SRK Feedback for Capcom for SFxT 2013

Can we take this discussion to PM’s? I seriously don’t want to read this BS here…no offense to either of you guys but this is how good threads die…

@Norieaga, it’s cool but If a Mod sees this…they will take action not me…lolz.

Man, the ignorance is on your part. Tactics do not need to be defended! You shouldn’t care what people think of it, you shouldn’t bother trying to defend it, cuz no one cares. Go look in the Discussion thread and see how many players are describing strategies as lame or pussy or shitty or crappy. They just laugh, acknowledge and move on. But not you. And I’m confused? Holy fuck!

I never said you were bitchy player. You put forward your ideas that runaway shouldn’t be looked at as bitchy play, I’ve tried to say that it does not matter: Bitchy play is matter of perception, so why even worry about it?
The best comment I saw on the announced “changes” for SFxT was that the update isn’t a nerf, it’s a cattle prod to get people playing more aggressively. The thought of nerfing runaway is completely ridiculous, cuz it’s still gonna happen plenty, as it’s a viable tactic. Worthy of respect? Who cares? It’s a matter of perception.

Go watch the character replay channels, see the tactics being employed, and say that again after two hours.:rofl:
And think of it not as nerfs, but cattleprods. Some tools are getting changed. Players will have to adapt, and hopefully the benefit will be that players will explore the characters, and find alternate tools and new tactics, furthering the growth of the game instead of saying “Well, with that character, all you need to do is this, and you’re good”

I can show ample evidence which proves that mostly all matches feature a majority of rushdown. OZLeon, for example, is the first Akuma player I’ve seen who consistently zones (and I mentioned that to him personally). This is definitely not a game that rewards projectiles more than melee, and I think you know that.

The rest of your argument…You say I shouldn’t argue since its all subjective and no-one cares. Sure, that’s true. But then we may as well shut this forum down since not much is objective about fighting games (or games in general) besides the actual facts. I just don’t see why you engaged me in debate if all you wanted to say was that this is all subjective. I don’t think that’s ever been in doubt.

If you wish to continue then just PM me. I’m willing to provide evidence behind my contentions.

If you got “evidence”:rofl: , don’t be afraid: Post it here, where everyone can see it and everyone can judge it. I suspect this a complete rouse on your part, so let’s see your data. And it better be more than a handful of replays showing players using rushdown…so please, proceed governor.

When in doubt, generalize!

Need more option like : Rematch
Watching
Preselected team

And improve training team online mode.

It has been PM’ed to you, as I was apologetic earlier twice for not initially taking this to PM. And I apologize again for wasting people’s time, but I’m not going to concede a point for nothing. You are absolutely free to post it here, and I encourage it. I just don’t want to be the one who does it. If people approve then I’ll gladly post it, it took a bit of time compiling evidence. I outlined my basic argument so you don’t twist my words.

Uhh, what did you expect me to say? You argued that I shouldn’t care about proving anything because no-one else here gives a shit. Your basic argument was that this is all subjective. A majority of this thread is one big opinion.

As I said, why did you engage me in debate if all you wanted to say was that this is all subjective? That’s what opinions tend to be, buddy… Perhaps nobody cares at all? There could now be 25,000 people reading this thread who think I should shut up. OR, there could be 200 who agree with me. I have over 500 likes to my posts so I feel like I’m reaching out to someone, at least. But what’s the point of arguing that? So I should dismiss my own opinion because some people may not care? That’s not necessarily how I function.

Why the fuck are you guys talking about stuff that has nothing to do with the thread?

And for the record, you are both huge scrubs. :coffee:

That reminds me, for as much as I cried about FGs not having online training mode… I do not use the Briefing room NEARLY enough.

Definitely agree on Rematch online though, and I didn’t even think about Preselected teams. :eek: That is one thing (of many I might add) I adore about TTT2’s character select: I can set preselected teams and outfits and go right to work. Very convenient.

If anyone at Capcom is bothering to read this thread :razzy:, I sincerely hope there’s a way that can be added (not holding my breath of course).

One more thing, in ranked, when a player refuses to play another more than two times in a row please stop to encounter him constantly.
And after a failure or refusal, please search again automatically without going through the menu.

Yeah everyone knows that turtling, zoning, running, rushing down, spamming, thinking, poking, walking, blocking, jumping, taking a risk, not taking a risk, picking a male or female character, picking an SF or Tekken character, picking a non-SF or non-Tekken character, playing on teams, playing solo, playing online, playing on PS3, winning, losing, counterpicking, being a character loyalist, going to tournaments, sending hatemail, receiving hatemail, being on SRK, being on EH, being on GFaqs, being on Capcom Unity, playing a capcom or non-capcom game, watching streams, being on streams, being a DSP fan, being a Free1up fan, being less than A+ rank, agreeing with someone, disagreeing with someone, using voice chat, using lag switches, having a bad ISP, using wireless, glitching, having your country set to USA but not actually being in the USA, watching videos, following good players, being a female gamer, being a good female gamer, rage quitting, boosting, using boost combos, locking a thread, using Pad, using Stick, using Hitbox, using keyboard, playing on non-CRT screens, playing on console, being on 1P side, knowing how to perform any characters moves, cosplaying, and being a scrub are all scrubby tactics :confused:

i never team with someone without briefing rooming them first

Eh, I do all the time :-p

Probably why I’m not such a good teammate, lol.

Actually, I take that back. With randoms I don’t (though I rarely team with anyone I don’t know somewhat), but with friends we definitely hit the briefing room to practice for a few minutes before teaming up to take on the world.

My overall opinion of this patch is that it’s like painting a pile of crap gold; it’s still crap on the inside. This patch is going to force people to play even more conservatively than before what with all chain pokes being unsafe. How is that supposed encourage offense? What dmg/mixup boosts are they giving across the board to compensate for this offense nerf? Yea, rolls are nerfed to the point of being easily punished on reaction by nearly all of the cast, so I suppose that’s a plus. But a large majority of the street fighter cast is still set up for slowly whittling the opponent down through proper zoning. That equates to winning by timeout in this game. This patch will not change that. Nearly all the street fighter side has nerfs with no significant buffs anywhere to encourage more offense or give them better damage. The tekken side has lots of buffs and will probably fair better for winning by actually ko’ing the opponent rather than timeout. Still, the core design of many of the characters in this game is screwed up. I just get the feeling Capcom is trying to take the most lazy approach possible to fixing this games problems, and they’re doing a piss poor job in that respect as well.

Cool story bro.

you mean the offensive compensation of aa buffs so everyone won’t be jumping around like goof balls until their j.hp/hk hits and so that play evolves beyond picking the best character with the best pokes to just llllmhh.

I’m happy about the aa buffs, but that’s a boost to defense not offense. This patch is basically boosting defense through aa buffs, slightly buffing offense by nerfing rolls and dp switch cancels, and then nerfing offense by making chain pokes more unsafe. These changes are not going to solve the timer issue, the issue of being able to donwback half the cast all day long, and the issue of not being able to open people up to score good dmg.

If Capcom really wanted to fix timer issues and make this a more exciting game then they should have given more unique properties (crumple, wall bounce, ground bounces) to character’s unique attacks. That’s the fun in SFxT. The problem is that the offense of most of the SF4 side is fine for SF4, but very lackluster for SFxT.

It’s boosting more then just Defense…alot of the Tekken cast have So-so to down right bad AA’s, buffing them is rather fair since SF characters by a larger % were still dominate.

Nerfing Chains is to prevent the silly abc launch BS or so called blockstrings since they get pushed out of punishment range, Now you can punish them alot more often to help improve the overall damage output.

Other changes like meter again makes it so that players are forces to go in as apposed to sitting back and CADC to build meter… something that ate alot of time off the clock.

your not really helping the time issue by adding in more hit properties, in fact that in itself could increase the length of combos thus killing off more time…not solving the issue any at all…especially now since Combos go as long as 10-14 seconds…you want to make them longer? I would somewhat agree if you said to increase some damage…but you’ll have to be very specific as some characters just dont need damage buffs at all…

Buffing the Tekken’s aa’s is a boost to their defense (they defend against air attacks better). At best its an indirect boost to their offense by allowing them to be safer at a wider variety of ranges. I’ll repeat: I’m glad they put this in as the Tekken cast definitely needed it, but this by itself does not promote stronger offense.

I’m glad they nerfed chains and made them more dangerous. But the problem is they haven’t replaced this nerf with significant enough buffs to encourage strong offense.

As far as meter gain goes, I’ve seen practically the same amount of meter losses in the patch notes for characters as I’ve seen for meter gain, so I think Capcom is exaggerating a lot. Moreover, meter problems were not the main issue that was leading to timeouts. Even with tons of meter some if not many characters simply cant open up opponents to cause major dmg.

Adding more hit properties wont necessarily increase the length of combos. If an overhead that normally just damaged someone on counterhit is now changed to cause groundbounce on counterhit, that does not lengthen any existing combos at all. But it does allow for new combos to be created and cause greater overall dmg. I’m not speaking for any specific character, but this is just one basic example of the many things that could be done to promote stronger offense and a better ability to counter people who just downback all your pressure. This game has done a poor job of utilizing all the different hit properties to their fullest.

By having better Anti-Air’s promotes better ground game…by deduction increases better offence because you have to go in, you have to play smarter. But please know that Smarter play =/= Turtle-ling. This patch promotes you for going in, it wants you to be aggressive, and such your rewarded with better meter gain and for some characters more damage as they got buffed in that regard.

Again…Da Fuck? Chains are more punishable…less pushblock and more frames of recovery don’t give you the incentive to punish? WTF is wrong with you?

your going more into character specifics which is something I wanted to avoid because that is where theory fighter gets wonky, the meter changes are more buffs then nerfs as again, they are promoting you going in…not you CADC’ing to build meter, or readjusting the gain as some moves built alot of meter and with certain teams it could get ridiculous. Point is that, the meter now is mostly reward for Offense, which is something they obviously want to encourage.

Your first example of a normal hit leading into another normal VS a groundbounce is stupid…Why in the blue hell I would do the same/similar combo if I have a different hit property? I have Access so new moves that I couldn’t do before…and with that will increase my damage…at the expense of eating more time by a second or so, sometimes its negligible, at other times…it’s not. I’ll bite though.

Lets say Poison got back her CH groundbounce off her overhead from the alpha versions of the game, VS the 2013 version which will make it possible to link after it. The Combo I could do from the link is very short, at most I could get her basic hitconfirm off it…if im lucky(Cr. :lp: X2, Cr. :mk: > Rekka) thats not a whole lot nor is it time consuming. However with a groundbounce, I could use Cl. :hp:, CADC, Cl. :hp: > SRK or Super because I didn’t you a jab/short so the damage scaling isn’t going to suck, or Tag cancel into some more shit…you get the picture…all those options are open now since you added the groundbounce. Had more characters get stuff like that, then combos could get even longer then they are now, and Capcom would have to readjust the damage figures…again. I don’t want to go through yet another round of nerfs because characters are dying too fast now.

All I want improved is the matchmaking. I wish they would revert it back to SF4 style searching.

I’m searching for 5minutes to find a game against someone half way across the globe.

Your grammar is so bad I can barely understand the points you’re trying to get across. Chains being more punishable means people will not want to use them as often for offense. So there’s one form of offense that we’ll see less of. How does this equate to offense and damage output in this game being better? Yea, you can punish chains for heavy damage but only crappy players will continue to spam them after the patch comes out. The meter gains on random special moves will be enough to counteract the fact that you no longer gain meter from whiffed CADC special moves. And it wont matter if you gain more meter overall when this patch comes out. Meter shortage was never the main problem for timeouts to begin with.

I have no clue how you came to whatever conclusions you did from my simple example, but I think the worst case scenario you’re imagining of characters killing other characters quickly is 10 times better than the crappy timeout scamming game we have now.

More than anything I’d like this too, but I’m nearly positive Capcom won’t do this as it would require significant reprogramming of the game to put it in. I doubt it would be cost effective for them, but maybe they’ll prove me wrong.