Game mechanics? Parry/counters/reversals

Than get a friend yourself…

Anyway Seth confirmed on WNF what I was saying, he even said the partial control method similar to Firebrands Hyper was too strong and it become what it is, weak. Personally imo if they didn’t reveal the game so early and take us through a year long jounrey… we wouldn’t even be getting CA…

So every time i want to play I have to look for a friend online who’s willing to play. And instead of practicing with my team I’ll only be practicing with one character. How is this a solution?
I know probably most of the people playing together are gonna be casuals, but I can happen to find 2 good players playing, that proceed to combo me to death using a mechanic that I can’t use, in a way that’s more effective than I’ll ever be able to if I could control both characters.
There’s no sense in basically taking out a mechanic (ar ot least what was the best part of it) in 1 vs 1 and leave it in for 1 vs 2 where one team can use it and the other doesn’t.

You can say that what capcom was really worried about was balancing tournament play that, i believe, aside from a few side events, is gonna be mainly 1 vs 1. And that’s what I thought first. But no, just think about it twice and you realize they don’t give a fuck about tournaments, otherwise they wouldn’t have put in tons of gems without worrying on how we’re gonna set them in offline tournaments without taking ages (pre-sets are a really weak solution imo), exclusive collector’s gems, pre-order gems, unlockable bosses, day one [S]DLC[/S] pay-to-unlock gems and day one [S]DLC[/S] pay-to-unlock characters.
Also, didn’t they reduce CA duration to 5 seconds? I thought that was a way to balance it in 1 vs 1.

Anyway, I’m not really that worried about 2vs1 at all, I just think they should have left it in the game the way it was, especially after they showed it to the public, and just find other ways to balance it, like shorter duration, damage reduction, more damage taken, no gems for the whole duration, more conditions to be met to activate it (like health, number of gems used), a small malus at the end of it (less health, or all gems removed)…pick one.

Small request: Can we put all the known mechanics and details into the first post? Makes it easier to look things up.

Hey. Does anyone know if plinking is in the game? I am hoping it is not…

Could someone explain what is going on?

In the new Law/Paul guide video, I checked for some damage data on Paul’s super.

When used in Law’s cross art, and Super Charged raw, it did 320 damage.

When Law tag cancelled his multi-punch move into full Super Charge Super, it did 323 damage. I guess this could have something to do with half damage on some of the punches Law did. Still weird though.

When they do a heavy damage combo with Paul that ends with a normal, 2-bar Super, the Super does 219 damage at 60% scaling, which translates to 365 damage raw.

So… does Supers do less damage if not used in the normal, 2-bar way?

Also, does anyone know if you can still string together airmoves?

am i noticing longer range on proximity blocking in this game?

The reversal system is the same as the SF4 series… I do not approve this.

The rest of the game however, is shaping up quite nicely.

Reversals themselves are not as effective in this as they are in SFIV.

You are right my friend, You have to commit to a reversal now because nothing is gonna save you if you wiffff Unless it keeps you in a TON of block stun

Its character specific and depends on the situation…
Your not really punishing wake up teleports on the lines of Bison’s or Akuma’s(not by a large portion of the cast), however there are exceptions as always right? thats a example of a reversal…now reversal DP is different, and even tag canceling doesn’t automatically saves you as you can be happy birthday’ed in this game(Balrog and Ryu’s Super don’t go into a animation so they can hit 2 opponents for full damage), but that is another example.

Wake up/Okizemi is a different ball game, in this title then it was in SFIV, i think earlier you were talking about what happened on CrossCounter when Gootecks tech rolled Ryu’s EX shoryuken, it only happen like what twice right? but it happened. I think its either timing involved with those specific moves, or it requires a button input. this honestly would balance things out in the end as it wont make it OP, its like people hating quickstand in SFIV which you can still in SFxTK.

this maybe a theory of mines but given on what we did see on CrossCounter, certain EX moves make it harder to tech roll from, wouldn’t those specific moves be best used in trying to set up some form of offense or mix up? Like if Ibuki’s EX slash kicks had that property, wouldn’t make her feel at home by going for her SFIV styled Vortex? Another thing…this game has no stun.

One last thing i wanted to go over before Doopliss picks apart this post is, the Rules regarding Juggles. Seth briefly mentioned this and i wanted to go over a few points. So Apparently every move you do has a pre-set juggle point(we got that?), and for the most part jabs and shorts have 2 juggle points, strong and forward’s have 3 points, and fierce and roundhouse’s have 4 points(with me so far?). The General Rule to this is, you must go from weakest to strongest, however certain things can apply.

if the juggle starts with a jab or a short, you should go to strong/forward, then to fierce/roundhouse. however, if the juggle starts with forward, you can do short, then fierce(kinda get it?) and you mix special moves in between the normals to fill out the juggle if you like, Links also apply here.

so if we put it together like how Seth had demo’ed it will look something like this: Cr.MPxxCr.HPxLK Tatsu, Cr.LKxLK donkey kick, EX shoryuken. pretty sweet corner combo.

there is alot to learn about the system, however this is basics we know right now…i know Doopliss is already working on this.

When it comes to juggle limitations, I’m not even gonna think about that until I can test stuff myself :stuck_out_tongue:

But yeah, my theory when it comes to the tech-roll testing they did is that Gootecks tried rolling backwards the times it didn’t work, not knowing you can only roll forward.

right, that maybe it~ we’ll have to see right?

I think it goes like this
knock down you can Quick stand (tech) or roll tech
for a hard knock down you can’t quick stand but you can tech roll.
Super, cross arts you cant do anything

I think supers with a single half circle as a motion may be too strong. I played chun and punishing stuff (fireballs, tag outs and some whiffed normals) was too damn easy.

So in Desk’s new SFxT trailer he ends a combo with a throw @ 30s. How does that work? There are no dizzies in this game, so his previous move must have crumpled the opponent long enough to land a throw? Or is there something else at play? Which moves cause crumples?

[media=youtube]Quwl6Ejz2Eg[/media]!

He’s most likely doing something like this:

Ken combo into tatsu, tag cancel, Vega combo into (EX?) RCF, tag cancel, charge to lvl.2, Dash, far s.HK (crumples on CH), walk forward, backthrow.

There might be a 3rd tag cancel instead of the EX, or he uses the 3rd bar to do an instant lvl.2 dash-out, but you get the idea.

Ive been wondering, if there’s an Auto-block gem, does that means auto-blocking is no longer like in SF4?

Two different kinds of “auto-block.” The autoblock gem doesn’t have anything to do with what you do when you’re in blockstun. That just blocks an attack for you whenever it isn’t a counterhit, at the cost of meter.

Not sure, but I hope the blocking is similar to mvc3. they did the block right you have to hold back

To Quote Seth: “In short, Yes.” He then goes on to talk a little about how plinking is a bit different because of chains, then trails off into another conversation. See here in this vid filmed at WNF:

http://shoryuken.com/2012/02/20/street-fighter-x-tekken-singles-tournament-footage-from-wednesday-night-fights/

He talks about it between the 27 minute and 29 minute mark of the video I believe.

-wes