SFxT General Discussion #3 - Still Alive

Oh god my sides… can’t stop laughing…

Well played sir. Well played. :rofl:

Don’t worry, your girls can jump into the fun too. I don’t think they’ll get 500dmg of it though. :stuck_out_tongue:

I’ll still be running my Guile.

I’ll probably gonna keep running Law on point. I’m absolutely HATING his meter gain nerfs, but backflip as 5F startup and invincible to aerial attack is going to be awesoooommeeeee. Rufus can go fuck himself now. I hit him with backflip out of divekick, he’s taking 300 damage. If I have meter, he’ll wish his fat ass would have stayed on the ground.

none. I just kinda force shit to happen and it’s hit or miss tbh. Her only bad match up but that’s fine for me. That’s songi’s job anyway.

I’ve got a ton of questions about the ex specials choices made in this game…like since Ryu’s ex dp = shin shoryuken, why doesn’t Ken’s ex dp = Shinryu ken, or ex tatsumaki doesn’t = Guren Sempu kyaku (just the first part with the horizontal flaming tatsu, where Ken lands and the opponent is now airborne and ripe for a super followup)? I think it would have been nice if we’d seen lots of sf4’s un-used supers as ex moves.

And the more I play this, the more I wish Vampire Hunter and Vampire Savior had this game’s combo option to interrupt the chain with an ex move or es move.

Against 90% of scrubs on ranked I played against the process would go as follows:

  • Sagat footsies into Jin
  • Jin launch combo positions into corner
  • Wave Dash > Backdash (ambiguous position)
  • They Roll out of the corner
  • They Die
  • Round 2
  • Same shit happens

When I play an honest opponent I can still use the same set-up and maintain corner pressure if they don’t roll. The point is people just aren’t creative or considerate and don’t have the foresight and strategy to deal with it.

This isn’t me saying the nerf to rolls is a bad thing in particular. I don’t personally feel it’s a necessary change but for the growth and enjoyment of the game for others, I see it as a plus. It’s basically the same thing except now rolls need to be used more intelligently. In addition, you can now PUNISH rolls with pandora OR maintain close range meaty. Perhaps even better, meaty jump option select pandora.

And no, this won’t make for a vortex type situation. If your opponent performs an OS for your non-rolling wake-up, i’m sure there’s no way he could punish you if you roll. If anything this would be the strongest … role… ( :cool: ) for rolls. Whether or not this is something that can be reacted to is to be determined.

TL;DR
Currently, options vs rolls are approached poorly. Post patch, rolls are still useful just not as scrubby.

You can absolutely set up ambiguous stuff against rolls. You can do the same thing against normal wake ups. But the opponent can still just opt to deal with it outside of the corner.

Do I think rolls were a huge flaw with the game? No. But I do think it wasn’t executed the best.

This was the only game I knew if with risk-free rolls, but I still think they went a touch far.

The change that worries me the most are the new AAs.

Kuma was pretty strong, but with the increase of both command grabs’ dmg(250 on a single headbutt…wow! You got ultraed? No dude, I just got grabbed…fuck!) and now a decent cross up, he’ll become really good. Seriously, with law on point, you easily deal 450 dmg for 1 bar.
Not to mention that with the roll nerf, when you’ll be KD’ed, game is almost over(Tricky setup with kuma: Overhead–>Headbutt: When the OH hits, it’s a 2f grab…).

And they made the mistake not to fix his weird hitbox, which means half of the cast bnb’s still won’t work.

BTW, interesting fact: Kuma’s normal are cancelable by his command grabs. Is this the same with gief/other grapplers? Didn’t find any use for this…yet, but I have to check blockstun and CG recoveryto see if this can help keep pressure on(since you can’t cancel at any moment, you can’t have the CG getting your opponent at the exact moment he gets out of blockstun. That would have been a sick 0f CG, with proper timing).

Out of curiosity, why does this worry you? Seems like a good thing for the most part.

Anyone want to party in roughly two hours? I’m on a very right schedule as of late and I’ve got like two hours of. I’m on xbox and I live in the Netherlands. Tag is SWAG KING YOLO. I’m at 10k, but I also want to play characters i’m not good at such as Yoshimitsu and Poison. I’d say those characters are roughly 2 our 3k in my opinion.

I would if I weren’t on my way to work. -_____-

I’d play but, i’m at school right now, on PSN , and your has YOLO ew.

I just have this shitty tag because I lost access to my previous one.

For better or worse, jumping is a big part of this game.

We didn’t get better AAs, we got, holy crap AAs.

As such, a lot of characters rely very heavily on jumping as part of their offense could be in big trouble, and jumping to bait certain reversals will be eh…

Ah, that’s a fair point. It does bring up the question, will the tools they get in return make up for the reduced safety in jumping?

I kinda’ just want this update to release already so we can get hands-on with it.

One of my main points of irritation in patch analysis stems from this.

A lot of people look at their buffs, and value them based on how they impact what the character does now. But there is no gaurentee that they will be even able to employ the same game plan.

Not sure if anyone added me but I won’t be able to play tonight. Girlfriend surprised me with dinner etc. Got all day tomorrow though.

hey ya’ll. The new ssf4evo match features my crazy ass lili doing her crazy lili things. Plus some very good players on xbl are featured on there as well. Very good matches all around! and before i go…WHAT COMEBACK MECHANIC?! >=D

http://www.dudelol.com/img/so-i-sez-to-da-brod-less-lip-more-nip-amirite.jpg