If any of you were wondering I was in a stream today and someone said that the SFxT stages are longer than the AE stages… Being super ocd I got intrigued, whipped out my ruler, and measured. From my calculations (I counted the blocks and then measured each block size on my monitor) the SFxT stages are indeed longer than that of AE. From my numbers I got that the AE stage was 8 blocks of the SFxT length shorter than the stage of SFxT. The blocks in AE were twice as large on my monitor and numbered 16 while the SFxT blocks were 40 strong.
So based on this they did indeed change the length of stage from game to game, which is strange, I don’t know why they would. And before anyone asks yes I was very bored. I don’t know what usefulness this has (if any) and I didn’t really know where to post it… So I’m just posting here as it seems like as good a place as any lol. This is probably useless, but the world needed to know!!!
Also
I may very well be wrong in my counting/measuring.
This is also assuming all stages in both games are equal in length… I heard Ultradavid on some stream say that they were (despite common misconceptions)
Stages are longer in this game to make up for the vastly increased potential to wall carry, or move an opponent towards the wall in a combo. Based on how long combos are in this game, especially with tags, and some characters specifically having moves that send opponents flying fullscreen (some can combo multiple of them together), they needed longer stages or some teams could go wall to wall super easily.
Sure, it promotes more turtling and timeouts are won with all the room to jump back, but character’s corner games are usually stronger in this than in AE, so an aggressive wall carrying team with good corner tech is the inverse to that. It opens up new strats, but in the lower level plays unfortunately only turtling shows up.
No prob. One of the best ways to level up your sfxt play considerably is to forget that it looks like AE and think of it as its own game. Fundamentals and many techniques carry over, but simply knowing the game itself gives a huge advantage over someone playing it like AE expansion pack addition.
I’m going to tell on ryan he’s being naughty and timing out people with the robot just like the bear. I have to jump into “anti air attack” punch just to avoid seeing a T on the screen D=.
Damn so sick. Long ass range and safe tekken chains into cross-rush… wat. Safe Seismos for pushback, punish and switch cancels. Good armor on jump in and dash. A DP. And dat instant overhead wow. Sounds like Jack is shaping up to be pretty good despite what a lot of people initially thought.
Plus he has the health and damage output of a grappler like Hugo but is stronger from far way and mid-range than up-close.
Watup DJ Jibs I decided I want to stick with Abel and I know you kinda experiment with him. I guess I’m asking very nicely could you give me some ideas tips things to train on. Just in general on how to get better with him. Need to get my Abel all Jibbo-like, just so I can get off the ground floor. Thanks in advance for any help.