make the characters smaller.
I am annoyed by the shittyfighter4 style gameplay. otherwise decent game.
make the characters smaller.
I am annoyed by the shittyfighter4 style gameplay. otherwise decent game.
One potential solution to repetitive jump-ins + jabs on wakeup : implement Tekken’s wakeup strike (hitting Kick or Punch performs an invincible strike on wakeup, nearly safe on block). This doesn’t change the global intensity of the fight, it just puts a limit on wakeup pressure. A fight doesn’t necessarly need wakeup pressure to be entertaining, or even competitive.
If they purposedly weakened anti-airs, I don’t understand why besides including a lot of Tekken mechanics, they skipped this one. It’s not as if dodging a wakeup kick is unfeasible.
More generally, the tools we are given in this game to counter high pressure opponents are really too weak. That’s insanely frustrating at some moments, you have to act as a fucking cyborg and get in a few frames the right high/low guard against normals/overhead mixups, + watch for potential incoming throw, + watch for potential jab,jab,jab,combo, + watch for any bizarre special move mechanic. All while having only 50 miliseconds between each of these different attack strings to react and adapt. It’s brutal, and up to the one who puts the more pressure to his target in the safest way, with no downtime needed.
For competition it’s a good thing, but come on sometimes we’d just like to chill out and have a great fight without having to snort cocaine to survive the pace for hours.
something they need to do is make is make far jabs whiff crouchers but they won’t because this game needs to be as easy as possible
I like this game, but things I would like to see:
-Better Anti-Air. I don’t even mind that you have to ‘anticipate’ to anti-air, rather than do it reactionary. It’s different from older SF’s, but kind of like KOF in a weird way. It’s pretty fun. But it fucking sucks when you make a good early read on a jump, and still get beat out or trade. Sadly, trades are almost never in favour of the person who anti-airs. If they were, it’d be okay… Maybe Anti-Air normals should have more active frames, maybe just better hitboxes. I don’t know. Air-to-Airs are pretty good though, and the reward is pretty big. I think after a while people will adjust, and learn to air-to-air rather than anti-air and get big reward out of it.
-Rolls should be punishable by throw. I like the mechanics, but right now, it’s kind of like an unpunishable backdash.
Then there’s sf4-syndrome things, they won’t fix it, and I guess I’ll get used to it.
-Normals could really use more active frames. A sweep with 2 active frames? Really guys?
-Walkspeeds could be higher.
I don’t think you understand that phrase.
thats nice, it doesnt change the fact that its true.
It’s a great game.
That said, here are a few things they could change to improve it:
If you don’t like people using jab jab jab against you, play Zangief.
Auto tech gems: decrease x% of cross gauge + Reduces x% of health recovery
Auto block gems: automatically reduced damage output by 20-25% + cross gauge decreased by 1 block
reducing the juggle potential + increasing the time would make the battles a little longer and a little more enjoyable IMO
Either way if you don’t like the game and consider it half assed just trade it in for half price which some people believe that the game is only worth half of it’s price.
What this games needs firstly is for Jabs to be duckable. They really tried to make the in fighting closer to Tekken but walk jab should be duckable.
Crouch jab should have more pushback so that after the first jab you need to either commit to a frame trap or a blockstring.
Normals that are negative on block and are intended to be punishable need to have more frame disadvantage. With the chain system It’s stupid to try to commit to punishment of poorly used normals because in the end its like baiting your self.
Chains need to have less pushback if they are truly meant to be punished (as they should be) then theres no need for the heavy attacks to push them a full characters length away where a good majority of the cast has nothing fast enough with that range.
There just simply needs to be either less crossups or crossups with smaller hitboxes at this point its like every character has Zero’s jumping H It’s even worse when you consider the fact that a good 2/3’rds of the cast have no options against crossups. The air game in general is pretty ass.
Tagging needs some sort of buff at this point I feel like its ok offensively but outside of that you cannot defensively tag. It’s an issue because at this point unless both players go to opposite sides of the screen and agree to let each other tag neither are going to tag. This in part leads to time out because right now alot of time is spent trying to follow your opponnent around waiting for a tag or running from your opponnent trying to tag, In the end all of us smart players are going to just sit there like we have been and the clock is going to run down.
I’d agree that cinematic s shouldn’t freeze the clock but the fact that some of them take upwards of 10 seconds, its bad. It gives the person who’s using super either to big an advantage or disadvantage if your in the life lead why not super its gonna force your opponent to be desperate and in the end everything will boil down to who lands first hit.
First of all, the only time you should be “letting each other tag in” is if both players have low health. Otherwise, you should never let your opponent get far enough back to do so. Also, never run back into a corner to tag. You’re just asking to get jumped in and combo’d when your partner arrives.
Raw tagging is not designed to be a good option, thats why Cross Cancels were invented. If you’re asking for a defensive tag option, cross cancel a reversal. If you suspect a reversal bait, just poke into a reversal xx cross cancel.
If people could raw tag for free, then that would nullify the desperation and skill of the match. Imagine getting someone’s character down to low health, then they tag out their partner for free right in your face. That would be wack.
#8 was your only valid complaint…
Can we please close this thread already?
good shit, i was rolling when i read this
People are seriously complaining about the stages?
Dummies galore.
Is this Gamefaqs or SRK?
First off my whole point no one is going to let each other tag so the conflict here is… Secondly Cross Cancels are fucking ass It’s the biggest waste of meter ever. “oh lets not give any reversals to like 3/4’s of the cast then everyone will have to use this shitty alpha counter weve been plugging that costs bar to use” your using a bar basically to deal with crossup and standing jab. If both were adjusted then the timer would be less of an issue and actual mind games would come into play instead of jump jab repeat untill someone gets tired of blocking hits a button and eats the dick.
No one wants a free raw tag I dont at least but the way it works now whoever lands first hit wins.
Ryu, Ken, Dictator, Akuma, Guile, Heihachi, Kuma, Nina, Kazuya, Cammy, Chun, Zangief, Rufus, Sagat, Jin, Yoshimitsu, Hworang, Lili, Juri, Boxer, Rolento, Ibuki, Paul, Law, Julia, Poison, Hugo, Ogre, Marduk.
All have reversal attacks. I believe thats more than 3/4 of the cast, I may have even missed some.
Just because you’re too lazy to put in work to figure out the game doesn’t mean it needs fixes.
Stop treating meter like its SF4 and start using it more often, fool.