SFxT General Discussion #3 - Still Alive

Alisa’s close and far HP getting upper body invincibility to air attacks are very welcome buffs, because sometimes light DP would just get stuffed. I’m gonna miss the 1000 health and blowback of Rocket Punch, but easier combos and better anti air ability might make up for it. Her Super getting invincibility from startup to 1st frame is also a nice little bonus, too bad the initial hits will still miss during a juggle and lose out on good damage.

As for the Alpha Counter followup nerf, I’m not really digging it because it a was really nice option for the teams that could take advantage of it. And like some other people have said, Pandora should let the partner stand in the same place as the point character.

If you have even a drop of Mishima blood in you… eventually, you will be GODLIKE.

Now it may not happen in the first release or even the next 5 or 6 patches! …but eventually you will be godlike.

Def feelin Lars is gonna hit top 3. Which is good. We need a top tier street fighter char.

See wut I did there?

My fingers won’t obey me when I want to hit a DP tag. I get a damn raw tag instead. GGS LAG!!!

efnet.org channel: sfxt

Am I missing something? Other than the stealth nerf to Fisherman slam I’m not seeing anything wrong with Bryan’s changes.

Nor am I buuuuuut I don’t play him nearly enough. FlyingVe?

Overhead and Mach breaker got it too.

It seems to me like they really don’t want anything on block to have + frames at all and goes hard on anything that does(bit of an exaggeration). I just want Fisherman’s hook back. There was no reason to take that juggle away.

overhead being minus on block is silly for bryan considering his lack of viable low pressure. it’s kind of a big deal!

ps if i am reading this right:

are they saying we can no longer combo off alpha counters even with switch cancel?

i can’t drop this game fast enough

Tatsu is correct. That shit is laaaaaaaame. Don’t remove the HAWT shit capcom u faggots.

i mean im trying to clarify the definition of what exactly a “guard cancel” is first. any ideas?

i am assuming it means alpha counter but i’m not sure

what else could it be?

Pretty damn sure a “guard cancel” is a cross cancel AKA alpha counter.
It needed 2 meters to even be a threat, and provided cool options for those teams that could utilize it…

yep it means alpha counter then. koji was trying to give me a hard time on efnet, saying i got the terminology mixed up

a simple ctrl+f “guard cancel” here will tell you that guard cancel = alpha counter

so jack didn’t get nerfed? yeah capcom is insane. . . how much they charging for 2014?

or should i just wait for SF5?

you could argue that it’s too character specific for a generic system mechanism. not all characters can do that. also, as soon as your opponent has 2 bars, your risk / reward for block pressure dropped way into your opponents favor for some characters, so this change also encourages offense.

I welcome an extra 50 damage from Cross Arts. It always lacked a bit of punch considering it takes 3 bars. I don’t think anyone uses it regularly aside from me though…

I don’t know, doing 300+ damage off of a guard cancel can be considered pretty…questionable. Even if it costs meter, it doesn’t seem very fair to the many characters who can’t do that. If this game is all about fixing risk reward, then the guard cancel nerf seems like a logical change.

2012 was World Warrior Street Fighter X New Street Fighter for the most part.

Rolento, Rufus, Chun li, Ryu, Guile,etc give little reason to explore the other half of the cast.

There’s no way Lars won’t be absolute unquestionable top tier now. Anti-airs perfectly, frame advantage out the wazoo, safe overhead, fastest possible CADC, excellent tag cancel options, and now since the roll nerf will have some of the best anti roll tech with his Avalanche Kick.