Would be perfectly reasonable if Akuma wasn’t capable of running away like Dhalsim. That’s what we call “balance” my good man. The reason why Xiaoyu has such high damage output despite having low health is because she has no wake-up options. Once she gets knocked down, she is free to be manhandled in any way the opponent likes. Akuma has plenty of escape methods on the other hand.
Even as a run away character like dhalsim, Akuma’s damage is pitiful. Then again, based on Capcom’s history, they’ll probably nerf him for no reason.
…wut?
Also, where’s my Asuka buffs? D:
So bob gets more hard knockdowns and becomes an vortex type character?
I am OK with this.
That would be neat.
Now only if they would give Nina a better cross-up that would make me more motivated to use her.
Except this might actually be a nerf, since you can tag cancel a ex Giga Jacker in to a combo, which would be impossible if the hard knockdown also applies when he hits grounded opponents not just air to air. Also vortex doesn’t really exist in this game. Also you always end up where you activated the Giga Jacker, so it wouldn’t be much of a vortex anyway:P
I am seeing a lot of “likes” for this piece of news on facebook. Hopefully that’s a sign that more people are going to be checking SFxT out with this new patch.
Front rolls are pretty damn crappy in this game. Oki is still there, its just a little more timing based and a little more read based. He really needs good anti airs and better air normals and he should be fine.
I hope the change to launcher pause doesn’t affect raw launchers. I need that time to confirm if it hit or not when crushing lows.
Actually…to be honest, I kinda likes the pause during launchers. Made them feel more impactful.
Has anyone seen the newest Vita version features trailer? It doesn’t necessarily reflect anything in particular we’ve heard of Ver. 2013 so far, however I noticed that Pandora was greatly extended in the trailer, obviously without gems, which leads me to believe that this will make it into ver. 2013 also, just a hunch. Anyone who’s seen some of my posts knows that I’m a big advocate of Pandora and though it can be like drawing blood from stone it’s actually visually and viscerally satisfying to end a fight with one (though I’m yet to do it online, despite making some tech of it myself, haha). If Pandora can be made just a little bit more manageable then that’d be great.
Other than that I’m interested to see what else is going to be brought in, cause it seems these changes are on the right track for the most part. How it changes the metagame is yet to be seen of course. Personally, I feel this new version is too soon and I’m content with the way the game is; I’d prefer a whole new game way later down the line with more characters, features, tweaked mechanics etc. A patch for the game right now is fine, but I feel like just when the current game is really going places something gets changed through a patch, haha.
I can agree with that. The zoom was a distraction, but the pause wasn’t too big a deal. They could shorten the pause a little bit without completely removing it, that’d be good.
I will admit that the zoom was awesome when you ended a match with a raw launcher. Just that extra layer of salt, lol.
I just liked the zoom cause Cammy’ ass is fiiiiiiiiiiine.
I can’t wait to see the full change-list. One thing I want to see is Balrog’s normal headbutts regain their ability to hit crouching opponents. That alone would make Balrog better in my opinion.
I’d also like to see reduced pushback on chain combos and maybe even more recovery frames and/or less blockstun. I can’t be the only one who thinks that it’s stupid that characters like Kazuya and Cody (and Guile to a certain extent) can get away with doing full chains and still remaining safe.
Also, I’m hoping that they do make the timer freeze during supers and cross arts. It wouldn’t be so bad if some of the animations weren’t so dang long. Looks at Jin
On that note…why are people whining about this? I’m seeing comments in some places where people are crying about Capcom releasing a FREE patch to help improve the game. Do people not want the game to get better or something?
I’m excited for the Tekken cast getting some reliable anti airs.
Gonna take a break from Borderlands and get back in the game.
Thanks to everyone that still supports this game and I’ll see you on 2013.
Having Guy’s AE 2012 j.HP hitbox would be nice, and possibly (not too sure here) giving j.d+MP an air-to-air hitbox? I understand the lack of an air-to-air hitbox on Bushin Flip elbow, because the throw has ridiculous range, but here, all it does is just give him a way to stunt his jump arc… which, admittedly, was all it was used for in AE, anyway, so… :S
At least let j.d+MP be executed with any down direction like in AE 2012.
I’m not a balance expert, so if I’ve suggested something stupid/broken, please call me out on it.
YEEEEEEEUUP
I want to make a comment on Poison’s ass, but… you know. >__________________>
There’s room for what I like to call ‘reasonable exceptions’.
Poison is one of them.
Cammy
• Hooligan Combination can take off to Cannon Strike EX
Why do they waste time making changes like this? Like in AE 2012 they gave Akuma the ability to do EX Fireball after and EX demon flip. Why…?
If poison’s a trap, what does that make Leo from Tekken? I got it! A double trap!
Wait, a two-sided bear trap, no wait, a box with a box inside of it that has a spring-loading boxing glove inside of that, no wait, a stick of dynamite that when the fuse runs out does nothing…then explodes, daffy duck style.
Nailed it.
When they announced they were going to show some SFxT new stuff, I screamed out “YEAHHHH CROSS TEKKEN!!! WOOOOO!!!”
Two black dudes turned around, with looks of disgust. One of them muttered, “yeah, the only fan in here” … lol!!! The salt