Official SRK SFxT Balance Discussion Thread

Regardless, my point is there is a large gap between an average Rufus and a great one. Rufus is a character that generally requires reads in SF4.

Dive kicks in general are tools that while good, they aren’t really optimized till you put them in the hands of a player who is really good at making reads and knows how to play “aerial footsies”. You can give them to an average player and he might do fine, but give them to a great player and they become dominant. For as crazy as AE Yun was, the average player couldn’t come anywhere close to unlocking him. He still required great reads to dominate with.

FGC E-Penis contest go.

her mixups are great, and the reward is great… But the risk for her is so huge that it outweighs both of those.

Again, game is new, I could be wrong… Again.

Yeah that’s another thing I don’t like about the game. The game just smells of Ono’s balance ideals with SF characters getting all the good footsies and reversals and stuff and Tekken characters are just hurp durp damage and mix up but lacking on fundamentals. It’s like all the SF characters are Bison and Balrog and all the Tekken characters are Fuerte and Gen. Bleh bleh meh meh bleh.

Gen doesn’t focus on footsies and fundamentals? What game are you playing?

Also kazuya and raven are super solid.

He does but not to the point where he’s going to really scare any of the characters who clearly have better footsies and reversal options than him. Long story short he’s just designed to be purposely gimped because he can interesting things etc.

The Tekken characters aren’t lacking on fundamentals, they are lacking with ‘get off me’ moves. I find in this game you gotta play to everyone’s strengths. You have to mix and match to work with your character’s strength, don’t play someone that gets zoned easily on point etc. If both your characters are zoned easily, that is a flaw in your team and you have to work around it.

Guile is very good in this game. I noticed it within the first week.

Yeah the problem is you can most likely just make a team of 2 SF characters that take care of all of that shit any way. I just don’t see a lot of the Tekken characters really being that big of a deal outside of 5 of em.

I will say this, the Tekken characters are fun as hell to play. Who needs balancing?

You know, this is kind of an interesting point actually. The most fun and interesting part of street fighter imo is space control. If you look at the original SF characters, they are generally defined by what space they want to be in, and what space they want their opponent to be in, and the tools they have to maintain those positions. I mean, think about Guile, Sim, Chun, Gief, Boxer, Honda, whatever. Their characters are all defined by controlling certain positions on the screen.

It seems like the current design team doesn’t understand this concept. Basically all the new characters they have created just have these canned mix ups and fly/burnkick/dive kick/wavedash/teleport/whatever around the screen, trying to force guessing, and then guess well. It’s like the space controlling aspect of the game is just lost on the designers. When they try to design a character, they don’t seem to ask “What kind of space will this character be trying to control”, but rather, “What are this character’s mixups, and what dodge/evasion move is he going to use to start them”?

so for paul they had a meatsack in mind.

I saw someone say you can combo off of guiles anti airs a couple pages back. How so? Off a really early flash kick that hits them at the peak of their jump you can, but that isnt gonna happen realistically. You cant combo off cr.Hp anti air, I’ve tried every situation.You can cancel an anti air far st.mp into a sonic boom and that will combo on counter hit, but thats about it.

You can combo off his A2A, jump hk. So maybe that was misleading. Also when I need damage I just tag cancel his cr.fp. sets up ideal juggle height. I not big on wasting meter, but in special occassions it handy

I can agree with this. Mixups are a big selling point of games, and things like space control really aren’t. That is probably why a lot of New characters introduced in sfiv avoid space so well. Part of me likes the challenge of being able to space our a Rufus or an Abel player. As a Guile player it has really forced me to think outside the box, and actually be more accurate.

There is also another part of me that knows he is playing the wrong game. When characters like Viper and Seth just ignore any spacing you’ve done and come to get you, its all quite pointless. Plus other characters space better and get more reward for what they can do. While Guile is alway trying to tame the wild beast. I may be a sucker for a challenge though, it drives me to keep playing.

I personally think characters have to respect space more in this game. Sure Abel and Rufus made it in, but they were bearable in sfiv. Th fact there there aren’t so many ways to forego the ground game (like focus attacks), I enjoy this much more. I enjoy playing a ground game without fear of being focus crumpled. Plus the biggest aspect of Guile that compelled me to play him years ago (been using him since 1994) is his lockdown ability. I think with the removal of the focus system, Guile lockdowns are going to be way more common.

Really? (Not trolling) Can you explain? I think he beasts’ most of the Tekken cast. Is there something I am missing?

defo dose not

not only dose hugo get zoned pretty free

he get rushed down pretty bad his specials are slow his normals aswell

who from the sf side doesn’t beast most of the tekken cast though? i think ken easily rape some characters from the tekken side.

Starting from neutral sf characters are better. But lack mixups. Tekken character get in any sf character face, string reversal or not you’re going to get recked.

I feel this game isn’t about full scale matchups, but more about using your team to large effect matchup positions. Like any Tekken character gets in on Guile that’s ggs. But the Tekken character doesn’t have to play that part of the matchup. They can play the part where they get in which favor them. Likewise some sf characters may compete with Guile better in the neutral game, but can’t maintain solid pressure against him, so that’s where the Tekken character shines.

I really think matchups numbers change when it comes to different ranges. Numbers should he based on close range vs long range.

i don’t disagree but when character x is low on health and you have to bring in your tekken character and the opponent is just sitting on guile and life lead that matchup becomes pretty damn important no

This is good point. I think the support character concept may not be all that compared to just having 2 strong characters with few bad match-ups.