Implement a HnK counter/combo system.
and fatal K.O.s that play a a symphony of trumpets everytime you hit with them.
Implement a HnK counter/combo system.
and fatal K.O.s that play a a symphony of trumpets everytime you hit with them.
None, this game is fuckin garbage. Capcom cant make good fighters anymore.
I’m sure they tried. Too bad they seldom succeed at that.
For one thing, some characters are just too good (Hugo) some characters sucks (Paul).
Hugo is too good…
Lolz…
I know right?!
Its so hard to block splash, you cant jump or you’ll get air grabbed instantly, and you can’t stay grounded cause you’ll get thrown by his massive SPD range! What’s a nigguh supposed to do against all that? Capcom and their consistently overpowered grapplers!
No, they really didn’t.
they should make it so some moves causes an air reset instead of falling to the ground every time when your opponent is in a juggle state. That way you can sacrifice damage for reset, continue pressure, better positioning, etc. I can see this being used a lot cause of opponent’s options during KD, damage scaling that’s easy to hit the max of, the time factor, etc.
Initially, I thought something like this would be a good idea, but this promotes and allows very difficult to escape setups. Which would be fine in any other game, but in a game like this, one reset, and the match is over. And that would be even less good than rolls (which are blown way out of proportion I might add).
Everyday my twitter has more and more top players saying how broken the game is. I’m sad because I actually enjoy the game. Even with its flaws : (. I know top players aren’t the word of god, but it’s not a good sign.
I dunno, i feel like the game was being held back becuase capcom was too afraid to take risks.
Cool cross assualt.
“No too scrubby, unblockables all day after knockdown even though i have a tech roll. Capcom, take out this nonsense”- could have been one of the most fun mechanics ever, but todays scrubs really coulda sworn that it was broken. DESPITE capcom already fixing the unblockble issue.
Damage was thought to be to hugh back in the day so they made the game have a HORRIBLE system of scaling.
I think soft air resets would have been a cool Idea, no oki, more pressure, fun game. But fuck that shit, that is a risk.
How to save SFxT: Radically switch your approach to the game and just see it as the most popular kusoge in history. Now SFxT is pretty fun.
Remove recoverable health or lessen it greatly
Higher dmg on throws(200~)
Better throw range or faster start up
Stop the time during supers
True untechable knockdowns after landing cross art
Every first version of a game is broken…they’re gonna whine about that every game. People forget how cheap the old games were. Nobody wants to fight nothing like the old days. SFIV got people used to playing games where everything is weak.
My issue is that even beyond the brokenness (when they fix it)…it’s still just got these issues that don’t sit with me well compared to the older SF games. A balanced version of it I would definitely prefer over SFIV but that’s not saying much.
Why is this game garbage?
Everything he said in the first sentence is correct.
you know i been thinking about that and how the old games are say like alpha 1, street fighter 3 and capcom vs snk 1. i never hear anyone talking about the first games in the series. its always been alpha 2 or 3 and it been 3rd strike or even a little of 2nd impact. that why i don’t mind revisions in fighting games because they usually end up making the system in the game better.
hell i heard that most people say this game like cvs1 where there could be a really good game it just has problems. over all tho i am still liking the game
5 throws = KO? No thank you…
Command grabs -should- be throw invincible though.
Remove cinematics on throws
Turn off the timer during super cinematics
If you want pandora to be seen in matches, have it stop the clock for the 8 seconds its active, they’ll die anyways if they don’t do something quick
Jesus christ what happened to command grabs?
Even then this game would be ass.
There are characters that only have throws and throws deal around one third of what a combo deals. Throws also don’t lead to real untechable damage meaning your opponent would prefer just getting thrown than eating a combo. I dont see why 5 throws = KO is bad anyways. It’s quite the feat to land five throws without your opponent taging out.
Im pretty sure buffing throws, removing recoverable health and stopping the time for supers would do wonders for this game. Getting untechable knockdowns from cross arts would make things a lot more exciting and probably lead to less time overs. Don’t get me wrong, I’m enjoying this game but I think it’s because I’m playing Raven.
Was talking with some friends about the game and why it feels “off.” I am having fun, but as the game is being played currently I don’t see it as having the same lifetime of play as SFIV (which is fine, but I just had higher hopes for it). Here are some of the smaller ideas we came up with that we thought could improve the feel of the game:
[LIST]
[]Decrease the length of the stages. I know art assets and all that hard work will be missed, but this will make timeouts/running require more work for that strategy.
[]Stop timer on cinematics
[]Make wakeup rolls throwable and/or have some recovery.
[]Increase throw range slightly. Less than SFIV but a little more than it is now.
[/LIST]
Larger idea which is not feasible but something we discussed:
[LIST]
[*]Remove chains to launcher. They’re just too easy/good for 30%+ damage without any real work. Being able to do that from almost as far as sweep range without having to use meter or really having to know the characters makes it such a strong option that it becomes the goal of all characters to try and do it. Having this option makes the character play styles more generic and detracts from the individuality of the character design. As Guile it makes me want to go in instead of zoning and simple punishes (which is what his character design has always been). I’m not saying get rid of high damage combos just make them “cost” something (in the form of meter, character knowledge/execution in the form of links).
[/LIST]
I’m hoping gameplay evolves and the community finds stuff where changes aren’t needed though.