Realistic changes that can save SFxT?

It’s okay that you do not get it.

I am even willing to accept that it is not your fault.

No FG besides prolly ST is fundamentally concrete. I like to think that every FG franchise has its own fundamentals, an entity of its own.

My point, SFXT is a new game, just like every other unique FG, the balance of zoning/footsies, move priority, pressure, and mixup significance is always difference. Now I’m not saying there is no such thing as bad game design and properties. But it seems most of the complaints have to do with the core game not being the “balance” they are comfortable with, and in essence they wanna change the entire game.

Anyways back on topic.
Jab is too strong. I love the tekken aspect of “first to open up his opponent gets large damage/juggles” but the jab to magic series takes away from that aspect greatly.

I love the game at its core jus needs a few more tweaks imo.

By your own argument:

Jabs make you uncomfortable.

Just deal with them.

Quit trying to change the whole game.

my bad. i should have said +6/+2. thats pretty much every character across the board except grapplers and fat characters.

and then theres characters with +7/+3, and a few +8/+4. and paul and steve who get +9/+5, and +10/+6 respectively

the frame data on jabs compared to other normals is amazing. and no, this is not cast exclusive.

make no mistake. there are ways around it. there are escapes. but with the day 1 walk jab being so good, why would anyone really attempt to open up and explore the close game any further

You dont need a “comeback” mechanic. Just land a combo or pull off a super, theres plenty you can do to stage a comeback without needing it for free. Comeback mechanics are ridiculous, they just punish a player for doing well enough to put you in that situation in the 1st place. Just level up your game and learn how to manage your meter and earn the comeback properly.

I’ve noticed this happening to me. Ive been clearly holding downback to block and Im still getting hit. Yet I never seem to have this problem when playing on my friends PS3. This is a real issue thats breaking the game and it really does need to be fixed. The inconsistencies between the PS3 and 360 right now are whats really hurting SFxT because they just arent the same game.

ACtually im pretty comfortable with it I’d jus like to see jabs nerfed a bit.

That’s not changing the whole game but rather changing frame data for the characters(across the board i think). Nothing more than character balancing.
Not asking for the game to change at its core tho

I think the fundamental problem we have with this game is that Ono probably feels he made SF4 for tournament players and SFxT for the casual crowd. Don’t be getting mad at a shoddy game for being made for an audience that isn’t going to take the game seriously.

Imo I would switch the positions of these 2 words around :wink:

Interesting.

So a sweeping change of frame data for the characters’ jabs, across the board, does not constitute changing the game at its core.

Huh.

My case, and point.
vvvvv

swish

Dude stop being a cynic and just let me win arguments :confused:

If you think SF4 wasnt made for the casual crowd, you must be delirious or something…

I believe that the context at hand was sf4 relative to sfxt.

Right?

Right.

Get rid of standing jab, get rid of reversals after forward roll, get rid of any unnecessary things that make the game lag online, GET RID OF HUGO.

lol…get rid of standing jab…:looney:

By the developers description, SF4 was focused towards casuals, while SFxT was developed to be fun for both casuals but having deep enough mechanics for the hardcore tournament players. They are even making a tournament patch to try to encourage it as a tournament game… why would they do that in a game that’s only made for casual players? (whether it succeeds or not is a different story, but the conversation at hand here was developers intent).

  • When a Super Art or Cross Art hits, and the timer runs out, it should still deal the damage it was going to do.
  • Rolling should have recovery frames
  • Make dashes and walk speed better to accommodate the larger stages
  • Pandora should last a little longer and the timer should stop when activating.
  • Raw tag should have a few more frames of vulnerability to both characters.
  • Less grey health and recovery of said health (probably the main cause of time outs)
  • The obvious sound issue online
  • Nerf the auto-throw tech gem to take up a whole bar of meter as opposed to half of one.
  • Speaking of gems, make the flashing of characters less obvious, it’s seems to be quite distracting at time, it should just flash when activated but not a whole lot.

This is what I think personally, but if I had to go really personal with some added salt I would say nerf Ryu, Ken, Rufus and Kazuya. :stuck_out_tongue:

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ALL YALL HATIN ON SFXT ARE SCRUBS… in SfxT

Grey damage and health recovery should be nerfed before anything than to change the pace of the match with timers. It’s like an passive comeback mechanic.

Think about it.

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