If i run into his team in 2013 im going to be very scared because bob can stay on top of my team and Abel will have more damaging combos
I always keep it real with everything and I’ve always loved SFxT, even back in the Ken Air Tatsu days. So with that said, the games plays so similarly to before that most of the improvements in tournament play that you will see WON’T be because of the changes. Rather, people are going to actually play now because of all the hype and there will be a lot more competition allowing (and forcing) people to improve to a level where matches will be more intense to watch. It will be a big break if more top AE players hop on. I can’t predict it, it’s up to there being more big events with big money involved like 25th anniversary was.
For sure, man. I know how it gets; slammed my stick down after losing to Noej even though I shook his hand and all that right after. I don’t have much experience vs either of those characters and it was tough.
@Noriega Alright, Ill test demon today though I cant test the power gem because they have gems locked into five presets. Ryu low forward honestly wasn’t abusable against a lot of the cast anyway imo, but now Paul’s for example just plain beats it. Some cross up tatsu ranges can’t be combed into low forward tatsu anymore. Mainly, low forward xx manual launch is weaker because the move can be punished on reaction by most players even easier now and it’s harder to walk into it with the decreased range.
More random things before I head to the venue:
Roll nerf isn’t that strong. 7 frames means you have to already be there if you want to throw someone. You cant like stand in the middle, and punish a roll if you see it unless you have an SPD or your backdash is really far. Throw range is too short, so unless you really commit to punishing the roll, the opponent will just tech (or reversal).
Throw buff isn’t really that big either. You still have to walk up to people to throw after two ticks and some characters are too far to throw after a jump in and one tick. It’s a good change but it’s not that powerful. Crouch teching actually seemed to work better against me now because you’re more likely to press your OS after the throw already started up. Before your normals would get eaten in the first couple frames if you delay crouch tech usually.
Quick combo 1 is gone but quick combo 2 is still in the game. So, for all of you guys that like jab, OS sweep, still out of luck…
You can still Electric, Electric people to death because if you do it right, you dont need the mist step. The move itself just straight beats anything not low. Infiltration couldn’t even stop it, you just have to keep Kazuya out unless your low is fast and far. His game plan vs it was basically get the hell out of its way.
Nina’s jumping fierce change log is bs. It’s still ambiguous and can hit in front, cross up, hit in front land in back, cross up and land in front. Dont even get the point of giving her jumping Mk when she still has that.
Ryu DP buff is extremely good. Helps against, Jin, Sagat, Heihachi. No more losing trades when a jump angle forces you to DP a bit early. Solar plexus is also good. A bit too much pushback on block, but on hit you can low fierce DP or whatever you want. Sweep is not very abusable anymore. People will mash after Ryu’s far jab and he has to respect that because the smallest gap be can put in a string after that is 4 frames with low forward.
Thanks man, I’m getting happier with my play over time lol. I just had a few consistency problems in certain matches and I was really stubborn against dieminion’s spacing and wasn’t patient enough.
I’m on PSN, I just don’t play endless nearly as much as I should. I think I tried to get in on the OTS…once I think lol? Saturday in the afternoon isn’t often the most convenient time for me though, which sucks because most tournament run on Saturday. In my state they’re taking SFxT a lot more seriously though so ill probably showing up on PSN more often in my off time.
That SFxT OG love :razzy:
I figured as much though - the changes are good, but the changes aren’t what’s going to develop the game further or magically make people improve. It’ll be people actually playing the game that will make it improve.
I remember talking about this with you before, and me having the same problem (Satruday afternoon being bad for me as well). That said, as of late it’s not so bad for me now, and yeah it looks like people out here will be taking it more seriously now so I’ll be trying to show up more too to get some sessions in with you and others.
I’d practice with you online but… XBL :sad:
Only tested things for my team and some general stuff, I’ll be going back today though so I might have more
Yoshimitsu
[LIST]
[]Does comboing into grab with EX Poison Breath still remove all recoverable health? YES, this still combos and removes red health.
[]Can he special cancel Sweep into CADC or is it a feint normal like Ken/Sagat?** YES, actually is a special cancel-able sweep.**
[]What is the new “knock back” property on s.hp? Does it cause a knockdown on counter hit or does it slip the opponent allowing Yoshi to combo into HCB+P? It just knocks them down farther away from you no combo ability as far as I could tell, they can’t all be sick buffs.
[]Is MP Suicide fully strike invincible during the whole animation or is it just during a few startup frames? **From what I could tell there is no invicibility on startup at all, you can get jabbed out of it easily. I think the invincibility comes out at the same time as the hit box so this is basically as unusable as ever. **
[/LIST]
Ibuki
Can you do 3 EX Kunais or just 2? EX Kazegiri, EX Kunai, EX Kunai? You can only do 2 ex kunais in a row. EX kazegiri EX kunai EX kunai is possible.
Air throws don’t remove red health (no one asked but I was unclear about this)
Actually, damn… quoted to ensure you see this.
What are your thoughts on Cammy? Any use you see so far for the CS out of Hooligan (AKA is the recovery stupid slow, as I suspect it is from the frame data)? The throw buff make her broken? :razzy: Thanks again (to all of you able to attend) for doing all this research.
Weren’t they changing it to Quick Combo 1 being an empty box? Figured you’d be able to preset Quick Combo 1(nothing) to both QC1 and QC2 slots…
Dunno if you guys have time to look at that, but see if assigning Quick Combo 1 to both character quick combo slots disables them?
You probably can, I know you can bind the same combo to both shortcuts at least.
Btw, is it the LP xx MP xx HP xx HP preset combo that is gone, or the 2nd preset? I’m asking because Cole actually has use for his 2nd preset, which basically acts as an EX Slide Attack.
That roll nerf will be pretty big buffs for some people like lili since she is getting a buff in her walk speed.
Before I start, I just want to say that originally I posted on Twitter asking people to tweet what changes they wanted looked at and I expected about 5 or 6 questions because because I don’t have very many followers. Had no idea this would get made into a thread and I’d get swamped with requests I spent a serious chunk of time just testing stuff for people on Friday and a little bit on Sunday but the rest of the time I was just playing either in tournament or casuals. I was at the SFxT stations all three days from venue open till close. I apologize to anyone who’s request I didn’t get to; Ryan and SimSim reminded me not to stress over trying to follow up on all the requests, and if I had then I would have missed a rare opportunity to run a really long sets with Infiltration, Dieminion, ROTB Coffee, LowTierLogan, and some other guys I didn’t know but who clearly play the game regularly. And like I said, I have a lot of exclusive matches from the tournament that are being uploaded right now to YouTube and will be posted to RAWTAG.com in a matter of hours. With that out of the way, here are some of the other things I learned this weekend about 2013.
-She is still very good. Pretty much exactly the same character except now your opponent can’t really mash jab out of your tick throws and you have to use chains as whiff punishes only. Actually, that same thing can be said of most of the SF cast really. If you can incorporate TKCS into your game, it blows up a lot of Tekken characters because they have slow normals. It also beats people who like to mash raw launch, low short tech, or delay stand tech. When spaced properly it’s around +2 on block at its best and beats other things including Jin’s mental awareness into swaying willow (clean), stand jab (clean). I’m still working on my execution though, so I kept it for casuals mostly. Hooligan into TKCS is supposedly good when speaking to Dieminion. You get less hit advantage on block so you can’t go straight into fierce, but you can still jab after landing. I think landing stun just means if you whiff because it’s safe on block and at the tip it seems plus just like the normal versions but I’m not Teyah and I don’t have a Hooligan into dive kick chart. She still has some issues with characters with normals/target combos that beat far forward like Nina, Chun-Li, Law, but once you get in on them (which isn’t too hard with delayed strike) it’s not that bad.
Zangief
-close strong into far strong and far strong into far strong still combos
Jin
-Leaping side kick is great, I’ve never hit it with a jump in. It’s also way more fair that you can actually punish it after landing now. And it could always be done on reaction if you’re fast.
-Low fierce is good as and anti-air but you’ll need to do it early to stop some cross ups.
Steve
-close strong is really good as anti-cross up. And yes low fierce is very good as an anti-air.
-Ryu Solar Plexus buff is very good. You can’t use the move against people that always press buttons, but it’s 0 on block now and SPS, low fierce DP into tag can easily get you over 500.
-Low strong range nerf means you can’t do two lights into strong anymore and the low forward nerf doesn’t really mean it will lose any pokes specifically that it would beat before. Not really sure how to break it down, but the hitbox vs hurtbox placement is still the same so you’re still going to lose max distance to things like Nina and law low forward, Chun stand strong, Rolento low forward. Just now, your chances of stuffing them out of their normals before they start up is less. Oh and since it starts up slower it’s that one frame easier to punish on reaction.
I would have liked to get to Yoshimitsu, Christie, but admittedly I didn’t know anything about those characters BEFORE the 2013 patch. And of course there was no DLC to test Guy, Cody, Elena, Bryan like some guys asked. Also sorry didn’t test raging demon Noriega. Alright that’s that, I guess maybe a mod can lock this thread or merge it with general discussion.
BadIntent was dutifully trying to learn some hwoarang combo so that he could test something for you guys when I came up to him and said, “dude lets just fight.” What self respecting streetfighter player could resist? You got a ton of great info there anyways.
Thanks for exposing my scrubby ibuki dash mixups! Was definitely fun fighting you.
Dammit wish I was therrrrrre -___-
Seriously though, good stuff man, no wories on what you couldn’t get to. Good to hear the info about Cammy, gave me a lot to think about.
Next Tuesday can’t come soon enough unnnnnnnnnngh
Haha yea I had noe idea there would be so many requests either. If maybe there was more people there with the intention of testing, that would make it easier, but I understand completely that you chose not to devote your time there to test! (BadIntent is secretly not spoiling changes, so that we won’t loose hype for January 29th. where we can test urself. Well most of us can:/)
The secret plot is revealed!
But yeah, that’s going to be the most entertaining part of this update - testing it all. Looking forward to hours upon hours of lab time that weekend <3
Thank you Capcom. I never understood why it recovered so fast, I got blown up so many times with a counterhit trying to punish it… before catching on your really can’t…
btw did they remove bison’s stand mk-hk chain safeness on block? Or rather, made it more unsafe (was unsafe vs many character and characters in certain meter situations)
Doesn’t seem like it.
Good games to the people I played last weekend at SCR. Don’t think I got any names. I was playing the Jin/Marduk team. I’m excited to get back on the grind for this game in 2013.