i can answer this. all you do it tag cancel same you do a regular tag with a cost of a bar. there are bnbs from 4 like cammy’s tk canon strike xx st.stong, cr.strong xx drill. some of the same setups will not work anymore though.
I understand now. Thank you.
Although the game is pretty easy its still has a high level mind set down the road. Every thing that we might think is good might not be as practical as the game evolves. This thread is to discuss the game’s mechanic sure you can hate on it but why hate on the person that thinks it might be worth the wait. Everyone is entitled to their opinions but bro no need to get angry when he actually does play Vsav.
As for the game itself Street fighter character cannot play like their sf4 counterpart. It feels that they can’t utilize the sfxt mechanics to their potential. I may be wrong considering that I only got the chance to play the game for a few time. I think that the sf characters needs to be scrapped and get something new imo.
Arcsys games have unique chaining rules for each character while Capcom games (Vamp, VS series, Jojo(?), SFxT) have universal rules.
Find me a Capcom character that can do something like Chipp’s 6P->cl.5S->6P->cl.5S chain for example, or Faust’s 2H->5P…
So in that sense yeah the game is more “like Darkstalkers” than many other chain based games.
I believe this was the case with Jojo’s as well, thought I haven’t played the game for some time now (except that one time Ioaded it simply to play around with Petshop for lulz).
In my experience SRK tag wasn’t very safe. You can see when they hit tag from the white flash. Especially if you have meter, you can alpha counter the character coming in.
Even if there is a specific SRK move that is safe, you could still catch it with an alpha counter. So while tagging is cheaper than RC or FADC for example, there is always actually something the other player can do about it, unlike a fair amount of other games with a mechanic to cancel SRK moves.
Edit:
What Seth said about faster tag-ins is basically that tagging via launcher is slower than tagging via actually hitting MP + MK. So you can tag cancel your launcher to get your other character in faster than if you just let it happen automatically, at the cost of meter.
That’s all it was, timing shouldn’t change speed they come in aside from the obvious fact that they start coming in earlier and so get in earlier.
Oh, I hadn’t thought about this. Alpha Counters can surely balance out DP Tags.
Can you combo off Alpha Counters?
Doesn’t alpha Counters launch you? I seen Ryu do his launch animation but it flashed yellow like an ex move
Watching all the vids that have been released recently, this shit really is just Ougon+SFEX with a dash of MvC1 so far.
Can we get a push block.
That would be awesome, have it like Vsav where you have to piano it.
I think the alpha counter IS each character’s launch move, so it also means the are punishable by your best non-scaled combo.
IMO AC should do extremely high scaling to the juggle afterwards. The momentum change is more than enough reward for them.
The real question is- What can you AC on reaction, what can you do against ACs, and how will it affect the way the game is played?
I have to admit, probably the most disappointing thing about this game, for me personally, is that DPs can still be made safe at all. Don’t get me wrong, I actually like SSFIV and AE alot. They’re genuinely good games, IMO. And in the context of the SFIV series, I’m fine with safe reversals, for the most part. But it’s definitely not a trend I wanted to see continue in new Capcom fighters. Meh.
Game still looks promising to me, but that irks me.
As has been mentioned Dps with 1 hit and low blockstun will not be safe and tagging them will result in you getting 2 characters combo’d for free. Ken’s 3 hit F.SRK seems to be the exception so far. But if someone is mashing SRK and tagging on block than less meter for them and less chance for them to use Cross Arts and Cross Assaults (assuming Capcom come to their senses and make it require 3 levels).
Although you can tag out during a DP the tag rule still apply and the character doesn’t cancel the animation. So if Ryu does a Fierce DP and tags out, there’s no block stun and he will still be in the air. After you can punish the tag and Ryu. There’s exceptions though like Kens DP or Spiral arrow which are unsafe but can safely tag out cause the amount of hits and blockstun.
Edit: Guess I was too late lol.
Most TCg of DPs is mostly likely going to come from “hit confirming” for extra damage/juggles IMO.
Master Chibi is saying everything I’m thinking and he’s played it
We’ll see upon release.
Chibi is smoking some serious shit.
Not necessarily.
[media=youtube]LFFJtb5ws4k[/media]
In both 3:43 and 3:45, Sagat using his Stand Fierce as his Alpha Counter (yellow flash, one bar of meter use).
Thanks for everyone that has commented in here. I hope some of these things are looked into by capcom. I did like the game. I hope certain changes can happen to make this game better. None the less the event to me was a success. One thing I forgot to add was this.
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.
All and all I love certain aspects of this game already. Remember this is basically just play testing guys, not the final build etc. So things can change further down the line.
Also the first post was edited.