SRK Feedback for Capcom for SFxT 2013

System change:
-Cross Assault, make it human controlled with adjustments so it won’t be too powerfull.
Mechanic is hardly used while it has amazing potential, with the adjustments to the meter gain we will already see less people attaining 3 bars on a regular basis.

First off, I would like to say thank you to Capcom for buffing Akuma in this Version 2013 Update.

Changes such as a ground-bounce cl.st.:hk: on second hit will be beneficial to Akuma players in the long run should it ground-bounce in front of him that is.

But there still are some small things that need to be fixed with him. More specifically with his Raging Demon Glitches.

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Video 1 shows the :f::mp: kara set-up into demon. This was a good way to catch the opponent off guard if they were intent on guarding. However the demon whiffs should the opponent perform the motions shown in the video. Please could you guys fix this in the update?

Video 2 shows a gem that doesn’t work with Akuma should you try to do his Raging Demon on someone. It is the Immense Power Level 2 Gem which activates should you perform a Super Art. The gem doesn’t activate when you try to do his Raging Demon despite the Raging Demon being clearly listed as a Super Art in his command list.

Only his Misogi can activate the gem, this needs to be changed considering it really limits the usefulness of using the gem on him. In conjunction with the nerf to the Immense Power Level 3 Gem which activates when you go into a Pandora State that you have done, the Raging Demon isn’t as threatening as it should be.

The gem works no problem with the rest of the cast, why not Akuma’s Demon?

they don’t even bother posting the english comments under the article asking for changes on the japanese side. if they don’t even make the effort to check those, I highly doubt they’ll get anything from here. they don’t care about non-japanese players - they’ve shown that previously as well. =/

i noticed that too… i sent mine in like 5 times. nada

it’s as if they want to pretend we didnt say anything

…Seriously? I actually composed my suggestions with semi-long reasons for why they were valid. Ugh, bloody cunts.

Well for what it’s worth, I linked Dawgtanian to this thread on Twitter (if he wasn’t already aware of it), for what that may help.

the capcom - eu/uk branch has no effect on the japense dev team tho. I doubt that’ll impact anything. I love japan and the japanese people, but oh boy, why the fck don’t they learn english? I mean, they even do nowadays, but suck so tremendously at it, it’s not even funny. [ok it is, but it’s still annoying x)] Tho, at least a few are willing to dig into it, I’ve a good japanese friend who speaks it very fluently.

everyone should speak two languages. english for non-native english speakers, and a language of choice for native english speakers (spanish, german, french, japanese or whatever).

I know Capcom probably will not even read this but here’s my suggestions:

System Changes:

**Cross Assault: **Needs to be extended since meter gain is gonna get nerfed. Also improve the A.I. as much as possible so it can be more helpful on non-pair play. I know it can be done. Hitting your opponent with a juggle should “inform” the A.I. to go for a follow up or possibly a super depending on how the life of the point character looks like. I believe simple detections like that will go a long way to make Cross Assault at least be somewhat viable on non-pair play.

**Launcher: **Keep the current zooming effect on a raw launcher so its easy to confirm if you managed to beat a low. It’s obviously for helping players with all sorts of reactions.

**Regular Game Timer freeze: **During cinematics and Pandora. (Cross Assault doesn’t need time freeze since it will become a secondary way of coming back if the timer is frozen during it)

All of these apply: Raw launcher, Pandora (needs this to remain viable until the very last second), Super Arts and Cross Arts.

**Rolling on wake up: **Requires some addressing. I believe the current nerf is too severe. Anything that can be a viable medium between current roll and the hypothetical new roll data would be actually a nice fix.

**Pandora: **Please freeze the game timer while on Pandora. It will actually make the mechanism have better utility for some nice comebacks. It’s not gonna be easier to actually do some Pandora set-ups and the fact is that if you have 7 seconds or less on game time it will not allow you to complete some set-ups a lot of times due to time overlapping.

Also please reset the juggle count on Pandora and make the entering character appear next to the opposing character. Sounds fair? It won’t make the mechanism X-Factor level 2 but it will make it at least a little bit more flexible.

Character Balance:

**Most important thing: **Nerfing SF characters severely like it has been showing is not a legitimate way to force players into exploring Tekken characters. In my honest opinion, it’s a lazy approach for “solving” the situation. Buffing the Tekken characters and only slightly nerfing some the “cheap” or “safe” stuff from the SF cast is the wisest approach and will make a lot of characters be viable and/or threatning.

**Ryu: **Revert every single nerf and adjustments back to Version 1.07 Ryu. He is perfectly ok as it is. Let the universal nerfs to boost combos and DP tag cancels be the only nerfs he gets.

Cr. mp should remain the same.
Cr. HK should remain the same
No need to buff his air tatsu, the current version will force players to be more conscious with their spacing when going for a cross-up.
However, Ryu needs his amazing normals since he doesn’t have the best mix ups or the craziest gimmicks. He is a straight forward footsies and decent damage character. Needs to be kept that way.

**Vega: **Reduce the hitbox of his LPs if you don’t want the move to be abusable. However, keep the current 2 frame link. Nobody should have to hit confirm off a 1 frame link jab. That is silly. Nerfing the efficiency of a move by adding an artificial layer of difficulty is not the right way to address it. The universal boost combo nerf have already hurt Vega as a character.

**Rolento: **Revert most of the changes and undo the nerfs. Rolento as it currently stands is a fair character in Version 1.07. He is already weak to cross counters and the universal chain boost combo nerf will moderate him as a character overall. Since in case you guys haven’t noticed that is mostly the stuff high level Rolentos will abuse. Making his rekka unsafe on block it’s silly since the amount of block stun and active frames that move has allows the player blocking to cross counter that move easily on reaction (even slow reactions may I add). Rolento doesn’t have a lot of pressure as of now. He needs to at least have a form of pressure when the opponent has no meter.

**Raven: **Reduced hitbox on the air ninja stars is acceptable. However, I don’t see any harm on keeping the ability to throw ninja stars while jumping backwards. It wasn’t as effective as it seems and it won’t get in the way of solving the whole timeout situation. If the intention was removing TKS. You should have fixed the height restriction instead just like you have done with all Tiger-knee styled air moves.

**Rufus: **The only real change he needs is getting his Cr. HP slightly reduced. In this game unlike AE Rufus has an easier time getting around people and he already has an easy way to set up a launcher with his divekick pressure and doesn’t need a huge whiff punish into launcher tool like that. Since he is definitely not a footsie based character. Every other nerf except his divekick from the first patch needs to be undone.

**Cammy: **Besides Jab nerfing I think she is fine as it is.

Tekken characters:

Every single buff is justified. However, as I have stated before those buffs shouldn’t feel they are getting multipled just because the SF character have gotten nerfed in comparison.

**I appreciate if you took the time to evaluate things and the approach of less scrub-pleasing nerfing and more legitimate buffing. That is all. **

Thank you for your time!

Here I my suggestions.

System changes

  • Have the time freeze during cinematic. Characters like Jin have supers that burn 15 seconds. Time freeze will help a lot with timeouts

  • The option to disable quick combos

  • Don’t have the lifebars shake when a hit connects. It makes it difficult to tell how much damage I’m doing

  • Overall speed increase. With the large size of the stages the slow movement is a problem and makes runaway strong. Also minor solution to the timeout problem.

Poison

  • Buff her overhead. It isn’t rewarding to use as is. Being able to combo off it would be great even if it’s only on counterhit.

  • Alter one of her moves to make her more of a team player. Add a bound to the 4th hit of EX whip of love, have a version of kiss by a goddness that won’t knock the opponent full screen.

While that definitely helps Elena’s game. I think Elena’s relatively low damage output sort of balances it out and as you say, she can only combo in to chains or specials. Besides, not to sound too fanboyish about it, but Elena is probably considered to be one of the worst characters right now. She could use something to help her out.

well the bad news is that none of our comments made it into the comments on the blog and we probably will be ignored… again

the good news is that they are going to try to rebalance v2013 again

Do you have a source, please?

also Ayano was only looking to see v2013 was to stay exactly as it was listed.

well lets hope they do a good job. Most of the changes on the tekken side, I found rather good and make sense for balance. Street fighter side some characters some the characters got good balance while others got shafted. I am not sure on the roll nerf because i wanted a roll to have a way to be publishable if someone saw it coming but it seems a little to much. The whole risk for the roll with 7 frames to punish. I rather just block then take that huge risk.

if rolls are punishable at all it removes their usefulness. There’d literally be no reason to roll at all. There’s enough ambiguous set ups to make rolls risky enough already

You say that but not all characters are gonna get a good ambiguous setup from a person rolling. I can see one character dudley having issues with rolls. Plus when i mean punish, i don’t mean like being able to hit them out of recovery for a roll. I think rolls should just be throw punish during the middle of it. It a punish where if you are looking for a roll as dudley you can stop and throw him back in the corner to keep his great low/overhead game. It still makes rolls useful for getting out of those damn vortex set up you guys hate from sf4 :slight_smile: but not be like capcom where they make the roll useless with this recovery.

The only thing they need to do with rolls is make them a true 50/50. So many times I’d jump with an attack and it would still be blocked somehow despite my perfect timing. I’m fine with rolls being used to evade cross-ups and oki, but I don’t like them being used to get in. Zangief is better off letting himself get knocked down to roll in, as opposed to walking forward, throwing pokes, and making good jumps? Not good.

id be cool with rolls losing to throw

um… i dont see a problem at all with being able to block a jump in on the first frame you can get hit on. If you impliment that then you’ve essentially just made the first person to get a knockdown the winner. that’s dumb

also with the exception of Jack gief is not better off rolling in due to potentially having the opponent jump over your roll and away from the corner… Gief wants you in the corner. and rolling is an unwarranted risk of losing the potential corner

Not exactly? You’d have to guess correctly after each knockdown for this to be true. The other thing is that most of the really good Tekken characters share a weakness in lack of wake-up game. If you give them a really good roll then they essentially have no weaknesses. And when some of them already have great footsies and fantastic ways around fireballs, how do you win?

ok so when i come up with an option select that hits you meaty (that you dont want to be able to block) and hits you meaty if you roll (that again you dont want to be able to block… and i can repeat this over and over and over without having to even think about what your doing with your options… lets see how fast you’d wanna be able to block on the first frame again. God forbid I activate cross assault

You dont make the game any better by dumbing down the fundamental aspects of a game. Particularly those where skill is not involved and you reduce the game to guesses (which is why i dropped SF4 as soon as SFxT came out) which is exactly what your option does.

Making rolls punishable is bad enough because it makes rolls useless. making people unable to block at all on the first frame after being KD is just ridiculous. I’d drop this game instantly and there’d be a lot of other people that’d drop it as well because essentially the first person that gets a KD wins and there isnt shit the other person can do. You on the offense would have to fuck up tremendously in order to NOT win.