Realistic changes that can save SFxT?

Well that is the reason i like this game. It has a very low amount of randomness, patience is rewarded, etc.

but i still feel that the timer length is a bit too extreme. think of it this way:

the life bar and the timer are very similar. they both give you more chances to do damage to your opponent. but they are different in that the timer is what gives importance to a life lead.

if the timer was set to infinity, then life leads would be meaningless and the match would be way too slow paced, and there would be no incentive to ever take a risk.

but if the timer is too short (which i think is the case in SFxT), then a life lead changes the game way too early in the match.

you are right that the timer adds a strategic element, but it happens way too early in SFxT. Because at the 50 second mark, your goal is no longer to KO your opponent, but to get the life lead and run away. I’d prefer to have more time in a match where I’m thinking “I want to KO them”, instead of “I want to get a few hits in and run away”

I find it easier to condition people to run into the corner if there’s more room. They get used to running away and are in the corner before they know it. In SF4 because the corner is closer to you its easier to be mindful of it. Thats just my take on it after playing about 300 or so matches no need to question the laws of the universe, the meaning of sarcasm through text, or your sexuality over this matter.

@doubleF, I think you’re looking at this the wrong way. No one can argue that frequently by the 20-25 second mark a victor has already been decided (failing a blow up) and your opponent gets to play the up back and taunt button game, but even then you would have to examine what led up to that point. Lets look at some scenarios;

a) You got blown up
Thank your lucky stars that this isn’t Marvel and you even still have a reason to hold the controller. Mechanics aside, consider the average blow up in Marvel (2 or 3). In those cases, the match is OVER by about 15-20 seconds because someone lost a key assist, got happy birthdayd, or just got caught in a reset that has already taken their point character out of the equation. There might be some super hype evo moment type comeback to be had, but lets face it, most of the time you just do the super jump pray for a hit confirm game until your opponents assist finally swat the fly. SFxT at least gives you the chance to undo a potential blow up, given that after a 60-70 second beat down, you probably have 3 meters, which for most teams is a 50% damage combo waiting to happen. You might say, well yeah but with 20 seconds, I’ll never be able to catch him and use those three meters, but consider this; Most of the big damage solo characters (Mishima, Grapplers) lack special mobility options, meanwhile most of the pixies (Zoners, Ninjas) have teleports, special movements, or just plain kick ass tag cancels. So at that point, you need to look at your team makeup. Do you have a big combo waiting in the wings off a tag cancel from a Hunting Hawk, or Pinwheel or is your Guile / Asuka dream team simply designed to get lamed out?

b) You blew them up
In SF4 (disregarding ultras, for the moment) a blow up, even in your favor generally means nothing. With a few exceptions (usually ridiculously bad match ups) eating a huge combo or reset right off the bat still leaves you with ample ground to do something about it, even at 50 and sometimes even 30 second mark. However, those type of slow paced back and forth tennis matches fly in the face of SFxT’s design. SFxT is not designed to facilitate 20 minute crouching forward shodowns between Valle Ryu and Daigo Ryu, if it were Ryu wouldn’t be able to hit confirm a crouching medium into launcher (bring in health up or heavy hitter partner), ex moves (HUGE opportunities off EX Donkey or EX SRK) or simply tag cancel a tatsu (which can lead to all sorts of grimey options depending on who your partner is). The point there being, in SFxT (as someone mentioned earlier) if you put someone in their place earlier on, they stay in their place. There is nothing inherently wrong with this. IMO, it makes your opening offensive that much more significant, because the dominant player now sets the pace of the match as opposed to constantly living in fear of the reversal FADC or worse ultra that could instantaneously remove their advantage.

c) Its still fairly even
The timer still doesn’t really matter. Fact is, even if your opponent is running away at 50 seconds, anyone (except some choice Tekken cast by my reckoning) still has an opportunity to catch them and swing the tide of battle with a single hit confirm. SFers have their godlike normals and EXs, Grapplers gon’ grapple and most others have /something/ that with the right tag cancel can turn the tide of battle. Here are a few examples;
Julia: Anything off f+2, 1 or b+2,2 and if she lands a HCF+Fierce, prepare for combo video.
King: Without meter, Combos off spin xx elbow bounce, wizard mixups, or just play the reversal game, with meter anything grounded into EX DP+K strings. Or anything airborne into super.
Law: QCF + anything tagged into anything
Nina: Anything into qcb+k
Ogre: Jesus christ what can’t he do?
Dhalsim: Any properly executed Tiger Knee Tele-headbutt counter is a free tag combo, or you know, just play dhalsim and win via annoyance.
or just use tried and true SF4 shit, it all still works. Overhead shenanigans, dive kicks, random wake up / supers.
If you can honestly say you (or your opponent) is confident enough to turn off their basic gameplan after 50 seconds and there’s nothing you can do about it, no timer adjustment will avail you. What would another 25 seconds do? He’s obviously better than you. You want to give him more time to rub it in your face. How bout less time? omae wa mo shinderu, buddy.

IMO If there was an adjustment to be made it would be the supers (or at least cross arts) eating up 10-20 seconds worth of clock before the actual killing stroke, not so much because it allows the leader to cinema scam, but because its bull shit that 75% of the supers won’t actually kill until the full length of their animation happens, even if the opponents life bar depleted on the first or second hit.

That said, there is still a lot to be said for pandora which despite a lot of disregard is a viable tactic for many characters. Any character with an easy meterless ground bounce (even paul has one of those) or an EX stun (Yoshi even has a meterless one) is ripe for pandora abuse. You might say that will never be as viable as just fighting it out with another character, but once people said x-factor level 1 would never be worth sacrificing level 3, and then wolverine happened.

Huh? Is this day 1 still?

The majority of the cast says hi2u, particularly Kazuya, Steve, and Juri. Hugo’s damage is pretty fair for how ass he is, but I understand Hugo is the scrub killer and much like MVC3 Sentinel people have trouble not playing with reckless abandon and getting bopped. That will change though, and Hugo will fall down the tier list and his damage which is already standard now won’t save him, so lets not talk about tweaks for characters that aren’t all that amazing to begin with, just unexposed for now.

What if Capcom made the life lead rule from combined health to whoever is on the screen when the clock hits zero?

Actually it was like that in the Finger Cramp build. It was taken out. I think that would have been retarded. Keep your second guy in the back, tag him in at the last second. Don’t get me wrong a lame ass player like me would do it. But that doesnt reward skill.

Personally I think the timer should freeze during cinematics.

But then the game would’ve more offensive, since you have to get your opponent down so low, he/she would have to switch out. I have no problem with it that way since you would either:

A. Knock him/her out.
B. Force him/her to switch.

It would promote a more mix up style of game, and allow the importance of optimizing damage of your tagged out character. I also just don’t think that timing the game out, while having a full health character in the back is a good strategy. It would be the same thing as timing out a Phoenix team in UMVC3.

Just fix the infinites and the matchmaking. Oh, and ban assist gems from ranked matches.

I agree. They are so long.

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I’m probably the only one who thinks this, but I feel that no one should be able to combo off of air to air hits. This is one of the reasons why Jumping is so heavily encouraged. Removing this would probably prevent a lot of stupid nonsense with these hard knockdowns that come off of air to air counters. Its basically whoever has the fastest air normal gets a free combo.

The health being recovered by the reserve character is too fast. Slow it down.
Don’t make those standing jabs as effective as they are right now.
Slow down time just slightly.
Clock stops during supers.
Rolls aren’t invulnerable. Like you can hit or grab the opponent if timed right. If I guess right that you are rolling, reward me with damage since you didn’t want to take the incoming mixup on knockdown.
Reward the player who lands a grab get a true hard knockdown(Can’t roll from them).

Think these changes could possibly make the game better.

I agree with all of these things except the roll nerf; it strikes me as excessive. If anything, I’d say that rolling forces you to stand upon completion. No reversals or anything like that if you choose to roll.

Just think rolling in general is a little too good right now. I think rolling shouldn’t be a free get out card. Kind of like in KOF where rolling isn’t the best thing to do. Something should be changed about them.

I agree that it should be toned down, it’s sort of ridiculous that I can roll and have the advantage. However, I think tech will be developed to alleviate this as time goes on. I just don’t want to see it nerfed into complete uselessness, that’s all.

I think lending yourself to guaranteed meaty situation would be sufficient; as Sim I can just roll into reversal teleport or super. As Hugo, you can roll into a 50/50 for your opponent if you have a bar. Not being able to act upon standing from a roll would set yourself up for punishment if predicted instead of just being a meter-dependent free escape, while still keeping it a viable option.

I mainly just want to see a change to them in some form. Since the majority of the people I play roll all day. More than 50% of the time I’m jumping away from the opponent on knockdown. That doesn’t sound right at least to me.

Don’t need this change, IMO. If you’re using supers and cross assaults, then you can minimize/nullify grey health gain. It’s only too fast at the moment because folks aren’t using it as much. Outside of possible time and flow minuses, supers are mega good and can be used a lot in this.

This fixes everything.

im up for anything that discourages the retarded amount of jumping that goes on in this game

I don’t want a longer timer. I want faster matches (obviously that don’t end in time overs).

The pace of this game is really slow, even with the 50% damage combos. Few reset options means you have to wait for the opponent to wake up after a knockdown, not to mention that some simple combos just take forever to complete (Heihachi, anyone?).

What’s the fastest you can end a round in this game anyway? The fastest I’ve seen on stream is about 17 game seconds.