’t understand how you don’t like the jab/poke game but want to play kof lol. All kof is a lot of jabs/shorts mixed with low jumps. I guess since the game has flashier combos and is faster it’s more appealing to you. Even though KOF is a good game people here are going to cry and complain when they end up blocking for 10 second straight then get guard crushed. Watching kof here with the way the AZ scene is should be hilarious.
Lol isn’t sf4 a jab poke fest too(meant to add this earlier)? Yeah s.jab is good, but quite a few characters have better normals that start off a medium attack. , or even fierce attack. I really think people expect too much sf4 from it. As its mostly the sf4 that dominates the hate of the game. Just my observation.
Agreed Aaron. Most top us players are lazy as fuck. They wait for the mid tier players to discover stuff.
And Seth was right. No one was using cross counters to stop pressure. I don’t get it. And constantly doing horrible tags, wasting regen. Aside from a couple players, I felt most of the us played it bad. Lol at no one countering rolento. They just let that character get away with poking murder, all tourney
I don’t HATE SFxT but some things do bother me, I don’t mind playing it though. But I do HATE KOF13 not because it’s a bad game but some of my favorite characters got the shaft(like Geese because he died) but 2 dead characters made it in. I say we all play Melty Blood and pretend we never had this argument
Aaron, your example is misplaced here because Marvel is a completely different game. When two characters are forced to play footsies and ground games, the character with the better normals has the advantage, but Marvel has far more freedom and lets you completely bypass the footsie game at times. Divekicks with Log trap is a prime example of how Ageo Joe used the engine to his benefit to play a completely unexpected game and downplay qualities that compose a top tier strategy and team. I am not sure how SFxT can do the same, feel free to elaborate. As for some of your comments in regards to KOF, the main difference is that KOF is far more mixup heavy than SFxT. There is footsies, but there is also combos that lead to another set up ala AE/Marvel which is what I personally love in fighting games. I think you underestimate greatly how people can learn a game and interact with it. Why do you assume that the people interested aren’t familiar with guard crush? SCV, MB, BB are some games off the top of my head that had it. For you oldies, throw in CVS2, and GG in there as well. It’s not a new concept and I dont think anybody is surprised or being put off by it. I think AZ could do very well with this game and judging by some of the people i’ve talked to interested in learning it has the potential to be solid.
Not once did I state SFxT sucked. I just said it wasn’t for me and expanded upon request. Also you can gather from my responses that I personally don’t have any interest in SF2 if you wanted to push it.
I never said people weren’t familiar with the guard crush system. My thing is the jab crazy stuff that’s good in SFxT is just as good if not better in KOF due to guard meter. I don’t see how it can be boring in one game and not the other. KOF’s only difference is the low jumps. There are many ways to open up people in SFxT. People complained about throws not being good but I see people get thrown all the time. Also launchers crush low attacks and there is no block stun in this game but I have yet to see somebody launch rolento out of c.mk after blocking all those jabs. Is it risky? Yes, but so is reversal DP and that never stopped anybody from throwing those out. What I said about UMVC3 is that US players just flock to what they see. There is no American tier list but ryu,rufus,rolento is what is winning right now so it’s perceived to be top tier. And again the game hasn’t even been out a year yet let alone 2 months so I think it’s a bit early to talk tiers. Better priority attacks are somewhat irrelevant since they don’t always “win”. Some attacks are worth trading since they cause crumple/slip on counter hit. Even if you throw out the better priority attack if it’s a c.mk and it trades with my c.fp who won that battle? All attacks are pretty ass on whiff and that’s where the punishes come in. I picked up Nina and I don’t feel like she has the best priority on attacks but her range is so good that if you whiff and I punish you lose 300+ damage in a footsie battle. The problem with UMVC3 is that Xfactor throws all that logic at the window since when you lose you become stronger lol. Hell you can hardly run in and attack since you can just XF through block strings and kill them as a counter. There are no mechanics like that in SFxT is just straight up fighting.
I love watching UMVC3, but can’t play a lick. Just like MVC2
I love playing SFxT, but watching it is a little meh. Just like CVS2.
I understand the wanting to defend your favorite game, but just realize that some people just have a preference. Nothing wrong with having preferences; and 9 times out of 10 you aren’t going to convince the other guy of your points because, well, if they don’t like the game then they just straight up don’t like it. It’s been proven throughout the years here that there is a “marvel” crowd and a “street fighter” crowd. It’s very rare that someone plays both the same seriously. The rest of the games get splintered off and catch a few players here and there.
I think part (but not all) of the issue of the game being boring is that comebacks aren’t very prevalent at all. That’s great for the people playing the game because they’re rewarded for playing solidly for the first 80% of the match, but since the game lacks a comeback factor like an xfactor or ultra system the last twenty seconds of the match are really boring and predictable for the spectators, and being on the losing end is also super demoralizing. Of course, that’s compounded with the existing timer issues too.
So if you have 3 parties, the winner, the loser, and the audience, only one of the three will be satisfied with the last quarter of the match. Whereas with a comeback factor, as manufactured as the hype may be, has the potential to please all three parties (It always feels good to rob the loser of their comeback factor, haha).
arodt: yeah there was. but the difference is, with xfactor, with 1 character left, with low life, you can annihilate an entire team in a couple seconds. thats where the difference kicks in. if theres like 20 seconds left, and your opponent is pretty healthy, its gonna be tough to open him up a few times and get max damage each time you score a hit. It’s basically a loss at that point. theres a chance, but its really hard, especially with regen and the speed it refills. when in any other game, 20 seconds is A LOT of time left. the other factor is once the time is down to that, and you are losing by a big margin, supers become obsolete for you due to the insane amount of time it takes for the cinematics to finish. some team supers eat 15 seconds off the clock. its crazy. in the end this part is always gonna be the defining part that can break the game, the clock.
its great tho that there is no comeback factor, except just raw gameplay. but they gotta fix the clock issue. granted i see less timeouts, but its still quite frequent
I don’t think its the comeback mechanic since KOF, GG, MB all are games that really bring out some amazing hype and don’t have any sort of comeback mechanic. I think its just due to the slow nature of the engine and footsies. This is not to say that the game isn’t good or respectable, its just not my type of game as originally stated. I prefer fast, mixup, hype games, and SFxT isn’t really filling any of those categories for me.
Scott described the main issues with the clock perfectly.