I think every character should have one of those +10% damage when your partner launchers if you got good combos. It’s so good after you crush some lows for 100 damage, and come in knocking down another 220, 330, 440 damage (example with 10% boosted) for maybe one meter.
I’m using Chun Li and Jin! For Chun i use damage gems (her damage is not the best) or meter gain gems (she builds meter like a freak) and then she brings Jin in and he does freaking damage with damage gems on!! (3x Speed gems on Chun Li is so much trolling xD)
So, after writing up my damage scaling guide, I’ve come to realize that maybe I’ve outgrown my “Hot Tag” setups that came with my Pre-order. Hitting two launchers is great and all, but I’m remembering what Jibbo telling me about not Cross Rushing every chance I get lest I tag in a recovering partner.
I’m still thinking about what my Sagat/Hei setup will have next.
I usually use gems which compensate for the fighter’s weakness. Since Sagat is a slow fighter, I give him speed gems. If your fighter has low HP, then give him healing/def gems, and so on.
Im running 1 vitality, 1 vitality and fortitude on Gief, and 1 vitality, 1 vitality and launcher damage gem for Hugo. The reasoning behind is that most people want to run away and me, but with these gem load outs they are going to have to get in and try to do damage no matter what because fireballs simply don’t do enough damage. These gems also gives both Hugo and Gief more opportunities to land the big damage. I tried running mostly power gems, meter gems,speed gems , but the problem is you have to play patiently with both characters and those gems tend to fizzle out before you can really get any use out of them.
Trying to think outside the box here, Raven on point and Hwoarang backing him up. Ive got some really good meter building gems on Hwoarang along with 1 damage and nothing but damage on Raven. Raven pretty much runs things until I get a tag/launch into Hwoarang then the meter on Hwoarang is going to be used for mainly for alpha counters with which I can tag in Raven for an easy cr.HP loop into whatever I want. Might swap in one good meter gem on Raven just to boost his battery ability so I can pull off more supers… just a thought, I’m going to try and run it tonight. I mean, I want to alpha counter pretty much every time my opponent tries to attack me.
Probably wont work out as well as I’m hoping it will.
So, I’ve been out of the sfxtkkn loop ever since the rolento-ryu glitch happened. I plan on getting back into it since I’ll be getting the 12 new characters and I heard they’ll be nerfing the assist gems.
Are there any amazing/broken gem set-ups that don’t involve assist gems? I’ve never been the creative type…
nope as far as we know the Boost gems are unaffected, but we wont know 100% until the 31st. I’m betting on that they haven’t. I dont want my 100% C.Gauge Boost setup to get axed.
Most basic good gem setups for damage and defense are tag triggered, super triggered and block or hit x times. Since they’re stackable, you can deal quite some amazing damage if you plan out the right stuff.
Think of these as something that supplements your solo/switch combos, not as a precedent.
depends, anti damage gems like the fortitude gems are great on lower health characters with the right triggers, like after a 5 hit combo or when ur opponent activates a super/cross assault
Yeah we all hate these, but I need help setting them up properly as online doesn’t have a “no gem” option like tournaments.
I’m mostly just using meter build on point (Guile) with damage on Zangief but I think I’m probably better taking some more defensive gems as I never seem to fully capitalize on the damage gem.
Guile / Zangief is a team of short combos, high pressure, Guile is very good at zoning and Zangief is good at taking hits and getting into your opponents head on wake - up. I don’t think the combo gems are really doing it.
your not using characters who largely benefit from combo-centric gems…thats why…so in in the end you have to pick gems that suit your playstyle then anything else…if anything Fortitude is your friend(when it activates is up to you, we already posted idea activation points). I would suggest fortitude for both characters.
-get hit with a 5 hit combo
-get hit with 2 special moves
-block 4 times/get hit with a super
I have an interesting synergy combination. I play both nina and chun. Both characters are capable of relaunches after a launch combo back into the original character. (so example nina abcs, chun ends combo with launcher, nina is back out) using the get 5 hits, launch opponent, and partner launches opponent on a character lets me do a combo that activates all 3 gems at the same time while applying pressure. This means that if after the combo hits I was using for example 3x power gems my next combo is getting 40% extra damage. And since I used Nina that is an easy 5-6 hundred damage. I am thinking of doing something similiar with Sakura+Chun. But Sakura is so meter hungry I will probably switch it to a meter load out for her instead of damage.
has anyone here actually tried to calculate the effects gems have on frames? I was trying to figure out what the speed gems have on backdashes and jumps and I kept getting decimals. Not sure what to do here.