I just want to point out that slowing down the timer would make matches slower, not faster.
nah don’t give yourself that much credit, im just baffled by how stupid your post are sometimes…
This is a good idea! At least you wont die after pandora.
But still, do you think you would use it if one of your characters dies?
Can you explain what’s so bad about his post? The way I see it, learis1 has a legitimate point. A lot of the Tekken characters like Xiaoyu and Heihachi have short, damaging strings or one-hit over heads that already do good damage. You get more damage early in the combo as opposed to most SF characters hit confirms. Of course max damage punishes are about the same, but I definitely see where he’s coming from.
Fine I’ll do the long answer for once because you asked~
It’s Very character specific where that point comes into play as a good chunk of SF characters either have target combos(Ibuki/Ken) or strong normals with higher damaging Link Potential(Ryu/Akuma) and they are really not effected by this. It’s obvious that characters like Cammy and Poison suffer in this regard but thats also do to them having shittier damage options and in other cases their moves scale the damage up really high. Listen We all know how damage scaling works and we all know why certain characters have shit damage. If you were paying attention the changes I asked for Poison in particular had nothing to do with damage, just Increasing Frame Advantage on Hit on some of her normals, this in term would make for better links and stronger combos(also fixing her overhead from -6 on hit to like -1).
My real beef with him is that he complains that the tekken characters have better options while they don’t, on paper ya high low, and mid mixups look fantastic but Ryu having a Overhead that can be tag canceled and comboed off of is really good…lets also ignore things like Vega still having some of the better normals in the game and some really silly shenanigans to boot. Again this whole issue I have with him is because he Generalizes everything and that is very wrong and he does it all the time.
Now do you see where I’m coming from?
Ya I would especially if the character im switching to has full/decent health… put on the 30% pandora speed gem and empty jump low short into a combo with two ex moves and a super lolz
It’d actually be pretty powerful.
Poison’s overhead is only -6 if you hit with it’s very first frame of animation, it is relatively safe all things considered if you space it out a little more.
I am not a fan of the three things they are toying with in terms of timeouts. More damage=more 15-20 second rounds which are already incredibly common, and more killing people in 2-3 combos. Also, if they want characters to deal more damage, I heard there are these things called Power and Meter gems…
Messing with gray life is punishing the players that actually pay attention to it, rather than the many I see tag cancel in a character to do 100 more damage and lose around 200 themselves. The person receiving damage takes less gray life if they are hit by solo character combos, so maybe people could learn those instead of always doing scaled launchers and tag cancels? Not to mention Super isn’t overpowered damage-wise for a reason, it’s non-recoverable damage. I cannot remember how many times I’ve seen someone hit confirm or AA Cross Art at the start of a round when a Super would do nearly as much non-recoverable life and save a valuable bar.
There’s only one thing I’ve heard people complain about SFxT close to how they rib on it for timeouts: just how long it takes. If you increase the clock, then the matches are going to take even longer. Timeouts are helpful because they often serve as a mercy killing. Why give someone who has been outplayed for 90 seconds 20-30 more? TBH, I guess it could be more hype, since there are more comeback chances and huge combo damage serves as a comeback factor, but you are also adding 30 or so seconds of non-hype to most matches.
Do not get me wrong there should be some changes I suppose, though I think people should learn the game more. If only they could make a few changes that would encourage people to do so, though maybe re-energizing the game would do just that. That or nerf launchers (or tell people they are already horribly scaled in the first place).
Huzzah, the DLC characters are coming out early. Time for some dandy boxing.
This thread is caked with juri players
9 times out of 10, your going to go for it or use such a move while your close so chances are that it is going to hit while it is on it’s first frame. This radically reduces the overhead into a gimmick instead of a legit option to use. Still unlike most overheads, you cannot combo from it and get nothing special on counter hit…in comparison to most overheads, it’s by fair one of the worse and I do hope they change that(at least going back to pre-release and have it groundbounce on counter hit). Sadly enough this move is still a better option then her EX wheel kick due to it being Anti-Aired on reaction o_O so I can’t really say too much there.
We are taking over. Global Juri saturation.
Didn’t you hear, Juri’s getting patched out on the 31st. Yeah, they’re making her disc locked content, permanently.
So that’s why she keeps getting nerfed… they’re locking her away piece by piece. How cruel…
Even with the upcoming “nerf” she still kicks ass. If they left her alone from launch till now she’d be busted
Finally! Capcom really listens… :tup:
While I wouldn’t say she’d be busted if they left her alone since launch, I definitely agree that she still kicks ass in this game. I always felt that the SSF4 engine kinda’ limited her potential (not that she was bad in the 4 series mind you). They pretty much unleashed her in this game.
Honestly, as insanely good (and fun) as Cammy is in SSF4, I feel the same about her in this game as I do Juri - much more fun to play in SFxT. That said, I’m looking forward to her jabs getting at least somewhat nerfed. She can be a jab machine in SF4 on occasion, but not like she is in this game… it doesn’t bother me but at the very least it’ll stop anyone from crying about it.
…I hope. >______>
**…I HATE YOU. ** :tdown:
I thought we were homies man. :sad:
Cpu Juri was an asshole to me today. Every time I tried anything, s.mk from a million feet away
What a slut
All this Juri salt… it makes me happy inside. I must now improve my Juhrreh to such salt-inducing levels, ASAP.
Akuma NEEDS a health boost, its too easy to get smashed up in this game off one mistake. And its not like he has all the options he had in IV. Nothing wrong with putting him at 900 or so??? The tatsu nerf is already nonsense, his tatsu didn’t have nearly the same usefulness as Ken’s. Capcom being lazy with some nerfs. They’d also better buff the crap out of Paul, Yoshimitsu, and so forth.
EDIT: Ryu’s tatsu also should not have been touched. Though I can see where they’re getting at with the joudan nerf, but even then its a bit too extensive???
Have they said anything about putting throws in the game?