Well paying to the CE, i think it was well worth it for the gems to be honest. the builds you can make with those gem alone is just stupid good. I told Roknin already about 100% C.Gauge Boost, so if that isn’t freaking good I give up. Note with CE Gems this is universal but currently with the new DLC gems it’s only Possible with Tekken Characters.
I would like to quote this for truth.
ONLINE IS NOT FLOODED WITH ULTIMATE GEM USERS.
I played for an hour the other day, and didn’t run into a single one.
And, if you run into a person using assist gems that you don’t like THEN DON’T PLAY THEM AGAIN.
Problem solved.
All I want to say is that I’m glad that the people who can be positive about this game keep speaking up.
This community with all its echo-room-I’m-anti-SF x T-so-I’m-hardcore-bs needs more threads like this.
When roll cancelling and damaging A-ism combos were first discovered, I listened to all the screamers and dropped CvS2 because it had become “an obviously broken game”. More than 10 years on, I still regret that because I ended up missing out on one of the best fighting games of its time.
I have a feeling that a lot of people who are now scared of picking up SF X T because of all the negativity will feel the same way in one year, when the game is better figured out.
Some of you guys restore my faith in the FGC, thank you. I remember how the FGC taught me to not assume things to just work as I expect them to. Lots of tools (tick throws being a prime example) are accepted by now, but this acceptance didn’t just appear from nowhere. People tend to have an expectation to how something is supposed to feel (which often includes them being incredibly good by doing what they intuitively do) and getting frustrated if the experience doesn’t fit. SFxT is not ST, not 3s, not CvS2, not AE and not Marvel. It is a new game and has to be treated as such. It might have a new focus, new properties, new effects and it most probably is not what you expected, because no game would be. A lot of the complaints can be reduced to ‘that does not work how it used to, it has to be wrong’.
One effect I’m noticing on me though is that some of the dirt people throw at the game sticks to it. Not the things that are supposed to be wrong, just that aura of hate. And it is a human reaction to look for reasons if you have a bad feeling about something, wouldn’t be surprised if some people find the reasons to hate the game after they feel negative about it.
Honestly, what different directions? For AE Capcom didn’t expect to get more money for 2012, they just did it because they wanted to have a definitive version, there was no money to get from making people do paid work on it. For SFxT they already showed that they have a plan of supporting the game with updates, some of which are already done and some developed post release. Obviously there is no guarantee Capcom will keep putting money into a game that underperforms. But I’m more surprised if a game that doesn’t have any maintenance-plans on release gets supported with balance-patches and other updates from Capcom (who have a lot of budget-balancing to do between games of which SFxT is one of the safer bets). SFxT might get a balance update together with the 12 characters or it might not, I don’t see any reason to assume one or the other, though I’m leaning towards it getting one.
I agree 101.4%.
Either I’m spending most of the round executing the same combo I just practiced for 2 hours, or the other guy is doing his combo he’s practiced on me. Either way one of us is sitting there just waiting it out, and either way all it takes is a single jab/hit…
That being said the game is still fun for me, and I’ll keep playing it for a while.
Indeed. And I’ve played plenty of games with problems far worse than SFxT in its gameplay system, both fighters and non-fighters, and enjoyed them, so I’m used to enjoying the positives of a game if they outweigh the negatives. Not saying that there isn’t legitimate dislike for this game, but people really do go out of their way to hate it sometimes, or to state their disdain for it and anyone who supports it over another game.
I don’t agree with this for a few reasons… in one of the threads here (it might be the “You’re doing ti wrong” thread"), it’s mentioned that you kinda’ have to have multiple combos ready for every situation - meterless, corner-carry, full punish, team super, etc… it’s not too common at all that I’ve had a match where I saw the same exact combo used against me each time and vice-versa.
And maybe it’s just me coming from Tekken, but isn’t that the main goal anyhow? Someone effs up in footsies, you want to punish as hard as possible, and this game gives you more ways to do just that.
Sorry my point wasn’t about using a single combo or overuse of “standard” combos. I should have said “executing the same combos I just practiced for 2 hours”. I agree that if someone effs up in footsies you should do your best to take full advantage of it.
My point is more that I see less time to ‘play footsies’ as you’re getting wrecked pretty fast from a combo. I’m still pretty bad so my view is probably a lot different from the bottom. This is what I’ve observed on streams. Player A dominates player B first round (Perfect or almost perfect) , then player B does the same the next round to player A. In the first round it looked like player B was derping himself, while player A was a pro. Next round it’s totally the opposite.
Like I said I could be looking at this from the wrong point of view, but it’s just what I’ve observed.
Ah, I get what you mean. That might be more of a “figuring each other out” kind of deal. I’ve seen quite a lot of matches where Player A dominates Player B… aaaaaand Player A goes on to dominate Player B even worse the next round. XD (I’ve been on both sides of that too). I actually see the “Player A dominates, then Player B dominates” matches a lot when watching Marvel streams, and it always has me scratching my head (in a good way).
I think that’s one of the places where SFxT is in one of those weird spots - in AE for example, you’re not going to get 400+ damage at the start of a match off of one eff-up in footsies. But that’s common (or it should be) in SFxT.
SFxT isn’t any trashier than SF4 and MvC3. I can understand not liking pay-to-win gems and disc-locked characters, but to stop playing SFxT in favor of another equally-as-trashy Capcom fighter is a lateral move.
I feel the same way about people who say shit like ‘SFxT sucks. I play Skullgirls instead.’ If Skullgirls is the new bar for quality, I should probably quit playing fighting games all together.
SFxT is a symptom of a greater problem. It’s unfair to single it out while ignoring the flaws of other modern fighting games.
What is this so called greater problem?
Yeah, you can actually have a decent amount of variation when optimizing for various situations, but my issue is with cross rush rewarding fast/safe/long-reaching pokes with just about any combo you want with your 2nd character for no meter cost.
I’m no Tekken expert, but as far as I understand, it generally requires bigger risks to get higher damage, and fast and safe pokes don’t naturally combo into launchers. In Street Fighter, the most you usually get from a poke or whiff punish is some special move and maybe a knockdown, unless you take a risk by jumping or burn meter for more damage. In SFxT, you chain any move into a launcher and follow up with any combo afterwards. It encourages a repetitive and one-dimensional neutral game where players constantly fish for their safest pokes that can combo into launcher. Unless you play a character who has really good frame traps and mix-ups (which I think more characters should), there is little incentive to walk forward into range for your shorter normals or throws because you run a higher risk of getting hit while moving into that range, and you still get about the same reward for landing those hits. I think it would be far more interesting if cross rush launchers worked just like juggled launchers and removed all juggle potential. That way, you would have to earn and spend meter to switch cancel the launcher to get more damage out of it.
The total lack of innovation and imagination in modern fighting game development. New experiences aren’t being created and old formulas aren’t being refined. They’re being diluted with half-baked solutions to non-issues in an attempt to attract that type of gamer who would buy the game anyway because it says Marvel or Street Fighter on the cover.
Well New experiences are being created every day if you want to be technical about it.
While nothing in SFxTK isn’t completely original, not alot of things in modern fighters are either.
It’s a base consensus that people like the old and ideas of if it isn’t broke don’t fix it ideology(ST is a good example of this).
shrugs this topic though is leaning towards the thread “how can you make fighting games better?” ordeal so im just going to leave it alone.
No that’s true as far as the risk involved in regards to Tekken. I see your point (think I misunderstood it before) and that’s fair, I can agree with that.
I really appreciate your thoughtful analysis of the events surrounding the game, and for the record I’m a supporter of it and still love playing it.
The only thing I would say is that I suspect there are plenty of people (including myself) who love to watch the streams and get hype over any high-level play, but don’t participate or even look at the stream chat because we find it irrelevant at best, repulsive and toxic at worst. People like us can’t effectively be measured because we spectate silently, so the appearance of the data is heavily skewed.
What’s going on under the surface too is that the way we distribute and consume fighting game media is drastically different than just a few years ago–the sociological ramifications of having direct, immediately accessible communication between the producer/supplier of the content and the consumer of the content be just a few keystrokes away are still developing. It’s depressing to consider that an overly vocal minority may have such sway over the way we enjoy our favorite pastime now, but it is constantly changing and evolving. Ultimately I think the voices of reason and respect will prevail, but it may be along, ugly journey to get there.
If some of those tweets to Ono/Killian/Dawg/etc. are any indication, it will indeed be an ugly road. Sure, send suggestions, but damn, remember to class it up a little. -_-
I can’t believe the opening post was “people don’t like it because they’re losing”.
/facepalm
MvC3 and SF4 have way more entrants which means way more people losing.
Why are people still entering and losing in SF4/MvC3 but not entering and losing in SFxTK?
I played It and thought that it couldn’t be worse playing than watching I was wrong, when there are others games a lot better that don’t get recognization this one gets just because is made by capcom but everything made by capcom is seen with double standarts
SFxT was a wasted opportunity for Capcom. They had a lot going for it:
- New fighting game ideas
- New roster of characters (Tekken cast)
- Incredibly good marketing (their ads were really great)
- More options for casuals like scramble mode
…but they dropped the ball with:
- those assist gems
- numerous bugs
- DLC fiasco
- very slow support (no word from Capcom for weeks after release, it’s like they just forgot about the game…they say a lot more pre-release)
- horrible training mode (so much for casuals wanting to join in…)
- slow matchmaking online…or maybe, that’s really because there are less players now than there used to
- High-low mixups / free jab pressure made this game actually HARDER to learn than SSF4
- Adjusted hitboxes make cross-ups harder to block (so, more players out the door, quitting in frustration)
It really seems like this game signals the end of the fighting game boom, most players just know it’s going to be more of the same (super pros winning, casual players not learning anything…). It seems the goal with SFxT was to bring in more players but the things they added like the assist gems made it even harder for casuals to win vs. a pro player using them.
I’m still playing this game, though…but my enthusiasm is greatly reduced.
I agree with everything you said except for two things. First, because the game is crap, I will not continue to play it, as other games are begging for time such as UMVC3 and Skullgirls. Furthermore, how could you call SFxT the end of the boom… Skullgirls still isn’t even a month old and it is awesome for newcomers. UMVC3 is also very new-user friendly and is a fairly new game. Furthermore, SSF4 just got a massive update just before the holidays. So I know what you mean, SFxT is new, and is a flop, but there are many other newish games that are anything but a flop, and continue bringing in new players.
In conclusion, my point is SFxT is simply a shitty blimp on the radar. It will be erased by this holiday season, forgotten by all, and the FGC will continue rolling on the quality releases of late, such as Skullgirls.