SRK Feedback for Capcom for SFxT 2013

Again, I don’t know how actively this is read or how reasonable these requests are, but I’ve got a couple I’ve been pondering the last few days (non-gameplay things mind you).

  • For gem selection, for those who just want to rock something quickly (or are just lazy - which includes me at times lol), perhaps offer the option to choose a somewhat random set at character select, similar to the option in the Gem Edit mode? So long as these random sets obviously excluded auto-tech/block gems that could work and give people more incentive to use them if they don’t have a set memorized (with the penalty being of course, you don’t get to choose how your bonuses are applied).

  • The option to not spectate and instead go to training mode between matches in a lobby? Just something I’ve always wanted to have available but again don’t know how reasonable that even is (or if that’s really a big concern to anyone aside from my impatient self).

  • A second set of Alternate costumes would be cool, maybe offering some more of the outfits that some characters wear normally? ie., Asuka’s traditional garb, Chun-li’s Alpha outfit, Jin’s hoodie outfit from T4, etc.?

Liking most of the changes, and can’t wait to see them in action. Biggest question in my mind is the 7 frame recovery on rolls, but I hope that turns out for the best.

I’d like the ability to set a gem set that could be applied to all characters instead of per character basis. There may be better options once I get to know a character better that I’d like to set, but if I’m just switching random characters it’s better than the defaults that are set.

This might make them more usable in tourney settings so that organizers could decide on a small # of gem sets (balanced, all meter, all damage, etc) that could be known beforehand and then people could just choose from those and letting those rock instead of nothing.

It’d never happen, but after some thought about it, something I’d like to see in this game is a new sort of dizzy implemented. Wouldn’t allow for a free hit like the traditional dizzy, but would have a brief dizzy visual while they’re falling as a visible cue, and all it would do is take away the ability to roll, wake up quickly or perhaps even reversal on that knockdown (not sure about that last part), in order to allow for better mixup situations now and then. So no to continuous vortexes, but the occasional stronger mixup - if you earn it. I think something like that could add a fair bit of spectator hype as well as more KOs without being too drastic.

Dear Capcom,

If you touch Cammy or Asuka I will personally come to your fucking establishment and turn all of your employee’s spines into baloon strings.

Love, Martian

[LEFT]800 Concar Dr[/LEFT]
[LEFT]Ste 300[/LEFT]
[LEFT]San Mateo, CA 94402[/LEFT]

Make Poison’s super useful for something. At least let it break armor. And when Cammy’s 2nd kick of the startup for the Cross Art connects after the first kick whiffs, nothing happens. Not sure if its intentional or a bug. Please make me happy Capcom.

This was tweeted this morning by Dieminion: who is playing the current build I guess at the IPL event in Vegas

@Di3mini0n: So far Guile is a considerably weaker character. Builds 0 meter for zoning & 900 stamina hurts him. UDK is throw invul after 5th frame.”

I thought maybe that rolls being punishable would make it a lot easier to keep people out (thus the drop in stamina), but maybe that isn’t the case. :frowning:

It probably does actually… but the tradeoff is that if you get knocked down as a zoner, it’ll also be harder to get away, too. Combined with the health nerf I could see that making things harder for Guile.

Poison’s Super is anti-air, like her CrossArt…if you use it right, you’ll beat out alot of stuff, you use it the wrong way, it’ll get stuffed out everytime. Risk and Reward at it’s finest.

Cammy’s L3 and a few others do this, I think that’s fair so you don’t get two bites at the apple.

Also agree with Rook on Poison’s super, it seems like it has good utility as-is, especially since it’s a projectile that gives you full cinematic damage no matter where it hits (at least in my little time using it so far). Having it break armor would be crazy.

but hey if they wanna’ improve it I’m not going to complain :razzy:

I used to use it as an anti air before realising it’s nowhere near as good or reliable as uppercut x tag cancel for more damage and less meter. The only time I ever use the super is to finish people off.

Hmm… That’s what I think of most supers in general though, outside of crippling an opponent since they do unrecoverable damage. I tend to use them either as execution-free damage that I’m sure they can’t build back (or round is close to being over) or to finish someone off.

Poison’s doesn’t seem that much different, except she gets a ton of range to work with (granted you are not hitting someone full screen unless they get caught going something obnoxiously stupid).

Julia’s is a special case too I suppose, since poking her when she has two bars is actually a threat on 300+ unrec.

I also noticed that some super arts can only register a KO on the first and last hits. An example is Juri’s Kaisen Dankairaku. If the opponent survived the first hit of the move but his HP dropped to 0 midway, the announcer will not shout KO until the last hit. Meanwhile, Kazuya’s Devil Beam can cause a KO in any hit so Kazuya players don’t even have to wait for the beam itself to KO, which is an advantage. Maybe Capcom could alter super arts in such a way that any hit can cause a KO.

This I do agree with. Thankfully Juri’s super is pretty fast in this game so you can theoretically land it after a mixup or get a mixup after landing it.

I really got concerned about this as there is a match of mine where it ended in a timeout simply because the last hit didn’t connect in time.

[media=youtube]_ZUJbOXggZc[/media]

It’s also kind of unfair that Kazuya’s super art is exempted from this rule. Any of his super’s 4 hits is capable of KO’ing an opponent.

Making every hit capable of KO’ing an opponent could help a lot in reducing timeouts. Cross Arts could benefit a lot in this especially since their animation is uber long.

Hopefully a CAPCOM staff would take note of this. :smiley:

The two players could change buttons at same time like in SSF4 and not one by one…

For JULIA :.
This week i try Julia’s 2K13,all new changes are good.
But like we know,her cr lk is shorter and her back dash too now…also please make her cr lk faster cause she need a good cr.tech OS in this version and a little faster walk back too.

Personally, I can work with Julia’s nerfs. Considering cr.MP can link into itself. The Backdash, while missed, is still very fast.

If they did keep her cr.lk hitbox though, that’d be nice. But considering all her other changes. I won’t complain otherwise.

Agreed. I’m fine with it.

Also, was that you on stream at the UK 25th, Ariesno? If so, good stuff!

Ah I knew your name was familar, we played before, I was FlowchartFergus with the Alisa/Julia team.

Change buttons like button test? Can’t they do that at the same time in the main menu?

Sent from my DROID2 GLOBAL using Tapatalk 2