SFxT Review and Impressions with dat Nycc flavor!

Goood stuff man, nice. Love you cant mash DP’s anymore. Although thats just because of chains now right? You pretty much can’t leave a gap between a combo. But I guess after if you wanna go for a mixup but im guessing you can still get a DP out then.

Also interesting about the two characters. I actually heard Raven is the true beast at the moment since he has everything apparently but thats just cause he isn’t balanced well yet or something. And I forgot the other chars people were afraid of…Chun? Pokes/Blockstun with kicks? Idk.

I am also worried about some fundamentals and characters specific game play styles that might be destroyed due to the games engine but im leaving it till I see more stuff. (Zoning…Real mixups…command grabs…going for more than the basic strings with your longer pokes)

I can see where you’re coming from regarding OMK but it’s not really like that.

For a picture of OMK upon release (the only time it had a chance to get a following), it was designed more in a traditional paradigm of no airblock, usually no airdashes, etc., but it made some odd choices. Basically 70% of the cast had no anti-air at all, including the “grappler” character, so there was essentially no grappler character (instant regular throws hurt almost as much anyway.) Instead they relied on air-to-air, so you spent enough time jumping that the neutral game resembled a strange, slow imitation of vampire savior (plus similar running dashes, I guess.)

You could draw some comparisons to “random poke into chain combo” but it wasn’t even like that in OMK, because few characters actually had pokes worth anything. You’d normally have to be lucky enough to have a chainable poke and some kind of slide normal to get you close enough to continue, and footsies were still very limited. Plus, the timing on chains was quite strict (patched later), so you had very little freedom in this area.

I think those are the main reasons for claimed lack of character variety in that game.

In SFxT there is the danger of good pokes leading into long hitconfirms, but that isn’t really something from OMK. If you’re worried about combos being same-ish, I honestly don’t think that most characters will be doing LMH LMH for too long. People will attempt to drop their lighter hits for scaling, at least.

Unlike OMK, where any other type of combo was limited to a single juggle hit, the framework at least exists for different kinds of juggles. You don’t need to tag to continue your combo (ground bounce, wall bounce exist), and I’ve seen some other examples in videos of different frameworks for combos (for example tag into jumping chain, land, continue with ground juggle, or ibuki’s stand roundhouse xx command dash looping a couple times.)

I’m not speaking here of any kind of judgment on the game itself, but I don’t think the comparison to other games really holds up past the superficial stage.

I share your opinion. There are quite a few examples of the game going beyond the simple chain systems, people aren’t doing it because they have little to no time with the game, so they didn’t have the chance to actually get intimate with the combo system.

With that in mind, I find it kind of unfair to call out the depth of the game simply based on the chain system. Complaints about system mechanics being overpowered - like Cross Assault, which needs an acronym ASAP - can be turn out to be true in the long run, but calling a unfleshed combo system shallow? Not so much.

Not saying the negative opinions are unwanted, but I really think its too soon to judge something that will only be fleshed out when the game ships.

All opinions are wanted in this thread. None are shunned because We want everyone to be heard. It’s a discussion remember this guys not " THIS IS TEH BEST YO!" Or " FUUUU~ This game is shet, no depth!~" We want anything ,and everything to just try, and hope for this game to develop in something we can all enjoy. None of us want a shitty new age game. We want something that can have a scene, and can be enjoyable. Not a game like SSFIV where we all hate it, but just play it due to the fact that it’s in tournaments.

Give the guy a break if he doesn’t like the game he doesn’t like it. I know alot of people that don’t like the sf4 series, i know a lot of people who don’t like mvC3…etc

That made me laugh . But I think in the long run tag cancelling will be this game’s FADC in terms of combo potential and making certain stuff that wasn’t safe before safe. Plus making meter management somewhat important.

Thats fine with me, just as long as you cant mash dp’s and ill be happy.

sigh, mashed dps are going to be just as effective, it’s going to be EXACTLY THE SAME call as it is in sf4. okay, I’m in blockstun, okay, here’s where I think his frametrap is gonna be, dragon punch. It’s not like you’re getting anything out of beating up on somebody’s block besides some meter. Just because blockstrings are suddenly braindead easy to keep tight doesn’t mean they’re useful, you’re still gonna have to leave a hole somewhere if you ever wanna actually hit your opponent.

Because when the game is still in development is the most important time to criticize the mechanics. Because they can, y’know, theoretically fix some of the problems before it ships.

I think you’re missing d3v’s point. Unless I misread it, it sounded more like he was trying to (I had a word I was going to use here that I suddenly can’t remember at all and it’s really pissing me off) figure out why there was such a stark contrast between these opinions.

MvC3 is a doujin game.

That is one of the issues I noticed with it. I have a little bit of hope though because originally this was one of the biggest concerns with MvC3.

Keep in mind too that there’s a lot of room for games to develop outside of what happens after you start a combo. Granted this seems to be largely forgotten in the modern fighting game world.

I can second that Cross Assault is stupid as shit. Not necessarily a bad stupid, but I’m not sure SFxT is a game where you’d want that kind of stupid.

Dosent the 4 frame reversal window of sf4 also have an effect?Assuming they tightened the reversal window,leaving a gap of 1 frame in your strings would mean they have 1 frame to dp compared sf4s 4 frame.Although the cant mash reversal part might be refering to the chain system.

That makes sense, but there is nothing suggesting that there’s a smaller reversal window. I’m just sayin, people are gettin hype, making celebration videos about “no more mashed dp hallelujah” when there’s no evidence that it’s gonna be any harder to throw out a DP like in SF4 when there’s a gap in your offense, which there NEEDS TO BE if you wanna hit people. There’s still input shortcuts, there’s still autoguard, people can still stay blocking while mashing crouch DP. Don’t celebrate too soon.

For some reason i think it may be just as easy to throw out a dp. Maybe people were not putting the correct inputs when they played to do a reversal. I think cross counters will be used more than reversals.

Man it would be a huge shame if this game bombs, I had really high hopes for it.

90% of the times I get hit by reversals in SF4 it’s from my mistimed block strings and links. (And it’s oh so easy to mistime them…)
So yeah I’m celebrating…

Look, I see the concern for having the universal combo be the most effective. I really do. I personally love it when everyone’s combos feels completely alien from one another, one of my favorite things about Guilty Gear, but to say that the combo system will hurt depth is a bit silly. It’s not like the new Mortal Kombat where the lack of hitconfirms for most characters alters the game’s fundamentals. What you do after you land the hit isn’t where all a game’s depth comes from, and even then depth only comes from a combo when you have to pick between damage, meter, spacing, or resets for more damage. No matter the game, once we break it down, will all be doing the same combos anyway, whether it have as many buttons as a Litchi Blazblue combo or be a simple chain system.

And I’m not getting down on those who love execution in their games either, to be clear, I’m just getting at that depth comes from how to open up your opponent, not the number of inputs you put in after.

Because it feels barebones right now? This ‘it’s not even finished’ bullshit is bullshit. These public demos are our chance to give Capcom feedback that they desperately need. This is Capcom’s chance to release their first fighting game since CvS2, and I certainly don’t want them to fuck it up.

You missed Chibi’s point.
It’s not about combos being all the same just because.
It also affects how you play the neutral game because it determines where you get your damage from.
Imagine how GG would be played when every normal with every character would lead to the exact same outcome, only with different damage scaling…
Will the game be worse? Hell yeah… and that’s what Chibi is saying.

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A combo system with limited system isn’t a game without depth. People should more be worried about Cross assault, DP reversals,footsies, zoning, unblockables, super armor,etc. You should more worried about how we open people up, and if certain mechanics are too strong.

MVC3 people who whine about combo system don’t realize what is truly wrong with that game. Such as the throw option select with H, the fact that invulnerable assist will come out despite that you hit the point character, limited options to be defensive, the insanely fast mixups, etc. Stuff like that is worse than whining about how Wolverine has easy combos.

But Wolverine was the problem option selecting with H was a problem. In fact in that game no one could use it like him, especially against him where attempting that gets you dead to his dive kick.

theres no real counter to the negative points of the game brought up. i originally thought this game was going to be CvS2 good, but with such simple chains idk now…im going to go with my gut and play KOF13 and wait on this one