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

The only thing which beats it (and probably only because of lag and me sucking vs Vega in general) is Vega’s flying barcelona attack, but even then its a very risky gamble to go for 120 damage while risking potentially more than half your life (if blocked you are eating a full b+mp punish, if you time the anti air ‘properly’ then thats also at least 300 damage, or 200+counterhit setup, 250+change to partner for free, or if you use meter then again half life)

I’m willing to take that gamble. Seth made some gusty movs against infil a FR16…taking risks can get you places.

Akuma’s fireball is better at negating someone else’s zoning while Chun’s is better for damage. She can practically follow it and poke, Akuma can’t do that. He used to have better options when he had his old air zankuu. For the record, I think Akuma’s fireball game overall is somewhere in the middle. He can out-zone Chun-Li but I find her fireball to be more useful against the rest of the cast overall.

In terms of synergy? I think Chun-Li is just much better at getting an ABC going since her pokes are better AND since she’s not a knockdown character like Akuma. Chun pressures you with her pokes to get a launcher going while Akuma goes for wake-up offense. The main reason I say she has better synergy is because she has specials which can leave her opponent standing on the switch cancel (lightning kick, spinning bird kick). She just builds meter better overall and is a bonafide point character.

Akuma DOES have better damage post-tag but I think he belongs as a point just because of his normals and lack of meter reliance.

Either way, don’t know. If someone wants to chime in on this that’d be cool. Let me know what you think @Dex_Sama

I agree with the sentiment about how homogenized some characters are, I really don’t like how damage was redone to be 30/60/90 for so many moves when some moves simply carry more use and less risk. Why should Ken’s 11F startup -1F on hit -6F on block far HP have the same damage as Akuma’s 7F startup +2F on hit -3F on block SPECIAL CANCELABLE far HP?

Why is Cody’s fj.HP an 11F startup air normal only good for Air 2 Ground do 100damage while Ryu’s fj.HP has a 6F startup and only 1F less active frames also does 100 damage?

That kind of crap seems stupid.

You can jump Chun’s fireball on reaction and you wont be anti aird most of the time, same can’t be said for Akuma

Tag synergy IMO isnt about who can get ABC going best, since if that was the case Bison with his mk ~ hk chain which is technically unpunishable save for some members of the cast (i tried in training mode with reversal timing mach breaker and even that wouldnt punish, which means it is less than -8 on block) would be the best as far as tag synergy goes. Akuma can set up a high launch and allow everyone in the cast to do their most damaging post tag combos off a 3 frame invincible reversal - people seem to just forget about stuff like this for some reason when it comes to synergy…

Also leaving your opponent standing isnt always the best in terms of damage. In fact its actually worse for many characters… Law gets more damage with technically anyone as his partner save for some very rare cases if you do his ffr -> st.hp xx shaolin kicks tag cancel as opposed to what everyone is doing (switch canceling FFR)

The reason why their tag synergy is better in a sense, is because they are technically safe on switch with those moves (lgt legs/shaolin kicks) so even if they block you can just switch out without worrying.

Lars: Ex Mjollnir can be blocked even when Ex Dynamic entry connected. They really overdid it with the hit stun nerf.

I missed this one. There are quite a few cross arts which work like that. Some of them cause a lot of hitstun and can be used for unique combos
(Steve for example) [details=Spoiler]Check 0:46 http://www.youtube.com/watch?v=9oqbmaA_85Q[/details]
Not exactly sure whether that’s good or bad.

@FlyingVe the Ex Rekka hitstun buff for Lars seems perfectly reasonable with EX Mjollnir being completely useless currently. It only works if the opponent keeps crouch blocking even if EX dynamic entry connected. It has to be >+6 on hit for Mjollnir to connect.

Are there any alpha counters with very slow startup or hitbox? Any bugs?

Edit: regarding the character request list… I think it’s safe to say that sfxt is not going to see new faces any time soon, if we happen to get an update.
SF4 ports might be possible, but what about the Tekken characters? Seeing that SFIV -which is currently THE capcom fighter- got ports only makes the chance for new characters seem very unlikely.

Probably not, but I would love E. Honda and Gen to be ported over, as they could both fit pretty well. Then you would only need two new tekken characters to implement which I don’t think would be too hard given they already have established fighting styles and moves.

Opposite to Honda/Gen? Ganryu/Feng Wei!!

Seriously, the more I think about Ganryu, the more I’m convinced they need to add him. There’s no sumo love in SFxT, and Honda is the only original SFer to not make it in. Plus, I can already think of all sorts of awesome unique stuff for Ganryu, standing sumo carry resets, rekka-like low palms, sumo-charge super charge move. And Feng would be just plain bad ass.

I really don’t want characters to be much of a stretch for us. I would probably be very happy with some new stages at least. Bathhouse anyone?

Stages would be awesome. I would like to see some remakes of familiar Tekken/SF stages, featuring remixed music. For instance, let’s have a remake of Elena’s stage so we can get a good remix of Beats in My Head for once. :stuck_out_tongue_winking_eye:

Agreed - Ganryu would be cool, but isn’t that him in the background of Blast Furnace?

That hasn’t stopped them from putting Hugo into SF4. :stuck_out_tongue:

I forgot about that.

Hugo-ception?

Plus all the characters in the back of the hanger stage of SF4 that disappear when they’re fighting. Also, doomsday at fortress of solitude.

Alright, Ganryu for SFxT campaign! I can even picture most of his move set in my head. Check it:

HCF+p, Sumo Carry:

Kind of a running bear/king type grab. Moves forward a certain distance and scoops the opponent up, carrying the opponent a short distance before using one of three follow ups, throw back/forward or put them back down. The carry part will do either 60 or 90, with the throw doing something around 100 probably. Putting them down standing would leave Ganryu at + but not too crazy, like +2/3.

LP Version - fastest start up (6/7 frames?) and the best juggle potential, but does the least damage and has the least range. Does 60 dmg on the carry, hitting for 30 twice.

MP Version - Similar to LP, with a little more start up (10 frames?) and some more range. Hits 3 times on the carry, so 90 dmg.

HP Version - longest start up (12+ frames?), but has the furthest reach AND a hit of armor. Does 90 dmg like the MP version

EX - Probably somewhere between hard and medium start ups, but with two hits of armor, around medium’s range, and leaves Ganryu more plus upon letting them go (combos maybe?)

QCB+p, Sumo Hands:

This one is a little less developed than my other two ideas. Basically a rekka/yoshi-slapusilly hybrid. Ganryu harasses his opponent by thrusting his palm over and over again towards the opponents feet. It’ll be low, and I think it should be like an infinite rekka :P. The first hit on block will probably be at a somewhat low disadvantage, but every subsequent palm would be pretty negative. I would give him a crouching state so everyone would have an option if things got too ridiculous in the corner with Sumo Hands ad nauseum lol.

QCB+k, Sumo Charge:

His super charge move. Ganryu quickly crouches down and smacks his hands on the ground, then charges forward. This will also be his fireball invincible move. Upon hit, the opponent will go into a brief “keel over” state, clutching their stomach.

He’d have two follow ups to it, maybe three. P will follow the charge up with a Honda-esqe hand slap that knocks away instead. d+P will cause Ganryu to a dumptruck-like sumo sweep (think Dudley cHK or Jack-X launch) for a hard knockdown. Both of these will have EXs (with wallbounce/groundbounce) that can be activated off of normal sumo charges.

LP Version: least range, fastest start up, best on block/hit

MP: Obviously medium range, start up, somewhat decent on block/hit

HP: furthest range and worst start up, probably pretty bad on block, but could be okay if it connects super late.

EX: This is where it gets fun. Un…blockable. Obviously it will be somewhat toned down in other areas since its unblockable. I’m thinking somewhere in between medium and hard’s start up, but it will have less or the same range than LP version. Not sure on what it will do on hit, I’m thinking just the same keel over, with a crumple on CH. To do the follow ups, you’ll still have to spend another bar.

Super:

Honestly, I’d like to keep it simple. Ganryu starts advancing and shoving the shit out of the opponent. After like the third one. The opponent starts to his regain his bearings slightly and attempts to counter attack, but Ganryu gives one last massive shove sending the opponent flying splat into the wall. Obviously the camera will shaking all over the fucking place.

I don’t think he should be a big juggle character, but should rather focus on throwing his weight around and pushing into the opponents face to create big reset/mix up opportunities. What do you think?

EDIT: Yea, that’s right, I just spent my time making a move list >.<. Getting way too hype, SFxT Sumo Pack needs to happen right now. Honda, Ganryu, and Bath House stage.

Spoiler

http://s3.vidimg.popscreen.com/original/19/Zzd1UTJtdnlROTAx_o_street-fighter-vs-tekken---jin-vs-bison-trailer.jpg

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

Jin vs Bison trailer’s stage would be awesome with rain, explosions and other crazy things happening outside the building.
I’m 70% sure we’ll get an update someday since Evil Ryu and Devil Jin aren’t in the game yet. Those two would bring money for sure, but with USF4 content I’m starting to doubt a little… Maybe I should tweet Ono about these characters and see what he has to say. This game doesn’t really needs new characters but I would be happy to have a Karin/R.Mika team.
And it would be nice to have an option for searching european players only.

Oh lord, if Feng Wei ever makes it in I will know who to pair up with Law - that team will be dope as fuck

To add to the list of things.

I would like something to be done about reversal>damage.

Between tag cancels and certain EX moves, reversals in this game have some of the highest damage potentials of any move in the game. This means that a person can realistically win a match through DPs.

The purpose of a DP should be to get the other guy off you. Making them lead to a consistent 350-400 damage is dumb.

Also, I would nerf DP tag again. It can be wonky to punish in alot of situations.

Agreed dp tag cancel needs to be unsafe throughout the whole cast and it’s irritating to get jabbed eventhough the opponent should be at a clear disadvantage. Increasing the risk factor is fair enough. That’s about it though imo.

They should not lead to such huge damage either. With gems it’s not unheard of to lose close to 50% life because you got DP’d.

The DP>damage is a trend that had been showing up in lots of modern games. And it’s just awful.

On the other hand it promotes careful and thoughtful offense instead of auto pilot and button mashing.
I added your suggestion.

Actually in SFxT the risk/reward for a dpmash is slightly against the mashers favor. In some cases like Law with EX FFR its not entirely the case (even though it can be neutral jump baited - but you dont really wanna neutral jump Law LOL) and I admit that EX FFR is a bit too safe and damaging for a reversal (even if it costs 1 bar of meter)

Oh, I’m not trying to suggest that it breaks the game. I just don’t think it’s the right balance.

The whole point is that a character has this huge, fast, invul wrangle move… But it has awful risk reward. The DP will beat anything the opponent does, and the cost is that it probably won’t win you the match, and you could get blown up if it fails.

In many modern games (not just SFxT). The DP has moved into the high risk/high reward camp, but at the same time retaining its ability to beat everything.

I just don’t think it’s a healthy balance for DPs. Maybe if meter was more scarce, but games like sf4 and SFxT hand out meter like candy.