SFxT Review and Impressions with dat Nycc flavor!

True, dunno though. I’d prefer the throw to have more recovery or at least make it tekken style. If p1 throws and gets teched he’s at disadvantage.(In general not specifically for this game.)

Crouch teching (and holding down+back in general) was dealt with in 3S by having really good overheads. Try to hold down back on Ken, and he’d open you up with an overhead that could eventually lead to an SA. Now last I checked, SFxT had nice good overheads you could combo out of. At the very least, we know that people wont just hold down + back all the time here.

I don’t even think going for throws in this game is even worth it. I’m glad people cannot abuse throws in this game but they have to keep a strong offense.

Zoning
I think to make zoning a little more stronger is to make fireballs stronger by 1/2 more of its original damage output.

For the team tag special it should be heavily scaled because on a raw hit, it does about 50 percent of life and the grey health does not recover from that.

other than 1,2,3 launch each time i was thinking maybe they could force people to use meter for the tag every now and then like you can’t just launch everytime. Like you have a bar that stand for your launch meter and when it is full you can use it. other wise you will have to use your meter to do a launch.

THIS FOREVER!

This game has a lot of things that SF4 should of had.

I think tag canceling is where the damage is at. Since simple LMH LMH doesn’t get you much damage. That why games in Fight Club too so long. We’ll just have to wait and see and how tag canceling will evolve I guess.

Or if a special has special properties like wall bounce, bound etc. or use ex move i just made this one up with out playing the game

Abel :f:+:mk: :f:, :lp:, :mp:, :hp:, ex :b::f::p: (this wall bounces), :qcf::hp, :f::p:, :f::p: In the trailer Abel was still able to grab an opponent in the juggle state with change of direction

Well, I mean, what specifically do 0 frame throws accomplish in the game’s design that 1/2/3 frame throws do not?

For everyone. Kazuya and Hworang’s wave dash is done by pressing Forward twice. No crazy inputs…Just double tap the stick forward, and continue doing it.

It was the most practical way to make 1 button throws.
(and 1 button throw are better than manual throws)

No, Wave dashing is separate what you was doing in the vid was regular dash. Wave dash is when you cancel crouch dash with db and repeating the motion so Kazuya is dashing in with crouch Dash.

On the subject of 0-frame throws,

I don’t think a game needs 0-frame throws to be good, but I do think a good game needs some sort of unreact-able offensive maneuver. Players need to be participants in their own defense.

BlazBlue is good example of this. Slow mixups and huge throw-break windows, everything in BlazBlue is react-able. In games like ST or Guilty Gear, with 0-frame throws, your defense-game had to be more proactive. You couldn’t passively sit around and block, while waiting for your opponent to throw you then break it after the fact. If you were in a throw situation (which, with 0-frame throws, is merely being inside their throw range) the possibility of being thrown forces you in to action. You are forced to take a risk. If you didn’t want to be forced to take a risk, then you had to keep the situation from happening. In other words, you need good zoning/footsies. The throw-threat is the reward for the offender for weaseling his way past your zoning. But in BlazBlue you just feel stupid for working so hard, because now the defender is just going to hold down-back and counter-hit your overheads and break your throws.

If I was super-OG and unarticulate, I might say that good throws keep you honest.

As I said, I don’t think a good game needs 0-frame throws. In Tekken, no one decent gets thrown, but the mixups are fast enough to force someone to not block all day.

so, uh, what were we talking about again?

they should just take a page from kofxiii and make dps only tag cancellable on hit

EDIT: that reminds me… can’t wait to see dp trades into full bnb lmao

Summed it pretty well.

Just as long as they’re 2-button.

i wouldn’t bother crouch teching in this game. throw ranges were really really REALLY small.

No, what I’m saying is that, if they do buff the throw ranges and we end up getting crouch tech, that there’s a proper way to deal with them via overheads.

Yeah I don’t get what this uproar over this being just being a LMHH LMHH combo game. Justin’s the most impressive I’ve seen play this game and his Chun Li was always tagging into combos instead of using the LMHH LMHH chain… and these combo’s set him up for much better oki… The Tekken characters are going to have long ass strings…

Due to the nature of needing to tag constantly so your grey life doesn’t fade away LMHH LMHH is probably going to be the ideal no meter combo but lets not act like it’s an optimal combo in this game.

If you seen kazuya play his god wing lets him bound up to 3 times and it is possible he can continue it for a long time.

Well, this confirms my fear of this mechanic. Fuck, there’s always gotta be some bullshit.

I guess cause meter is needed to get damage, but theres no need to worry considering you build 3 bars really quicky and you can also whiff normals to build meters. Every one has a move or normal that either bounds or wall bounce.