Well people wanted Super Set up off a knockdown os bullshit fighter 4.5- and now they are going to get it. Guarantee those are the same people who will be running with their tail between there legs after getting blown up real good when they find how quick they will be dying as a result.
Sad to see this game lose a bit of its uniqueness, but im going to give it a try. I have high hopes, and my team should be playing pretty much the same- so I should be okay. My condolences goes out to those who liked this game for what it was- and their characters gameplan changed for the worse because of a bunch of scrub/stream monstering bickering.
the only good thing i see about this change is people are probably gonna find some crazy ass shit for the tekken cast, (even though i pretty much broke hwoarang down to the core already) but itll be good to see what other people come up with, my partner theFightingGamer is already thinkin of combos for his main team Steve/Bob so i cant wait to see how scary he’s gonna be now, also i REALLY hope this game DOES get into evo next year cuz im 100 percent going in with my Hwoarang/Juri team with no fucks given
Honestly, I don’t think it’s going to be that bad. That’s what I feared at first too but after some testings in training mode I think rolls will still be a good way to escape the classic AE vortex game.
For example: if I go for a safe jump setup and they roll, even though I can react to the roll while I’m about to land it’s literally impossible to hit them in time before they can block. I would need a 2-3 frame move or less. Remember, rolls won’t have 7 frames of recovery after the roll ends, they’ll simply make your hittable box appear 7 frames before you can block/jump/reversal.
The new kind of “vortex” will be, like UltraDavid pointed out, using special moves and unique normals to auto-correct vs rolls. But even then, it can be quite obvious when players are looking to setup an auto-correct. So it’s just a matter of spotting those and not rolling in those situations.
Maybe I am a little salty after finding 603 damage alpha counter combo from Dhalsim to Jack, the day before they announced it to not be comboable in 2013:P
true, but the 1st thing that came to mind is Ibukis neck snap option select, if it auto corrects then Ibuki still punish rolls, and im pretty sure theres a LOT more
I agree, and I see the game becoming more about the high/low mixup up close which I’m ok with. This does make it feel more like tekken which will make the characters with good high/lows pretty good. I don’t feel that defence got nerfed, its just been changed to promote a different play style.
It won’t work like that because the vulnerable window for rolls is going to be 6f before the regular wakeup timing. Most characters normally rise in 30 frames and roll in 31 frames, and the last 7f of the roll is being made vulnerable.
System- Make pandora timer STOP during super. Half if your time (if not more) is instantly gone if you use super… That’s the #1 reason i dont bother with it. It’s not worth wasting a gem slot to make it halfway useful.
Vega- Give him 2 frame links on cLP back. And although Tatsu disagrees with me, he doesnt have any way to open up opponents sitting on down back. Make his overhead combo-able on crouching opponents. Even if it’s a 1 frame link. That’s fine. Either that or increase damage from overhead… Or make CH hit crouching opponents and +4 or +5 on block when spaced properly and go over low pokes. I aint asking for everything… just one tool to open up opponents
Gief - cant really ask for much honestly unless everyone else got buffed. Next buff should be greenhand safe on hit.
Hugo- … so many ways to fix him since buffing anything would help but if you wanna leave lariat and splash the same then buff clap to be more + on hit and increase juggle count on his moves or decrease scaling and/or increase damage. If you’re gonna make it even harder to get in, then make it more rewarding when you do so. He should be able to break 800 on 3 bars solo based on his ability to get in or pressure the opponent. Currently that max is 683… And for people who think that’s too much… he literally has to walk forward now. He cant just jump in like he can currently. Try to walk in on someone with his walk speed against a halfway decent or even scrub level zoner. You’re likely to end up eating 800+ damage yourself before really dealing any. But if high damage is absolutely out of the question the then only option left is to significantly buff command grab ranges almost to that of Gief and buff startup OR make command grabs hit invincible on startup.
Hei- This guy is going to be borderline broken. At the very least AE Yun annoying. Since i only have a pocket Hei, i’m not qualified to recommend specific changes to him but you cant have a character with an unreactable high/low mixup that leads to huge damage, an unblockable, a meterless counter… that is comboable, and on top of that the ability to crush standing attacks (with 1 button mind you), and crouching attacks. Something has to give… So as added incentive to fix this retarded shit, i’m going to pick him up myself and do the cheapest, most unfair crap that he can get away with until so many people are bitching about him that he’ll even get his jfHK toned down.
it’s the “Official” name for alpha counters in SFxT
how the fuck does guilty gear have more votes than SFxT?
Rolento - bring back safe Patriot Circle, should be 0 on block.
Akuma - bring back everything but the safe DP tag nerf. Tatsu damage can revert to vanilla, I wouldn’t care. He has options either way.
Raven - bring back TKCS. His projectile game is not nearly as amazing as people think (none of them are).
Vega - increase Izuna throw range. cr. jab + 3 on block.
Zangief - bring back old walk speed. Boost chain nerf is enough.
Rufus - bring back post-patch dive kick. It was already nerfed.
Guile - no health nerf. Playing a zoning character is hard enough.
Cody - nuke his cr. lk but at least give him a safer criminal upper to chip away.
Blanka - give back roll damage, seriously. He’s not that great.
Jin/Kazuya/Heihachi - nerf that damn j. rh!!!
I dig the system changes, all of them. I just feel these characters got a nerfed a bit too much.
That’s the tricky part about balancing characters because we just don’t know how they’ll do with the new system changes. The simple nerf to roll will most likely make zoning/keep away characters a lot stronger.
Dhalsim is already pretty good. But with rolls being punishable it means you won’t be able to close distance against him with wake up roll into block. Which means you’ll get up normally and get hit by a new world of meaty fireball pressure that wasn’t viable before because of the safe rolls.
Disagree with Vega and Gief changes. cLP +3 on block is waaaay too much. Izuna throw range doesnt really matter anyway. The entire move is just doesnt work. Improving the range wont help it. It seriously needs a huge speed boost to make it viable. You have like 3 years to react to the shit.
Gief’s walk speed being nerfed is fine. He’s on the stronger end of the spectrum anyway. He still has sMP and sLK which is enough for footsies. But his non-EX Green hand cant even be comboed into safely. So if anything that needs a buff before anything else.
I would never argue that Hei isn’t strong - I’ve played him since day 1 and I think he’s a boss. In the right hands, his in-your-face pressure is very difficult to block properly. But broken? I’m not so sure.
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[]"…you can’t have a character with an unreactable high/low…" - Hei’s high/low has a reversible gap on two out of his three options. Only the overhead (which some would argue is reactable, but certainly not for a player of my caliber, so I’ll grant you that) leads to a full combo, and consequently is punishable on block. Fair risk/reward in my opinion. The low option does mediocre damage and leads to a near-neutral situation, which you can use to get your ideal spacing back (not unlike getting tagged with Juri’s overhead). Finally, the f.lp > lp option, the only true blockstring of the three, is being indirectly nerfed in the next version; his lp. demon breath, the ender he uses to maintain frame advantage and continue pressure, will be negative on block. He’ll still have tools to move forward with frame advantage, but they all come with significant risk (usually slow startup).
[]“a meterless counter… that is comboable” - If you think of it like a dp that you can’t tag cancel on block, a high risk/high reward move, is it all that unfair?
[*]"…the ability to crush standing attacks (my note: with an overhead!!!)" - Ok I agree this is pretty dirty, but it also defines his character. I’ve got nothing here. At least it’s not + on block?
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Unreactable high-low…I think he’s referring to :f: :mp: and :lp: , not the chains. Both lead to full combos on hit, even if the link off of the overhead is a little tight (at least it is for me; I’m still having trouble comboing off of it consistently without it being a counter hit).