SFxT Review and Impressions with dat Nycc flavor!

I’m OK with making fireballs do more damage. Reducing the recovery would be too much for non-fireball characters, stronger fireballs will make characters think twice before wavedashing recklessly.

On a side note, how are wave dashes performed in this game?

Don’t most modern fighting games suffer to this from some degree? I know that in Blazblue the game’s combo system was tapped out incredibly quickly, and with each balance change the combos have been again streamlined within two weeks time. Sure this is on another level above that, but it hasn’t seemed to hurt those games, at least in their current runs.

But don’t wavedashes go through firealls.

I believe, at least for Kazuya, it’s his normal dash.

So…

f,n,d,df,f, f,n,d,df,f, f,n,d,df,f etc. (Tekken’s ?)

I thought I read some guys impressions that mentioned it just being “f,df~” etc. Aka a hell lot easier.

Also: damn no neutral smiley. Its usually a ‘star’ symbol. :shy:

Well, at least I believed they needed some timing - and I think I’ve seen Kazuya being hit out of his wavedash by a fireball.

If that isn’t the case and they just go through, ehhhhhh…

Hworang’s wave dash is a special input, I think a quarter circle motion. It’s in the hworang thread.

DP P? That’s one weird input for a command dash.

I think a great incentive to move away from LMHH LMHH is if like some people said;

  1. Lights make combos scale incredibly heavy. That way more footsie focused ways of getting chains are encouraged and sf4 style mashing jabs into full combo as hitconfirms will make the combo do ass damage (I’m thinking like 10% max) which will put a better focus on hitconfirming skills that were always prevalent in older games but oh so absent in sf4.

  2. alpha counters also need to scale heavily. This is essentially a guaranteed reversal in the middle of your opponents otherwise safe offense. If alpha counters did too much damage, it would make the game a lot more defensive.

  3. dragon punches need to have short blockstun or be untaggable. This is so we can avoid random safe dps like in sf4. If you commit to a DP you should commit to it just like every other game and the short blockstun means if you tag cancel, your next character is going to get punished for sure. Itd be like a wakeup tag only if you hit the dp the next character is safe but if you don’t, then the same scenario would have occurred anyway. I wouldn’t mind if it was a shortpunish window but it needs to be there for better players to take advantage of what is obviously a bad decision on your opponents part.

  4. Cross assualt needs to do less damage. This way you need to learn specific resets and combos while in this mode instead of it being a fucking faceroll into 50% damage.

  5. Zoners need to have excellent normals. That way you can zone without heavily relying on a fireball game that half the cast can bypass.

  6. While I havent seen much evidence of it, because nobody can really do combos yet, anti-air hits into juggles need to a bit less damage because I’m sure someone will figure out a massive punish for a bad jump. I don’t mind there being strong AA punishes but the nature of this game makes me feel like you could just capitalize that AA into a massive damage bnb amd there arent any systems in place like hitstun scaling to avoid that.

Well thats what I thi k anyway. Feel free to pick it apart.

Because it’s good design to have 0 frame throws in your 2d FG.
Look at GG and SF2 series.

I agree with this. Attacks scaling differently could make improved BNBs more important. This could also make sure SAs don’t do ass damage after a long combo.

Depends on whether we can combo after them or not. If we can, yeah, scaling needs to be tight.

Untaggable DPs are a no-no. Controlling the damage is fine, but let’s not limit combo and juggle possibilities. But low blockstun on DPs is fine by me.

We discussed this before and arrived at the same conclusion, specially since the system as of now is basically herpderp unblockables.

Ehhh, I don’t know. They might overdo it and it’ll be SSF4 AE all over again afterwards.

I’m fine with 0 frame throws as long as they remain 2-button.

2 button throws:
-Are better for charge characters. With SFII style throws, if someone goes into throw range, you’re either forced to press back and :p: or forward and :p: to throw, which loses your charge and, if they back out, puts you in a vulnerable position.

-Reduce 50/50 win-win option selects. If you whiff with a 1-button throw you get a nice high priority poke with a few characters. If you whiff a 2-button throw, you get a “hey, punish me” whiff animation.

-No accidental teching. No one accidentally techs by mashing.

That might be a bit too much. If we’re having 0 frame throws, I’d prefer there was the risk of needing to let go of blocking and walking forward to throw.

Read my edited post. 1-button throws lead to more safe option selects and BS than 2-button throws.

I’m not suggesting we should have 1 button, 0 frame throws

I still think it’s not a good idea to make 2-button throws 0 framers, though.

What are you suggesting then? Three button?

Seriously though, 1-button throws in this system could lead into safe option select shenanigans on block.

Nah if you really think about it alot characters standing HP,HK are usually unsafe, also with the throw range it will still be annoying to throw in this game with either 2 buttons or 1.

I’m suggesting throws remain as they are :rofl: Maybe give them more range and damage, but leave the speed alone, assuming they are still 3f.

But yeah, I get your point. 1 button-throws don’t seem so sexy now.

You’re assuming the other guy is blocking. You can OS throw on a guy playing footsies with you as they enter throw range - now imagine if miscalculating that got you a very good poke on whiff, like Sagat or Dic’s st.:hk:'s from IV, or worse something like Chun’s :b::hp: from 3S. I mean, sure folks will point to games that had this and say they were fine, but some of us would rather people commit to their throws.

A range buff is needed. Pretty sure that Capcom nerfed it since they’re afraid the system would allow for blockstring into throw for some characters. That said, I’m fine with that if that’s the result.

Chun I understand but Sagat’s and Bipson HK can be ducked. I think it adds a new layer of strategy or at leas one that can be adopted from the older games, but I get your point some HK or HP would be real good for some characters. Also 2 buttons throw has less recovery then the older tittles. I want the whiff animation to last longer then I wont care about the sf4 range.

If throws remain as they are throws wont be practical in matches and would be a rarity.

You could just buffer a safe special behind every throw attempt.
Also depending on the game system you get stuff like,(Ground dash os throw) os (air dash os throw).

With 2 button throws you get crouch teching and due to the chain combo system every character seems to be able to get min 20% damage.

Also i remember Seth killian saying on some stream(NCR9 i think) that when the throw range was longer it lead to being able to throw people out of strings.