SFxT General Discussion #3 - Still Alive

**Thanks for the submit link Vegaman **

Here is what I posted:

To start things off, I absolutely love SF x Tk. It is great game and has fantastic support from Capcom and a helpful community that wants the game to grow even bigger.
I am a long time Chun Li main dating back to SF2 and continued through Alpha, 3rd strike, SF4 and now in SFxTk. Thus I have some suggestions/concerns for her in 2013.

With the balance patch(2013) it is stated that Chun’s J. Hp would cause a knock down. My concern is that J.Hp (a solid Air-to-Air tool)has always caused a juggle state and has been followed up in some manner. My Suggestion is that it can cause a Ground Bounce instead?

Chun’s LK Hasanshu needs to be an overhead. All of Chun’s Hasanshus in the past have been overheads. It also confused me why it wasn’t in this game, with losing Cl.St.Hk jump cancels on block, she needs her LK Hasanshu overhead back.

Far St.Hp and Cr.Mk Hit box fixes.
-St. Hp was a solid anti air in the SF4 series but oftentimes the opponent passes through the punch instead of getting hit.
-Cr. Mk has terrible hit box properties and has been documented in videos via youtube.

Lastly D/F Lk, Needs to have a quicker start up, For some reason D/F Lk keeps getting slower. In SF4 it was awesome by the end of SSF42012 it was highly unreliable. If St. Hp and J. HP won’t be reliable Anti Air - Chun Li needs faster startup D/F Lk

I hope my suggestions albeit character focused can grant some insight on her individual problems and that they’ll be taken into consideration, please at least fix Cr.Mk, it desperately needs to be looked into. Thank you!

Yeah, things in these parts are pretty bad. Hoboken is pretty much underwater; Sandy brought the worst flooding in the town’s history. The southern tip of Manhattan is still without power, and I’m sure LI is still a mess as well.

And someone’s corrugated aluminum roof almost hit me in the face when I took the dog out.

Thanks for thinking of us here in Gotham.

Wow I knew Akuma’s buffed Hurricane kick was going to be strong but I didn’t think it would be this powerful.

[LEFT]People are forgetting Hugo here! Some people would like to see him get killed by this patch but f*** that! :smiley: He’s pretty easy to deal with right now anyway.[/LEFT]
[LEFT] [/LEFT]
[LEFT]My suggestions:[/LEFT]
[LEFT] [/LEFT]
[LEFT]- Undo the hitbox nerf on his cr. LK: one of his only footsie tools/pokes, yet want to nerf it? As if Hugo had great normal moves already[/LEFT]
[LEFT]- Undo or reconsider the armor nerf + undo/reconsider the amount of block stun increase on his Monster Lariat: why?[/LEFT]
[LEFT] [/LEFT]
[LEFT]A) This move is very unsafe on block already (using it at random is not a good idea already)[/LEFT]
[LEFT]B) People chain through the armor on reaction or throw Hugo out of the animation on wake-up, the move is known/figured out by most players at this moment[/LEFT]
[LEFT]C) People complain that the armor absorbs 1 hitting moves/jump-ins, yet they are not willing to step back from the idea that jumping in/throwing out 1 hitting normals at random on Hugo isn’t a good idea due to the presence of his Lariat (it’s even worse when Hugo has meter to EX Backbreaker/Lariat)[/LEFT]
[LEFT] [/LEFT]
[LEFT]In other words, people need to know/learn the match-up more instead of asking for the Lariat to get nerfed. Higher skilled players know this already by now and have ways to deal with it. There isn’t much to complain about Monster Lariat.[/LEFT]
[LEFT] [/LEFT]
[LEFT]- Moonsault Press: less damage is maybe ok, but still at the same range that the move has as of now? Small range increase combined with the damage nerf would make more sense instead of a damage nerf only[/LEFT]
[LEFT]- Undo/reconsider the damage nerfs on most of his moves (cr LP / cr MP / Giant Palm Breaker,…)[/LEFT]
[LEFT]- Consider a small range increase on his Ultra Throw: setups with this work out pretty well at very close range, but the risk of whiffing is pretty big (it doesn’t hit hard damage wise anyway, it’s the follow up after the UT that counts)[/LEFT]
[LEFT] [/LEFT]
[LEFT]What is good?[/LEFT]
[LEFT] [/LEFT]
[LEFT]- Changes on his Body Press: it is hard to deal with at times (although the move is fairly easy to anti air) so it’s understandable in a way[/LEFT]
[LEFT]- EX Meat Squasher damage buff (yet very situational move to use in a match)[/LEFT]
[LEFT]- More meter gain on all of his special moves is pretty good (knowing that most of them are pretty unsafe to do)[/LEFT]
[LEFT]- Hammer Hook wallbounce (situational again, yet have to see/work out a use for it)[/LEFT]
[LEFT]- Hard knockdown on AA HP: could work for setups but again depends when to commit doing HP considering how the move works[/LEFT]
[LEFT] [/LEFT]
[LEFT]Better Hugo players out there, feel free to adjust me (could have made errors or described things in a faulty way) or give better/other suggestions! :slight_smile: Could someone post these changes on EH or Twitter them to Dawgtanian (don’t have both to communicate)?[/LEFT]

You know, I was just thinking…with the change to rolls…will the auto-correct meaty set-ups not work anymore? The whole point of the meaty set-up is to get them to wake-up into the move while it’s still active…but since they gave rolls a 7-frame punish window and didn’t add any recovery frames to the rolls, if I’m thinking about this correctly the meaty set-ups will hit 7 frames earlier. With Zangief, this might be an issue for that meaty green-hand set-up that UltraDavid came up with…at least if I’m thinking about this correctly. MP Green Hand has 10 active frames, so if he hits on the last active frame after a roll…that puts him at +4 on hit and +2 on block if my math is correct (it has 10 active frames, 20 recovery frames, is normally -6 on hit and -8 on block). However, with the roll change, it’ll hit 7 frames earlier…so that puts it at -3 on hit and -5 on block at best I believe. Someone correct me if I’m wrong.

Also…does anyone know if you get a counter-hit if you hit the opponent out of a roll now? Because if that’s the case, there’d still be a use for Heihachi’s auto-correct meaty set-up since his Raijin Stance causes a crumple on counter-hit.

Kazuya killed Dan, remember?

I was having this exact discussion with somebody the other day! I think your analysis is right on the mark for most autocorrect meaties that make use of a lot of active frames in order to get frame advantage. Hei’s Raijin Stance, like you said, will no longer give you a comboable situation with a perfect autocorrect, and while you could probably EX CADC backwards to try to set up the CH, this doesn’t seem like a good use of meter. I would be very surprised if you got a free CH during roll recovery, as that would make them even easier to punish. I think Hei will be better off watching for rolls and simply chasing them with f.LK or f.MP.

However, autocorrect moves that don’t require hitting at the end of the active frames to combo, and don’t require a counter hit to combo, will still be extremely strong. Yoshimitsu’s autocorrect windmill is a good example of something that will make rolls extremely easy to punish.

All this being said, I still think rolls will see some use. most (some exceptions) characters won’t have options that can chase rolls if they commit to a high/low mixup from point blank. In the current state of the game, rolls are already a serious risk due to the left/right mixups you face against good players, and people still continue to roll with reckless abandon.

i really dont think you guys remember how fucking annoying Sodom was

Damn airheads…

that was sodom, right?

i wish

I think Efnet is just down at the moment

re post… i dont think they took any comments submitted yesterday. I ended up having to resubmit mine

Lies, he’s still alive in Sakura’s ending.

Dee-Jay would be sooooo perfect for this game. EX Dread Kicks would cause bounce, from where you could go into cr. mp xx Jacknife. Would be so good!!! The only thing I would do is tone down his kneeshot. His rushdown would be WAY too good.

Yup. I dont see the comment I posted yesterday.

So where is capcom looking to get this “feedback” are they looking here or eventhubs?

Heroes never die, they just go missing in action.

So does he die again in Lar’s ending?

The dude has survived being in the center of an nuclear bomb blast… I’m pretty sure he’s okay.