Street FighterxTekken ver. 2013 (The free edition)

yeah it does. I’m just complaining mostly. I like the lp dp because ken can start some good damage off of it. So i guess i can understand why it’s four frames. I just was hoping for some kinda change in the future. I mean at least his super arts gets better range.

I’m definitely going to defer to the better Steve players on this, but honestly all I can think of is maybe a more consistent AA? Other than that I don’t really know - I get blown up by good Steves all the time; it always feels like he has quite a few really good tools for most situations.

Nothing feels better than going for a jump-in only to watch Steve sway out of the way and punch Cammy in the rib-cage for her troubles. Well, there’s one thing that feels even better: getting caught by that damn command grab >> TC into like 3/4 of your life gone in an instant.

That C grab is why i started messing with Steve lol, it can be tough to land though but I have to get better with him to see how to land it first, the sway stuff is what feels bizzare to me still lol but yea I think AA is probably the only thing he probably needs it…or does he really? lol gotta watch some Steve vids in his forum.

That and find whatever vids you can of Ryan’s Steve. :rock:

You can’t jump in on Ken…

Ken’s Shoryukens are superior to Ryu’s in every way across the board apart from startup. Ryu’s best anti-air option is his MP version with 4 frames of invulnerability. Ken’s is also his MP version at 7 frames of invulnerability. However, Ken can also opt for his HP version (4 frames invuln) if his anchor has better options from it. It also can be used to catch jump ins from greater distance.

Not only is Ken’s AA more reliable than Ryu’s, it yields far better combo options from a tag cancel.

I’ve done you the courtesy of working out Lili’s best combo option from Ken’s AA. This is the most optimal combo from both Ken’s MP and HP Shoryuken (and as a matter of fact her absolute most damaging juggle in general).
j. MP - j. HP , (land), st. HP, f. MK - HP
From HP Shoryuken, this will yield 459 damage. From MP 439.

Here is an easier, more reliable option if you find the above combo too difficult.
j. HP, (land), cr. HP xx LK Sunflower Lance. 402 and 422 damage from MP and HP Shoryukens respectively.

Ryu


Ken

Before you make a post citing frame data, refer to this and if you are unsure of the accuracy of your statements, please make note of it.

On topic: Ken doesn’t need any changes to his DP’s. I would recommend improving his normals. Particularly his jabs and shorts I feel should be improved.

aye thanks.

To speed up the gameplay a bit, I think they should speed up
-the launch in ABCC
-Jab hitstun, it feels like you got forever to hitconfirm off a jab
-throws
-supers
-Button config by adding the same on character select button mapping procedure as Skullgirls/BB
-Gem selection should be heavily dumbed down, less choices = quicker gem selection
-To increase the damage, maybe add rage mechanics like TTT2? Comeback mechanics aren’t really that bad if done right, its not like it’ll prevent the better player from winning. flameshield

gameplay speed is fine. It’s faster than SF4

Not fast enough to prevent time outs, if they just increase the time and call it a day then tournaments would take forever.

Yep, that’s me ;p.

:rofl: Right on man, good games. Quite the interesting team, good lord it hurts to jump at them.

[media=youtube]MjoMQJf5vKI[/media]

Yeah, good games. It hurts to jump in on Juri too, unless you can alter your jump arc.

Stay bad at every game, Pavy.

Yup playing these games 24/7 is what lifes about

True - I need to get just a liiiiiiiil’ more patient with that AA. Not too patient that I miss the chance, but just enough that I don’t find myself eating a dive kick for trying. I’m pretty bad about that, I’ve learned lately. :-p

I played against a couple of Steves and the guy seems to have a lack of mix-up options for a Tekken character.

He hits like firetrucks on their way to a conflagration though! his AA could easily be had with flicker stance. I’ve felt the shame of being plucked out of the air before, it’s mucho sad. Also, if I’m not mistaken, his kicks will let you duck a jumping attack (i think).

Anything new for Alisa?
I’m hoping for a bit faster move speed.

Her mobility is in her dashes and fly if anything they would buff her backdash. As far as I know she currently has the best forward dash in the game.

You’re potentially having to go through over 12 life bars worth of damage (2 per team per side per round for up to 3 rounds + grey life + def/vit/health gems if applicable). If you want matches to end sooner then the simple answer is to buff everyone’s damage or nerf everyone’s health. The speed of the game is a complete non-issue.