The Gem System Thread

So if I get a knockdown, I either throw them, which currently does little damage, or do nothing? Just not capitalize on a knockdown?

I seriously hope so. I wouldn’t be bothered by the gem system so much if the combo system still allowed chains cancelling into specials.

You force them into blocking so they waste their meter and can’t do damage to you if they land a combo because they won’t be able to tag cancel and do EX moves.

Don’t forget that characters can roll forward or backwards when they are knock down so it’s gonna be hard to follow up any way, that’s where you use your head and try to set up a frame trap or try to bait a reversal or something

Doesn’t that severely limit oki? Even if I guess correctly as to which way they roll, my only options would be either throw, or make them block. Not to mention meter builds pretty quickly in this game so far.

Gems do auto-activate correct?
considering you can’t really use them when you want; you could possibily be losing meter at times during the fight where it may not be the best thing.
meter does build pretty quickly but with all the other options available without gems which utilize meter. From a strategic stand point it seems a lot of players may not actually use them, unless you are forced to do so. After all I’d much rather use my meter for Super Arts, counters, and Cross Arts.

So far the passive gems are the only that sound more appealing to me. A smaller boost, but you’ll have it through the whole match.

Those gems don’t bother me as much, I’m cool with them. It’s just the assist gems I’m worried about.

quoting myself from the general discussion thread

Am I the only person way more afraid of auto teching than blocking? Atleast with blocking you can frame trap throw techs…
That is, if the throw system = SSF4s. I havent been paying too much attention since forever.
Also should note, definately not a day one purchase for me. Me no gusta

From what I played, throws seem to have a far shorter range than SSF4, but there might be gems to alleviate that, haha.

From all indications on demo builds, the throw game in SFxT is much diminished from SF4.

Besides that, the Auto-Tech gem will probably work the same as Auto-Block: meter draining, only works any time you could normally tech, etc.

some don’t seem to realize what makes the auto-block gem so retarded and good.

  1. The condition:
    The gem only blocks for you IF you would be able to do so yourself. this means while you literally do “nothing” or actually block or walk. if you do ANY move and get hit during the startup, the recovery or if it trades the gem doesn’t consume any meter and won’t block for you. this means the typical statement “just frame trap and poke the meter away” doesn’t work at all.

2.The usage:
the conditions are actually rather good since you can play around that and use the gem effectively. namely on wakeup.
imagine you play against akuma the wakeup nightmare in street fighter 4 and all you do on wakeup is to block low and prepare to late tech. this covers 2/3 of the options leaving high hitting moves your only open spot. this is where the gem comes into play, since you don’t get hit during another move the condition is met and he’ll cover the last weakness for you, making you IMMUNE to ANY VORTEX game from any character (exception: command grabs) on wakeup. and you don’t spend 1/2 of your meter just to make a gambling option that cover only a small area - you spend 1/3 in a game where you build meter like hell (with meter boosting gems even more) to cover EVERYTHING. ofc you can also block normally, the gem acts as an automatic fail safe function as long as you don’t press anything else. this means that the gem doesn’t consume meter every time, in fact I guess it’ll be rather rarely. in a game where every hit leads to huge damage due to ABC chain combo system, every blocked hit means alot saved life.

  1. The downside:
    other then the occasionaly meter cost, the only down side is actually the slot it takes to use the gem, but seeing which other gems are revealed so far it doesn’t seem alot, and you have 4 more slots anyway.

That kind of theory already makes this auto-block gem “not retarded” as we would have had to think all of this through before deciding if it was worth the risk of sacrificing a bar of meter for every hit. Besides, as a fellow Cody player I thought we could use all the help we can get on wakeup since it looks like Cody is going to be in this game, as well.

Another thing to factor in is that the gems seem to have a timer on all of them, in addition to specific activation requirements. The opponent could either a) make it so that the opponent doesn’t have a chance to meet those requirements or b) change up their strategy when the gem is active so that it doesn’t make a difference.

To me, Gem System is fine
But paid DLC gems are another issue.

Do people just feel the need to get upset about every mechanic added to Street Fighter games, that wasn’t in SSF2T?

IMO, DLC Gems is actually a DLC that unlocks all the gems from the start =V

so dumb…

That’s not a disadvantage to the opponent at all though. You still got hit by the frame trap. And if you try to jump out, you still get hit cos you can’t block during pre-jump frames. Basically, auto-block would only be mildly useful in high/low mixup games, and in cases like that it would be really weak against command tick throws that are set up from moves that are 0 or less on block. Instead of being really good against high/low/front/back Oki, it could end being a worse option against command grabs. For example, in SFIV, a x-up j.lk into SPD/RBG by Gief won’t work if the opponent gets hit because they are in hit-stun. Block-stun usually leaves Gief at 0 or negative so he can instantly RBG. With auto-block on, you’re actually putting yourself into a trickier guessing game.

that’s what I said. it’s “only” useful on wakeup, but there it absolutely destroys any vortex. I don’t see how one can not see that that’s kind of broken. and command grabs are an exception as I allready stated, but there isn’t a rule that you can’t switch gems depending on the match up lol.

But if you look at Gouki’s vortex in SFIV, one of the reasons it was so good was because of his air-throw. Auto-guard won’t help against that. Besides, I’m not convinced that 3+ way Okizeme is going to be a big part of this game, so even if it maybe affects one or two matchups, it’s no big deal. Vortex mixups were mainly an SFIV thing.

Who has strong oki from the builds that we’ve seen so far anyway?

I’ll be honest, I love the idea of a RPG touch to the game with the gem customisation, but I’m really worried about pre-order/limited edition/dlc gems, and since looks like they’re heading that way, why not make it a separate mode? They’ll probably charge for a card pack in UMVC3, but it’s a separate mode so you won’t lose anything for not buying it.