Well as many of you know a few hours ago was the NYC Fight club. The venue was great. Saw some people I wanted to see again, and as well got to play the Steve/Kuma build of SFxT. A lot. I mean I sat there from 6-10pm playing that game as much as I could. First hour I must have gotten about 10 matches won in a row before they changed it to both players get off win ,or lose.(I never lost the whole night , and played about 20 games ,or so) So now from what I could tell in this build the game is coming a long solid. Great pace, great design on the stages, and their changes. Now SFxT has a few things that need to be pointed out that I personally LOVED.
- Grabbing isn’t over prioritized, meaning that you can’t mash grab. Nope…Not what so ever…Why? Due to the distance that grab has. Your character has to be really close…I mean REALLY close to grab. meaning on knock downs your Oki means something.Yay!
- Can’t mash DP during block strings. I love this no more"Oh Shi- I didn’t finish my combo, gonna get DP’ed!" None of that, after your Lpxx2,mp,Hp string you’re safe. Meaning those mashers are getting exposed. Unless you went into a launcher then…You’re fucked…
- There seems to be meatys in the game as well. In one match I manged to land one, but the timing is difficult at the moment. But this means realy SF basics could be coming back
(More testing needs to be done by others)
Now what I was REALLY impressed by? Two characters in the game are possibly the BEST two characters right now. Due to a few things. Their dashes, and their pokes. Now this might change in later versions , or it might not but for now these characters will most likely be TOP tiers due to how fast they can close zoning gaps. I mean they can close those gaps insanely fast. But before I get into them I wanna get into other characters that were in this build.
Abel**-** Played by ElTro step kick has been nerferd pretty bad. Dash animation after step kick is vastly slower then his regular dash and travels less distance, but the fact this is a magic series Abel can combo his far standing normals which has good range. COD can be juggles into for all 3 hits which in sf4 only 1 will hit. Didn’t get to use Tornado throw cause Abel approach feels different than his sf4 counterpart. Roundhouse overhead is so good for oki. if it hits you press HK again for the launch and get way more damage then in sf4.
Hugo: Over all his style is a bit slow paced. I didn’t play with him much, but others were playing with him, and they said he needed a few buffs on his command grab ranges. At times they seemed to wiff, and other times would grab(Needs more testing) But they say his normals are pretty good ,and he covers a large amount of space with just his pokes.
Poison: She/He really caught me off guard. I honestly thought this character was just gonna be a joke, and was gonna be useless. Well for you people that wanna main her/him guess what? MAIN HER/HIM. Solid pokes all around. Great footies, strong solid fire ball game, and nice damage. Her ranges with the pokes are sick. That S&M whip she uses covers a whole lot of range, and has great AA’s. IMO she’s gonna but good. Her Fire ball as well gives you great Oki situations.
Kuma: Another character that surprised me during the fight club. He has long pokes, but they’re not comparable to Hugo’s. His grabs from what I hear can go deep due to some type of lunge he has(Some one correct me on this) Didn’t see much of him but there were some people playing him, and they were doing well with him.
Steve Fox: I went in trying to play him as my main…But I felt disappointed. Slow ASS dash,it’s not good at all. I felt sorry due to the fact that someone else…Or to say two other characters have what he needs. All of his kicks on the ground cause him to sawy,weave,or dodge attacks. One can parry, others cause dodging/punish situations. I felt like he was slow, nothing like an aggressive boxer. In the air his kicks become attacks. So He can jump in, and get damage from there. But over all he was still in need of some buffs. Hopefully by the final version he’ll be better.
Yoshimitsu: He can control pacing very well. He can pull you in with his sword at certain distances. His pokes have reach as well.I can’t comment too much on him because no one played him. Then when I did see one playing I just saw him do that one move. Sorry guys.
Raven: He is what he is. A damn NINJA. His dash is slow so he won’t cover a lot of space. But his mix ups seem to be strong, Saw a bit of Raven but didn’t really catch a large scale of his extent due to no one good was playing him. But if they did use one of his moves it was the one move where he clones himself for a high low mix up. It seemed really good , and safe on block from a distance.
Sorry guys I didn’t see Ibuki at all =/ everyone just used Ken,Ryu,Chun,Sagat,Bob,Kazuya.
Cross Assault: This needs to be changed IMO. I found unblockables which can’t be escaped due to the block stun of attacks. Even if you could Alpha counter, the other character attacking from the back with the right imput would just place you back in the same situation. Just add an overhead into the attacks, and them add a low , the character couldn’t block the high low. Taking almost 60-70% of Hp just from that alone. This needs to be changed or taken out IMO, it could hurt the game in the long run.
Now back to something I spoke about during Steve’s write up. I mentioned about two Characters that have what he needs. Those characters? Kazuya, and Hwoarang. My god these characters IMO are gonna monsters if left how they are. IMO I’m HYPED for them. Some might say I’m over reacting, and that they’re not that beast. Others might agree. I’m not some godlike known name in the community but I’m a solid player over all. Out of all of my matches one was recorded by Jae the one. Thanks bro!
Now a brake down of both of these characters
Kazuya: Solid pokes. His range on his block string leaves him to do whatever he wants afterwards. I mean he can cover space so damn fast it’s ridiculous. Why? His Dash. It’s like a Marvel/Melee type of wave dashing that allows him to kill zoning whenever the person wants too. I mean he scares you from trying to zone anymore. He does good damage, but as well has great health. some examples of his dashing are at 1:11-1:12 ,2:09-2:12 ,and 2:54-2:56. I mean they aren’t crazy examples but just a preview of what can be seen if we learn this character at a higher level. He can also dash cancel his normals as you see in 2:54-2:56. As you can see you can cover a lot of ground on just a knock down to start a solid Oki game with him once you learn the character well.
Hwoarang: The other beast at arms. Combined with Kazuya I feel like they’ll dominate characters in the right hands. Hwoarang has a dash better , or right next to Kazuya. His pokes excel greatly in footies. S.Lk reaches from a large distance. Which from there allows you too combo into a launcher combo. If wiffed it’s safe. It’s fast it’s deadly. His damage out put as well excels greatly. He’s the perfect pair with Kazuya. examples of his dash can be found in 0:40-0:43, 1:17-1:20, and 1:49-1:52. His back dash is great too.
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Even tho this wasn’t the best video ever Excuse my sloppy playing But it does show off how those two could be very strong characters for later builds of the game if left this way. You can see in the videos as well some of their poke ranges , and strings* Once again excuse the random launchers* Thank you for reading, and lets hope this game turns out even better by release!
TL;DR version:
Grabs aren’t good
some characters are good.
Kazuya, and Hwoarang might be top tier if left alone, and unchecked.
Thanks for reading!