Street FighterxTekken ver. 2013 (The free edition)

I notice they are listing only buffs, they are probably just hiding a lot of nerfs like AE2012 to prevent some whining…Lol

I hope my boy Jin don’t get the nerf bat too hard :confused: or gets some buffs to compensate.

As far as the timeouts…maybe they need to look at why TTT2 doesn’t suffer from time outs and try to implement something, ofcourse I may be talking out of my A but its just other than recovery health bs and making timer stop during animations I start drawing blanks and IMO increasing the timer and other crazy things like that imo isn’t the answer.

This may be extreme for a patch but maybe…maybe they just need to drop the Ttag format, maybe for this game it just doesn’t work?(But maybe thats TBD after we see what the patch brings? but at the same time…can they afford to wait till that happens?) how about a system like KOF where one character dies your stuck with the other? But that would probably require restructuring of how the rounds work I don’t know I’m just rambling random ideas in my head, I just hope whatever they do that it works, because Im dying for this game to be at the top its really fun.

Speaking from the humble position of someone who hasn’t devoted much time to SFxT (considering how futile an effort it is now that it’s more dead than a doornail in my local scene), I think something that could potentially turn the heads of players who passed this game over initially is a drastic speed increase.

Ever since it’s release, I’ve found it so perplexing that Capcom decided to keep this game running at the exact same speed as the SFIV series (in fact, it seems much slower, though I’m fairly certain that’s more due to the mechanics of the game generally promoting a more methodical approach than the speed of the game itself). I mean, Tekken is one of the fastest, most fluid fighters around, so it seems so bizarre to me that when Capcom set out to make a game that blended Tekken and Street Fighter sensibilities, the end result was a game that moves at such a slow clip by comparison. Of course, the fact that some character’s walkspeeds are so abysmal only amplifies this. Now in the SFIV series the game’s speed is less of an issue, in my opinion due to how quickly and easily damage can be dealt, what with the strength of basic throw/frame trap mixups as well as how okizeme-heavy the game has evolved to be. In a game where damage is at times very difficult to deal and where the opponent’s defense is by and large much harder to crack (I’m not knocking SFxT for this by the way, I’m just saying that it’s a different style of fighting game), the slow movement is much, much more noticeable.

I think that if SFxT were to play more like a “Turbo” version of SFIV, it would both make the game much more exciting to play/watch and help to further differentiate this game from the SFIV series in the eyes of the uninitiated. Just my two cents.

EDIT: I’d also like to note that I really wish Capcom would just scrap Cross Assault and Pandora altogether. They’re both so stupid (and in Pandora’s case useless) and suffer from being designed with a very clear lack of forethought on Capcom’s part. Extraneous mechanics like that detract from the experience IMHO.

I agree that Pandora is stupid at this moment, but I think Cross Assault is one of the game’s selling points. It would be a shame to remove that as it will severely water-down the game. That feature has been around in Marvel VS Capcom, and that version is much more retarded (if it’s retarded) due to unlimited supers.

Why is Cross Assault stupid anyway?

I agree with alot of what you said, and maybe you are right, lets see what happens.

Maybe I’m using the wrong term. Isn’t Cross Assault the mechanic where your second character jumps in and is controlled by the CPU (and which equalizes both character’s life bars)? Because that’s what I’m referring to.

Tekken characters literally walk slow in their own games too. It’s the dash cancels that are fast. What they can do is also buff dash distances. Law has a decent dash range for his slow movement. Some others walk pretty quick.

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it’s only stupid in 1v1 mode simply because the 2nd character is controlled by the computer (who acts like a complete idiot). This game is designed to be played 2v2, and in a 2v2 match it makes perfect sense.

Hey, the CPU isn’t an idiot all the time…as demonstrated at 2:14 in my combo video…

[media=youtube]oT6n1sMxKE0[/media]

Well… yeah. The CPU has the ability to occasionally be good… just as brand new players have the ability to do something smart by accident. It doesnt make that player any better tho

INTERESTING! :badboy:

Yeah, I know. I think that the Heihachi CPU and perhaps Dhalsim are the main ones who actually act smart. The Heihachi CPU will Super if you push the opponent far away, and the Dhalsim CPU will just sit back and spit out fire if the opponent is far away. The rest of the characters’ CPU though, for the most part…:lame:

The only nerf Jin would get should be a Jump Hk nerf it is freaking ridiculous(don’t mind if it stays tho), but if anything I would buff his overhead so it has faster start up, make his mental alertness sweep have more range and faster start up actually have reason for the move, and make his super art do more damage, for the time it to take’s to hit the damn guy you think it would do great damage, nope derp 300.

Lets stick with the current system and see how it turns out before we make game changers like that bro.

I just imagine this game with Tekken dash movement ahhhhhh, shrugs.

As far as I’m concerned, the fact that Cross Assault potentially allows a player to regain a ton of health and then proceed to flail around with their CPU partner for a few seconds is a complete and utter turn off to me. I understand that the ability to recover some life instantly has strategic applications in the context of a tag based game like this, but so does X-Factor. The fact that a bad mechanic indirectly adds something to the games’ strategy doesn’t make it any less shitty IMO. Also, a CPU character being a factor AT ALL in a fighting game is retarded, frankly, no matter how negligible it’s impact on the overall game is.

the fact it acts as a sudo comeback… doesnt bother me simply because it costs 100% of the meter. It’s not like they’ve got a whole 2nd bar that they’ve been rewarded with for getting beat up the whole match. But the CPU playing a factor I have to agree with.

I do think that the default set up for this game should be 2v2. The game is far more fun playing as a team than it is solo and you get access to stuff as a team that you dont solo.

Good points I like your buff & would accept that nerf as long as it doesn’t cripple his only cross-up lol & fair enough regarding the rest I was just throwing stuff out there this morning lol.

Maybe just nerf the start up and active frames so they are both 5 or 6 and 5, the latter would be much more acceptable, but in turn buff his jumping Mk so it has a 4 frame start up sounds nice.

Cross Assault is actually really useful, sometimes more useful than landing a Cross Art. It starts in 0 frames and the super freeze gives you time to react to whatever your opponent is doing. Meaning if your opp jumps at you you can react Cross Assault, dash under go for a mixup into super. And if your lucky your AI controlled partner will add a couple of extra hits of damage. Also keep in mind you get unlimited meter so you can spam EX moves and chip the shit out of your opp. And as perviously mentioned it normalizes the lifebars and replenishes quite a bit of extra life if you don’t take any hits. Of course theres a random element to it but more often than not you can make something awesome happen if you set it up correctly.

BTW are you guys still having timeouts? I almost never have timeouts in my matches but then again I’m rushing that shit down!

I only get timeouts if one of the following 3 things happen;

  1. I drop a combo. Usually is only a problem if it happens multiple times.
  2. I don’t punish something (or multiple things) properly.
  3. One of us is playing Guile.

Other than that, no time-out problems for me. Probably because I almost never use ABC combos. :smiley: