why are you here?
The video was more related to what tataki said about defense being stronger than offense. He claimed that “you can only get 25% damage at best from safe pressure, but a DP tag cancel gets you 50% damage”. The video showcased a few 800-1000 damage resets meaning they’re essentially doing 2 x 500 damage combos or whatever. The point was: DP xx tag gets you around 400 something damage and causes a knockdown. But if you’re pressuring on the ground, you can keep your opponent standing/guessing, EX CADC, frame trap etc. for much more damage and meter building in the end.
I was supposed to reply separately to you but I forgot. Basically, what I said to Lord_Raptor about walkspeed and throw range: since it’s a new game with different mechanics, the slow walkspeed and poor throw range doesn’t matter as much as AE or other fighters. The way things work in this game makes throws and frame traps still good because of CADC alone. Also, if characters had fast walkspeed, then they’d be able to walk in and whiff punish whiffed pokes, which would make characters with bad pokes/range completely unviable. This is kinda hard to explain, but like I said slow walkspeed don’t matter that much because no matter how slow you walk you can still fish for special move xx switch, ex move or cross-rush. So even Yoshimitsu can play footsies with Ryu/Chun. This wasn’t the case in AE, where a character with horrible pokes would just get murdered by Adon or whoever’s legs were bigger and longer. In AE, characters with bad footsies had to rely on Focus Attack to absorb 1 hit and grind dat precious revenge meter.
About oki, I suppose it’s a matter of taste. I’m guessing you prefer being constantly locked down and dealing with guessing games all day, maybe you prefer option-selects making reads for you. I dunno… But the way I see it, you just have more options in SFxT and you have to earn your 50/50 oki mixup with an educated read. And there’s still a ton of ways to deal with rolls and backdashes so they’re not even a problem. In AE, you are rewarded for knocking the opponent down. In this game, you’re almost rewarded for being knocked down so the idea is to keep them up and under pressure as long as possible before going for a knockdown that has a 50% chance to end your momentum and reset to a neutral game. It’s just a new and completely different game, so people need to let go of their old mindsets.
Okay this si something else annoying me about my fellower defenders, STOP ACTING LIKE SFIV IS THE ONYL GAME WITH OKI! Holy shit everytime I hear someone bitch about Oki they automaticlly go to SFIV when that game has very mediocre oki and the only thing saving it is how OS heavy it is. Other games have much richer Oki games without having OS all over the place and XT would be a better game if OKI wasn’t so damn pointless.
Take a chill pill bro. It’s only natural that I use AE as example, since D_Dollars also plays that game and SFxT is often compared to it the most by these people.
Mm I think the timer is fine. I mean like even nerfing grey health would change timer issues itself. People would heal less and they technically just have lower average health throughout the match in general. Even nerfing tech rolls a little bit, you get in an extra throw or punish on them during each round, people start to think twice about using it and you continue some pressure. I think the animations can stay the way they are at this point.
And the costumes got discounted in SF4 and MVC3, I’m sure they will be dirt cheap within a few weeks/months.
btw this is an opinion, not a fact.
Personally, I like the fact that the game is centered around the neutral and mid-range game instead of the knockdown game.
You know the feeling when you condition someone to fear quickstand and normal recovery with some setup and a safe jump, then bait them to roll only to get fucked up even more? I like that feel. Makes me feel like a mind reading jedi.
Good post I can see you are very knowledgeable about fighting games :rolleyes:
Thread title is ironic as fuck lol
Goddamnit let’s all go to sleep.
lol, that’s all you said in this thread.
But yeah, I guess it’s clear now that I don’t play much anime fighters. :oops:
I’m trying my best to make sure no one says anything too stupid and then owns up to it.
Debating should only be done after a good night’s rest.
In other words, No Fighting
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fuck that give me bloooooooooood
Is this D_Dollars is leaving number 2 or 3 this week, I forget.
Since we’ve seen the number of timeouts and it’s vastly overstated, I have to wonder.
Why do people care so much anyway if there are timeouts?
I mean, seriously, if you can’t get in and open up and opponent before the clock ends you’re doing something wrong. I don’t see how in a game where 2 bars practically guarantees you 60% of a life - bar and many characters can do it metreless how playing the clock can be so frowned upon.
It’s one of the victory conditions, use it, it’s not like every match ends in a timeout, in - fact, the majority do not and if you’re skillful enough to defend until the timer ends, good on you, you succeeded in maintaining the life - lead.
Dumb troll! All these haters on the SFxT threads and forums are funny and pretty pathetic. Keep it up!
It isn’t just time outs. It’s a conglomerate of issues balled up into one stemming all this SFxT hate.
People wanna see that hype. Time outs are not hype…for the dumb scrubby stream monster a.k.a the spooby pls 4 life crew that is. I don’t mind them as long as the timer gets tweaked because there is some issues with it. Time freeze during cinematics and extension of the seconds is a good head start. I don’t think grey health needs to be touched, though.
Nobody understands this game well. I think most of the world that has attempted to play it has done it incorrectly so therefore if you can’t understand something is easy to just hate on it. This game has plenty of mechanics to give more depth that other fighters currently on the market. I for one think UMvC3 is not as deep as this game. Gameplay wise. Yet you don’t see me hating on it. Because I understand the game enough to enjoy it and recognize its flaws within that enjoyment.