SFxTekken General Discussion Thread

The thing is it’s clearly a derivative game, so that’s a bit of a shit excuse for something using an existing engine with existing character models.

Anti-air DP juggled with cr.MK xx Hadouken xx Shinkuu Hadouken. The fuck? I’m not sure adding Tekken to Street Fighter actually adds…good things.

looks good, I’m hyped for it.

Tekken mids currently hit overheard, how you gonna go say there are no mixups.

clown.

First of all, there’s a difference between being blind and reserving judgement for when judgement is due. We don’t even know all the mechanics in the game so we simply can’t judge how it will play out. All we know is that Ono said this game will be based around agressive play. Add the fact that Tekken characters have tons of overheads and you can’t say this game doesn’t have mixup potential.

Second, even if that were the case you can’t judge speed and flow considering that a) people are touching the game for the first time and playing casually and b) we still don’t know all of the mechanics and how they work.

And from the interviews, online seems to be pretty important on this game, so maybe this time they’ll actually give a shit about the netcode?

ughhhhhhhhh :confused:

The level of play is pretty shitty which might be part of the problem, low level Marvel looks slow as hell too.

That said, the air mobility does look a little wonky with how floaty the jumps are and the tech rolls look kinda strange with how laggy they are. Hopefully they tweak that down the road. I’m a bit more optimistic than shoultz ATM though… Probably not a good idea.

quoting this so it doesnt get lost also nominated for article

It’s so it can be held down to turn it into an EX or a super arte version.

One of the things that looks strange in this game is the physics compromise to allow Tekken-esque juggles with SFIV movesets. In T6, like most 3D fighters, there’s a lot of forward movement on attacks, so when you juggle someone they’re knocked forward quite a bit and overall the combo looks dynamic. But most SFIV moves don’t move forward at all, so in this game most moves have really short, vertical bounces and the Tekken characters move forward less and it looks kind of shitty and stiff.

Throws were always going to be :lp:+:lk:, it’s the primary throw input in Tekken as well.

Any word on reversal windows? Do characters have true blockstrings?

So when will this game get it’s own sub forum?

GGPO doesn’t equal good lol. Neither does “fast”. This is coming from someone who regularly gets tired of/angry at SFIV.

Eh, to me it looked like 2D TTT, which looks somewhat stiff/jacked to me to, as do all fighting games.

When this thread gets a hundred pages.

Why are people complaining about input lag?
Why did marvel 2 last so long?

THREE TIMES CAPCOM HAS BEEN GIVEN THE BENEFIT OF THE DOUBT, BUT FAILED EACH TIME.

Judgment on netcode is usually reserved for after the game comes out, but with Capcom it is a different story. You have to be given the mindset that it sucks from day one, and that we need to bother them about it until they suddenly realize that we actually care about online.

And faster jumping wouldn’t hurt, don’t want to make anti-airing to easy now. Some of the moves also look REALLY slow, like Kazuya’s devil spin kick thingy, and the Shinpu Jinrai Kakyu.

I see massive potential with this game, those are just 3 main gripes I have with it.

Everything looks like it chains to me like in DarkStalkers, and there are links in those games too.

GGPO isn’t the magical formula for making something good. It sucks for 3rd Strike. There are other ways to make something good without licensing GGPO for it.

Same thing with speed. So did every “fast” fighting game last long as Marvel 2? Fuck no. A (fighting) game doesn’t need to be stupid fast to be fun. CvS2 is “slow” / methodical, it takes a long time to play. I’d take that over MvC2 any day. Same with 3rd Strike, which I don’t see as that fast, but at the same time paced very well.

theres an exponentially higher chance that online play will be playable with some sort of ggpo implementation than with every net code implementation used in capcom fighters so what the hells your problem

http://cache.gawkerassets.com/assets/images/9/2011/04/sfxtekkencontrolsbig.jpg

SSF4’s online is playable, lol. People act like every match is fucking unplayable lag fest. It’s not great netcode but it’s usually totally fine, and if you have a good connection you shouldn’t have a problem.

That being said, there are plenty of thing it could improve upon and they don’t need to license GGPO to do it, just learn from it. That being said as well I don’t think they will learn that much from it and this game is probably coming out in the next 8 or so months.

You missed his point.
MvC2 did not last as long as it did because of how fast it was. Speed was not the sole factor keeping people playing.

Good netcode does not make a bad game good. Sure it’s nice to have and always a plus, but how many times have you heard someone say “The game sucks, but I play for the netcode.” With as many online options as we have today, there is no way online is going to make someone buy/play a game that they would have otherwise really really hated. Those who hate SFIV are not going to play the game if it did have GGPO.

Speed and netcode don’t make bad games good, and speed is incredibly subjective. I’m sure if there was a thread asking for the ideal speed of a game there would be large disagreements and in no way a clear sign towards any one or two desired speeds.

Fair enough. Still, I rather be mildly optimistic than considered it doomed from the start.

Game is pretty bare-bones right now. They probably didn’t balance it properly yet, since chances are the roster isn’t complete.
This should be fixed as time goes by.

Damn Guile’s art work is ugly. I hope that stuff isn’t final.

Also BlazBlue has/had good netcode…and people didn’t like that game too much hah.