i’ll be there!
hoorj
i’ll be there!
hoorj
no tubby’s for me tonight either I’m practically a zombie right now
want to jump into the lab a bit and practice up mag/zero for 1 touch kills off everything, that new LL variation looks really easy
pffft dont stay home if you’re just gonna training mode br0
i haven’t even touched a fighting game in like a month+ and im going
can you imagine that crack team of writers they had massaging this screenplay
In many ways, SFxT kinda already is “SF4 with a few new characters”, but it has its own style too. I dunno, I think the Tekken chars are pretty interesting (the SF characters are mostly pretty cool too, actually), so hopefully the game improves to a state where people enjoy playing it more.
It’s weird, for all the time outs and defensive play in SFxT, it’s probably the easiest game in SF history to get perfects in? The damage is so high and you really can’t afford to get hit ever. I imagine after the 2013 patch, perfects will be even more common. It’s such a strange effect… so easy to get perfects, but sometimes it seems so hard to kill a character, lol.
Oh noooo I own one of the most profitable sports franchises in north america and I’m also extremely hot when will my BAD LUCK END
lol i just don’t wanna be in public. i was running with like 1pm wakeup 5am bedtime for most of the break then took the brute force approach to get back on normal work schedule. didn’t quite work. I feel jet lagged, just wanna lay on the couch. I might not even make it into training mode
anyway, let’s rock
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to be totally honest i always thought grey life was like the #1 reason timeouts were so prevalent
its cool that you can do an 80% combo on someone…but it only does 35% real damage, and 45% damage they regenerate instantly when they raw tag their next character in and keep them in
im looking forward to the patch fo sho
hahahahahahahahaha
The Grey life thing is pretty crazy. In the new patch it will be even crazier… you’ll have throws doing 50% (grey) life and crazy shit like that. Especially since most ppl still keep doing shitty jabjabjabABCLauncher combos nonstop.
Not being able to DP-tag is probably going to hurt some characters that have no other good was to safely tag… oh well, fuck 'em! I’m glad that derpy shit is getting nerfed to hell.
Pretty much everything that I that was bullshit is getting nerfed (fuck you Rufus) so I’m happy lol
what is the point of grey life anyways? isn’t having 2 characters enough hp?
just make shit like jabjabjababclauncher scale like a motherfucker
jab jab launcher does scale more than a normal combo (it’s supposed to encourage links, even if you link the same buttons like jab -> strong -> fierce), but it probably could do a bit more scaling.
That said I think they’re concerned about damage so they probably aren’t going to make the most common way of doing damage do LESS. Especially since many people’s best punish in some cases would be something into launcher. I do think if people start playing the game more frequently, they’ll explore better combos though… there are SO many better combos in almost every situation for almost every character than LMHH.
I think launcher combos won’t be NEARLY as annoying now that they removed the screen freeze on the launcher animation and boost chains are mega unsafe on block across the board. And if someone wants to punish my DP with two jabs into a launcher string (even if they throw me later and take away the gray life), I’m fine with that because they could have probably killed me, lol.
I’ve been training modeing with a bunch of new teams.
My main team is Nina/Christie, but I’ve been trying out Raven/Lili, Kuma/Ogre, Bryan/Lars. Some brief thoughts on the patch.
I thought SFxT high level w/gems turns into a 2 touch game even the way it sits right now? Two clean hits for a game like this is pretty good, especially if there are good outs from vortex setups, which there currently is… but rolls sound over-nerfed in 2013 so if it ends up being 2 touches with SF4-esque knockdown mixups, forget that
I’ve seen some really nice combos in SFxT now but a lot of the more optimized ones are just loops, and unless the loop is some Magneto ROM kinda stuff they are my least favorite kind of combo
Sometimes launcher combos are better for switching characters and gaining more meter for those without good solo combos.
Rolls can still block during recovery, it’s just that they can no longer do roll -> reversal DP -> tag cancel. I think rolls being vulnerable to throws is being overrated right now. While throw start-up is getting buffed, the short range didn’t have a word of getting buffed. It’ll still take a good guess to throw an attempted roll escape, especially to those with slow walkspeed/bad forward dash.
Ah well, we’ll see after patch.
I’ve been playing around with Lars the last few days in training, he actually seems pretty good already. His combo damage is average or slightly above, but he has a DP and his footsies seem pretty great. I looked at the changes and they seem really drastic (in his favor)… avalanche kick being overhead is insane? It’s safe on block I think! LP shoulder starts up faster so it should help that “can’t combo off mids randomly” thing. His DP is getting a big damage boost too, so now his combos will do even more.
I dunno I think he’s gonna be really good, lol. That low forward (with a DP to back it up) is already enough to make him a good character IMO.
I don’t understand Jin’s changes. They made some of his stuff a bit too good IMO. Not the end of the world because good characters are fun, but people will be complaining about him I think.
Eh, you can 2-touch if you have meter building and damage gems (and your opponent does as well) but if your opponent plays a tank with 3 defense gems, you won’t be 2-touching him. Basically your opponent can decide if he wants to turn it into a defensive battle or not (just like other FGs). Unfortunately some of the defense gems are too good IMO, I think they’re nerfing some though.
Don’t think rolls are overnerfed… if anything, they’re undernerfed. You’ll always be able to block out of a roll though, so there’s probably no way for people to OS you with an attack if you roll away from a jumpin. It’s probably a good way to encourage meaties, with a nice safety catch against insane OSes.
Loop combos in SFxT look flashy but I think they’re pretty useless in real matches except to wear out an opponent’s gem or the clock. I like the look of most of the tag combos in this game.
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holy fuk i approve 1000000%
nothing quite as infuriating as a keep away projectile that sends you flying up and backwards and covers that motion. raven was one of the games worst timeout offenders by far
Yeah I dunno what they are doing with Jin… He wasn’t the worst offender but I also didn’t think he needed to get buffed like that. He will probably be the new guy to hate right off the bat lol.
Its probably because of the capcom thing of just flat out wanting certain characters to be good I dunno. .
EDIT: Did anyone else watch that SFxT video where Jibbo has a gem loadout that acrtivates in one combo, and then gives him back +3 bars of meter?
Apparently it lets him do a 5-bar combo or some crazy shit? :looney:
That’s the one big part of SFxT that I feel hasn’t really been opened up at all… DEM GEMS