The Gem System Thread

That’s quite a conspiracy theory you’ve weaved there.

Weird thing to bring up in a discussion about combo options. Combos are the antithesis of depth.

It’s not just about the cometitive players. Capcom’s a business so they need to make money, and they can’t make money off of just the competitive players and DLC. They gotta reach out to different audiences. Nintendo did this with the Wii which is easily the highest selling consoles this generation.

An easy solution to this is just to have everyone remember the gem category and number for each gem and have it ready for tournaments.

Wait, where did this come from? The only thing I know of is that you can’t special cancel from Cross Rush.

How do you know this? The public has only gotten to play this game a number of times and there was only one time in particular where we had players that really knew what they were doing - during E3. Every other time I see videos, people aren’t doing things like Tag Cancels when they really should.

Do you have any evidence that these gems are not early unlocks? All we know is that these are pre-order bonuses and nothing more. I did a quick search for both the words DLC and downloadable. I saw neither of those in the recent blog post.

Capcom may be money hungry, but they would be stupid to get money in this fashion only. You’d make more money trying to appeal to a larger audience than a small audience getting gem packs.

@Brennan
You are absolutely right. Capcom should have addressed these assumptions ages ago.

I’ve been high on every single thing I’ve heard about this game even the gems and now that they’ve clarified how a lot of the supposed “broken” gems work and exposed they are actually not even worth equipping (for me at least) I’m still hyped. I’m predisposed to liking this game though no matter what because Rolento is in :smiley:

I can see Capcom going “We want to recreate the arcade feeling of Fighting Games, so every time you try to start a game you have to pay 50cents first” :3

@Kuma

it may not say DLC or downloadable but if they have to separate them from the “standard” Gems then obviously they are special. the Swap Costumes are not Labled as DLC but you know for a fact that they will be. lets say for the sake of argument that they are early unlock codes, why go through the hassle in making the different packs in different locations in the first place? they done the very same thing with Batman Arkhan City with Different pre-order incentives in different location.

im sticking to it being very unlikely to be just being unlock codes, because this is the same development team that makes you pay for alt. costumes…

Biggest beef I got with gems right now is how bad the aesthetics look. I don’t like how when gems are activated it triggers that illuminating glow…it meshes badly with the textures on the characer models and looks sloppy as fuck.

Yeah, having characters flashing all sorts of colors just LOOKS dumb. Maybe they’ll give an option where you can turn that off, because atm it’s pretty ugly.

I was seriously hype for this game, especially when they announced the gem system. I was hoping it would be something really ground breaking, maybe even-for lack of a better ‘cliche’- paradigm shifting. But this list of gems and their effects looks really uninteresting. Stat increases are fine but I’m having trouble seeing what makes it all so great and new.

It’s a business thing. They have deals with retailers like this, and the game gets promoted. There will probably be a TV spot for the gamestop pack, just like for Arkham City.

But even if there isn’t a way to unlock them through the game, the gems are almost definitely on the disc, so that people without them don’t have to download something that isn’t a title update to play online day 1.

If Gems looked like Akuma/E.Ryu Satsui Glow, that’d be pretty neat.

Can’t we just get a real game Capcom? =/

I hope the characters themselves aren’t balanced around Gems but rather around their playstyles, like it should be in fg. Then all would be well, if Gems becomes too much of a hindrance for tournaments, we ban and still have a perfectly playable game.

Im Positive that the Gem packs are already on the Disk. Like the first patch of Alts for SFIV(and the pack for AE), Jill and Shuma for MVC3, they are good with that…even the Swap Costumes most likely will be on the disk but will require a purchase to access the content.

Its something that we shouldn’t worry about and pay attention to but its hard because it feels like im getting ripped off…I know im getting alot for $60($70 in my case for the LE) but at the same time with this Gem fiasco and more of the same with the alt costumes…it gets kinda old after a while. I agree with Kuma in wanting the return of good ol’ unlockables but at the same time, I know there are two different camps with that and i do not want to debate on peoples opinions of what “replay value” is.

I was looking for a more fluid, offense-based game than SF4 out of this title. This…This kinda sounds like SF4 with Tekken characters. And like 3 systems I’m going to ignore/not use.

well it is and it isn’t at the same time, it’s kinda hard to say(i’ve only played the PAX build) but then they had the freedom of chaining specials from A,B,C or and or any other simple combination(there wasn’t a restrictions on what normals were special cancelable in the build i played).

i haven’t played a newer build so im unclear on how useful the following are:

-Pandora/Pandora Punishment.
-Super Charge Canceling and Lv2 Charge Cancel Counter hit.
-Changes in chains and chain combos. example: If you can still chain Cr.MK, St. HK and cancel into a special move.
-Changes to CrossRush, and new Restrictions. example: CrossRushes now when the Initial Launch connects, lifts the opponents higher into the air changing the ability to easily combo afterwards. In Addition to that, to see if Air to Air Normals are Still a Viable Filler in Juggles in post CrossRush Combos.

All we can do is assume, because we’re getting very little info.

And because we assume the worst (cuz that’s what we’re being shown) Capcom is (once again!) shooting themselves in the foot.

I don’t think that they got rid of all the cool combo stuff per se. I think one thing that it sounds like many people overlooked is the fact that you can’t extend your combo after a launcher. Just a launcher. The universal attack that every character in the game has. By the sound of it, you’ll still be able to do a lot of the cool combo stuff, just not off of the universal game mechanic.

E.g. Combo into Ryu’s Shoryuken, and tag cancel. Bring in your partner (say Ken), continue the combo, end with Tatsumaki. Tag cancel. Bring Ryu back, EX Hadoken, but charge it into Super Hadoken to finish the combo (assuming that it charges fast enough by using the EX version first).

Or, perhaps you could combo into Ryu’s Shoryuken, tag cancel it, bring in your partner, have them continue the combo and then do a launcher, which brings in your partner who could finish your opponent off with a Super Art.

Granted, these examples are with 3 bars of meter, but I think that the combo possibilities are still there. All that really changes is that how the combo starts is different for each character, and you need one bar of meter to start it.

I think maybe Capcom decided to limit what you could do after a launcher so that people would get more creative with their combos and what they do to start said combos so we wouldn’t see that same old LMHH series over and over again.

Take a look at the following video. I’m pretty sure that a lot of you have seen already, but here it is anyway;

Spoiler

[media=youtube]FE5CpqlOze0[/media]

Skip to 3:00 in. Look at the combo being performed by Yoshimitsu and raven. You have that fancy combo, and note that it was not started by a launcher. And this is the promotional video that was shown at NYCC.

Kind of a long post, I know, but I felt that this needed to be said. I was also looking forward to this game for all of the freedom that you had in regards to combos, and I’m glad that it’s still intact. Perhaps we’ll see more creativity now outside of LMHH all day.

And more on-topic, I wonder how speed gems will affect these combos. Perhaps you can extend the combos even further because you can jump/move faster with the speed gems activated before going into your special move and tag-cancelling to your partner.

I’m looking forward to getting my hands on this game and coming up with some cool combos.

im sure what Ben and alot of other peoples concerns were regarding the cast as a whole. what i mean by that is, Tekken characters in SFxTK haven’t really been affected…at all by the chain combo removal, i’ll explain for those who don’t this already.

Tekken Characters in SFxTK have “Target Combos”…kinda but Strings like they did in well Tekken…soo King in example has Forward+2,2,2 thats a string and in SFxTK he can use this string as combo filler after a launcher(i’ll get to that in a sec), also its known that Tekken characters have Bound(groundbounce) moves to exented combos as well. Finally they have a different kind of Launcher in SFxTK which works just like a tekken launcher(we really just simplify it as a tekken launcher) like Nina’s Downforward+2 does her generic 15 frame launcher.

what this all means is…Tekken characters have the tools to be combo machines, you clearly used a example in your last post. the problem is, SF characters, universally don’t have tools like that, some have these abilities(Kens overhead works as a groundbounce and Poison’s EX rekka’s work as a tekken style launcher) but its harder(and more meter depended) for SF characters to do combos like the tekken cast, so instinctively one would revert back to A,B,C combos for that.

I’ve seen sick combos for SF characters too in the game but they are all very meter dependent, so i don’t know.

back to Gems, the Speed Gems seems to only increase movement speed then actually well decrease the frames in normals or special move recovery frames.

Hmm…I see what you mean. I’m sure that they’ll give the Street Fighter cast some strings of their own that they can use.

And yeah, back on topic.

I’m aware of the fact that speed gems increase movement speed and don’t affect the speed of your actual attacks (which would be stupid to an extent since there would be risk for infinites if that were the case). I was saying that perhaps speed gems will allow for some more combo extensions due to the increased speed of your jumps and dashes. Like an attack that would send your opponent just out of range for a follow-up; perhaps with the speed gem equipped and active, you can dash forward and be able to follow-up for a combo that would normally be corner-only. Though after reviewing the Zangief speed gem demo, the speed increase doesn’t seem to be large enough to really allow for something like that.

Dang it, why can’t Capcom give us a build with the gem system so we can test this stuff out?

I am 100% convinced that Capcom is trying to make their games as bad as possible before release. “Oh look people the comic con build. Too Good make it worse so people know how Capcom rolls when it comes to marketing.”

“How much bullshit WILL they tolerate? Let’s find out! :D”