From a spectator point of view I remember people hating on Marvel and MK9 both when they came out. I think alot of people just tak bad about new games in general. I think this game did get it worse though because of Capcom decisions about dlc and gems, as well as the timeout issues.

Games are becoming more spectator sports now more then anything. A lot of the people that really like the games can’t play due to kids, jobs, the whole laundry list of shit that comes with getting older. I know I can’t attend every tournament I’d like, so stream becomes my best friend on a weekend night. However, all that aside, who wants to watch a game that has no hype at all ?. The only hype thing about SF x T right now is watching the clock count down. The ultras are not so much Ultras, they are made so you can pull them out 2 - 3 times per match. The game has no come-back mechanic, which is good and bad, depending on the professional player, however more-so it’s horrible to the spectator. X-Factor pisses me off as a competitor, however as a spectator, it might as well be heroine, that game needs it, I know a match is never ever over until K.O flashes. I can watch the first 40 seconds ( probably 10 marvel seconds ) of a SF x T match and I can easily see who is going to win, that’s honestly not nearly as much fun as a Marvel or even an AE match. Even in Tekken 6 you can launch someone when in rage and take off 50% life, even more in Tag 2.

Their anti airs are stupid! It’s not even a good idea to jump in on them…EVER. LOLZ.

I’ll only say this much since this is fairly off-topic in a balance thread, but X-Factor comebacks do very little for me in most cases when watching matches. It’s too much of a helping hand - I much prefer it when the game system doesn’t have an entire mode you can activate that give you so many boosts. I feel somewhat similar about Rage, though the boost there is not nearly as ridiculous.

Most of the hype comebacks I’ve watched/enjoyed/had in UMvC3 have actually come when there’s no X-Factor left in play.

The Ultra system from SFIV… I’m more partial to it since it’s still fairly similar to the most ancient comeback mechanic of all time that still works to this day: the super meter.

Then again, I find SFxT enjoyable to watch, so I’m already odd in that regard lol. I also think that more than a few people effectively “give up” on a match way too early.

I suspect that the people who “give up” on a match early are the same people who get upset when they lose the round due to losing one character and demand that Capcom change it to needing to lose 2 characters to lose a round.

Getting used to managing two life bars and knowing that you’ll die when just one is depleted is in some ways very unintuitive… but its also the soul of the game.

Its also the most hype part of it- all the best come backs in this game happen because of the fact that 1 life bar gone= dead.

I fear most of what Capcom is doing is just Nerf hammering characters. In reality all I think truly needs to be done is frame adjustments. A lot of what goes in during a match should NOT be safe on block.

However, back to my point – I’m worried they’ll neglect the truly important things that need to be tweaked.
I cannot fathom for the life of me that Chun Li’s Cr. Mk was intended to have virtually no range.

[media=youtube]JAtaO0p8FD4[/media]

This is just one example and at this range Cr. Lk would hit, What the hell Capcom?

It seems there are a lot of characters in this game that are pretty dang good…but no one plays them, because they aren’t obvious. shrug

>We have received quite a few requests to “nerf this” so I would like to hear about requests to “not nerf this”.
Hurray Ayano.

And people not abusing Raven has me wondering

Here’s my short quick list of “don’t nerfs”

General cast don’t nerfs:

  • Don’t nerf characters walkspeeds, its slow enough, give some buffs to a good portion of the cast
  • Don’t nerf pandora, it sucks without gems
  • Don’t nerf tag cancels, they’re good now and scale properly so you can’t use 3 bars and take 75% of their health.
  • Don’t nerf the clock, we’re playing the game wrong.

Ryu
-Damage output: He should still be able to do good damage, he just needs to earn it more by having moves more punishable on block and whiff so there is actual risk involved.

Rufus

  • His moves are not broken except for his dive kick. Even EX messiah doesn’t seem as good as it used to be and its easier to bait out His divekick is what was causing issues

Kaz

  • Damage output. Again like Ryu he should be doing good damage, but it needs to be earned. Remove un-punishable nonsense. Needs way fewer nerfs than Ryu.

Asuka, Yoshi, Paul

  • I don’t care what crap Capcom has found behind the scenes, these 3 need any broken piece of tech we can find. If they have loops, let em keep it or do something to make them move viable.

I can’t agree with alot of that.

If characters get a walkspeed or even a throw range nerf, it’s most likely for a reason in why it was done, unless it goes undocumented, I can’t see a reason why they would do it in the first place…

People already had forgotten that even though pandora was significantly altered during pre-release, it still can be nerfed to boost other things. If Pandora lost it’s 5-10% power boost in favor of +5 seconds, it’s a decent trade off. Them Nerfing Pandora could also lead to those gems being stronger to compensate for the change and in term create more of a incentive to use them.

Character specific nerfs/buffs are another matter…

these are probably the same people who wait until their first character has one hit left to tag lol i still see that online.

Hate to be a “tier list player”, but I have a question. I run a team of Ibuki/Steve, have tried my best (for a D+/C) but cannot seem to handle my friend who runs Guile or Trollento/Kazuya. I know Ibuki and Steve are this game’s high execution characters, and are too fun for me to drop, but I’m afraid I may need some “Top Teirz Derp” to compete with Guile “the turtle” and Rolento “the hitbox”. My question is:
[RIGHT]What are some good, strong counters, possibly characters, to Guile and Rolento?[/RIGHT]

As I’ve heard stated previously, you’ll be set as long as you choose a character who’s name begins with R. Ken works too.

Try learning the match ups…Rolento does not have the best reversal/wake up options in the world, and his jab pressure is known for getting blown up now as people are learning to Alpha Counter or backdash his BS now. Ibuki can do alot of things against his weak wake up game, if not ko him over it if he doesn’t burn 1 stock on EX roll to get out and run away.

I’m not seeing the problem with Guile…you have Ibuki, someone who can combo off an overhead and get good damage off that, if anything you mauling him should give him the incentive to press a button…but it honestly depends on the player at that point. I can’t say shit in steve’s defense though…if you can get down with him then stick to what you know.

I wouldn’t be surprise if capcom end up buffing rolento’s stuff

Press all 3 kicks and punches at once to activate his new move “Hand Grenades Everywhere”

Well that’s why I said don’t nerf it (walkspeeds). Right now I see no reason to really nerf across the board. Like you said character specific is acceptable but its just something I don’t want happening. In addition for Pandora, that’s more of a retooling which Im fine with too. Specifically these were things i Don’t want nerfed in the long haul. Like if Pandora’s damage was nerfed in order to last much longer thats not really a nerf, its a system change. I’m all for a change in Pandora like that.

a nerf is a nerf, not matter how you sugar coat it. the only thing I can agree with at this point is a full system change, so a Super to AE style system update or even a 2012 styled change log, Ideally I’d prefer a VF5R to FS style system change. This way every character can be radically changed to fit the new system changes(if Pandora radically changes and turns in to say the new X-Factor for example) Every character gets a move that ground bounces and every character gets a counter poke that crumples. Things like Super Charge becomes even faster and all the gems are re-balanced(effects, durations, and slots). Im just giving basic examples of how a major system change can alter the way we play the game, hell them changing the way chain combos are and revert them back to E3 Build…it would change the dynamic of the game.

Im not sure if changing the dynamic is the problem and if it’s a viable solution to something that may not be a problem. Again, I don’t know the first thing on balancing a game of this caliber so I can’t comment outside of how I feel about characters I use personally and that’s very bias…

I just disagree with the “just deal with it” mentality when something is obviously bad (debatable if it’s broken but still…), It kinda makes it a mute point because there is no consensus on the matter, everyone has drastically different opinions on it and because of that it makes it hard to tell if it’s truly a problem or if it’s just people bitching for the sake of bitching. Im going to put it this way, Bugs and glitches are a problem and need to be fixed regardless…there are no need for them in this day and age and we shouldn’t have to make a compromise…they should be removed if and when they are found. I don’t want to get into that debate because D3V is going to quote MikeZ or Sirlin on me and I don’t even want to bother with that…so lets agree to disagree.

Not everyone can do this… :sad:

Coincidentally (or is it?), most (all?) of the top-tier can.

Raven and Juri both have slow cross cancels. Ryu’s is hard to combo off of.

Raven has one of the worst cross cancels in the entire game easily.