SFxT General Discussion #3 - Still Alive

100% agree with this.

Personally I for one was pretty surprised at the fact that TTT2 didn’t sell so well. It had some good selling points.

Then I realized that most of the people who buy Tekken buy it for it’s story mode and to watch the characters’ endings and such and play the game mainly for fun and not take it to such a high competitive level.

TTT2 has no over-arching plot to it so that eliminates some potential sales of the game plus the mentality when it comes to the endings for most is:

‘Why play through arcade mode umpteen amount of times when I can just watch all of them on Youtube?’ And there isn’t really much Namco can do about this if the game is out or people have early copies of the game.

So in all honesty, the only reason to buy TTT2 is for the game-play and to try to get better at it. The latter of which is pretty difficult to do in theory due to the sheer, steep learning curve that the Tekken Series is known for. Mainly due to stuff like character knowledge, the get up system and other things like stage size.

Interestingly I find that one of the problems SFxT suffers is the idea of the sheer amount of moves that the Tekken Characters have over the SF Characters and the impatience of some people to learn these moves and how safe/unsafe they are on block.

Gee if the SF4 Based guys just quit like this A.S.A.P what are they going to think when they see Ryu in Tekken X Street Fighter have like 60-70+ moves on him? (If that game ever is released.)

The Fight Lab mode is a good mode to teach new players some of the basics but not all of the things that a new player would need to know to get better at the game. I don’t think that it even mentioned in there that back-dashing is unsafe unless you hold back.

It doesn’t mention stuff like just-frame inputs and a lot of the stuff in there is pretty general, in the chapter where you learn about punishing, the information there is pretty general where there are a lot of character specific things in Tekken.

The training mode is a lot better though for those who were left bitterly disappointed with Tekken 6’s lack-luster training mode though and the game does explain the properties of some moves though.

I also find it funny that I saw quite a bit of people really, really hyped TTT2 and then afterwards, the moment it was released, these same people went silent not mentioning another word about the game.

Why isn’t Heihachi more popular online? He’s got that SF2 J.HK and safe overheads which lead to combos. I spent a little bit of time with him and saw how ridiculously good he was.

Its hard to get in with heihachi, he is bad unless he’s upclose. Even the gdlk jump hk can be anti-air’d (lariat, srk, guile cr.hp etcetc). His defence is pretty weak. Counter is high-risk medium-reward and he doesnt have a dp, yet. Really slow walkspeed too. Backdash is really short and slow.

Upclose he’s top-5, anywhere else, mid-tier at best. I think he’s hard to win with.

Jack-x and heihachi team is really good tho. One of the few teams that is top tier and has hei in it. Props to eDane, really good team.

Agreed, he does have his flaws, but that goes for all of the cast. I still fancy him as a great anchor, and I definitely like the idea of Heihachi have a strong footsie point character such as Ryu or Chun-Li to get him in. Sorry, I was exaggerating about his J.HK, I know how easy it is to anti air. :stuck_out_tongue:

A tier list discussion, is it worthwhile? I think we can see who the top tiers are in Vanilla, but after the patch I believe it will change. And I hope people will try to use more of the cast, so we can begin to truly discuss an actual tier list.

Good one. I laughed really hard.

Anybody on PSN down for some matches then hmu

Nah I’m serious. You can’t roll on him ever and when he takes half your life its going to be dangerous because you won’t be recovering that life instantly. Yeah you can’t play so derpy but thats true with alot of the top characters now.

On the note of TTT2 and its sells in Japan. I actually was apart of a discussion on this very topic because DoA outsold tekken. Tekken is a very popular game in Japan’s “arcades”. It has a healthy arcade scene so has no need for people to buy the console version.

Tekken 6 was a popular game in Japanese arcades when Tekken 6 came out on console…that didn’t stop T6 from selling 100,000+ copies in its first week in Japan. Tekken has always been popular in Japanese arcades…and that’s never stopped it from selling really well on console regardless.

Something is definitely different this time around. Fighting games are in a funk.

The only exception was P4A…in Japan. And, that probably had more to do with the Persona name than its particular qualities as a fighter.

Whatever comes out next better turn the genre on its head, or the result will be more of the same.

Wonder if the BP will get reset for 2013, I doubt it.

Just watched Milk Chocolate episode 2, this is genius, I’m still confused on whether Dhim and Xykes are the same person or not O_o

I don’t know if I’d say he’ll be better with the system changes, but I do wonder if he won’t be as bad as it sounds.

That said, homeboy got nerfed pretty good. But as much as I want to theorize mentally I’m still thinking of things in this system.

Still of the opinion of wait and see.

That seemed to be what Capcom was trying to do with this game, until the suits got in the way. Largely I agree though.

To me, the games have improved for the most part as far as on a technical/feature level, but still fail some very basic things… and really no one has turned the genre on its head.

Next will be SFAlpha 4 (I doubt they’ll use the 4 in the name tho, seems too confusing for non-FG players => “ohhh another sf4 update trololol”).

As long as it was after Cammy joined Delta Red, I have no problem with this.

…not a fan of Shadaloo Cammy. Just never seemed “right.”

But anyhow I wouldn’t be surprised. They have very few places to go in the timeline really, unless they go waaaaay into the future and do a roster dump ala SF3.

Console SF4 had a very nice starting point in terms of character quantity imo. SFxT and Tekken have WAY TOO MANY FRIGGING characters. it’s daunting to even try to get into it past the first few months. I’m also not a fan of constantly updates ala Tekken and GG, who recycle the exact same character in every iteration, just with a few tweaks within the same engine. SF2, 3 and 4 play totally different. It’s a “hit or miss” thing, tho - since your new fighter could turn out unpopular.
I hope Alpha will do the same, and have around 25(?) characters, with another batch in a super-ish update. Mix of new and old (20 old, 5 new).

Namco rebuilt the tekken engine with each new iteration. t1, t2, t3/ttt, t4, t5, t6/ttt2 all had unique engines rebuilt from the ground up. Each game had new mechanics too, t3 introduced more juggles, t4 being the biggest departure in the series with 8way walk and uneven stages and wall combos, t5 regressed back to t3 mechanics with even more of an emphasis on juggles, t6 introduced the bounce state and multipart stages.

Wasn’t THAT big of an exaggeration. I’ve had Cammy’s medium DP stuffed several times against that move. I dont mean trade or knocked out of the air either. I mean stuffed where she doesn’t even get airborne. I agree on the second point. I’ve been playing without rolling lately and once you get touched by your opponent’s point character and Heihachi is tagged in, good luck standing up. Block low, get overhead into full combo, block high, low into full combo. Backdash, get bounced by the overhead. Again, full combo. I’m not sure how Hugo will be with the lack of rolling since sometimes he just can’t get over to the opponent fast enough… But other than that even though people are saying some characters received death sentences because of what the character changes look like, basically the whole cast got improved tools in a sense because you can safely commit to your 50-50s after knockdowns now. I’ve been playing without rolling lately, and Nina, Heihachi, Akuma, Dudley to name a few are really hard to deal with once you get knocked down by them or when they get tagged in off a combo. Cammy and Ryu look much worse from the character changes, but free 50-50s off throws (which have also been improved) is a GREAT trade off for what they lost. Especially good for Cammy since literally the only way of opening someone up with her currently is to throw.

I’m really looking forward to 2013, because even though the threat of a vortex is back from AE, I think this game gives you a lot of tools so it’s not likely to be game over after one knockdown. Alpha counters are there to get out of pressure instead of DP tags, wake up Pandora to punish laggy overheads and steal a round, and my new favorite: wake up cross assault to nullify mixups or to apply your own. I honestly don’t know if all these changes will make the game better competitively, but the matches will definitely be much more exciting and I think more people will be interested in the game. And if more people play, THAT will push the level of play way higher than it could have ever gotten with the current number of people who support SFxT.

GGs to Vegaman! Such a patient Gief lol

ggs man. learned from vangief.