Then just decrease the advantage for moves like that, increase the push back, or decrease the walk speed.
That’s a character-based fixed not a system fix.
Then just decrease the advantage for moves like that, increase the push back, or decrease the walk speed.
That’s a character-based fixed not a system fix.
HOW ABOUT NO
Making the clock infinite is a horrible idea IMO. Matches would drag on forever and keepaway strats would lose their meaning. A few people have suggested that but it’s really doesn’t seem like the right answer.
Freezing the clock during supers would likely solve a lot of the time out issues, since it would make comebacks more feasible when you have meter. The “problem” right now is that even if you do make a good read at 10 seconds left and get that super in to possibly win the match, the supers are so long due to the cinematic aspect (and many of them not doing real damage until the second half of the animation, particularly team supers), that the match is over right when the match would’ve been won.
I love the cinematic supers personally, but that is a huge drawback they need to account for. >.>
tbh i dont think its exactly the right idea either, i just think we need more time than 99 to resolve the timeouts or atleast another way to stop them.
Also i agree about the cinematic supers, they look so sweet but are so long, maybe the clock taking the health after the super has finished instead could be the solution?
Are people still trying to solve the timer issue that doesn’t exist. The best way to solve the timer issue is manage your time better.
99 seconds is long enough. Games that come to time-out already feel long enough. They need to address the root causes of the time-outs, not take the easy way and make the timer longer. A longer timer would make the game more boring.
The best way to solve the timer thing would be to make the game favor offense a bit more, as it stands the game is uber defensive.
-Slightly longer throw range (we don’t need SF4 range, but some range would be nice)
-Slightly faster throw startup
-Shorter reversal window
-Cannot tag cancel reversal attacks when used as a reversal (preserves DP+Tag in combo’s, but means the risk reward for doing a mixup is no longer in the defenders favor. Also stregthens oki)
-Give rolls some drawback (throwable, no reversal window, shorter distance covered, maybe a true hard knockdown)
-Remove invulnerable backdashes (the were added in SF4 because of the focus attack and they DO NOT WORK IN THIS GAME)
-Slightly faster walk Speed
-Smaller Stages
agreed on the throw range being a little better and a little bit of faster start up. being rolento and trying to open someone out is not possable since they can block all day even with rolento good frame traps don’t mean crap with out the threat of throw.
i thought the rev window did get shorter? although it still big it not as huge as street fighter 4
i don’t agree on this since the tag cancel is not always safe unlike fadc dash in sf4.
i like the idea of not being able to rev the roll, maybe have it where it can be thrown at the last part or the start up. make it have some risk if they know you are going to roll.
not sure about the backdashes
i am okay with the walk speed although it could be little bit faster.
stages i don’t ew i don’t care.
Could someone explain why time outs are a bad thing. Sf x t isn’t a turtly game. It’s not like people spend the match running away. And honestly good players rarely have timeout battles (but it happens). Explain what make timeouts an inheritly bad thing?
You increase timer, matches may become more drawn out.
You stop the clock during supers, it makes scrubby hello Mary supers more viable (but people may not mind this)
Leave things well enough along. Stop trying to extrapolate a preference into a bonafide problem
The reversal window is shorter but it maintains that rolling reversal window from SF4, so the actual length of the window is kind of irrelevant, since if you keep mashing you will keep the reversal window open.
It’s not safety that makes me not want it, it’s damage. You get roughly 300 off most pokes and overheads, you get 450 off most DP tags. It means the risk/reward for any offensive action is in the defenders favor.
Just for the record, I would just pick one of those options regarding the roll, not all of them.
Backdashes are unbelievable broken in this game as you can’t option select against them properly. This means you have to bait the backdash ala a DP. Once again putting situations in the defenders favor as they have 600 different escape options.
Walk Speed, we agree
Stages are a minor point, but it literally takes over ten seconds to dash from one side of the stage to another… Mostly trying to help the timer issue.
The problem is not the timer, someone can’t run away forever. The problem is that a person can run away for 30 seconds pretty easy. So its not the timer its just how this game works. I traded this in btw. Got almost 40$ had some sonic.
If someone runs away from your for 30 seconds, then they have godlike runaway or you just sucks. I’m leaning more towards the latter than the former. No one could run away from me that long that’s for sure
I literally see games all the time on stream or replays where there are about 30 seconds left, and jump back is the best thing to do. There are just a handful of characters that can open someone up running away (and I cant think of any). Not only the slow walk speed, stages are big, and you have to kill two people. Its literally very easy to block/take a small amount of damage/or run away for 30 seconds.
What if Rolling cost you a bar of meter?
Who also cares if you have better defensive options in this game. Have you seen how devestating lock downs and st.lp pressure is in this game. They aren’t going to be able to block forever. And they’re not going to see every overhead in a real match despite what a lot srk theory fighters say. Backdashes don’t get you out of jab pressure lockdowns, their actually very hard to escape. They are hard to alpha counter and it makes tagging in your partner very risky. And you can set up high lows off of them, or keep them frozen long enough to throw. But Tue fact that you can keep your opponent from moving puts larger stages and slower walkspeed in perspective. Imagine I’d it was easier to establish this kind of lockdown? It would make matches very one sides and make the neutral game non existant.
I don’t care what you saw. 30 seconds is hardly a safe zone to start jumping back. No combo takes 30 seconds to finish.
Kazuya can backdash and punish several of the jabs in the game…
Rolls aren’t a problem either. Again top players have been setting up 50/50 off of reading rolls for awhile now. That’s really something people should stop complaining about.
hmm never heard anything about a rolling reversal window in sf4 i am gonna try to look that up. i can kind of see your point on the dp tag cancels still better then no risk fadc.
okay now i agree on the back dashes. agreed on the roll but i would rather have the grab option. i still find the core game fun so i hoping some tweaks can make the game very nice.