Afaik you can charge from the moment you hit the launcher. Even though the charge character isn´t in yet, it´ll count as charged. Should work the same way the Balrog TAP charge works offscreen. Might be a really close charge though if not, you´re right there.
Definitely not pressing, but it might help with increasing hype on streams because of the faster gameplay. I know, this whole hype thing is bullshit, but it´s still a big measurement of success and every tiny bit may help to rejuvenate this game.
Depending on how open the game is, what’s the possibility that we might be able to implement these suggested changes into a mod for the PC version of SFxT?
Because if there was a way to do that, I’d totally play it.
launcher is part of the meta game.
a smart player will punish you if you are too obvious with your mix ups
too many shorts need to be launched. It tells your opponent that they can’t do that herp derp brain that shit. That they’re gonna have to out play you and out smart you to win.
Without launchers the footsies game isn’t as interesting. This game is heavy on mind games. You can’t play the game too stupid or you’ll die really really fast. Ergo pr rog doing stupid shit and when he played tatsu that stupid shit was stomped out and raw launched.
I would have prefered, abcex move and if you wanted to do a launcher after the abc it would be abc both medium buttons not just mashing a hard at the end.
This was brought up in the General discussion thread, these were my thoughts.
They are boring to watch and degenerates the mid/neutral game to every characters best, furthest, fastest, safest poke, hitco’ed into an incredibly easy sequence that little to no one can mess up. Boost chains are what make this game boring to watch imo. Standing jabs where never an issue imo, many games have characters with them and didnt have any issues, nor are the time outs directly (if people needed a reason to experiment outside of lmhh, they would lol).
Some characters are counting on that as their ticket to damage, That is a reflection of the character needing adjustment imo.
I thought damage scaling was the biggest reason to experiment outside of boost combos, since ppl are tacking on like 6 lights before they even get to the meat of these “combos”. And even then people are still dropping these, which makes me face palm. And you think by now people would be blowing up every Chun,Rufus, Kaz and Ryu with raw launcher because you know they are going to their cr.mk,jab, or short. And even the stuff outside of boost combos are not even all that hard and take way more advantage of the damage scaling.
Yeah there are people experimenting with stuff outside of boost combos (although you still see people punish things with them which makes me cringe). There is lots of combos outside of them but, I was speaking more about the neutral game for the most part. I play Guile (or Guy) / Kaz and even though I have some good damaging combos, most of the time spent in neutral is hitting c.sk ~ s.fp with Kaz providing it is safe vs the other character (which it mostly is).
Smart players don’t create openings to get trounced (jumping willy nilly or doing rash things to get in) so, that is why we see lots of the things we do see in the tournament vids and such. By removing that option of boost combos, you would force people to play around with more of their options. I would even still take like a single attack cancelled into tag or even LINKED not chained attacks into tag. As of right now, boost chains are really the go to option for most if not all of the cast in neutral.
I was discussing this with a friend. He suggested that using the launcher off an ABC chained should have a slight meter punishment. Like a quarter of the bar taken or something. Also nerf the damage even more and reduce juggle potential out of chained launcher.
I don’t mash a hard on the end. I always end it properly. I honestly think if they should at the VERY LEAST remove the launcher of a mashed hard attack. Scrubby way to set up a launcher.
Launcher should not be removed. I honestly think Capcom should go around ways to prevent the scrubby use it has at times. This thread should be renamed…how can we make launchers be a little less …casual friendly?
Okay, actual input - I’m okay with the concept of launchers, as they add an extra dimension to footsies that allows the neutral game to be very interesting (for me, at least >_>). I’m not so hot on the universal chains or the way they were implemented, though.
Launchers = A-okay.
Chains (into auto-launcher) = not so much.
I would make it so you can’t chain into launcher but you can link into it. So basically, treat it like a special move. To chain into Launcher you would need to spend 1 meter like it’s an EX move or something.
And as I mentioned in another post, the reward for NOT going into launcher and keeping the low health character in should be greater than going for a cross-rush. Right now, the reward for chaining into launcher is too tempting for many characters that just don’t have anything else worth to fish for at footsie range.
How about a tag launcher a la “DEMOLITION” of WWF fame ? Or you would have to work the opponent with your team say to help if theyre falling behind, or as a team in to a pulverized mess then only when you have full bar lets say or more than half. Lesser bars no launching.
Or, how about this: keep chain into launcher, but executing one will cause a tube to shoot out of your xbox usb port and take 1 pint of blood from you intravenously.