Realistic changes that can save SFxT?

well alot of this can be avoided if people didn’t call other people scrubs because they have an opinion(whether its right or wrong) about something.

again, alot of people come from SFIV so their basing most of their knowledge off of SFIV.

in comparison between the two games…alot of this is true…throws are worse then they were in SFIV(in terms of range and frames), jabs being this good in comparison is also another change…Jump ins are better so that is another change from SFIV…your seeing it now right? so what do we do about this? do we say…its not SFIV get over it~ play the game like its a new game? or do you call them a scrub and tell them to shut up as their opinion doesn’t matter…up to you~

Appreciated. If only half the people on here studied the game before complaining, then you wouldn’t see so many cut-down responses.

Its been said millions of times, the people complaining are the people who are too adapted to another style of game. I’m not saying SFxT is perfect, however, right now its still fresh on the scene. Know one can expect to fully understand a game within even a year of it being played.

Based on this fact, you can see how ridiculous it is to be hating on a game thats only been out less than a month.

you are correct. there are certain moves that create “much safer ways” to tag. not completely safe mind you, but certainly viable. that guy that mentioned akumas jumpback fireball into safe tag, is also correct… but hes incorrect as well. its not completely safe. its close though, yeah i knew about it before he mentioned it (its in the guide of all places) not to mention it being obvious. i was just wanting people HERE to come up with safe tag options of which you and that akuma guy are the only players that actually stepped up to the challenge and answered correctly. which makes srk just bad.

in the end its still quite hard to tag anywhere near safely, and i PERSONALLY find that to be a problem with the game, maybe my opinion will change as time goes on but the amount i see good players (and myself) lose rounds cause they tried to manufacture a “safe” tag rather than just biting the bullet and letting there 2nd character take a punish combo, shows me that it is a problem that needs to be addressed, not necessarily through patches but through player technology/lab time etc etc.

-dime

no, doing that only looks like youre blindly defending something because you like it

you say throws are weak because (xyz)
every character has a jab frame trap because (xyz)
jumps are good because (xyz)
anti airs are weak because (xyz)

and then theres a some form of discussion that follows. then the “scrubs” are as informed as you and it boils down to whether or not they like the decisions made by the developers

Dude I use Poison…its already hard to win…let alone tag(thank god she has a good boost combo) but I understand what you mean, even though tags are no usually safe, it still doesn’t mean you shouldn’t attempt them you know…anyways, im trying to find some safe stuff if not virtually safe tag situations~

I suppose so, even though everyone in this thread at one point or another have compared this game to SFIV whether you admit to it or not, Personally I play the game for what it is so do even go there with me…

Somethings are general true statements too…like SFxTK’s throw ranges and start up frames are worse then SFIV…however damage values and overall effectiveness are not.

-Throws do suck compared to SF4, but with good + frames on most jabs would you really want SF4 throw ranges? Makes it so tick throws are harder to do I personally find it hard to believe that so many people can bitch about tick throws and then complain when they become harder to do.

  • Not every character has jab frame traps, yes st. jabs and cr. jabs are buffed in general but not every single character has access to them.
  • AA attacks are more situational then we are used to, I used to think the same thing when I played poison at first, then I realized st. mp deals with longer jump in attempts, cr. hp deals with deeper jump in attempts, and her srk can be used to catch cross ups, her ex srk can be used to deal with cross ups that her srk normally can’t deal with. This is just one character and its not even covering all the options, such as air to air normals ( yeah they’re risky but as we learn match ups better we will start finding shit that works ) for instance vega can crush people in the air for the most part which makes up for his lack of AA options, but some characters with upward normals that catch his jump arc can make life hard on him.
  • This is the baby stages of the game, MVC2 had timeouts all the time before people started finding shit out. I don’t think in a game where were starting to find 400 damage combos all the time that time outs will be a prevalent issue.
  • If people want to hate the game over stuff like this then let them.

The time outs are a real annoyance to me, and this is coming from a guy who strives for that by run away / keep away in other games.

Also the importance of air to air in this game bugs the shit out of me. It’s making it hard for me to figure out if this is a SF title or a VS title.

Should I use footsies more or just jump around until I land a hit?

:stuck_out_tongue:

They can refund all the [S]idiots[/S] fans who bought the game, destroy all copies, and pretend like it never happened.
[media=youtube]WAJUelWRWBs[/media]
But really, this game should have been thoroughly playtested. Capcom should know better than this. Looks like they were too concerned about meeting deadlines and not concerned enough about making a quality game.

Finally someone that realizes why throw range is ass. Finally someone that understands that new problems require new solutions. Finally, just finally.

Yes, yes I was. :slight_smile:

Actually Ive seen a lot of “MAN AE2012 IS SO MUCH BETTER IM GOING BACK TO THAT!!!”, so I said “hey you know what ill go back even further”.

Like MegaMan, Pac-Man, or the cats are even going to be playable at EVO.

Like quoting videos and not understanding jokes is cool.

the game is like a house built without a proper foundation, you cant undo this mess without knocking it down, Ive spend 12 hours and I am outties selling the game as new to some poor sucker on ebay.

Tim Tebow to the Jets.
Fuck Capcom.

as with every other thing in the world you base most of your likes/dislikes on past experiences. eating certain types of food, staying in a hotel, and even playing different kinds of fighting games. so yes people who play/have played sf4 will compare it to sf4

as for your point, throws are less effective in terms of throw range, start up, and also effectiveness. the roll and its varied wake up time, and no chain OS limits the reward of landing a throw as well

i wouldnt know about that. i never complained about throws in sf4. i think that there needs to be some part of the throw that needs to be strengthened. either range, or start up. with the auto throw break gem being in the game, and throws being so weak, i feel as though the only real threat will be overheads once the action is close.

thats an ok direction to take, but the problem is that its a lot easier to block overheads once 1.- you know the matchups, and what strings hit where, and 2.-you only have to look for overheads and dont have to worry about teching throws

killian said on cross assault that the throws got nerfed because people were just standing up mashing throw in blockstun, and throwing people out of some of the tekken strings

the only characters without either jab or short being at least +6/+2(ryu’s data for ex.) are grapplers and a few fat characters. i wouldnt be exaggerating if i said 80%+

poison actually is one of the characters who can deal with jump ins properly. about half or a little more of the characters can deal. the rest are in trouble if they run into rufus. jumping is stronger now than just about any other “street fighter” game i can remember

i commented in a different thread that this was probrablly done to encourage the air to airs, and to limit the amount of grounded anti airs leading into counter hit 300 dmg combos from the tekken charcters added juggle potential

EDIT-and giving it even more thought maybe the characters with AA or who can control space well are meant to be played on point, and the other characters are meant to be tagged in after an advantage is created.

i dont believe the damage is going to get much higher than what we are seeing now. with sf4’s damage scaling, meterless and 1 bar punish combos are going to cap in the 400 range, 2 bars might get you to 500, and the real heavy shit will be team supers.

my problem with that is people are finding this type of stuff now, and still getting a ton of time outs. the issue isnt damage, its the health recovery/grey health system, and the amount of timer scam that goes into supers.

but anyway, yeah, like it dont like it. whatever.

im going to wait a bit to see if people are still able to jump with impunity in about a month, and make my decision from there

I still don’t see the Japanese timing out that much. Are the good U.S. players actually timing out? I don’t watch the streams so I honestly don’t know. Is Justin Wong winning by time over?

Such a good post. Should be read by everyone.

These issues are like the fly in the soup, but the soup is still delicious if you ask me!

I can’t even really argue with you because I feel like your right for the most part. ( first time anyone on SRK has ever gotten me to change my mind )

I like this game a lot, Ive avoided running into a lot of the things people are complaining about and due to character choices I guess I’ve been spoiled into not noticing a lot of things about the game that people dislike.

Throws do suck, I still think that if throws were as good as they were in sf4 that the game would be utterly broken, I guess it wouldn’t hurt to bring the positive frames on jabs more in line with SF4 so we can have more variance in the games offensive action.

I understand where people are coming from when they say jab spam to cross ups is annoying, but I just deal with it, I’m good at playing footsies in this and I usually don’t get put into situations where I’m stuck in jab frame traps. I had it happen tonight with vega on point and I just blocked it then neutral jumped into rh and punished his ass hard when he went for the cross up. But I have seen some really abusive shit with it that is definitely going to turn off newer players and veterans alike because when people get into that position to abuse them it becomes pretty brain dead.

As to time outs, I think smaller stages would go a long way to help this.

The one thing I want in this game ( and every new capcom game ) is faster fucking walk speeds. I like faster footsies and more importance placed on properly using your normals.

^ This.

I just think a lot of characters got the shaft in the walkspeed department.