SFxT General Discussion #3 - Still Alive

There’s nothing wrong with having SOME of these tools… but all of them? Like i said. Something has to give. I dont think he’ll be broken… but he’s definitely flirting with it. No question about it in my mind he’ll be the best character in 2013… with a wide gap between him and 2nd place. And yeah there’s the risk of mashing DP in the middle of the high low mixup… but with DP switch being unsafe on block, i think that the DP masher faces a much higher risk than Hei does (aka not only a punish for high damage but also a happy b-day). Now i dunno what all should stay, what all should go, and what all should just change a little bit. I dont play Hei enough to have that knowledge. But he shouldnt have all those tools.

If i had to pick tho the counter and 1 other thing would be removed/changed.

no… i’m not. when Hei does f+ LP i cant identify and react to whether or not the next attack an overhead (MP) or a low (HP). If you can react to it, please feel free advise me on that.

One thing I want to know is if Dawgtanian does see this, is that is he attending the MCM Anime Expo in London tomorrow at the Excel Centre?

Link: http://www.londonexpo.com/

It would be cool to run some games with him provided that an SFXT set-up is there and that I can actually use my PS3 controller for once…

As well as possibly ask him some questions about the game that you guys might want answered if he does attend.

The buffs and nerfs to most of the characters are justified. The system changes besides the rolling mechanic change fits very well. Some things that don’t make sense are:

  1. Hwoarang still has moves that he can special cancel that leave him zero on block. The reason that this doesn’t make sense is because they took away that ability from every character as far as I know such as the nerf that they made to Asuka. Even Ibuki’s special dash from heavy attacks on block are -2 and -3.

  2. If Hwoarang’s flamingo OS tech is in, then that just doesn’t make sense.

  3. The changes they made to Jin, Heihachi, Law, and Kuma are not balanced at all. Jin’s mental alertness inv frames are not deleted. That is one of the most unfair moves in the game and they nerfed most of the unfair moves but not that one. His cr HP AA buff is understandable but his mental alertness kick buff is crazy combined with his mental alertness inv frames.

Heihachi has plenty of unfair moves like the 18 frame overhead with standing crush properties, and the comboable full body counter for a ton of frames. If anything, the overhead should not have standing crush frames and the normal counter should not be comboable on hit although it would be understandable for the EX version to combo.

Law is a really good character with his only weakness being the AA problem he had which they went overboard in fixing. Cr HP being a reliable AA is understandable but with his flash kick being completely invincible, he is going to be way too strong.

Kuma who already was a very strong character who was a little difficult to AA with got massively buffed. Not only is his damage output a lot higher but his AA is way too strong now. With his hurtbox not being fixed its going to be impossible to do anything to Kuma. Many characters got hurtbox AND hitbox nerfs but Kuma’s were the strongest of them all. Not even Nina (who had excellent hitboxes/hurtboxes) could outfootsie Kuma since all of Kuma’s hitboxes are way in front of his hurtboxes. Even if you do hit it will be hard for many characters to combo because of his hurtbox moving far away upon the first hit. Furthermore boost combos are no longer safe on block so you can’t even poke from far range to get a boost combo safely while he can poke safely all he wants. The roll changes are a massive buff for Kuma since once he has you in the corner many characters will be helpless to do anything against him.

Although it pains me to say this, but for the very few characters who had unjustified nerfs like Ibuki, at least players can choose another character. But there needs to be something done about the characters that did not get nerfed and should have been.

I don’t think people realize how bad the roll nerf will be for Ibuki. Anytime she gets put in the corner she will be useless since she has no reversal. After they nerf the st lk and st lp which could have helped alot here she won’t be able to do anything. Even if she does her super on hit she still can’t safe tag. With the lowest HP in the game (second to Akuma) she will die even faster. Nerfing her damage output and her AA is somewhat understandable but her nerfs to her offense is not. Ibuki needed a few tiny buffs, which she did not get. Instead she got nerfed. The “balance” done to this character was not thought out properly. Regardless one can always choose another character.

I don’t think this is the case since they changed the command of db lk to back lk, meaning he should be able to do the standard tech os

My apologies to Bunnycap. We had games, and Bunnycap got to live through “The Bunnycap experience.”, with me being the Bunnycap who gives the teleportation experience. :sweat:

I realize at this point we’re splitting hairs a bit, but for the 0-3 frame reversal crowd, there’s literally ZERO risk (and for characters with slower reversals, only the moderate risk of Hei doing nothing after a f.lp). If Hei goes for either the overhead or the low, he’s eating a reversal. If he anticipates a dp and stops after the f.lp, he’s still -3 and eats a reversal. Now I know this doesn’t include the whole cast, and you can’t weigh the balance of a move or character against the countermeasures of a select few, but I think you’re overstating the power of Hei’s Tekken chains.

I know most of the high-level Hei players won’t use them more than a few times per match, more often opting for the safe blockstring into extended pressure.

Note: I know this only because I talk to them, not because I am one. Me? f.lp > mp all day.

Evidence here: Watch me expertly get my shit pushed in by Jibbo - Match starts at 1:00:16.

I see. Good point. Even with that I still think Hei is gonna be a killer in 2013 tho

No doubt, but he won’t be the only one; we’re going to see a ton of really strong characters. Can’t wait to see a bit of diversity.

One priority should be to fix Ibuki; she is super buggy. I don’t see her being tournament viable at all. I still feel that the Bryan nerf to his juggle count was very unnecessary. Out of all the things they could have done they remove something a satisfying as landing a fisherman juggle combos without any explanation.

As for Vega, I would accept having 1 frame link for cr.lp if his overhead were able to combo on crouchers. Otherwise,I don’t don’t see why we have to do unplinkable 1 framers for hit confirms.

4real! I’m soo sick of seeing the sameee characters over and over and over and over

Watch his body and feet, not his hands. Generally you block high if you’re expecting F+lp>lp or F+lp>mp, so 66% of the time you should be blocking high. On the HP, block the F+lp high and watch his body: the instant you see his midsection start it’s turn, shift to down block. He has very visible tells if it’s going to be LP,MP,or HP followup, you just have to recognize them, I can shift my blocks on what I see starting up after blocked F+LP. MP overhead is identifiable by the little burst of electricity above his head, HP is identifiable by the body turn or how far back his foot goes. You have enough time to react to any of them off the blocked F+lp, it just takes practice and recognition. Tricky? Yes. Unreactable? Not at all.

i typically block high until i can make a read on the HP or until they do the unsafe overhead. If i suspect an HP is coming i launcher. But it’s always a huge risk because it’s not on reaction. I’ll give this a shot tho. I saw these as pretty unfair if i can do these mixups on people and yet still not be able to react to them myself. Thanks for the tip

There is going to be too many Lilis --__–

The biggest thing is not cracking when you see the F+LP coming, which is where most people lose to it. There’s a window between the F+lp hitting(on block) before the followup moves start, but most players I see try to react to what happened in a previous rep(or simply expect overhead everytime) instead of just holding their ground for that split instant and reacting to what’s actually coming. It’s one of those things that seems weird is fuck to process at first, but once you get a feel for it, you’re surprised you got hit by it so much.

double post…so what is it SRK, was there a posting error or not? Make up your damn mind.

Just something I thought about, although I don’t play Hugo: After these absolute pathetic buffs of Jin (and no nerfs), the vulnerable rolls (so no more jumping on FB to approach), Jins NEW AA normal, his even stronger AA idiot kick…

… how the hell is poor Hugo ever gonna touch this moron Jin?

Am I missing something? Is there a secret unrevealed technique/change?
Zoning will becoming MUCH stronger, won’t it? Was the goal not to make it more offensive?

Well i think your going to have to find a Jin counter… I mean it IS a team game…

which basically means dont pick Hugo. Because essentially what you end up with is Jin counter vs opponent’s team. Chances are Jin counter will fall behind on life lead, so you’ll be forced to bring in Hugo… a losing match. This right here is the prime example as to why Hugo is pretty useless in 2013. Picking him guarentees you a handicap.

It should be scary as fuck when and if Hugo gets in on you. People seemed to not like that but forget how easy it is to keep Hugo out.

Ah there is actually rare footage of me playing decent a couple of times in that vid. Those moments are few and far between

No it means pick a character to fight Jin and make conscious decisions to keep the matchup that you want, maintain the life-lead, when your opp switches out then get Hugo in there…
I really don’t see Jin being such an insurmountable problem…