The problem is you’re assuming this is a SF EX game. This is NOT a SF EX game in the normal sense. It’s actually a different game that was published by Namco with EX characters included. It only hit Japanese arcades AFAIK so that’s probably why you have no idea what it is. None of the characters in the game so far are SF/Capcom characters. They’re all Arika characters which they own. The final version of this game may likely never have any SF characters if it’s as true of a sequel to Fighting Layer as it looks.
Technically what you’re looking at is a sequel to this game which had a couple Arika EX characters thrown in as cameos and was like a spin off of SF EX with a more combo heavy system, sidesteps and combo breakers.
It’ll be interesting to see if they truly took sidesteps out or maybe just the guys playing didn’t know the sidestep button/command. How fireball zoning works in the game will definitely be dictated by what happens with the sidesteps.
I was responding (forgot to quote) to @StockyJam about side-stepping. As far as I know, it wasn’t removed because it was *never *a thing to begin with. At least I don’t think it was. Based on his post, I assumed he was talking about the Street Fighter EX series and I don’t remember any side-stepping there. Either way, I appreciate the detailed post. This is a game I need to pay more attention to.
shit there wasnt side stepping in SF ex? my memory fails me. im old. coulda sworn there was.
edit:
i was prob remembering wrong cuz the camera pans around a bit in ex…thats prob why
I don’t know who was talking about what, just jumping in to say that no there was not sidestepping in SFEX, but there was in Fighting Layer and there was in the April 1st build of this new game done by pressing HP+HK.
That’s exactly what I thought. The camera angle stuff threw me off back in the day as well. I remember when people would always compare it to Tekken way back in the day. I think that was mostly because of the graphics, though.
There was side stepping in the April fools build because that build was 3D. The EVO build is standard 2.5D and I assume that’s what they’re going with now and into the future.
Too late. Those of us who played a few times realized Infinity is currently busted (one of the deck builds, this isn’t a jab at the new marvel, I like it) and it has been mentioned to the developers by at the least two people (my self and another player discussed our findings and had spoken to the developers on separate occasions and they’ve acknowledged the issue).
I’ll start with a general explanation of the deck system, there are five decks each with a different list of Gougi or as I’ll call them for the remainder of this impression/write up bonuses, most have a few orange bonuses and a few blue bonuses, one has only orange bonuses (surprisingly not the broken deck). The blue bonuses are simple to activate for the most part with activation triggers are something like gain 1 super meter or let 10 seconds pass etc, if your deck contains the same bonus more than once they will all activate at the same time. These are generalized boosts like power up, speed up, meter gain, etc. The orange bonuses generally take more effort to activate but have more significant boosts like super armor (once active, you don’t get put into hit stun by normals or Kairi’s fireballs (including super air fireball) no matter how many consecutive hits you’ve taken), unlimited super meter, the ability to perform an attack out of block stun, etc. All successfully activated bonuses stay active though the remaining rounds. If you want a look at the available decks there is a story about NerdJosh’s twitter post currently on the front page with images including the bonuses each deck gains.
Now for why the infinity deck is busted. They had put no limit to how much super to super canceling you are allowed to do, and the only restriction is that your super must have made contact (hit or block). So once you’ve triggered the infinite super meter you can block stun lock the opponent by using super to super cancels (Hokuto and Garuda both have supers that move and fireball supers that work to do just that) meaning once activated if either Aggro or Juggernaut block they lose to chip, or they get lamed out by unlimited fireball supers that also work as AAs by charging them (also both Hokuto and Garuda). As for the other three decks, they stand a chance due to guard cancel. Guard cancel allows you to cancel to an attack while in block stun, which means once active those three decks no longer need to worry about infinite block stun lock but still need to fight unlimited supers used for zoning and whiff punishes. Aside from guard cancel Shinobi gets guard crush and the ability to go invisible, neither of which are particularly great against Infinity, and Miracle (if not for Infinity this would be the go to deck, it’s fairly easy to get everything activated by the second round thanks to overload) gets super armor, guard crush, and the ability to get out of a combo once per round (I never figured out how to actually get out of a combo once the illusion bonus was activated).
Also note that one of the three decks that stand a chance against Infinity is Infinity. And it isn’t difficult to use 7 supers needed to activate infinite meter since the three blue bonus in this deck boost your meter gain by 30% per, and they activate at the same time, so you get 90% more meter early on.
I like the idea behind the deck system, but it needs serious tweaking. I had a lot of fun playing til we realized how much stronger than everything else Infinity was.
It’s a very very early build, of course there will be brokenness and wacky shit to balance everywhere. But it’s great they are attempting something fresh no matter how tough it may be to get right.
No mention of a PC port is pretty heartbreaking. especially since it would be far easier and less time consuming to patch and get prepared before a PS4 release. Id love to give them my money (as i did for namco for the superior version of Tekken 7), but i cant with no system to play it on.
Call me old fashioned but give me Allen. Dude had a kara command throw in EX.
Deck system looks sick as fuck. Just re-balance it. Still the concept itself is fucking awesome and it shows that Arika has guts to try something different. This is how you get innovation. When devs have the balls to try shit and fail. It takes real courage and in an age where people cry for balance all day it makes companies fearful to think outside of the box. We gotta give credit where its due and encourage devs to try new shit even if it may be broken. Imagine if Arc Sys was afraid to experiment with jump install glitch or if Capcom had removed combos in SF2 development beta? Let companies try shit and we give them feedback so they can MAKE FIGHTING GAMES GREAT AGAIN!!!