Realistic changes that can save SFxT?

I dont, I think they got more shafted on normals that can be used to play footsies with alot of the cast

You know how everyone bitches about SFIV’s low blockstun, strong reversals and anti-airs? Well this is what happens when you have high blockstun and weak reversals and anti-airs. Increasing blockstun without increasing pushback is a bad idea IMO. You get 10 years to hit-confirm, can safely just walk-jab * infinity against chars with no reversals, and it’s pretty easy to setup x-ups that many chars simply cannot reliably AA. What they needed to do was increase blockstun, pushbacks, walkspeeds and have usable throws. This would have lead to a much more dynamic close-up and footsie game than the shallow jab-walk-jab-jab-jab x-up affair that seems to dominate many matchups at the moment. The number of positive implications should be obvious.

And yes, I’m aware that that not every match plays like that, and I know that some characters have ways around this, but the point is that it’s a style of play that seems so common that you just can’t help but notice and get annoyed by it.

All jokes aside, the first 30 seconds of this video shows what I dislike the most about this game. The walk forward jab strategy. A great deal of the characters can do this and an even greater deal of them cant do anything about it (short of guessing with a reversal). There’s too much free pressure in this game and it frustrates me more than any other fighting game I’ve ever played.

well just went on after taking a 4 day break, but dont know what it is , but did every other casual give up on this game , all i fought was people laming it out, i mean i get playing lame , but wow what a quick turn and if there not playn lame there trying for the jab cross up, pretty quick change of pace in 4 days in ranked…sound glitch chase casuals back to other games, away?

any of those things you mentioned (Lame runaway, jab jab jab tactics, and the sound glitch) would scare casual players away, I think.

Let’s start with something simple.

Like for example, disabling the timer for ranked matches for those trolls who tend to achieve victory by running out the clock.

time is there for a reason…without it, matches will go on for far longer then they should…I personally don’t want to play 5-6 minute matches. you get 99 seconds…deal with it. In VF5 you get 45 seconds…yet 85% of the time you get KOs or ring outs.

Now, I’m not a pro player by any means, but by god does this stage need smaller stages. Life lead runaways are zero fun for anyone involved, and can happen at as early as 30 seconds due to how huge the stages are

Initially I thought mist step was difficult but after an hour in training mode its not a problem, I agree EWGF is hard to do but it should be its fucking EWGF!

It’s way easier in this game then in T6 or in Tag2 -_-’ thats hard…but at least it lives up to its name…

Where the hell are the 10-hit combos???

This too… But I also don’t think it’s any coincidence right now that the characters you see the most are also the ones in the upper walkspeed-tiers.

Maybe I’m biased tho because I play Bob. :looney:

If you’re having problems with crossups I feel bad for you son.
I got 99 problems but them I equipped an autoblock gem.

Better online match finder.
Better ranking system like sf4
More colors.
jab traps are retarded
no infinites
replace alpha counter with a focus attack that does more stun the longer you charge
better reversals/aas
better hitboxes on normals
1 v 1 mode
make pandora usable
fix the sound issue
give xbox online coop
release all the characters now
allow quick combos to be turned off or customizeable
throws need help

lol…the SF4 player base has some issues. :looney:

Do the Tekken players have as many issues?

I don’t see a lot of them asking to replace alpha counters with the Rage system. Please keep the subjective stuff like 1v1 mode aside.

If this thread didn’t have such an alarmist title, maybe we would be getting more valid complaints from posters. Who knows.

…I have no opinion on the quality of SFxT. It could be the worst game ever made; I really have no idea. I just think that it is kind of funny that the player base created by SF4 is going to struggle with any game that doesn’t play similar to something…that isn’t very good. :wow:

VF characters have 100 health and jabs do 10 damage. SFxT characters have 1000x2 health and jabs do 30 damage. In addition, the entire game mechanics are dramatically different. Yep, great comparison there!

from someone who was trying to correct me in a apples and oranges comparison, you sure don’t know what your talking about nor did you understand the point…VF5 characters have 100 vitality? oh ok…If your going to correct me, then do it right smartass.

The Point was…you get plenty of time to KO your opponent in this game, Time Outs will eventually decrease over time as the game’s meta changes. currently runaway strategies seem to be very effective, and fortitude/Onslaught Gems seem to be overused in terms of boost gems, Assist Gems are popular too. All that plays a factor in why time outs are happening alot, I know why time outs are happening and I know they will become less common as the game grows.

VF5 wasn’t a bad comparison as new revised versions of the game (VF5R, VF5FS) both had alot of time outs during their local testing…