I don’t really want them to make throws better. I like how short range and slow they are.
Being short range means they are a bigger risk and being slow if your on point you can still tech them. To get a throw off you have to really scare and condition your opponent with frame traps and pressure.
I always felt in 3s and SFIV throws were just very powerful, and you will be inevitably thrown a lot… Especially 3s. I don’t mind that dynamic, I just prefer a game where throws are weaker.
You know, it’s funny but this is how I envisioned the game initially - grapplers with air grabs to end a combo being strong. Get the confirmed knockdown/positioning and go for a set up. Before the game dropped I saw a lot of Mike Ross using Marduk to this effect and Renic had Abel and Hugo on cross assault (where someone was maybe also using king? I can’t remember). But before getting hands on the game I assumed tag combos would be important (and they are, although we’ve learned that ABC type tags aren’t that great and are about to get worse) and I initially wanted all my teams to be some kind of mete/set up character on point into grappler for knockdown and roll set ups after. My first teams were Ryu/Abel and Ken/King before I figured out Juri in this game. Kind of funny that with this patch I’ll want to move back to those characters.
Anything xx tag into Abel combo end with falling sky - marseille roll? tornado throw on wake up? jump back crossup mk? step kick? do they block? do they roll? I really love that kind of mixup where a decent command grab is in the mix. The damage boosts to the command grabs may not seem like that much in a game where 400-500 damage punishes aren’t hard to come by but they really might change the way certain characters play. Abel’s TT being throw invuln is huge and the damage buff makes it part of his game again. King into powerbomb. Dash up. Stomp the yard? Giant Swing? Overhead? Jump in? Counter? (AMG counter damage buff is massive what a momentum killer) I’ll be glad to have more viable options after patch. Wow. Look at me being positive about a patch that is going to kill my main character in this game. I’m. I’m sorry Hugo. But I have to move on.
edit: @ Calico: I dunno. Agree/disagree. I don’t miss fast walk speed characters like Cammy and Akuma being able to throw online for free even when I’m frickin’ inputting the tech from SF4 but the combination low damage, small range AND long startup of throws in SFxT is/was a bit much. Throw is an important part of the mixup game and it was fairly negligible in this game. Hopefully those two frames make a world of difference without making it throw town for free online.
how come nobody is talking about the update that happened 2 nights ago for the PS3 version? it added vita support and a team search mode and im trying to figure out if they balanced it any further. any info? Also , I cant wait to download the new psn store tonight!!
I honestly haven’t had a chance to get the update. It was Sunday right? Yesterday I was out all day (while not feeling well), but I plan to give it a shot once I get off work if it’s out on XBL too.
So far IIRC reports have been that Bryan’s juggle potential on Fisherman’s Suplex was nerfed, Lei palm loop is gone and possibly a change to Sakura as far as juggles, but that’s all I’ve read so far from people here.
Sakura just lost the ability to hit St. :lp:, :hp:, :mk: (Otoshi x3) instead she whiffs the last hit of the Otoshi. Nothing major since leaving out the :lk: will allow the entire combo to work and is more optimum anyways.
They fixed every reason why I dropped King, annoying shortcuts, risky AAs, high risk/so-so reward throws. Now he looks buff as fuck, I love you Cody but man, King is looking fun as hell. His rolling elbow mixups are going to be the business with a frame knocked off c.lk.
I have a pocket King myself that I like to use from time to time (although Songi kind of shut him down pretty quickly ). I didn’t use him much though because I didn’t like the way he was implemented in this game hence I prefer to use Lili over him instead.
I like the fact that his :lp: Running Jaguar Bomb is invincible to jump attacks (I think). It always seemed weird, the idea of getting hit out of a throw that can counter jump in attacks by jump ins.
Who knows? I may just use him more pre-patch so that I can get a better handle on him when the patch drops. He still will most likely be the ‘pocket secondary’ though.
Yeah as well as giving them less push-back to make them more universally punishable.
Don’t get me wrong though, I think boost combos/chains will still have their uses. Like for making some of the longer reaching, non-special cancellable pokes more dangerous in footsie situations. Just that players whose first combo was A.B.C Launch since Day 1 will struggle with the changes.
Boost combos being unsafe on block will change absolutely nothing to the mid-range game. You will still see high level players fish with ABC into EX/Launcher because that’s a smart thing to do at that range.
What the boost combo nerf means, is that you will no longer be able to hit confirm with chains up close. But SF characters already either have links or target combos to hit confirm and most Tekken characters have some kind of tekken strings that are special/chain cancellable. So for the most part, this just means you need to pay more attention to your spacing, hit confirm more traditionally and be more careful about using chains up close (i.e. be ready to react with EX CADC or switch cancel in the eventuality that your chain gets blocked).
Now, Tatsu mentioned how only a few characters had really problematic chains (Cody, Kazuya, Gief etc) but that some characters and especially tekken characters relied on ABC more than others to open people up. And that’s true as well. The thing is, some characters who already had great footsies and didn’t need to have safe chains had them, and the characters with subpar pokes/walk speed who needed to have safe chains to rival with the stronger footsie characters didn’t have them.
So the way I see it, Capcom should’ve only nerfed like 5-6 character’s boost chains and leave everything else the same. Only buff the characters who need it most, and only nerf what is broken. Make small tweaks to red life, meter gain etc. and call it a day. That would’ve been enough I think. But whatever… I’m just happy about the overall system changes and I don’t really care about the nerfs since they don’t affect my mains that much. Well except for the CADC no longer building meter thing, that’s going to be a bitch…
yeah me too. saying there would be better AAs more unsafe tag cancel dps and nerfs to boost chains got me all excited. they fixed most of the stuff i really didnt like about the game
Less negative, but less pushback as well. Depending on the match-up you either want more pushback or less frame disadvantage (preferably both if you can manage that).
Not sure I understand that question. You can fish with ABC xx Launcher, AB xx EX or A/B xx special but some characters have the advantage of having a heavy normal that’s special cancellable so they can do ABC/BC xx EX instead of AB/B xx EX. Obviously, fishing with A is safer than fishing with B and B is safer than C because of the normals shorter startup+recovery and longer active frames.
AB is still a chain and for some characters doing AB is just as punishable as doing ABC. If your character can currently AB and remain safe on block, my guess is that will no longer be the case in ver 2013.