The Competition of Street Fighter X Tekken

This.

I find it so satisfying to make someone scared to roll then molesting them for getting up normally. Or making someone scared to quickstand and just KNOWING they are going to roll because the last time they were in that situation I did a safe jump on them. That feeling is pretty amazing. Like, you are being rewarded for conditioning your opponent and encouraged to make educated reads.

To me it wouldn’t quite feel as good if I could just OS all the time and maintain pressure no matter what like Gief can with auto-correct Green Hand.

The fighting game community is the people who goes to gatherings, ranbants and tournaments.
People posting on a forum, stream monsters and people who only play online are not.

I think the east coast is spoiled with cross tekken. A lot of the top players who are playing this game properly (atleast in my opinion) are east coast players. Jeron, Sanford, Dragongod, Kreymore, Insaynne, Ryan Hunter, Jibbo, Members of Corn, are all east coast/ “east” and they are all very strong supporters of the game as well.

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I think the fact that DPs get beaten in this game is quite silly sometimes. If you have the reactions to AA DP someone and you still get punished for making a correct guess because the DP is ass…then that on itself is stupid. Sorry and I don’t want to hear that you have to space it correctly and blah blah. The DP is still awful at most ranges. Shotos shouldn’t be free to derpy jump in normals ever. That is one of the things I am requesting in the patch to be addressed. I feel it’s a legit suggestion since it keeps part of the SF traditional game intact. Since Tekken characters are getting buffed on their AA I believe it’s only reasonable in comparison.

I agree on a lot of your points about the game, though. But those AE frauds you speak of are mostly people that haven’t played a lot of fighters before and have based their whole approach to fighting games with the SFIV mindset. Why do people assume everyone who plays AE is like that? Why is it that dictator players have this salt about SFIV? My friend who used to main dictator has this exact dislike like you. I guess after Super all Bison players were mad salty they couldn’t rush that shit down with SK pressure no more. Well I can’t negate two mix ups per round with Rose anymore and you don’t hear me bashing the game just cause I lost one element of my gameplay.

As Silph said. We are not fighting anymore. This kinda attitude is not what we really need atm. The whole SFxT comparison to AE is a little tired subject. And I say this to both sides of the feud. Both sides have to chill and just play their games. If anything, we should step our game and hope Capcom fixes a lot of the issues of the game so then we can draw interest from people outside of the fence. I believe both games can co-exist with each other in a tournament setting. And last but not least… This statement is wrong: SFxT > AE and this statement is also wrong: AE > SFxT. I respect your opinion, though. But it is what it is, an opinion. Sometimes I feel the SFxT community is desperately trying to get its name out there by making their opinion about the game be taken as a solid fact which is not gonna help us :frowning:

Just play the game, play to improve, play to win and have fun.

Hey asshole. Look at my signature. There’s a reason I went to EVO. Did you go EVO? How many tournaments have you won?

I can anti-air jump ins, it’s just that it always made more sense in SFxT to do it with a crouching fierce instead because SRKs trade extremely easily with jump in attacks in SFxT. This wasn’t just with me, numerous other people told me this too. At any rate, this is just one of my personal reasons for disliking the game.

At any rate, I didn’t come in here to argue if SFxT is a good game. I came to call out the OP for trying to belittle footsies and mindgames as a way of making SFxT look good. Since he has completely changed his thesis, arguing against him isn’t really necessary any more.

I listed my reasons for disliking SFxT because you guys asked for it. Then you guys go on to belittle me because I have an OPINION different than yours. Way to go, assholes. I never pulled that shit against anyone in this thread.

Also the term “scrub” is not necessarily an insult and I did not intend to use it as such.

I don’t recall ever having my DP stuffed by a jump in. It will trade once in a while if it is timed too early and spaced badly, but it shouldn’t ever be getting stuffed. Perhaps you’re trying to use the improper version? Ryu’s LP and HP only have 2 frames invulnerability. MP has 4 making it the go-to option. Ken’s MP version is best as well at 7 frames, ensuring it rarely trades even if timed badly. Akuma’s DP shouldn’t ever really trade either with the HP version coming in at 6 frames invulnerability.

I don’t know, man: I felt the exact same way when I started playing SF4 coming from HDR. Never in my life did I rely on shit like cr. fierce until I hit SF4. That game started the whole AA trading trend. Try using Ryu’s jab shoryuken, for example: It WILL trade. In HDR I’d never even have to worry about trading, I was always rewarded for good reads. Or look at someone like Vega, for example. He used to have the flipkicks as his go-to AA in ST and HDR. In SF4 that attack is beaten by nearly everything! Guile’s flashkick gets beaten a lot, too.

To me AA’ing is the same in both games. Do it deep and use the most invincible version.

I think there is merit to forcing DPs to be used with greater precision. It forces the shoto player to focus more heavily on controlling the air. This raises the skill ceiling of play dramatically as players must divide their focus more evenly between their ground game and being prepared to AA.

Trading with a DP isn’t necessarily a bad thing, several characters actually prefer to trade since it removes recovery frames and allows them to get a free combo. OZleon for example, was taking advantage of this yesterday vs me with Akuma’s DP.

??? Bison is still stupid good in SSF4. In fact, I only started to truly main him AFTER he was nerfed. I used Juri more pre-AE patch. He’s less scrubby and more footsie oriented. I have no salt whatsoever because I never really experienced how good super bison was because I was too busy messing with Juri. 0:

He’s still a bore no matter what- that’s not salt that’s preference. I get to do juri jump cancels, oki on wakeup with Bison if my opponent rolls, massive punish without charge, silly things like combo off of devils reverse, semi-vortex with juri once I get on someone without a dp/or needed meter. It’s fun! I only played SSF4 (was my first fighter) so im like a kid in a candy shop being able to use my two favorite characters like that.

And yeah, we aren’t fighting but its ridiculous what a lot of the ssf4 [S]rabid[/S] fans say about SfxT. What bothers me is it’s so ill-informed or simply ignorant. I like this one person saying its “slow.” Oh okay. So, if the game is slow I get to say SSF4 is molasses. <_<

I like you too. :slight_smile:

SFxT imo is a slower pace game. Why? Well there’s a number of reasons for it. But the first and most obvious one is that you have 2 health bars that recover at a ridiculously fast rate so obviously matches last a little bit longer by nature. The second reason is that players have to deal with the neutral game a lot more frequently due to tech rolls. It’s no secret that a knockdown in SFxT doesn’t guarantee you anything at all, you might be able to continue your pressure on an educated read, or your opponent might get away from you a little bit to catch his breath. Third reason is that since you can die in 2 combos, players need to play a lot more carefully at mid-range to make sure they don’t get hit by that one poke. The importance of grey health in team games also means you need to manage your team’s health so that you can stay alive for as long as possible and always have a chance at being in the lead or making a comeback in case time on the clock starts being an issue.

I don’t think being slow pace is a bad thing though. SFxT is slower because in a team game you have more strategy and resource management involved than a solo game. And there’s nothing wrong with that. Or at least, there shouldn’t be anything wrong with that.

But it does explain why SFxT can sometimes be really boring to watch for some. Because not everyone has either the patience to sit through a longer match or the knowledge to understand/appreciate what is happening on the screen. Or they might simply prefer faster pace games. And let’s be honest here, SFxT can be super boring when 2 lame ass players are trying to clutch it out with big money on the line.

The damage ratio in SFxT and SF4 are different. It’s slow in SF4 too but the poke equivalent of one medium or heavy in SF4 is equal to about two to three hits in SFxT if you include both characters. I think that’s where some of the “slow” argument comes in for SFxT. You can spend the same amount of time clobbering someone but once they tag out and recover a bit, their overall health didn’t really drop that much. Hopefully this grey health reduction speed or amount will alleviate some of this and have people decisively do more since sitting in one spot and walking backward will not really be a great option overall. People overlook the health a lot and approach matches like SF4 with allowing tag outs and not punishing.

It might force people to do more things in downtime but that’s kind of how Marvel 3 is. You don’t exactly sit a lot, you move and avoid things often because there’s always something flying across or over under.

Main thing I want to see is chip damage being brought up a big notch for more characters. Bison CADC scissors hurts a lot as there’s a tight timing to release and properly charge up for example.

All in all, sometimes more isn’t always better but i think the amount of things you manage in SFxT is pretty healthy. Maybe it’s because I’ve been playing a lot of Tekken Tag 2 lately also. There’s no meter in TTT2 but you can manage the rage mechanics on people and do normal combos then tag assault them later on so they don’t have a lot of life to recover and you are basically pushing their shit into the corner a lot.

If rolls in here have even just a 1f recovery it would be great to setup meaties and chip pressure.

I admit I come off as angry as shit at times and massivly annoyed with people here the reason why is because I give a shit about this game and I’m fucking tired of idiots writing shit off and morons trying to defend the game and help it but doing the oppisite. Stuff like the ranting about games like MK9 and BB that has gone on in the GD thread and how this game is superior to those due to some stupid bullshit is mad annoying BECAUSE NIGGAS HERE DO THE SHIT THEY DON’T WANT NIGGAS FROM OTHER GAMES TO DO! I’m not going to aplogize if someone got offended by what I said, because they’re most likely exactly who I’m talking about, just gonna keep trying to get people in Norcal to play this game by going to gatherings and trying to promote and educate without being a ponce like others here. Oline isn’t going to help anything and is not a replacement for offline, sorry it’s the truth and some people here who think it can be need to wisen up.

WHOA THERE COWBOY!

Anyway, done grumbling. Going to be Unicorns & Glitter from now on.

Well I am anti-airing with MP version…which is what I also use for tag cancel AA. It does trade with some normals or gets downright beaten…I have far more success with just doing a plain old mexican uppercut. (Cr. HP for those who don’t know the slang). I can’t fucking anti-air Juri or Jin a lot times because of this. In Vanilla SFIV uppercutting was such a great feeling. You could actually Anti Air fools Daigo style. I feel ever since that game Ryu’s DP keeps getting nerfed and nerfed…all because people won’t ever want to see Ryu being strong. Maybe I just need to practice my Shoryuken game…but I still feel my DP should be stronger. Are people really that hostile towards asking for a DP buff? I am not asking for damage increase just asking to fix the damn move completely.

Alright, for everyone who will go ahead and call me a fraud for requesting this fix I have a deal…maybe a little damage nerf to compensate the better frame data of the DP. I think it’s the best course of action and that’s just catering too much for the shoto haters.

An attack that is invincible from frame one is literally impossible to outright stuff.

A Shoryuken will only trade if it connects with the opponent’s attack after it’s initial period of invincibility. Let’s look at Ryu’s MP Shoryuken. Ryu is completely invincible starting at frame one. The attack becomes active on frame three, and his invincibility ends on frame four. The attack remains active until frame 17. I don’t see anywhere in this data where Ryu could be stuffed completely.

I am still losing to derpy jump ins…maybe I am not really that used to the SFxT timing, there’s some funky shit with the hitboxes…or I just need to practice DPing…then again it’s online where I play often…but I can’t blame input lag for this. lol

Thanks for the info.

I’m not really hostile about it but I don’t think DPs really need to be full proof in this game. And the fact that they are weaker than in other SF games is something I kinda like.

When people realized that SFxT had weaker anti-airs, they immediately started complaining about it and asking for buffs, instead of trying to find new ways to deal with it. But that’s the thing, this is a new and different game so there ARE new ways to deal with stuff that wasn’t possible or viable/rewarding before.

Back jump air to air switch cancel is something I still rarely see online and even on the rare occasions the game is being streamed. But it’s a really really good tech if your character has bad anti-airs but decent air normals and your partner has strong mixups in case you don’t get your counter hit.

Cross-cancel is also a new way you can deal with jumps, airborne moves, cross-ups and safe jumps. So is Pandora.

And you can also move back/backdash/dash under and hit them during their vulnerable landing frames into a 300-400+ damage combo. This tech still isn’t used that much (hell, I barely even think about it) and sometimes I wonder why. But one thing I can tell you, is that the players who understand and have mastered this tech are the toughest and most annoying son of a bitches I have encountered. There’s this guy named “IAMTHEBEAST” or something like that. He plays Cody and Abel (I think he had a couple of matches vs Jibbo a while back). Anyway, this fucking little prick has pretty good spacing and fully takes advantages of your landing frames. We all know Cody has a really great anti-air, but this guy barely uses it. You know why? Because why the fuck settle for crap damage when you can just make your opponent whiff something while they jump and blow them up as they land? This guy will always do this to you given the opportunity. Half of the time when I jumped at him from whatever angle he could always find a way to avoid my jump arc and make me whiff like a bitch and react punish with a full combo. And not one of those weak ass ABC combos. No. The combo that fucking hurts and never makes you want to press buttons in the air.