Is this game moving forward, or is it stagnant?

speaking of ridiculous jump arcs, has anyone tried Elena yet? I thought that bitch was doing a Gamma Crush when i first held up-forward

I can anti air just find really.

You haven’t played the game a lot apparently.

SF4 doesn’t have a tag mechanic. That makes it boring to me and some other people. I like the risk/reward tension between using meter to bring in a new character for damage or a better matchup or to keep him on the bench to regain life. SF4 has some things SFxT doesn’t have and vice versa. It’s just a matter of preference.

LOL! A friend of mine is playing her and I’ve tried her here and there… and she jumps insanely high. It’s insanely hilarious, and I’m still trying to get used to AAing her because of how high she freaking jumps. :-p

Sf xtekken let down sf players and tekken…took the worst of both,wait nope they used the Crusty old tag, not tekken smashed um together then sprinkled a Marvel on it and got strekken…tekken players dont like it and SF players dont seem to like it, all normals are weird, all the property’s are weird, everything collides, the weirdest shit beats shit or beats nothing , or usually you both go flying, alot of both flying, luckly it has found its nitch crowd, let them have there fun,i enjoy throwing it in and getting fuckng wrecked by people that dedicated them selves to this game…leave um alone… just hope harada walks away and does not do a tekken sf game and just adds a few guest chars

forgive me if this is just some scrub speak,

I love this game. I do not think the growth of the game will come from combos, those already got optimized and with the scaling properties they’re all designed to do about the same damage give or take. there are different combos for different purposes besides just raw damage, like there is in any game, but in this game i feel this is more so thanks to mechanics like tag and gems. I think as the game gets deeper, we’re going to see the combo variety that we desire.

obviously the growth is dependent on the neutral game, oki setups and resets discovery.

I think the age of GEMless combat in this game should die. Yes its discouraging when you see the top level players ignore the mechanic altogether and still beat those who try to use Gems against them. They do feel extremely passive and are easy to overlook. But, if Jwong and Ricky had Gems during those finals, there would at least be some variety in the game play, and they wouldn’t even have to think about it. someone would be rewarded more for their divekicks while the other one might be rewarded less. the match might go a lot faster, or a lot slower, but it would definitely be different.

All this talk about ABC combos kind of irritates me. People hate it for stupid reasons.

ABC combos are almost always a bad combo. If someone hits you with one be glad they didn’t do a real combo. It does let lesser players do combos, but the fact that basic combos can be performed by the masses seems pretty irrelevant to me.

Now, what ABC combos do that can irk people is hitconfirms. They grant hitconfirms to a larger number of moves that otherwise wouldn’t have any. This is both good and bad really.

Also, in opinion, the lack of any mechanics like focus or parry make the footsies much better in this game. Unfortunately, a lot of the mechanics are carried over from Street fighter 4, mechanics that were designed around things like focus attacks.

This game has issues, but alot of the stuff (not all) that people latch on to are just a bit silly.

No reasonable person is (or should) be complaining about people that substitute boost combos for link combos (although it’s stupid and annoying to watch). Boost combos really make a lot of footsies and hitconfirms too brainless, too easy, and too good (for certain characters like Gief, Guile, Sakura, Kazuya etc).
Edit: Gief is barely a grappler now.

the good of it though, is because footsies lead to more damage, they wind up being more important to the play style of the game, which is true to what street fighter is about.

Personally, I would make them a lot less safe, that way you couldn’t just brainlessly mash away to confirm your pokes.

Holy sheeeit, I actually agree with sulky Ken guy who loves SFxT really.

I’ve been saying it for ages, jump-ins are too damn strong. How are you supposed to play footsies when doing so puts you in a range where your only option is to start blocking with your face?? It’s pretty much why I play Cody, none of that shit thanks b+mp.

https://twitter.com/CapcomDawg/status/230704852894879744

Yes. I would make them more unsafe or reduce the damage a little more. When 95% of hit confirms are boost combos, there’s something wrong.

Aren’t most people’s light>medium hit-confirms unsafe though?

We should be glad boost combos aren’t half damage combos like they use 2 be lol. The only way I could see boost combos being used less is if, they can make them more unsafe, take away the ability to use EX moves off them and not able to be able to use tag cancels on blocked launcher, scale harder, or give the combo itself a set damage cap. Basically nerfing it into the ground lol.

– Sent from my Palm Pixi using Forums

I forget who said it, but “You can’t play footsies with someone who doesn’t know what footsies are.” I really wanted to try out a couple of the new characters’ footsies last night but kept on getting jump kicked in the damn face with spazzy jumpersjumpers. So I mean, fine, I adapted and just played scrubby on scrubby but crap I hate how good the jumps are in this game sometimes. I’d love to see what these tools my characters have actually do instead of just learning to punish bad jumps the whole round.

Also, not a real rant because I completely expected it but having a game where there are now more than 50 characters and STILL fighting Ryu/Ken/Akuma all night is the extra double super best.

I have run in against those people, and 60% of the time they blow me up especially an EWGF kazuya. A good ogre or rolento is manageable…I still think Julia and Bob are the hardest to fight against in SfxT.
Don’t think that I don’t know the damaging combos, stick Ogre after Kazuya/Law and you get easy 450-550 damage on every touch. I know about this, I played SFxT the right way. I knew my frame data, I knew the game.
I still say that the game became damn repetitive and boring to play/watch.
When at neutral both players are throwing around their safest poke and if one connects they chain it to the launcher. Don’t fool yourself and say that this is not what happens 80% of the time during a match. This (IMO) is the reason why Ryu, Chun-li, Rolento are so effective because of everyone in the cast they do this very thing the best.

have the new charcters re-kindled SFxT interest?

if you think sfxt and vsav chains are remotely comparable you are a huge idiot

Man, the love and positive communication in this topic drew me in like a magnet :smiley:

I still wanted to add my two cents to this: I’m not a huge fan of the game (and in the beginning I have been bitching about it) but I like to play it in lower-level Endless play. One; the players there don’t mind losing and it’s never a runaway game. Two: the game is fun, but for me, not deep enough to put the time in.

P.S. I have a fulltime job and go to university on Saturdays, so I can only spend some quality time on one game, and that is still SSF4.

Wiredgod said:

And I completely agree with him. Personally, I love SSF4, even though the online experience is not exactly sensational, but I’m more than willing to look beyond that and enjoy the game. With SFxT, I really enjoy the first couple of games and after that, my enthusiasm quickly fades. That is partly due to the boring combo’s like someone else mentioned. I wanted to add this however: the combo’s are boring, because I can’t be arsed to go in the Training Room and really explore all my options. I also miss the Focus Attacks as a strategic tool and FADC’s for fanciness and annoying setups.
There are probably a lot of people who really love SFxT, who HATE the Focus Attack shenanigans, the FADC combo’s which can be really painful and the harder technical side of the SSF4 game.

Keep in mind that Capcom made no secret of the fact that SFxT was designed for a wider audience, hence the easier inputs and more leniency in timing. Seth Killian repeatedly stated that he is a proponent of easier inputs to allow people to do more damaging combo’s and enjoy their games more.
Having said that, I’d really wish that people with Assist Gems would not be allowed to play Ranked Matches :wink:

SFxT is now about 5 months old: the game has been torn a new one as soon as it was released and it seems to act like a troll-magnet. For people who enojoy the game, I hope Capcom goes through with their promised revisions of the game. The concept is way too good to die out like this, but the question should probably be if Capcom’s actions will be in time.

I’m thinking that a lot of people went back to SSF4 after the initial disappointment in SFxT; if those people are really good in their execution and creativity, that means SFxT lost a healthy dose of people who could push the game forward and expand the BnB combo’s. My guess is Capcom was looking forward to having those high level players use their lenient combo system to create a hype game. Maybe the absence of this group is slowing the progression of SFxT?

No need to start insulting people.