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

Here’s a thought, should Cross cancel’s all be universal? As in same startup, same dmg, same range, same everything (just the attack animation is different). Like some characters have REALLY bad CC’s while other have really good ones (Juri, Kaz, Jin, etc etc)

Characters are different, and as such their moves behave differently.

This game already had enough universal stuff.

True…but some CC’s like I said are bad. Using a CC 9/10 usually results in a raw tag afterwards anyway. Some can’t do that safelty and end up getting punished for it. It’s a thought at most.

It’s fair to expect all AC’s to be reliable. There is also no specific reason why Akuma and Raven cannot safely raw tag afterwards when the majority of the cast (including top tier) can easily do so.

Raven’s also has a nasty habit of missing a lot too…like more then it should. Thankfully all my characters can safely raw tag off their CC’s. That’s why if they make them uni then every character wouldn’t have a fear of throwing them out and not get beat (still burning a bar, causes HKD, can’t combo off anymore and can’t ko with it.) I actually don’t miss the CC into a combo part. I like they took that out.

Lol that comboable AC helped me beat a player who had almost 6 times the BP I had back when I was at 5k.
The SALT lol.

It’s possible to tear through AC’s with invincibility though.

That reminds me, how come that Kuma has that ability on his Megaton Claw (remember during SethLOLOL vs Infiltration at Final Round, went through Rolento’s AC)? IIRC, it even beats certain counter moves…

Kuma’s MC is a counter crush (Capcom stealth buff) and has 18 I-frames…though only to strikes. Projectiles and throws will stop that nonsense REALLLLLLLLLLLLLLLL quick. Almost all CC’s can be punished by Juri’s counter (and all but one goes - after the counter which is Juri’s CC.) If Juri counters kaz’s or Jin’s CC Kaz is left at -1 while Jin is left a 0 and Juri is left at +2.

However beating out a CC with an invincible must be planned usually since it can happen at anytime during BS. Seth baited it out though since launchers aren’t super hard to CC. Did Kuma MC AFTER rolento did his CC? Because if so that’s the only way Kuma would have beaten him.

I never practiced using that technique…glad I didn’t since it was taken out anyway.

http://i1.ytimg.com/vi/zQy5cIT_Stk/hqdefault.jpg

What it’s true. Math don’t lie me. Which is actually quite funny. Because…I suck at math…though simple math (like this) is fun. this is how math should be taught via FG’s frame data. I’d be a genius in no time. And to be Fair Dex the only time you’ll see that is in a Juri mirror…oh and have godlike reads…

I bet you could do the same with Rolento’s Ex rekka. You just need to predict when the opponent uses the AC.
I bet Seth used Ex Megaton like that often before FR. Many players like to AC the third hit of his Tekken chain.

You could make a similiar statement about any move in the game.

For example.

“Every character has a crouch short. But some characters can’t combo off their crouch short. When most characters do a crouch short, its followed by a combo. it’s no fair that some character can’t combo off their crouch short”

Again true, but Don’t you think for burning one bar and getting out of BS and to safely raw tag for every character is a bad thing?

It makes every characters defensive game more similar.

While certain characters like AKuma or Marduk having bad alpha counters certainly is worse than if they had good ones. The fact that they don’t have them forces them to approach situations differently.

And having the characters approach situations differently is the core of what makes a varied casts, matchups, and the whole game more interesting.

Thanks to boost combos, characters already share somewhat similar neutral game plans, homogenizing their defense game, whould make the game less interesting in my opinion.

I would agree with that point of view, if characters with a very good neutral game had worse AC’s while the worse characters get a better one. Currently it’s just a random handful of characters with bad AC’s.

Character variety/balance doesn’t need to be, and shouldn’t be that linear.

It shouldn’t be random either.

Oh well I’m kinda biased as a Lars/ Akuma player. I shouldn’t be talking.

Im not sure where youre getting any of that except pokes from. I agree her st.mp is godlike and is a better poke than Akuma’s sweep all things considered, but her fireball is shit compared to Akuma’s (except for EX one but that costs a bar of precious meter), both for fireball wars and for zoning, and Akuma has WAY better team synergy than Chun - both his launcher is better, and his tag in and tag out options are better overall. Akuma can still get half life off a dpmash, except it costs him one bar of meter here and requires a suitable high damage partner in the back. If dpmash fadc U1 is one of the best comebacks in SF4, then dp switch cancel post tag 5 dorya combo, although harder to do, is still very much a perfect ‘comeback’ mechanic in a sense. Other shotos are better at this though, since Ken’s HP DP is fully safe on blocked switch cancel and Ryu’s can be made safe, while Akuma’s cant as far as I know

Chun’s pressure in the classic sense is stronger though she has 0 mixups, her normals are better and she has a 100% safe way to tag out which on hit leads to a full ground combo from the incoming partner. Compared to Akuma who is still very strong offensively compared to what everyone believes coming from SF4 with lots of mixups, old and new, he unfortunately has no ‘foolproof’ safe way to tag into his partner (jump back EX zanku to raw tag isnt 100% safe but works most of the time) but he still has a sweep which I can guarantee people will seemingly just walk into on purpose, much like Hwoarangs (although Hwo’s is better since its technically -4 on block and has more reach, even though it starts up 3 frames slower)

Ill be the first guy to admit that Chun with her walkspeed, the startup and recovery on her normals, let alone the range on that st.mp, paired up with +1 on block lightning legs, is very fucking annoying to fight, but her strengths are way overstated, mostly because of the EG guys. Chun is annoying to fight because she makes you play HER game. Same idea as to why Law is annoying to fight - you cant jump, and moving in on the ground can be bothersome due to his good normals.

People really just have to over the fear of AA’s…come up with a tactic that beats out Law’s AA and you can be almost set as far as air to ground goes.