Realistic changes that can save SFxT?

rolls: 2 frames of “you can only block / tech throws”. means you have to deal with meaties / good reads.

also, this game needs rebalancing. FAST. just as they nerfed sentinel back in mvc3 they need to do something about rufus/raven/top tier. nothing major, just one or two frame tweaks. wouldn’t mind a rebalancing with the release of the 12 characters. some low tiers need buffs.

I would not mind buffing some characters. But characters like Ryu and Rufus for example need to continue having those nerf short ranged throws.

I think if people just learn to play the game before they start talking about how bad it is. That might be good. :slight_smile:

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I think you should just learn the match up a little maybe?

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The problem with comments like this are that they assume people aren’t.

Instead of using your knowledge to combat it or discuss, it’s just, “its above our pay grade”.

That might even be true, but it’s totally unhelpful.

Buff AA’s, and Give Tekken Characters special juggle abilities that the SF cast dosnt and shouldnt have, Penalize rolls the way people are penalized for using assist gems, loss of meter, or damage cut for a short period of time

One of the biggest issues I have with the game (outside of rolls, timeouts, s.lp, and terrible throw range) is the how lackluster the cast is. I don’t just mean that I don’t care for any of the characters, but rather how homogenized they all are. Every character seems to have the exact same game plan, that being hit confirm to launcher. Even grapplers who classically want to land a command grab into mix up gain more benefit out of playing footsies until they land a hit. It’s boring as fuck to both play and watch.

Standing Jab being god like almost entirely across the board doesn’t help with this feeling of homogenization either. At least the tekken characters get their high-lows I guess, somewhat breaking up the monotony. Overall I feel we are playing a very unfinished product in which most elements of the game were not fully fleshed out and placed into a general playable state for further development.

Anyone else feel this way, or am I way off base here?

This is definitely a beta. Just like Vanilla MvC3.

I don’t get the same homogenous vibe you do (at least not to the same extent), but I do understand where you are coming from on that one.

Rolls are a serious issue for players?

No, I feel that as well. Don’t get me wrong, I like this game a lot despite it’s flaws but the issue I have with it is that it doesn’t seem to matter who I face their gameplan is the same and it has the effect of making virtually every game I play feel similar.

In SF4, facing off against Gief was highly footsie based, snipe damage here and there and stay the fuck out of SPD range thing whereas facing Guile was all about getting all up in his face. It keeps things fresh and varied imo. With this is seems like all matchups have been reduced to stand jab/short grieving to hit confirm launchers. Might just be cos it’s still early yet though so I’m not ready to give up just yet.

I honestly don’t have much of a problem with it. I just learned the distance of a forward roll and position myself there after a knock down, when an opponent consistently forward rolls. As soon as the roll is over i grab. It works most of the time because almost no one tries to tech grab after a roll. They are concentrated on attacking therefore they eat the damage. Though when they are planning on countering it… I don’t have any other plans against a forward roll :confused: There really should be more than one option against it

It’s like they tried to sample SFIV, KOF, Tekken and SF (Obviously) And mash them into one super game everyone loves.

Honestly? It’s beyond redemption. Expect a sequel.

Ok haven’t had the time to play it that much about 30 hrs or so maybe be more since it came out , what I do like is it’s fun as hell , but the infinites have to be patched trust me it feels like shit when it happens to you , but aside from that seems like when st4 came out some people hated it too I, just like marvel ,but I played it jeez for years … This game just started you know the drill , a few editions later this game will be sick now it’s just fun . … Oh and add kick backs like marvel and just realese the dlc now I’ll pay for it , just not fair some ass with a hacked Xbox is playing them now ,and I willing to pay for something I want ,
But hey it’s fun for now that’s for sure

I’ve been throwing people at the end of rolls. If they like to DP or press buttons out of rolls I’ll block and punish. If I’m using King I’ll jump back HP for an ambiguous cross up.

For me I’ve found it easiest to punish rolls on a jumpback attack… but its like you have to predetermine it instead of react to the roll—on corners its most appropriate I guess… or else you’re too late and they block, even if its a crossup (sometimes that gets weird and its tough to tell what side you’ll land on afterwards)

I’ve decided to return to this game once people learn how to combo and tag out more efficiently.

Capcom also needs to patch this buggy as all hell game before I get serious about getting good at it. As of now, this game is only fun to me when playing two players co-op online or offline local.

That’s not punishing the roll. In fact some of the options you mentioned require you to predict the roll. Which means you are being forced to take a blind guess in order to maintain pressure.

Oops, did I say pressure, I meant, you get a chance to play will he DP, backdash, Mash, or some other random thing. (not mad at you, but this game irritates me).

Alright, now before I start listing down things that should be fixed, allow me to make one thing clear. I like this game, I think that it can actually be really fun to play despite the game having quite a fair few issues. However I also believe that most of the game’s issues can actually be very easilly fixed through careful tweaking allowing us to uncover the diamond in the rough so to speak.
I’m not going to delve into character balance right now since it is still very early in the game and there is still much room for expansion in terms of character growth (Raven’s still hell broken though).
Anyway here’s a list of things that I would adjust in order to improve or “save” the game.

1. Reduce the startup on throws and/or increase throw range: Throws in this game, while not useless, are definitely weak compared to throws in the Street Fighter 4 series that the engine is based on, with much smaller range and slower start up time, plus the ability to completely invincibly roll once you’ve been knocked down (but I’ll get to that later). Anyway reducing the throw startup close to SF4 levels would definitely be a nice improvement and if the range was made just a tiny bit better then, along with the other throw buffs in this list it would help to improve throws in this game significantly but not to the degree in which they can be considered overpowered.

2. No crouching throw techs: As DevilJin brought up earlier in the thread, the game SkullGirls has a simple but good solution to this by making it so pressing :lk:+:lp: to throw while crouching will not work and will instead just make the character perform their crouching :lp: instead. The reason that removing crouch techs is a good idea is so that characters cannot just hold down/back against members of the cast that lack a good high/low mixup game (that aren’t grappler characters) as well as easilly avoid throw mixups, instead they will have to respect the opponent’s ability to mixup with throws and use both standing and crouching blocks against the opponent.

3. Universal Backdash invincibility nerf: Pretty straightforward, many of the cast members backdashes in this game (especially Kazuya’s in particular) are ridiculously good mainly due to this reason, simply put they just need to implement a straightforward invincibility nerf.

4. Increase the game’s overall universal movement speed by around 20% at least: Street Fighter 4 is definitely a much slower paced fighter than most other modern competetive fighting games due to it placing less emphasis on big damage, flashy combos and over the top action, instead focussing on a much slower, more heavilly footsies oriented gameplay. In that game the slower walk speed was much more acceptable due to that but the fact that the movement speed overall pretty much remains the exact same in this game, which is meant to be much faster paced in gameplay and takes place on much larger stages it just doesn’t work out since not only does it make it insanely difficult for a lot of characters to get in on their opponents but it also is one of the reasons there are some many time outs in this game and it makes it a lot harder to put characters in the corner due to the stages being so large.

5. Characters can be grabbed/command grabbed while rolling: As they are now rolls don’t really have many downsides at all over getting up normally at all unless it means putting yourself in the corner or your opponent setting up an ambiguous crossup on you by a lucky guess, making hem act as pretty much the equivalent of a get out of jail free card in many situations, imposing this restriction on rolls would make them much more fair in the long term, turning them into an option rather than a move that just says “F U pressure!”

There’s more areas that can be fixed (like characters getting too much damage off random anti air reversal moves for example) but there’s too many for me to list here right now, but in my opinion I feel that measures like these (although perhaps not as excessive) would go a long way to making the game a much better gameplay experience overall.

I agree with your 5th point. I think rolls should be invincible on initial frames, but the rest of it should be completely vulnerable to everything.

I don’t know about speed boost across the board… Thats kinda what the speed gems are for anyways…

And no-crouching throw techs is kinda weird to see in a capcom game… don’t know how I feel about that.

But you forgot to mention jabs with huge plus frames that can’t be ducked.

BTW the problem with Kazuyas backdash is that he’s considered airborne the entire time, even if he had less invincibility you still wouldn’t be able to fully punish his backdash in most situations…

  1. Buffing throws globally would break the game. Some characters already have a lot of effective and safe mix-up options in this game without needing a throw buff. I’d say just increase throw range and speed for characters that really need it, and let the already top tier characters keep their crappy throws.

  2. IMO, crouch teching isn’t really that bad. You can always learn to blow it up. Thing is, if you remove it, the pressure game of already strong characters becomes stronger as well. It’s also kind of unfair to charge characters.

  3. Some characters need a good backdash more than others do. Applying a global nerf just because there are a few problematic ones is over reacting and would just make the overall balance worse.

  4. I personally like the walk speed the way it is. Perhaps buff the characters that could use a walk speed increase, but that’s it.

  5. Nerfing rolls in that manner seems like a bad idea. Some characters can already deal an insane amount of damage, while others already have it easy enough getting in and messing their opponent up. These sorts of characters don’t really need to be in an advantageous situation on their opponent’s wake up. A better idea IMO would be to make it so some characters (only the ones that need it) have throws or attacks that cause an unrollable or untechable knockdown state. That way you’d see some more variety in play: Some characters would have very damaging combos, but have trouble pressuring on wake up, while others don’t deal quite as much damage per combo opportunity, but have a powerful oki-game.

I think implementing sweeping, global changes to fix some aspects of the game would just make things worse. Granted, there are a few characters who have broken stuff, and there are some characters that got screwed over in the transition from SF4 to SFxT, but I think a better course of action is to fix the characters that have problems rather than make global changes to how the game works.