SRK Feedback for Capcom for SFxT 2013

I dunno why no one seems to consider making rolls like jumps. you roll => 4f-7f where you can’t move, dash, jump, attack or do anything but blocking and techning. this way you are FORCED to eat a mixup IF your opponent has been able to read you correctly. this is imo, a very good risk / reward option for rolls, as it could mean a potential free escape, and if your opponent outsmarts you a somewhat dangerous mixup, which can or can not lead to damage.

i have no problem with this. I think it’s fair

YOOOOO, I played with you yesterday man It was too much fun; I was salty :stuck_out_tongue: but fun nonetheless. I agree with the Poison buffs man and maybe a slight damage buff would be nice as well. Speed increase will most likely not happen, but here’s to hoping it does would be a welcome addition.

Everybody was theee-ory fighting
Those cats were fast as liiiightning
In fact it was a little bit frightning…

Today, I’m going to breakdown your typical eventscrubs comment. Dawgtanian, if you’re reading this, please never take ideas from there. They will never play SFxT, they will never enjoy SFxT, so the developers shouldn’t have to kowtow to their wants and needs.

Pandora…many things to make it good by not making it broken, heres the few i can come up and i’m no expert. -** Clearly.**
Pandora needs to be cancelable on EVERYTHING. Just like Xfactor. Make the partner coming in, stand where your point guy pandora’d before…right now they run in and they sacrificed guy falls down and they run behind them? rather than running to where they were before… making it harder to extend combo because of range.
and lastly, make it where you do a super… the super finishes even if the time runs out… Like on MvC3 lvl 3. - You can already combo into Pandora from a ground or wall bounce. The only thing that I could agree with is changing the positioning of Pandora to where the partner who was sacrificed stood. **
that was the obvious change option 1…
my other option is something radical…but fun.
Make Pandora kill your partner, but remove the countdown timer that makes you lose… - Redundant. If you’ve activated Pandora, you’ve already made the round end sooner. You should’ve been paying more attention to the timer if that’s an issue.
but also remove infinite meter. - Just plain stupid. The meter plus power gems is how damage is done in Pandora mode.
ADD 20 seconds on the clock, - Use the pandora extension gem. If you want to base your playstyle around a comeback, use a pandora setup. If you want to base your playstyle around wanting to take risks without taking too much damage, use defense gems. **
and now give players the option to PARRY.- Just no.
There’s the clutch and skill based hype tournaments been wanting… SO to those people who hate parry’s wont have to deal with it for the entire match, and they have low enough health to punish and beat accordingly if they miss a parry.
- Parries were not a comeback mechanic in SF3, they were a defensive option that allowed you to shift to offense on the fly. Comebacks in SF3 centered around short but high damaging combos as well as how stun worked in that game. What you suggested makes Pandora mode even more useless, because now we have no meter, which means that our damage options are limited.

So that conclude today in why eventhubs should never be looked at for advice, cause seriously, screw those guys.

I’m fine with that as well. But really, its a Street Fighter game: rolls should be viewed as an extra component of getting out of mix-ups.

EDIT: I only say this because the Tekken cast has nearly everything. Great mix-ups? Check. Ambiguous strings that leave you guessing? Check. Anti-fireball tools aside from the excellent jump? Check. And now they have anti-airs with 2013? Man…

it’s just a little bit of writing

You played that Cole/Law team. It mindfucked me seeing someone playing Cole in a non-joke character capacity. Those were some good games.

Increase the throw range to the point that causes your CPU AI to stop whiffing throws. :tup:

lets not get drastic now

I would like to be able to pick any character I like and have at least a chance to compete. Some characters are always going to be better and some are always going to have more tools than others, and that’s fine. That’s what happens. I don’t need the characters I like to be S tier to have fun.

And yes, I’m only to concentrate on “my character” that I play because, honestly, it’s the only one I know enough about to offer feedback on. And that knowledge leads me to believe Hugo will be unplayable after these nerfs.

Against Ryu, for example, a character who I think is maybe somewhat popular (kappa), Hugo can do nothing to get in unless the Ryu makes some kind of massive error. Hugo’s jump is slow and he obviously can’t jump in without getting anti-aired. He no longer has GDLK splash to even help with cross up jump ins where he might not get swatted out of the sky, even. That change I understand >20 active frames was a bit crazy, you could stick it out as an air-to-air and still cover it if they stayed grounded. But it was gutted and now he has no real air plan. He can’t walk in - he’s too slow and his footsies weren’t good to begin with (and his only good ground buttons have now been nerfed). He can’t dash in - his dash is awful. He can’t Meat Squasher in because…have you SEEN that move? No armor and all the time in the world to mash him out of it.

Most importantly, now he can’t charge lariat to flash and dash. I’m unclear whether the armor will apply at frame six of the actual lariat or at frame six of charging in this situation, but in either case, he’s free and clear to anything that beats frame six, and he’s going to simply get endlessly fireballed to the chest. His lariat is unsafe, gets beaten by throws, tekken chains, and the boost combos that EVERY CHARACTER has. This tool was not overpowered, this nerf more than any other is Hugo’s death knell.

Hammer hook is irrelevant on counter hit unless they do something stupid, because Hugo can’t safely charge to counter hit anymore. This was so important to his game because he just doesn’t have many other tools.

So enough about Hugo not being able to get in - what about being able to get out of pressure? Hugo has much slower normals than the majority of the cast, so he’s not going to poke/mash his way out. His lariat was already a risky wake up option because it lost to buffered chains and throws and is now has a five frame window, so that’s a no go. His command grabs are way too slow to be used to reverse, wake up, or mix into footsies with. His EX moonsault is still a decent option because of the invincibility but again - situation dependant and loses to many things. Combine this with Hugo’s lack of anti-airs without meter, and what you end up with is a character who can’t do anything if you keep him out, and who can’t do anythign if you go in on him.

Well but Hugo’s a big tank character, though. He’s not supposed to have tools. He’s supposed to take a beating and then smash you for a huge punish when you whiff a dp in his face. Well…first, that would be silly because a character who relies on your opponent always being bad is probably not going to be a character who can do much winning past drunk matches with your cousin. But even if that were true, the damage nerfs on his basic buttons that go into his BNB combo(s) are maddening.

I don’t need a character who can everything, but I want every character to be able to do *something *that doesn’t lose to basic button pianoing, throws, or jumps available to every characer in a day one player’s hands. Hugo will not have that after patch for any basic situation. At neutral, on offence, on defence, on the ground against the air, in the air against the air, and in the air against the ground Hugo is now basically *always *at a disadvantage. I have to wonder why.

After reading what some people wrote on eventhubs and here, it might be a good thing that Capcom ignores us altogether.

Any chance throw range could be increased a tad? It’s kind of useless right now… I’m a SF4 Vega… you’re killing me Capcom!

System Changes:
[LIST]
[]Freeze match clock during cinematics. Throws, Pandora activation, Cross Assault activation, Super Arts, and Cross Arts.
[
]Throw range should be increased for all characters.
[/LIST]
Chun-Li:
[LIST]
[*]Revert change to target combo.
[/LIST]
That’s about all I’ve got.

I actually think its okay to keep certain characters crappy and certain characters good. The team aspect of this game means that even crappy characters can capitalize on certain openings. Modern Street Fighter games are also more forgiving with bad matchups due to the expansive arsenal of tools and techniques available. I’ve beaten enough great players with HDR Cammy to know that a crap-tier character can succeed to a degree.

A character like Sagat will always beat Zangief, its just the construction of Sagat that favors him over Zangief. Its difficult to change this.

I agree

:rofl::rofl::rofl::rofl::rofl:
Seriously man?
:rofl::rofl::rofl::rofl::rofl:

This, for Christ’s sake. That effect is terrible, I don’t know what they were thinking.

I agree. However… IN MY OPINION (dont kill me on this) both lariat and splash need to be toned down. But in compensation for it he should have:

Lariat damage should be reduced from 70 to 50. Armor should stay the same but the move should be more unsafe on block (-10). Juggle potential should be increased, and pushback on block should be decreased
Splash should have no more than 10 active frames. Hitbox size is fine. Hurtbox size increase is also fine.
cMP should have increased juggle potential, decreased startup and decreased damage. Should become unsafe on block (-5 or -4)
All lights should be safe on block and increased damage.
HK is fucking useless. Give it fireball invincibility or make it hit high and hit crouching opponents, or make it wall bounce or something… anything for landing on his fucking face for 21 frames
Increased command grab ranges on all grabs OR hit invincibility on either ultra throw or moonsault press. I’d recommend a slight increase in command grab range on all command grabs to match the animation so his fucking hands dont whiff through the opponents head. Invincibility not really needed.
Clap damage should stay exactly as is. and should have more juggle potential and either add +4 hitstun on hit or reduce startup of each version by 9. Pushback should be decreased on hit and block. I’d recommend reducing startup to give hugo a decent shot at clapping fireballs. In return LP clap should be -3 on block, MP should be -5, HP and EX should be -6

this will reduce the “cheesyness” of Hugo while at the same time helping people actually develop a game around him. Making lights do more damage than lariat will assist in this. making splash have 10 frames at most will also help with this. adding juggle points to cMP and clap will enable Hugo to be more rewarded for cornering the opponent. Hugo gets rewarded for making a good read but punished for guessing wrong.

ahem… no a character like Sagat will beat Gief most of the time. I’ve beaten plenty of SF4 Gats (who have better zoning tools than the SFxT Gats) by simply playing smarter than my opponent. doesnt mean my opponent was a dumbshit, but i get the point that it’s ok to have bad matchups by your similar cammy experience above.

bad matchups isnt what bothers me. it’s having few to no tools at all to have a fighting chance. It should not take luck or relying on the opponent to fuck up in order to be able to pull out a win. I dont mean making your opponent fuck up, but i mean having to rely on an input error, or something obviously stupid to do.

When I say Sagat will “always” beat Zangief, there are obviously exceptions. Sagat has a greater chance on the balance of probabilities just because his tools counter Zangief’s. It would be hard to change this unless you gave Zangief new tools or took away Sagat’s old tools. Characters will counter certain characters just due to design. The main reason why SF4 is more balanced is because focus attacking is a universal mechanic and helps characters. Take away focus and some matchups get worse. But these are universal mechanics and not character-specific tools. That’s why many bad matchups in AE are playable.

The older games had less escape mechanics (ultras, focus attacks) and forced you to rely or NOT rely on your character’s tools. I’ve beaten top Ryu’s and Guile’s with Cammy, for example, but still get owned by a majority of Honda players (I think I once lost 10-15 games in a row to Thelo the Great, the best HDR Honda, lol). SFxT is better than SF4 in that regard in that bad matchups can get bad - and I like it that way. Part of the fun.

In my case, I ended up learning Vega and Dee-Jay because of Honda (Dee-Jay is my most fun character to play so it all turned out well!). :slight_smile:

yeah… i for one am not a fan of counterpicking. although it does bother me far less when other people counterpick me than when i counterpick them