SFxT General Discussion #3 - Still Alive

Yeah, fully aware that Ava Spike is Ava Kick cancel with MP/HP - my point was that most opponents that saw the startup of Ava Kick (non ex) could just simply down-back and not even worry about high-low game. It gives Lars another great mix-up/high-low (the other being his overhead) in place of the crappy Mjolner.

I wouldn’t even bother using Ava Spike before except for the occasional LP feint into throw.

I’d actually love to see a 2D Tekken with smaller roster and stream-lined movelists.

i’d gamble that we’d be in the minority. I’m pretty sure tekken fans would be irate at the least if that happened

Lol, am I the only person who takes these changes as challenges?

It’s looking like the way I’ll have to play Christie will be totally different post patch. Her damage potential looks like it will be heavily nerfed in favor of better anti-airs and more move variety. All the combos I’ve been developing over the past 2 months will be scrapped, it seems. Many of the strategies I’ve developed won’t work anymore.

Instead of threatening to drop the game every second (as if anyone cares), I’m already in training mode trying stuff out, trying to preemptively adapt.

How can people accuse the FGC of dropping vanilla SFxT too early without really trying it…when some folks here are willing to drop SSFxT 2013 too early without trying it?

But, whatever, if some of you folks are itching to drop the game so badly, then just do it already. Geez.

h4XX0r

I want to rock up to Tekken Zaibatsu and make “Tekken should be 2D with less characters and moves and… less of that other stuff” thread.

you have been playing Cody waaaaaaay too much

Because some people’s whole teams got shat on. A little different than dropping the game because you can’t be arsed to learn it.

It’s like some dude coming up to you and saying, I am going to smear cat shit all over your face and you’re like, ugh, dude no… and he’s like, at least *try it *first you bitch.

Raven core design is still there. Every nerf done to him was necessary to make him fair.
About the last changes:

  • 3f jab at +4 was with no pushback was sick: ironically, frametrap with it is somewhat better now
  • shuriken->teleport make him a hell to get: character with no mobility have more chance to catch him without that
  • crHP juggle limit nerf was needed: 450-500dmg without meter for a runaway character is too too much in this game
    When I look at 2013 changes, I m actually happy:
  • anti-air far HK can lead to a combo
  • HK Alter Ego as the new combo ender (this move can have some use now)
  • can combo with Wind Cross on corner now
  • better startup on MK and better priority on cr MP are a plus for his antir-air game
  • better priority on far HP and cr HP are a plus for his footsies
  • main overhead startup reduced 16->13, why not? Still be useless though
  • backjump air shuriken removed: was only really good when running away vs big characters , so its not a HUGE loose
  • More pushback on LP, tick throw is already impossible right now, so… idk why!?
  • better damage on throw: buffs welcomed! with 5f startup throw, LP pushback doesn’t feel too harsh to take, again
    2013 Raven is actually far better than his current counterpart.

I’ve heard people use this exact same analogy against vanilla SFxT.

Thank you for proving my point.

If patch notes say “X will do more damage”, “Y will have faster start up”, and “Z will do less damage”…is it really that hard to start figuring out potential ideas ahead of time?

BTW: http://www.eventhubs.com/news/2012/oct/25/dawgtanian-system-changes-most-impacting-potentially-dangerous-crucial-even-smallest-change-made-consideration-every-possibility/

I tweet @Harada_TEKKEN you guys should do the same. That way We would get a straight answer :slight_smile:

I demand Tekken Ball - in EVERY GAME.

True. I didn’t notice this. I guess we will just have to wait and see. Insert evil smile

So rolls will be punishable in their last 7 frames. That means that, effectively, the timing for when rolls are hittable will be 7 frames earlier than when stand will be hittable. That means that we can bring option selects in, things that will be meaty attacks against stand or that will even recover before stand can do anything but that will actually hit roll. For example, that Zangief OS green hand I posted up yesterday should be able to hit people who roll late enough in its active frames that I’ll be able to link out of it into cr lk/lp into like 400 damage or whatever. But if people don’t roll, I’ll just have a safe meaty attack. Can’t do this every time obviously for fear of reversal attacks on stand, but when used properly it should be able to do well.

And I bet lots of other characters will be able to do similar things.

Guile is still one of the best in the game. I guess people don’t understand that you don’t have to jump with Guile. Best fireball recovery in the game.

Will people count as being airborne when hit during a roll though and pop up into the air?

You would be stupid to roll on Hugo though. And correct me if I’m wrong but wont that running slam catch a backdash now? Yes Hugo got some nerfs but imagine if Hugo didn’t get that Body Splash nerf and you couldn’t roll…You pretty much would be stuck

I wouldn’t think so, and I feel like that’s something we’d have heard about already if it were the case.

I agree. People already have pretty good 50/50 roll punish tactics in the games current state. Making the roll punishable will open up even more options like you said.

Stop spreading LIES!

Guile: 23 Frames
Raven: 21 Frames