Looking at it now it does make sense, since UMVC3 is releasing next month and after that SFxTK gets all the reveals and fight clubs to itself. Remember when TvC was about to come out and we had no info for SSFIV for like 2 months, same sorta situation right here. Still with that said I think Capcom dropped the ball in regards to the gem system, they really should’ve stressed that stuff like auto-block and auto-tech had big drawbacks, I bet most people who heard of it and thought “lol” still don’t even know about the drawbacks. And while UMVC3 deserves to be hyped the most since it’s about to come out they did a damn good job of killing the hype for SFxTK for now. I also would’ve been pissed if I went to NYCC expecting a new build… .but I guess it’s an updated build from the NYC Fight Club event anyway…
It’s also disappointing that after the widely panned TGS build who knows how long we’ll have to wait before the next build gets in the hands of gamers.
well the differences between the two builds was Damage distribution…and to some extent reduction in terms of Super Arts. most notably for me was seeing King’s Giant swing do a good amount of damage now, along with his running powerbomb…err Jaguar Bomb…but yeah.
i seen other suble damage increases for special moves and some getting toned down. so as far as damage goes that seem to had worked out rather decently, it wasnt as obvious and out of control as before…
I dont know how people feel about the combo system tho…as it is at this point…damn near SFIV at this point(there are character specific chain combos and strings apparently don’t follow this rule as they are treated like target combos from SFIV)…with more “target” combos…lolz. i know there are some people wanting chains back(myself included) but at this point its kinda hard seeing them comeback universally…
certain normals should be cancel-able to specials in chains like Ryu Far :hp: but normals like Chun’s Far :hk: should not be cancelled into specials. Seth said they are still working on it maybe it will end up like this.
so they really are balancing it like SFIV…so its something we have to test out and make notes on, i should mention this to people that are doing the individual character threads…as its important for combo’s etc.
So about that “Alpha counter” (Forgot the official name)
Do you like it?
I personally think it adds another layer of depth to the game. I like how meter is he name of this game and how it effectivley rules the entire flow of the match.
In other games Meter IS important but nowhere near the extent of SFxTK.
They are pretty interesting, though I feel the damage is a bit off. In the trailer, Sagat’s counter does a pixel of damage while Bob’s does a lot of damage.
Damage seems to be out of whack at the moment for everything…
But I am not worried about that. Frame data and game systems are important for now, they can always turn the damage know later so to speak.
how do the counters work anyway? coz I’ve seen stuff like people Alpha countering into all sorts of normals, and I’ve even seen a Guile AC into Flash Kick o__o;
I remember in the beginning that they said the Alpha counter will be an auto-launch basically it doesnt seem like thats the case anymore.
Isn’t that because Sagat’s “anti-blockstring tool” is already godlike?
Last I heard EX Tiger Uppercut did 25% dmg with all hits
It’s :f: :mp:+:mk: while in blockstun.
The original launcher counters are still in :hp:+:hk: does the launcher (The one you see after string combos that auto tag in the other character) but it has really good invincibility.
I guess they want to somewhat homogenize wakeup and anti-everything moves in this game
:hp:+:hk: only has lower body invincibility, as for the alpha counter I personally think it shouldn’t do as much damage because it is a get of me move and it interupts block stun. Like in MvC you can use snap back to get them off of you because it is one frame and :l::h::s: isn’t a true block string for everyone
I’m amazed that with every reveal, people have been getting less hype for the game and its just been looking worse and worse. I would have thought that’s the exact opposite of what they would have wanted.
The character reveals have been great, not counting those stupid teasers. I love the roster, as a fan of SF and Tekken I can’t wait to try out so many characters, but every gameplay mechanic that has been revealed has just gotten a negative reaction. You would think Capcom would have learnt by now that we would prefer a simpler game with none of these silly mechanics. Leave that stuff for seperate modes for the casuals, which is exactly what they’re doing with UMvC3, why cant they do it for SFxT (different dev teams I know).
first i think this would be a good time to show the other characters. Then to tease other characters like karin and someone as popular as Jin.
I also think we should ask capcom to revert the game to its earlier build in the sense of combos being cancelable and speeding up the game. They do that and im sure the game will be fine with damage being reduced.
Played the game somewhat at nycc and all i have to say is I’m lowering my expectations for this game. i dont like mvc3 but i actually had more fun playing ultimate than sfxt. Skullgirls was my highlight of the event though. the game is far from finished so i’ll give it the benefit of the doubt but there are some stuff I’m not too fond of.