There are a few errors that were brought to my attention in the guide so far… In the frame data for Paul, it says his Mortar Punch is +3 but then in the move description it corrects itself to -3. Cammy’s far standing medium punch is marked as -2 but it is really -3… That’s all that I know of right now.
If you have any doubts about the frame advantage/disadvantage in the guide, its easy to test for a lot of the moves. Just use Julia’s super, Ken’s Super, and Ken’s EX Shoryuken or Ryu’s any normal Shoryuken or Cammy’s normal cannon spikes as a reversal after you block the move you’re testing. They come out in 1, 2, 3 and 4 frames respectively… At least that’s what the guide says. I hope that those moves are at least right, otherwise my whole testing process won’t be useful at all.
Edit: I really wish I knew what else was wrong in the guide so I could fix it. If you know of anything else, please post it.
guile: ex flashkick has 5 frames startup instead of wrongly mentioned 6. c.mk is also -4 on block, not -5.
paul’s hp smasher is missing, it’s -5 instead of -10 like the other versions.
also paul’s morta is +3. the description in the text is wrong.
Seriously? Haha I was bamboozled. I swear I was able to get Paul’s mortar punished using Julia’s and Ken’s supers but couldn’t punish it with anything else… I’ll have to do more testing. Thanks for the heads up!
Thanks all who purchased the guide and have continued to support us throughout these projects! Guide writing is tough, and it’s a challenge to keep quality high while minding deadlines and red tape and things of that nature. With that said, I apologize for any errors and missing/overlooked information within the book. There are things within our control and things that are completely out of our control, so we try our best to make due with the resources we have. We were writing and editing literally to the last moment possible, and we would have kept going if we had the time. However, finishing and publishing on time is always top priority. Of course there are no excuses for typos and stupid stuff like that, so again I apologize.
But! Thanks again for the support and I hope both this book and the MvC3/UMvC3 books have been useful to veteran players as well as helped piqued newer players’ interest in playing competitively.
Luckily for Brady Games the frame data alone is worth the 12 $ for the book on amazon. However if the mvc3 guides are a 9/10 (still having room for improvement) the SFxT guides are a 6/10 with most its value in frame data. Each character has roughly 8-10 pages of “information” on them. Most of these pages are dedicated to the frame data and a few sentences about various moves. One page is the introduction page and one of them lists various combos, many of which are trial mode combos and say as much in their description. This tends to leave one page talking about various uses of special moves and then half a page to 1 page of an “overview” that mixes it all together. These overviews being the meat of the book outside of the frame data. However there is a lot missing that could have been in here. Most of which was even in their MVC3 guides.
Where is the information on team location. Should Nina be a point or secondary character? Why? What kind of team mates will complement the characters. While this isn’t Marvel with true assist types, does Poison benefit from having a grappler partner? Does the character need meter or can they save it for a meter heavy team mate. All of this information could easily have been put in book. And while there is no “cookie cutter” best team make up, throwing out some options such as “Jin has great synergy with Kazuya, Heihachi, King and Asuka” and some reasoning why would go a long way for people picking up the guide on a new game.
Then there is the complete lack of gem information. Something even the short finger cramp guides included. While some people might not like the gems they are a core part of the game and deserved at least some mention. Using Nina for example, after a single day of playing her I realized that she needs meter. I am sure the people who worked on this guide are competent enough players, that if they spent the amount of time they claim to of in figuring out frame data, that they spent enough time per character to have an idea of a few different playstyles and gems that benefit them. And with the gem system being such a “huge” part of the game for capcom I was simply amazed there wasn’t even paragraph with a few gem recommendations in here. Something simple like “Poison’s damage is poor so damage gems don’t benefit her due to %s giving her much smaller bonus. Stick to Speed and Defensive gems, these will allow you to play a better zoning game. Or if you want to play a more aggressive poison blah blah blah”
If you view the frame data as worth the price then by all means pick it up. But everything else about the guide will leave you feeling unsatisfied. The fact they made a PDF version definitely earns them some bonus points. As being able to carry it around with me without having to carry the actual college sized textbook.
I wouldn’t say that’s a fault of this guide, as much as the MvC guides were just awesome. They were the best strat guides I’ve owned. But I won’t say that this one is bad, it’s still better than any other fighting game guides out there (outside of the MvC ones).
This guide got the important parts right anyway - while for example some of the combos were not the most damaging options, they taught the tech necessary for players to be able to create their own combos. Which is the most important thing a guide can teach you in that area anyway imo, since the guides BnB’s won’t be used long term anyway.
I can also understand the complaints about a team synergy section (there were similar issues with the UMvC3 guide having less info in that area than the MvC3 guide due to time constraints if I remember correctly). But I would also think that it would be a bit harder with the new team system of this game, people still don’t know how it’s going to work out long term and are still figuring synergy out. I know if I had to write a synergy section for each character I would have trouble with some of the characters.
Just asked Brady Games if it’s at all possible to buy the guide outside the US. It’s not on Amazon and I don’t really need the hardcopy, to be honest, just as rather use my tablet. Nothing much in the Netherlands otherwise…
Could anybody else help me out with other resellers if Brady Games can’t help me? Would really like to buy the guide, especially for the relative low price of 17 dollars…
I just received my book and I’m dissapointed. I was hoping they would teach combos that are practical, from easy to do ones to intermediate and then advanced combos. But the combos they listed in the guide are all from the Trial Modes which are crap and useless. Wtf??
Look at the Soul Calibur V guide where they teach practical combos and list them according to difficulty. WTF copy and paste combos from Trial Mode.
Biggest waste of money ever.
Edit -> My bad. I was only looking at the Combo Apendix. They actually teach useful combos under “Combo Usage”. I raged for nothing and farted on my dog’s face.