Realistic changes that can save SFxT?

Boost combos are fine. We have to adapt our mentality to the new game system and remove them to our gameplan since they do less damage (scaling-wise and juggling-wise) and give more grey health to the opponent.

Good points, but are the those downsides enough for players to want choose other options for the amount of risk/reward/effort? I hope so.

This game sucks and is beyond saving. Get out while you still can!

i like to shit around with this game for good fun once in awhile, but tbh this game needs a shit load of patchs/revisions to become even decent. like there’s so much wrong with this game that i’m surprised that players are even taking this game serious. can we just return to AE or something until we get the 3rd revision of this game?

This game is fun, only problem is the time outs so just remove some defensive options that some characters have and BAZAM! nobodies complaining. Unfortunately Evo standard is 2v2 so i’ll no longer be playing this game

with an avatar like that, i can see why nobody would team up with you.

Sir i am a hood nigguh and people have to know this. I will not conform to srk standards and become a clone having my favorite street fighter character as my avatar. Anyway, i’m going to go play Mario Party, a game that is now more tournament valid then sfxt

-Buff walk speeds universally
-Make stages significantly smaller
-Reduce roll distance and/or give them some recovery (even if it’s unpunishable like empty jump landing recovery)
-Nerf overly powerful jumping hitboxes (e.g. Jin j.HK)
-Make normal jumps less floaty and differentiate them more from high jumps
-Decrease hitstun on jump attacks
-Make 5LP on crouchers character-specific like in SFIV
-Give every character a usable 3f move
-Increase throw range to resemble SFIV
-Increase minimum damage scaling to 20%
-Add minimum damage scaling for super arts and cross arts (30-40%)
-Change how cross assault works in 1-player mode so that it’s possible to control both characters
-Allow super arts to finish if the time is running out (including Pandora)
-Don’t allow characters to move until ‘Fight!’ graphic disappears
-Make it easier to punish DP xx switch cancel
-Remove autocombos
-Require something resembling a 623 input for DP motions

Looks to me that the SF players are having a hard time getting used to overheads that aren’t just jumping attacks, whether they be in the middle of a string or not. This is something I’ve gotten used to from playing MK9. I think it’s a good thing. I always wondered why SF didnt have them before

Anyway, i fuckin love this game. Only problems for me so far are the obvious ones (online, timer etc). It’s not as bad as everyone’s making it out to be. It’s very different to you’re average SF game, and people either can’t adjust to the differences or flat out don’t want to. That’s fine, whatever. Each to their own. SF4 is still there, its still being played at tournies. Personally, i like this game better. It’s fresh, it’s different and it’s damn good fun.

At the end of the day, this is Street Fighter X Tekken, NOT Street Fighter 5. I’m sure everything will be back to normal then. Just enjoy the game for what it is…or don’t. Whatever

Make the stages half the size. Seriously, I’m sick of all the crap in this game that encourages you to run away. TBH, I’m starting to agree that this game is unsaveable. SF4 is way better.

First step is to make it 1v1 at EVO instead of 2v2

this game is for scrubs who hate blocking on wake up.

If jumping puts you at so much risk, I doubt anyone would jump any more, and projectile characters will probably dominate.

Huh? What does this have to do with my post.

As it stands now you get the juggle state only on counterhit, which means 90% of the time you get the juggle. My complaint, is that the few times to don’t get the counterhit are bizzare, and usually accidental. As a result, they are hard to confirm, and you wind up going for a juggle that isn’t there and exposing yourself. Visually, there is no difference between a CH air-to-air and a non CH one, so when your confirm is based on a little text blurb on the side of the screen… I don’t like it.

Really, that change wouldn’t change much at all as far as how strong jumping is as most AA’s and AtA’s already lead to a combo, all I want is confirms that make sense in context of the onscreen action.

Nerf Rolento, Longer timer, less recoverable health, fix the goddamned controls I feel like I have to shunt my stick to jump forward/backward.

Seriously disheartening to take 60% off someone to have them get a run and switch out for them to recover 40% of it, if not more, back.

And Christ, I’ve never won so many games due to time over IN MY LIFE.

And give us the damn DLC that’s already on the disk for free. I’m sick of being an unpaid beta tester for Capcom.

EDIT: How did I forget the net code? Holy shit, it feels worse than KOF13 pre-patch right now in this side of the UK.

At the very least wake up offense isn’t the brainless SF4 style I’ve grown weary of.

So… You want free extra damage against people who time their jump-in attack in such a way so that you can’t counterhit them?

EDIT:
They could just change the color of the hit particle effect on counter hits then. Maybe instead of orange, make it a deep red or something, or give it a different sound effect (as soon as they fix that sound glitch).

Some characters already get a ridiculous amount of damage off AAs. I don’t see why there’s a need to make it easier for them.

Explain how one times a jump in attack so the AA doesn’t CH them? They could empty jump I suppose, but that’s secondary to my point anyways.

Only getting a juggle on CH is abstract. There’s no visual difference between the two hits except you can juggle off one and not the other. It’s super counter intuitive.

Also, getting normal AA damage against someone who jumps and doesn’t attack seems like a very, very, very minor balance point to me.

Reposting my edit:

Anyway, I could be wrong: But counterhits only occur if you hit someone out of their startup frames. (or on the first active frame since the game seems to treat that as part of the start up). So if you do a jump in attack early such that it’s already deep within its active frames, you won’t get counterhit if you get AA’d.

I’m pretty sure you get a CH for both hitting someone out of startup and active frames.