Street Fighter x Tekken - Possible changes and additions for an eventual patch (Discussion)

I vote Jun. We already have Kaz and Hei (similar specials with entirely different properties) so let’s do the same with Jun and Asuka. Change her properties around, give her different buttons, and maybe add some Unknown-type moves a la Oichi in Sengoku Basara X.

My requests.

Change the meter system. Not really a fan of only having 3 bars. Or give us more options. Multiple supers would be nice.

It’d still like to see more time per round. Everytime I see people play this game they play very cautiously. Which is understandable two wrong guesses and your point characters have (or rather should) have about 15% health. It’s reminds me a bit of how some CvS2 play is. Which is fine. But in CvS2 you have 99 seconds to take out one character and not worry about anything else. Even TTT2 they give you an extra 20 seconds per round. Or I just need better mix-ups. XD

I don’t know how to feel about gems. I really think there’s just too many. I’d be fine with maybe 5-7 gems per category. But I remember the Cannon Bros having a killer idea on how to set up custom gems.

Bring back double motions for supers. I love that in AE your super was slightly different based on what button you used. Again, multiple supers would be nice. It’s not like the casual crowd is coming back to this game. Throw in some execution for us.

I feel as if you have to predict when to Alpha Counter. I’d like for them to feel more like Alpha/CvS2 counters.

If they’re going to keep casual players in mind and breathe new life into the game they’ll need new characters, stages, modes, colors, costumes. Money I don’t think Capcom is willing to drop. There are some characters I’d like to see added. Alex and Karin mostly. But there are some Tekken characters like Leo, Feng Wei, Zafina, Lee, Miguel, and Anna to name a few.

Also ease up on the lights in the Pitstop and Pandora’s Box stages. Shit gets hard to see with all the lights going and when gems are active. XD

As for balance updates. I haven’t been able to play the game online for awhile (just moved and I’m stuck on a wireless signal atm). I’d like to see some changes to Lei. Out of the Tekken characters I play I’m decently satisfied with Kaz, Jin, and Law (A little sad that Jin/Hei don’t have their own versions of EWGF, but whatevs). I feel that Lei is really a lackluster version compared to those other four. I hate his stance priorities. You can hit < the tap >+KKK and still get backturned stance.

Either way, that’s just my brief list of grievances I’d like to see fixed. Any other problem I have with the game is just a result of me being out of practice.

im not an advanced player or nothing like most on here but when i go to rank im tired of losing to cheap gems that increase chip damage and stuff, i don’t want to be a complainer but can’t they add like no gems on rank match, or at least have a search option added to let you be able to pick if you wanna fight against opponents with or without gems (if thats possible)

Hell no @ changing the Super commands. Screw this ‘execution’ crap.

Double motions aren’t that hard. I wish they’d buff supers so they served some sort of purpose. I feel that at the beginning and intermediate levels supers are useful, but once you start getting into higher levels of play they’re pretty useless. Meter is better spent on Alpha Counters and Tag Cancels. I also don’t feel that EX moves are as useful as they are in AE/3S. Some like Kaz’s medium and heavy slaughter hooks w/ their armor properties are nice. But most just feel meh to me. At least for the characters I play.

Lei’s EX Rekka kicks have upper body invincibility, but they put you at almost full screen afterwards. Which is where you don’t want to with Lei. If you only do one or two, they can quick rise and the recovery on those are pretty bad so that’s another bad situation. Granted that’s only once case, but yeah… Like I said. Better uses of meter are out there.

I wish people would have more realistic expectations like the OP said. More supers? Are you guys aware how much those animations cost? Adding 2-3 supers for 50 characters?! Yeah no.

What sucks the most is that this game could have been the top game. of the usually top 3. (Now other games over SFxT compete for 3rd Place). if the game had better marketing and fast paced gameplay. They tried so hard to make it a “Perfect blend of the technicality of SF4 with the combo frenzy of Marvel” that in the end the game suffers from huge identity crisis. The gems could have been marketed as “booster packs” with a more user friendly interface (Maybe some surprise animations or some fanfare if you got a more rare gem). Due to random generated gems, they could have a “tournament pack” gem pack which would have the more standard gems for people that strictly play on the competitive side, with more realistic additions to their play style. It could’ve also been the standard for tournaments and avoided the big “should gems be legal?” fiasco they suffered during the release. They noticed lack of gems slowed the pace of the game by a lot, making the game feel sluggish sometimes and uninteresting.

I’m not saying if I worked for Capcom’s Marketing team on this game I would have been able to solve the more obvious problems before hand given I was allowed to input my opinion, but somethings just seemed wayyy too predictable (in a bad way) so the Hindsight 20/20 card doesn’t work. I’m just disappointed I guess. I wish we had a time machine and had this game explode.

OT:

I think walkspeed being faster is a must, perhaps lower the speed gems by X% to compensate. The game needs to feel faster in general, not just for 15-20 seconds a round. (Which usually just forces those seconds to be very defensive and slow.)

Updated the OP. I’m trying to add all suggestions, but some of them are over the top to be honest. While some of you expect the game to be completely different, there are quite a few who would be happy with a bug fix patch. Let’s keep it real and don’t suggest completely game changing stuff ok? Anyway feel free to recheck the OP and elaborate on anything.

Care to give an example?

The game should be fine if we were to get a timer freeze during supers. That Lei issue sounds more like an execution issue, but maybe you could elaborate and bring some Lei players with the same problem in here.

Nah, I don’t agree with timer freeze…It can just promote more ABC into CA’s more…I don’t want that.

Nina needs to get a proper Irish VA, preferably a dublin accent.

“Ill fooking stab yer mam with a potato”

I think it clearly says during super arts…

He’s talking about Kuma’s head, probably.

Oh that’s a good example actually. I will add that later, cuz I’m on the phone right now. Also messed something up under the hitbox header but that will be fixed too.

Still don’t agree.

Many of these changes listed (e.g. for Cody, Balrog, and Blanka) are purely balance requests, which I very much think we should avoid at this stage. While I’m not necessarily against the changes themselves, each of these changes requires a proper justification, and Capcom will also have to have the balance team test them all and give the okay before putting them into a patch. Even something like improved movement speed, which I advocate in principle, is not so simple in practice because of the testing and tweaking that would be required. Furthermore, if we send them things like that, the message they will get is that the players want a new balance patch, and if they go forward with that, then not only will it take them much longer to develop the patch, who knows what we will end up with? The tiers for this game are so up in the air as it is.

Also, character requests, really? Is our character select screen not already intimidating enough to look at (let alone to learn thoroughly)?

The main goal of this thread, in my opinion, should be to bring attention to “unintended/illogical behavior” in the current version of the game, and any requests should be simple with straightforward justifications. For example, asking for alpha counters to be slightly more homogenized makes sense because a universal mechanic like that ought to have some minimum level of utility and consistency for everyone. Also, I don’t think it’s unreasonable to ask for new gem sets because everyone seems to agree that the current ones are unbalanced and wouldn’t be difficult to improve.

I dunno if this is 100% needed but It’d be nice if Lei got a little bit more advantage on hit after landing his Super. He recovers only a little bit before the opponent due to the butt rubbing animation. Sort of like how Deejay doesn’t get much advantage after his ultra in SF4 due to the maraca shake.

-Hworoang needs to be less safe

-Tekken overheads in general need to be less safe if they are quick and combo without counter hit (eg. Heihachi’s chop move)

-Law needs a nerf to his AA, probably hitbox reduction. Move should not prevent crossups, also fix infinite

-Juri’s stealth nerf to overhead on block should be reverted back to 0 because it doesn’t lead to much (needs a counter hit), and if you factor in all the other nerfs they gave her like damage, and compare it to what other tekken characters can do it was a bit much. Or maybe they can give a little bit of her damage back.

  • fix hugo

-Poison got nerfed and she was never good

-Nina hits way too fuking hard, my 10 min nina decimates good players and i only know like 3 specials, that shouldnt be… maybe nerf the float counter on some of her stuff or nerf special damage

-changing frame data so Chun cannot link back medium kick from low short or crouch jab would balance her. She can still do decent damage with short x2, crouch fp xx legs (and with one bar you can easily get over 400 by canceling to your teammate), she gets a lot off of the jump cancel thing. In return, they can make her flip kick start up a bit better by 1 frame or something or slightly improve hit box

  • Return Bryan’s fisherman hook to pre-patch status

  • More significant damage buff for Poison.

  • Have Love Me Tender go over projectiles when timed right

  • Make Zangief’s jab 4f instead of 3f

Gief’s jabs (all of them) are 4F already. Not 3F. Never have been 3F.

Poison’s love me tender (all versions) can go over most projectiles when timed right already. Her EX Love Me Tender is actually projectile invulnerable. It is difficult to hop over some higher placed projectiles like Ryu’s hadoken using love me tender but it can be done against almost all fireballs. It’s REALLY easy to do against Dhalsim or Chun’s. I think that the only ones you CAN’T are Alisa’s and Sagat’s High Tiger shot.

I agree with Dr. Grammar. There are some random unjustfied buffs/nerfs, something that shouldn’t be done this early. Fixing the real issues (bugs, glitches, weird hitboxes) is more of importance.

@Shadaloodoll Before you run to the nerf bat I would be interested in seeing why.

I don’t know much about Hwo but could you give me an example? Hei’s overhead is good, but honestly he is all about offense. Can’t say much about his footsies but he is slow. His overhead is actually slower than Dudley’s and still 1 frame slower than Akuma’s overhead. Interruptable? Yes. Expectable vs Hei up close? Yes.

Regarding Hwoarang again:
I don’t know whether this gives me any credibility but I regularly play against Rnk Ichigo who is easily one of the best Hwoarang players in Europe and I feel like it’s me who has to improve rather than nerfing him. I win my matches against him though some of them convincingly. He is not an unstoppable force but as already said you can elaborate on that some more.

When I read Flying Ve’s posts about Hugo then the problem is that most players do not invest much time finding new tech.
Law… can’t deny that his flipkick is strong but you probably know that you can safe jump it. With Akuma I can cross him up with his demon flip palm and if Law attempts to flipkick it straight up misses. Maybe there is more tech to be discovered… Like not jumping into its obvious hitbox.

I think I will split the balancing header into two categories. One that is there to fix obvious issues (eg. Alpha counter hitboxes) and the other with buffs/nerfs that should be further discussed.
I do agree with Poison buffs though. I wonder what Combofiend thinks about her since he picked her up just a while ago.

I read about Lei’s stance priorities on the sub forum here [(link)](The Lei Wulong Thread and tested them out myself. I’m pretty sure the priority goes Snake > Backturn > Drunk. Really sucks because with Drunk stance you can use 2P to evade fireballs and jump-ins (not 100% sure on the jump-ins)

I’d love a ‘Turbo’ feature for this game. Playing this and AE compared to what I’m used to in ST and CvS2 it feels like I’m moving underwater.

And Timer freeze during any sort of super/cinematic sequence would be great. Some supers aren’t bad (Ryu/Kaz/Julia/Nina/Lei) but some just feel like the take forever (Jin/Steve/Akuma). I had a friend that do those extended Steve combos and end with Super just to kill time. It fairly well for him.

Also I’d like more intro’s for certain teams just as a fan service thing. Like if you pair Kaz/Jin Kaz/Hei Jin/Hei on a team together they’ll have a special intro. Though they already do that when you do tag cancels. But like Ayx said that’s cost $ for the new animations and more $ to have all the VAs come in and do more recordings. It’d be a nice touch. Nothing I can’t live without. XP