The Future of SFxT

dude lili is worth sfxt purchase. some of the things she says when she wins is down right funny. “hahaha i’m am now the leader of shadowloo. What’s shadowloo?”

I think this game is gonna end up like third strike hated at first and maybe loved 10 years down the road by people who never abandoned it…maybe.

Maybe it’s my (and other “noobs”) inability to comprehend this game, but people are saying there are no vortexes, and yet kazuya basically has a standing vortex where you have to guess high or low. I don’t get that. I mean if you guess right you get a great punish but that stuff is so cheesy after a while, especially when the only advice you get is spending meter to get out of it; it’s not even like he is forced to finish he can just stop meanwhile you’re looking for the last hit and he continues with something else. Compared to SF4 where vortexes were really just…stressful (good El Fuertes are annoying as hell), but you have ways out of it like using a move that makes you airborne to flip out of it hell even focus attack. So how are these two games different in that aspect? You still have 50/50s only thing you have a roll which IMO doesn’t make that much of a difference. Ibuki’s command dash for instance where you can choose to be behind of the opponent or in front of them if you do it with relatively good timing you can’t be punished too easily. How is that different from a Kunai vortex? Or Early jump moves VS a cornered opponent landing you in front of them instead of behind them? No different than Makoto’s f+mp in corner tactics.

Also there are a lot of wtf moves in this game like King’s hops, Hugo Lariats, Zangief’s charge move, and on top of that Ryu’s overall output that makes playing this game a daunting task. Especially when I see Kazuya and Ryu 50/50 into damage that kills my mood. I can’t imagine someone new to fighting games or someone who plays them casually could deal with it.Obviously once you get more experienced at the game you find ways to deal with it, but I don’t think most people want to learn how to deal with seemingly cheap/unbeatable tactics to get better at a game. If anything I wish they had implemented more of Tekken’s mechanics, such as blocking raw low sweeps (or boost chains ending on st.HP or cr.HK) your character shows a really vulnerable animation so the player instinctively know what is punishable from what isn’t. Obviously that won’t happen though lol.

Also I feel as though throws play almost no real role in this other than to open up a defensive player (which in itself is great but I mean utility wise). I wish if you got a throw off on top of damage it took away 1/4th (or around that ballpark) of recoverable life. At least make it worth it. And pleaseee take from SG’s example it can be hard to tell who is the leader make some kind of notification to tell you who has the life lead (flaming life guage, an L, a blue and red dolphin something).

To reiterate and clarify - I think the game will attract less new people as time goes on. As of right now it’s very confusing to people trying to get into the game. But I do feel like it’s a game that get’s better once you get better at it. So it won’t have a large community, but (hopefully) a small close knit one.

Feel free to disagree as all of this is just my opinion.

Sometimes it seems like we rehash the same arguments on every thread. It’s hard for a game to have a future when that’s the case.

I do get irked though when people say things along the lines of “a fighting game has to have this set of mechanical boundaries or it sucks and that’s just expert opinion”. Some people don’t agree with those mechanical restrictions. It’s kind of like them saying “I’m better than you because you’re actually having fun with this fighting game”.

it’s a never ending cycle. The mistakes have been made in the past, but it’s all history repeating. 10 years ago and now. =\

Our problem as a community is that we try to fight every battle. We don’t need to confront every person that comes at the game with an issue, all it leads to is back and forth of picking at each others fighting game politics. I think by now we can tell who means well in giving us sound advice in ways we can shape our community and who just wants to start some shit, and we are starting real good with the online tournaments and having a solid stream and lobby to hone our skills, which will eventually lead us to getting out to events. So as far as the future of this game and community, we need less talking and more playing.

ya’ll need to have fun. That’s why we all play the game. Eventually people will see why we’re having fun, play lili, because that’s all that matters in the end, PLAY LILI. I say we need to defend the game when it’s needed. Let those “haters” spew themselves into a self ban. Just do what we’re doing guys and it’ll be alright for us all. PLAY LILI! OMFG WHY ARE YOU STILL READING THIS GO PLAY HER!

I want her Halloween Alternate costume so badly =(

i’m still confused with it. It’s funny looking tbh. But boy does it show of her lilis ^//^;;;
I want tux ken dude. MONEY INC =D
Yes this related to the future. Tux ken is the win.

But it explains why she’s so amazing…She’s magic D=

That pretty much sums it up, especially the bolded.

You know what? I need some Lili training. I want to play her again, but man… couldn’t figure out just what I was doing wrong. Fomr some reason a Lili/Law team seems really attractive to me, as well as Juri/Lili.

I tried playing lili…she is to hard :frowning: . Had to settle for nina as my go to girl.

she’s easy to kinda pick up and press buttons. but she gets too complex later on dude. You need to spend a lot of time in the lab with her. trust me creating all this was not easy =\ but i did it for the character and our small as hell lili boards.
@roknin
Sure hit me up i’ll let you see my lili in action. let’s pair up and then we can hit the lab together.
Edit i’m actually online atm doing my thing…labbing it up. got a new sick combo off or regular dive kick =D

3S was never really hated… vanilla SF3 was hated greatly. Most people would have agreed during the time of 3S’s release that Capcom had finally fixed SF3 to be something respectable and playable, although the game still got overshadowed by SFA3 and were treated apathetically by many. But if people were struck with vanilla SF3 you can be sure that no one in his right mind would have like that game. Because it plays nothing like 3S.

3S is hated a lot, in general is a thing against the whole SF3 series and the parries, the fact that you can still find heated debates about how parries ruin everything and people quoting Viscant shows clearly that 3s is not as loved as you think it is.

Thats right, these games always need tweaking and SFXT is getting there quick, already there if u ask me.

This game needs a balance patch, but I’d rather they take their time with it than have a hurried patch with something like the Rolento glitch again.

I have set of Akuma 'Tips/Tricks & Gimmicks videos in the works if that is on topic as you say :slight_smile:

I really want to make Akuma be viable and I hope the stuff that I am going to show on my channel soon should help people widen their character choices or if anything reduce the amount of salt I get from others who cry helplessly because their Kazuya and Ryu tactics failed miserably.

Oh yeah and you are right Lili is the future. Only I don’t have her on point as it’s either ‘DIE’ or ‘DIE QUICKLY’ for me :nunchuck: .

I think you can tell which one relates to which character :sweat:.

I just watched the matches from 25th SF anniversary in Taiwan, and guess what?! They used gems! They used gems and the world didn’t end. Maybe using gems is in the game’s future?

Watching those matches made me wonder if maybe I should start putting more Defense Gems on my characters.

Well, I don’t hate comebacks at all. I think that comebacks are good…I just don’t agree with them being “forced.” Well, maybe forced isn’t the right word…I just find it boring to see a comeback from X-factor. It’s like, this guy was dominating the whole match, and then the other guy gets one touch with X-factor level 3 and blows up the other guy’s team for practically no effort. I think that’s why I get more hyped to see comebacks in Street Fighter X Tekken; there isn’t any dumb mechanic to immediately swing the match in favor of the losing player. The losing player really needed to work for that comeback, and if they can pull it off, that’s hype. At least in my opinion.

I guess I only find them boring because I’ve played UMvC3 before, and I know how stupid X-factor is. I can understand how it’s hype for the casual observer though.

Ultras are a different beast compared to X-factor, but I only included them in my post because they are technically considered a comeback mechanic.

Overall, I guess I just hate comeback “mechanics,” not comebacks themselves. Pandora is the only exception to this, since it’s really, really hard to use effectively compared to Ultra combos or X-factor.