My main contention for this effect, and I’ve been making this point for a while, is that there is a sort of unspoken boycott for SFxT, where all the awful decisions Capcom made in the release of the game (poor online sound, no online co-op on 360, the gems, the time-locked extra characters, the Cross Assault controversies) really made this game a whipping boy in terms of the community, especially as Skullgirls, an in-community game, came hot on its heels.
This had the aggregate effect of making people desperate to dislike this game, in order to buff their FGC “cred”. It clouded, and continues to cloud, peoples’ judgement of the game as it stands on its own. There’s a massive double standard whereby if some quirk is discovered in Skullgirls or KOF, it’s treated with affection or with reverent respect, whereas if something similar is found in SFxT, it’s leveraged as further proof that the game is broken and generally awful. This doesn’t add up.
People would genuinely write off the game over something so trivial as “Hugo is broken, does too much damage. If you want to win, play Hugo.” Two months on, Hugo’s middle-upper tier at best. Do people not remember saying the exact same sentences when Sentinel first showed strong in MvC3 Vanilla? Talk about a short-ass recursive cycle. The same thing is happening now with people claiming that “Raven/Ryu are broken”, “Jab pressure is broken”, “jumping is broken”, and so on.
As Jcool and FlyingVe have said, people need to learn the game before they pass judgement on its viability. The phenomenon with SFxT is that there has been a profusion of people eager to pass judgement on the game (because of the media and release controversies), but that hasn’t been matched by a volume of people willing to invest in the game and take it seriously. That’s why we’re getting so many ill-informed and ignorant opinions on the game mechanics, and that’s why so many of them have been negatively biased.
When Combofiend and Mike Ross are confronted with an actual high-level, hype match with four invested players who have thought about the game and taken it seriously, they can’t help but respect the gameplay, and yes, even the hype of the game itself.
When they do a show with the express purpose of trolling and making fun of a game, then of course, they troll and make fun of the game.
I think the same holds true for a lot of players out there. It’s decidedly fashionable to hate SFxT right now, but the people who have actually taken it seriously keep saying that this game is worthwhile. Hopefully the truth will out, eventually.
I qualified my statement by saying that it was “one of” the most creative combo systems, and limited it to this generation, and with those qualifications, I think it really stands true. Besides the mixture between links and chains, which I find quite fascinating, there are several other variables acting on combo creation:
-The amount of grey health a combo leaves behind (a function of the ratio of cross rush normals, normals and specials used in the combo)
-The amount of grey health you sacrifice in doing a combo, if it uses more than one tag-cancel.
-The juggle point system is more fleshed out here than in the SFIV series
-CADC is a high execution barrier that can lead to some amazing combos
-Tag-canceling for clever combos such as using Steve’s command throw to give enough time to fully charge Hugo’s super, or using Ken’s Tatsu to allow a full jump-in or max-damage combo from your partner
Maybe the reason you’ve been feeling that all the combos kind of look the same is partly due to the fact that people are still treating this game like it’s an SF game, when it decidedly isn’t. As for BnBs, this game has far, far more variety in the BnBs than SFIV series characters. You simply see more combos in regular play, and the combos change more based on the context of the match.
The overall excellence of the combo system is currently being brought down somewhat by slightly boring loop combos like Raven’s sweep loop and Xiaoyu’s sweep loop. These are very popular right now, so people can be forgiven for thinking, at first glance, that combos in this game are repetitive. With a few exceptions, nothing could be further from the truth.