Is this game moving forward, or is it stagnant?

Honestly this is probably one of the biggest conditional issues that overtly critical players or viewers of SFxT have. SFxT is seen as SF4.5 instead of a new metagame all in itself.

lol that’s not even it at all though.

The “problem” with using chains to hit confirm is NOT that it’s easy to do (2 frame links are just as piss easy). It’s that it allows some characters to hit confirm from far away where they normally wouldn’t be able to do so with links. See the difference? The characters I use can’t link or chain confirm from sweep distance but other characters can safely chain confirm from there.

It’s not that hard to understand why this creates imbalance and why it annoyed many players.

Since August…sfxt is no longer stagnant. It’s gaining interest again and ppl in the DMV love it. If u still find it hard to get something started get ur friends to play with you. Go to monthlies and majors and play it. AS I said back then it’s up to you all to keep sfxt growing and alive.

Scrubs couldn’t do that before against good players! :-p

But to the question, from my understanding, the last 7F of the roll animation are punishable now (immune to throws though). You can only roll forward, btw.

I play Dudley. He can’t hit confirm from sweep distance away like chun can, but he has other tools that still make him an incredible character. If a character can hit confirm from far away that was most likely taken into account during balancing. I really doubt your character doesn’t have anything else to make up for the fact that he/she has no long distance hit confirms. If they didn’t, you probably wouldn’t be playing them still.

It’s almost like saying that fireball characters are unfair because they do damage from a distance that other characters cannot. They can even do full screen damage while the other person is blocking. Is that unfair? No. Some characters have options that the others don’t. That’s the way it’s always been. Is Dhalsim unfair? He can do 2-in-1s with fireball and f+ HP. That’s technically a combo from full screen distance, and it’s completely safe, and it causes chip + builds meter in the process. Of course, he doesn’t have great reversals, his dash and jump arc sucks, and there are countless other little things that balance things out for the most part.

I honestly think most people don’t stop to consider things in perspective before they complain. That’s what really bothers me. Like the people who expect SFxTk to be SF 4.5. If they took even two seconds to read the writing on the box art they’d see it doesn’t say SF 4.5. It says Street Fighter X Tekken. They shouldn’t expect it to be a sequel because the developers and the game itself never claimed that it was. Instead, they just want to open their yaps and complain about something without even understanding what they’re complaining about.

Nope.

That’s pretty much why they are re-balancing the game in the first place. Characters with superior footsies had the ability to safely chain-confirm from range while a lot of characters with ass footsies didn’t have that ability. And you are mistaken if you think characters with poor pokes or unsafe chains always had something to make up for it. Some did, like Yoshi (windmill/f.mk) and Juri (fuhajins). Many didn’t. Which led to obvious problems like: I dunno… not being able to do shit at neutral/mid-range and only being able to start offense by jumping around like an idiot or trying to guess with a random raw launcher to beat a 3 frame cr.lk that has twice more range as your cr.forward.

This game is all about the neutral and mid-range game. And giving strong footsie characters the ability to safely hit confirm from far away but not giving the same abilty to other characters who actually needed it was an obvious mistake. Not so obvious to fix and find the right middle ground. But with rolls being nerfed, I think the nerf to ABC won’t be that bad for most SF characters (since they have better walkspeed, better pokes with more priority and zoning tools that will be stronger in 2013).

Those challenge mode stuff for your characters that had something like, c.MP, c.MP, c.MK~s.HK~Launch boost type of combos… that’s how you should be using chains, but they obviously fucked it up for a lot of characters cuz of range and punishable frames.

This game goes nowhere but forward. I hope people see it when 2013 comes out, cuz there’s more deep technical play present through the SFxT engine design that allows for some pretty unique mix of offense.

I mean I get the idea of what they had in mind initially: SF characters are the footsie/zoning characters and Tekken characters are the mixup and damage monsters.

Sounds cool on paper but in practice the footsie characters will always have a huge advantage over the mixup/damage characters since the whole game revolves around the neutral and mid-range game. So a lot of tekken characters became merely damage assists characters that are almost completely useless on point. So in the end top players picked SF-esque characters almost exclusively in tournaments because they wanted to always have an advantage at mid-range (because it doesn’t really matter if you deal weak damage if your opponent isn’t even able to touch you). It came to a point where having 2 footsie characters in a team was better (aka safer) than having 1 footsie + 1 mixup/powerhouse.

Julia, Law = footsies = SF characters
Jack-X = zoning + damage = Hybrid
Kazuya = footsies + damage = Hybrid
Cody = footsies + mixups + damage = Hybrid
Asuka, King, Paul, Steve, Hugo = mixup and damage = Assist characters

Assist < SF < Hybrid

In tournaments, the best teams we currently see are either running 2xHybrids or cody/vega/ryu/chun li/dhalsim + a hybrid or a 2nd footsie/SF character. There’s a reason for that. And even the tekken teams like Law/Kuma, Julia/Jack or Kazuya/Jin follow the same idea that mid-range > anything else. Kuma is an assist character but he’s not entirely useless on point because he has decent footsies, counter zoning/AA tools and safe rekkas. Xiaoyu, Steve and Christie are also assist characters but they have the advantage of being able to safely raw tag/launch any time they feel like it.

I know that i am jumping to this discussion very late, but that only happens because for some retard reason, on this game, the chains move the character forward in order to assure that all of your hits, well, hit.
Other games with chains where this doesn’t happen, you can’t always convert your hits because even when you can chain them due the distance the hit wouldn’t necessary guaranteed.

How’s this game’s community goin’ so far? Is the new balance patch released yet?

Balance patch will be out on jan. 29th, actually looks good aside from a thing here or there. Community for it is doin’’ alright far as I can tell.

As you seem to be playing both games, how easy is it to find matches on XBLA compared to TTT2, and is the netcode as solid ?

Thanks.

I only really have problems finding endless rooms super-early in the morning, Like 2-3am. Other than that I tend to get matches fairly regularly.

Net code for this game is really good IMO. Only time I have issues with it is when playing someone with 2 or less bars, but that’s expected. TTT2 is still the best though.

I’m kinda’ playing both… I haven’t played TTT2 in a good while sadly, focused on this game right now. I do owe Leo, Feng and Kuni some quality time though. :-p

That is the time when people are supposed to be asleep so it’s understandable. The usual people awake at around that time in your zone would be those who live in the Eastern hemisphere.

Unlike in the PC where everytime seems to be downtime. :frowning:

Yeah I know, but I’m a zombie like that lol. XD

Halo 4 has that 2-3am timezone on lock. I get hella matches then, and I can’t figure out why

I find TTT2’s online setup to be lacking…but I just want endless battles. It’s good online but I was amazed at how many people played Angel and went for her laser shit.:rolleyes:

Not all characters have chains that move them forward to make sure they connect. Hugo has to be in almost point black range to connect all his moves. Jack doesn’t fully connect as well from long distance unless you use HK before a launcher. Cody’s s.hk will whiff at long distance if the opponent is crouching.

its moving forward…

Hey everyone, how y’all SFxT people doin’?

It’s been a while since I checked out this game. I wanted to bump this thread again, not for the flame and hate that was initially misunderstood and brought upon, but I wanted to ask where this game has gone now.

Ever since the balance patch, are things much better? Are the shotos still really broken? Is the balance patch more fun, or has it became more boring?

How is my girl Lili? She doing ok with the buffs/nerfs? And my boy Hugo? How he doing too?

Could y’all fill me in? thx