Official SRK SFxT Balance Discussion Thread

Umm I hope this is relevant but does anyone find that the damage values for Supers in this game seems…well odd?
Hugo’s Super does 380 damage and can be comboed into
Zangief’s Super does 340 damage and CANNOT be comboed into

Yes I know what I’m about to say goes against what that Mike Z quote, but the damage of supers should’ve been made so it’s within the 300-350 range
d3v, if you find this topic unnecessary to discuss at the current period, then I’ll delete my post.

Zangief’s super starts up in about one frame after super freeze though and can’t be blocked, where as Hugo’s I believe has more startup and Akuma’s is even faster than Gief’s meaning it will grab you at point blank range if didn’t jump during the super freeze and it also travels, thus it does less damage than both of them.
Also it is possible to combo into Zangief’s super from a cross art or if you tag him in after landing a move that causes crumple.

Yes I do find it unnecessary since all talk about how damage affects balance and the metagame is just “theory fighter” at this point.

all speculation is theory fighter unless you are ONLY using tournies for your tier lists.

even using tournies as a viable discourse is flawed as they only assume a level of tech that was applicable at the time of the tourny. things WILL change. so NOT making tier lists for whatever reasons no matter how early the game is… is kinda irrelevant. tier lists arent there to be accurate cause they wont be “accurate” until 3-5 years into a games lifespan. however TALKING THEORY in tier lists is a way for people to learn the game from other peoples perspectives and other characters perspectives without actually playing the game… which is convenient when… er, not playing the game.

having said that, tier lists are also useful in a retrospective form for seeing how people were thinking about the game at whatever point in time.

imho we should start speculating NOW. theres no reason not to. and at least it will give those tier whores something to base there games on in early tournaments.

i dont even have the game yet so i cant speculate at all… but having played it for a few hours… rolento seems VERY strong. this may change as time goes on of course… but is there any reason for me (or anyone else) to NOT state that?

-dime

Cole: broken.

Cole: banned.

well i’m going in with Jin/Ogre and lets see what happens for a few weeks

Not sure I understand the purpose of a thread where you’re banning or severely devaluing any meaningful feedback about balance for a month or so.

Speculating about strength is good early on, as it gives you an idea of what are strong infant tactics in the game. No one would claim they have an understanding of what the ultimate tiering will look like but I think that should be assumed with any early balance discussion.

rufus seems good. can combo easily from high divekicks and lots of damage

Rufus combos are so much easier in this game, definitely going to be top tier online warrior.

Steve fox is dirty, the damage he puts out is just ridiculous, idk what everyone else is doing for damage, but me dicking around with steve in training is amazing. 630 damage off of easy stuff.

What do you guys think of pacman?

While I won’t get SFxT until tomorrow, I have the guide and looking through it, Jin’s Power Stance worries me. It can absorb any attack including projectiles and special moves in the moves’ active frames and on top of that, he can cancel into any special move at any time during power stance. So Jin could activate Power Stance to absorb some hits and counter attack with any special attack, possibly going into a full combo. Could anyone confirm for me that this Power Stance cannot absorb grabs? Either way, Power Stance MIGHT need a nerf depending on how powerful it is at tournaments.

No one on PS3 will really know until next week when him and Megaman come out on the PSN Store.

After spending a day with him in light of what i have learned and am in the process of learning I think that Paul has a lot of potential.
He has problems that is going to stunt him in some match ups but overall he has a whole bunch of things going to him that I feel can give him the advantage.
Sagat is in my mind very solid Increased emphasis on zoning and improvement of certain tools have made him a better character than he is SSF4 2012.

From playing this for a bit, I feel like you might actually have point characters and anchor characters in this game. Some characters get opening / build meter better, and others that seem to have trouble getting in have a lot of good options for combos from launcher, launcher cancel, etc etc. IE: Yoshi seems kind of bad but when you think about some of his moves in regard to tag canceling, he’s pretty crazy.

Right now I’m playing Poison on point and Raven for the combos once she gets in, or to help in her bad matchups. Poison seems great though. Lots of awesome tools.

should we make a gem thread? i dont see any thread that pertains specifically to gems and what they do/activation conditions how long they last/what there stat bonuses are.

-dime

Anyone else try UltraDavid’s Guile/'Gief team with autoblock gems on 'Gief?

the game isn’t even on day 2 yet. lets let the game age like a bottle of fine wine.

Hence why I underlined and bolded "MIGHT".

I find Heihachi to be overwhelmingly good on Day 1. He’s got like 4-5 ways to launch + combo you, has easy 50% meterless combos without tag, solid links and mixups with f+Jab, Strong, b+Short… EX WGF is godlike… his counter stops damn near everything AND starts combos on EX… Super is hella fast, crazy range and easy to combo/punish with. His walk speed is obviously terrible (somewhat remedied with a speed gem loadout) but he eats fireballers alive with his WGF/TGF/Demon’s Breath/Palm Dash and has a super-solid rushdown. May be too early to tell but he’s top-tier for sure IMHO.