Any chance that you will be releasing Errata for some of the errors that are bing found? Or is the deal with Bradygames over now?
Also, you probably can’t say anything about this, but, might there be a release of the DLC characters in a ‘SFxT guide expansion’ for a lower price or something?
I’ve been wondering about this as well. Though the SFxT producer has said they want to fix the game before adding anymore characters, the alliteration is there and thus, how many guides would Brady make if this were the case?
E-Book versions would be ok, but personally, I like having the actual book to read anywhere without the need for WiFi, etc.
I notice how people make points about the lack of combos in the guide. Combo creation is part of the fun of the game, imo, and if everyone knows the same combo, it becomes cliche and lacking in style.
Obviously, once a combo is seen these days, it hits youtube; people will find whatever combo is created. However, the challenge and experimentation of creating combos is endless; bug/glitch patches and re-balancing will create more combos while removing others. I’ve been reading guides for a very long time, and this guide is well made. (I do have quite a few suggestions on improving it, but I will refrain from those for now.) To me, BradyGames’ excellent FG guides began with the SF Anniversary Collection Guide. The 3rd Strike guide is, imo, phenomenal.
I also like the Future Press guides. The ONLY Prima FG guide that I feel is of any use is the MK9 guide.\
TO any BradyGames staff: There was a KOF12 guide. Why isn’t there one for KOF13? Are there any BlazBlue Guides?
I like regular books in addition to Ebooks too. When I last talked to Capcom and BradyGames about any potential SFxT guide updates (whether print, or E-whatever, or both) was at E3, and everyone was positive. But, as you said, this game is still a moving target for Capcom themselves, so it’s not clear when would be the best time for an update, and one comprehensive update is a lot likelier than smaller updates over time. And it’s not clear what format would be best, or even profitable–without an actual physical release of the game coming out and driving people to GameStop and Amazon, there’s a far smaller net to snag people for awareness or impulse buys.
I think that’s mostly people who look at like two pages, form an opinion way too early, then never revisit it. That very nice man like four posts up corrected himself after he realized he was just looking at the section where we are just listing trial mode combos, before he saw the (much larger) section where we post better combos than trial mode and explain how to do them.
We know we aren’t going to find every single combo or the very best combo. You’re not going to do that when you have like, two or three days per character to try to desperately write several thousands words of something that won’t age horribly badly, and might actually help someone get better results than flailing about themselves. ;] For the MvC3 books, the approach was that, hey, if this combo does about at least half damage to most characters, that’s the bar for entry. If you’re doing less than that, it better be a combo off a throw. In SFxT, the approach was mainly: hey, is this combo actually confirmable? Does it leave you in awful shape if it’s blocked? It does okay damage, right? And then how can it do optimized damage given enough meter?
We also thought people would be doing a lot more link combos a la SF4 than cross rush combos, simply because blocked cross rush adding 7-10 frames of recovery to any normal seemed so awful. It didn’t end up being quite as awful as we thought most of the time and in footsies you can safely buffer your rush anyway if you’re whiff hunting, etc., but it still seems like combo optimization isn’t even a consideration for tons of players. Which is really strange, considering the work people put into SF4 plinking and 40 second MvC3 combos.
And, the lack of time is why we don’t have big team synergy sections. That’s just not feasible. Thousands of players play for months and years and come up with new teams. We will have exactly zero useful to say that isn’t blindingly obvious on day one. We do play a lot of matches but there is just not time to plumb every possibility that quickly and we’d look very foolish trying. See also every single inane tier list made for a game that’s like one week old. That’s gonna hold up.
Love to hear 'em. 3S was mopreme, Kamui, and Mr. Wizard, and it was an experiment to see if people wanted to buy guides from “real people” again, which BG used to do with Tragic on old Tekken books and some others, but got away from for a little bit. (The guides for MvC2, A3, and CvS2 were basically movelists.) That 3S book did really well, and so BG has stuck with trying to do FG guides “right” since then. So that 3S book was even better than you thought. ;]
Every publisher has good and bad, Prima’s recent Skyrim guide was pretty bananas, the FP SCV guide was great… of course, they get bitten with the same update bug it looks like every print FG guide is going to eat, now, hah. :\ DrDogg’s SF4 guides for Prima get too much criticism. I’m surprised you mention the MK9 guide, that thing seemed… um. I’ve seen better, I’d have done it much differently, blah blah who cares. But I wouldn’t be surprised if that was mainly NRS, many companies are very, very particular about the kind of things you say and cover in a guide. That’s why you often don’t see frame data or hitboxes – many devs just want that stuff as secret as possible no matter what. (MK9 guide IIRC had disclaimers mentioning what they couldn’t cover and why, re: damage and frame data and whatnot.)
Kamui and I really like our dumb little KOF12 guide! I think that one came out really well. It didn’t do well, though – a game that doesn’t do well results in a guide that does even worse, after all – and then KOF switched publishers from Ignition (which is the company BradyGames worked with to do KOF12) and I don’t know if anyone talked to anyone about a KOF13 guide. Too bad, considering how much it’s caught on. Ditto BlazBlue (and P4A that I get asked about here and there), I don’t know what happens behind the scenes with anyone talking about doing official guides for that license.
Dr. Deelite: THANK YOU! I appreciate how thorough your responses are! I mentioned the MK9 guide, as it is Prima’s most comprehensive FG guide, which isn’ saying much, and I’m going strictly on the KE of the guide, which aesthetically is nice.
For future SFxT guides, it might be cool to see top 3 good vs bad match-ups a la Tekken 5 Guide, which I liked and read constantly.
For Team Synergy, perhaps just identifying which roles would be good for each character & even what roles each character is best suited for, including point/anchor. For Example, Dhalsim is a defensive character (mostly) and thus he may benefit from a more offensive character & also might be best in an anchor role (Just brainstorming, not saying Sim is definitively defensive nor an anchor). This may save space, by allowing people to consider options for team-building, rather than listing every character that might be good for Dhalsim, per example. Listing weaknesses & strengths for each character could be cool as well like the T5 guide.
The art section seems like filler, imo, and the space could perhaps be used to list titles one might obtain, or even translations for moves, quotes, etc.
I know the suggestions may be a great deal of work, but I have to let the brainstorms precipitate…
Looking forward to more in-depth FG & other BG guides…
I’m always available for ideas & more brainstorms…
Curious…
WE know that the trial combos are impractical for the most part.
How practical are the combos given in the guide in the Combo Usage section of each character’s dossier?
It won’t matter now with the 2013 version. I suspect that Bg will now be discontinuing and removing these from shelves, as a majority of the data is now incorrect.
NOW would be a great time to publish a newer rendition of the guide with the DLC characters, etc. However, I do not expect this to occur, as BG would probably state that they wouldn’t sell many copies.
Yet, because of the 2013 version, there might be an influx of gamers that weren’t previously playing SFxTK.