Cannot be safely hitconfirmed into, do loads of damage scaling, gets rid of all of your incoming character’s red life, screw yourself over if your incoming character has low health.
Alpha counters
Cost meter, can be made to whiff even on successful activation, can be baited so that they get HP or launcher instead
Anti-airs being bad outside of some normals.
Ver. 2013 gave half the characters in the game moves that crush all air attacks. And the ones that dont have air crushes usually have good DPs and crouching fierces.
Aerial counter hits into full combos making air-to-airs very risky yet the only way for some characters to deter jump-ins.
Name characters that can’t AA. And you really shouldn’t be jumping at all.
Crossups that put opponent in front of you and vice versa.
AA’s are way strong in SFxT maybe a bit overboard like Raptor said. Like jumping in Hwoarang or worse on Law? LOL 350+ dmg easy.
There are a few things I’d change about SFxT post patch, none of those listed would be any of them.
I said it million times on many threads already. If you are interested go look for them, i would not repeat myself, specially when the flaws of that shit are evident.
LMAO, go fuck yourself, chain combos are not a bad thing (though they are implemented kinda poorly on almost every capcom game)
I was surprised at how many people agree with me when I made a thread bitching about HD combos in the KoF section. I think XIII is easily the best game of its generation, and if only they’d fix the damage on the HD combos that would make it even better.
[quote=“SirMixahLot, post:22, topic:162042”]
ST’s a good game but I’d much rather play HF myself. Call me strange but…
KoFXIII and a few other games were basically made in a period (2009-2012?) where it seems that adding longer and longer combos was the norm. It’s only recently that alot of folks have realized that this is bad.
Anything with SethLololol I find very entertaining.
His matches = why I gave the game another chance.
Don’t watch Ricky, Justin, or Infiltration if you’re looking for exciting matches though… In fact, don’t watch Chun players or Infiltration if you’re looking for an exciting match.
But you see, now that Mike Z wants to shorten the combo lengths himself, d3v is of course changing his tune like the constant appealer to authority that he is.
If its a ground based fighter they need to drop the long combos act. Really hurts the flow of the game and puts less emphasis on the neutral. ST 3s and cvs2 are a lot more exciting to watch than kof13 or sfxt or example.
I highly disagree with this
The length of the combos are not proportionally counterproductive to the neutral game.
You can arguable say it for the pace, but not for the neutral game at all, this could be only true if the whole strategy devolves on landing a single hit and hitconfiming into a TOD, otherwise the neutral game shouldn’t be affected by them.
Edit
I also want to add that many people here like to talk about the neutral game, but they barely recognize it outside the ground game which is a tiny part of it.