The Official Ranting Thread

block bet-ter

your name is fucking amazing, just saying.

El Fuerte-“Gracias!”

You should erase this thread too: http://forums.shoryuken.com/t/ultra-street-fighter-4-pc-custom-skin-thread/128629page-121
It’s full of links pointing to stuff to unlock DLC on sfxt (and ae for a year).
Why the difference in treatment?

the most popular torrent for this game has already cost Capcom around $95,000+ in potential sales, all because the on-disc DLC fiasco backfired on them, and that’s just one source.

Because there they can discuss mods without breaking the site’s rules.

Here you had people literally linking to methods on making the XBOX costumes work, not to mention going off-topic every five minutes with bickering about DLC and piracy circumvention. The thread was deleted because since everyone left, people started using it for whining and asking links for the new board, so instead of handing bans I decided to just get rid of it for good.

So I try to pinpoint things about this game that make it feel weird/get hated on that other people havent mentioned yet, and I think I’ve thought of something. I think the chain combos are too easy to connect (duh, they’re CHAINS!) and what I mean by that is that when you chain the moves together, YOUR character moves forward, easily allowing all the hits to connect. Now I don’t really know if any other games do this, but I cant think of any. I also believe this is why we see the same combos over and over jab jab jab hitconfirm ABCDD ~ secondary characters best finisher depending on meter.

I like this game, but even I get tired of doing the same combo everytime, that’s why I wish footsies mattered just a tad more. Just a nitpick though.

I think it would be more interesting where if you chained from a light at anything more than point blank range, the last attack would be a far HP or HK and maybe you couldnt chain into launcher or special from that (since most far attacks aren’t special cancellable).

jab jab jab ABCD launch jab jab jab super, 300 health gone (amazing damage!). If your losing to this I really dont know what to say lol. Most good players in this game understand damage scaling and ABC is only to get your character out. These players will manually launch you after a 2-3 hit link and you will be missing 400-500 life afterwards. If you find yourself doing the same combo every time rest assure you’ve already lost the match =].

I dunno’, footsies matter a lot in this game. A LOT. I didn’t know how bad I’d gotten at it until I played this game - one fuck-up can easily be half life.

As far as ABCC, like Menen said it’s really not something you should see or use that often unless its to switch. The damage scaling is absolutely horrific on those combos - when I’m getting curb-stomped to the point of unconsciousness, I’m usually seeing it from tag cancels into loops or simple-yet-creative combos where not a jab is in sight. Hell, I’m generally excited when someone ABCC’s into super - means I lose little unrecoverable life, and they lose two bars. XD

Overall, the repeated combos complaint I think doesn’t work well as a negative against this game. Every FG has that to some extent, some with much less variety.

I will agree that ABCC could be a little less easy to complete, as they are pretty easy to mash. Personally I’m starting to slowly but surely cut the bull and just go for launch after BC or even straight from B or C, depending on the situation.

OMG you guys are crying about launcher combos now!? Really!?

Abcc has to be magical otherwise the scrubs would never get their teammate in safely. I dont see the point or even how they would make it harder other than making it into a link which would be a terrible idea.

Sent from my VM670 using Tapatalk 2

Lol funny that people assume that’s the combo I use or that I lose exclusively to combos like that, and funny that talking about something is automatically crying about it.

Cool your jets guys, like I said, it was just a nitpick. And what I meant by even I get tired of doing the same combo is that with Raven, just about anything I do leads to a wind cross to a cr.hp loop. It doesnt really matter where I’m at on the screen, if I get a hit confirm, its guaranteed ~400 damage for no meter. The only variety comes from If I have meter to burn, or if I need to bring in my secondary. I get happy when someone blocks all my shit because then I actually have to start trying to mix them up with pressure into charge cancels into grab or alter ego.

Again I LIKE THE GAME. But I can see how people might get turned off when everyones best combo almost always works without having to really worry about spacing. I know this is it’s own game but In both Marvel and SF (just about ANY game really) characters might fall out of a combo if it isnt spaced properly.

Well just so we’re clear, I wasn’t saying this! :razzy:

Isn’t that more of an issue with Xiaoyu and Raven though, since they have to use their loops to get good damage, and can get them off of basically anything? Honest question, btw.

You’re kind of right but many characters can do their most damaging combo off of any kind of opening. Another reason I think this happens is because I guess in SF sometimes you change your combo to get a hard knockdown for more potential damage, where you cant really rely on that in this game, so going for the most damage for each combo is usually the way to go. Marvel is more reliant on meter for hypers so I guess that affects whether they go for damage/reset too.

I’m personally trying to focus more on working in different corner combos for my characters, Raven can do some crazy shit with ninja stars in the corner lol.

Arturo Sanchez trolled the SFxT stream with a moronic (or ironic genius) rant of his own today/yesterday (let’s face it, probably the former).

I felt bad the for the guy sitting next to him, even though he seemed like a window licker.

Talking about the 10 minutes it was streamed on day 1 of CEO, BTW.

Also how are you going to stream skullgirls and Tekken with like 80? combined entrants for an hour on the main stream and put SFxT with like 150? entrants on the secondary for 5 minutes.

I guess part of Jebailey’s, sorry I mean the community organized effort is to projectile vomit on SFxT and everyone who likes it.

That’s my rant.

Also, not quite sure about this, but didn’t SFxT have twice as many entrants as KOF? Sort of makes sense that it would have twice as many stations, right?

Don’t get me wrong I prefer KOF13 to SFxT and would love that game to have twice as many competitors in NA as SFxT does, but it doesn’t. So let’s not allow that fact to reduce us to inbred morons, shall we?

There’s no guard bar…try blocking

My rant:

I want to vomit so hard that I burst the blood vessels around my eyes everytime I see short range cross up into jab pressure, repeat x infinity. It feels like half the cast have no way of dealing with it.

This game had more variety and was more interesting to play in its opening week than it is now. There is so little variety in the teams I face its depressing. Way to kill a game that had so much potential within mere months of launch.

I, the Great Dark Hero, try to tolerate this game the best way possible. As much as I like some of ideas of SFxT, most of them came out awkward. I am still trying to have faith and make something out of this game eventually.
I have not went to any SFxT related tournaments as of yet here in Germany, but I am (somehow) enjoying playing this game casually with my buddies. I am really trying to stay away from ranked matches and save the more serious matches for some other time. My mini-rant is just on how many cool ideas are trashed upon by bad ones.
SFxT is… kinda like Light Yagami from Death Note (might be a odd comparison) - SFxT had the best intention in mind but tried to achieve them in a rather bad and roundabout sort of way. This does not sit well with a lot of fighting game players. As of now, I hope this game grows into something a little more. Until then, I’ll play this game casually… and try to make something good out of it…

I hate jumping. I mean, its easy as fuck for me to counter - and I counter it quite frequently. But most people I play literally just keep jumping. Once they FINALLY realize I’m just going to do cr. fp and turtle, they either rage-quit or just stand there. Once in a while they trade or get a full combo, but otherwise its just lame. Its also lame for me because I’m afraid to perform moves like the SRK, it sometimes feels like I’ll trade no matter what.

I think 3S was the last SF game to have true fundamentals and no bullshit. But still, this game is quite fun. I just hope they beef up a few things with this new patch coming out.

My Patch Wishlist:
-Buff command AA’s. Seriously.
-Rolls cost one bar, no more free escapes.
-Bit more pushback on jabs.

Game would be sooooo much better with these changes.

I hate rokin’s juri, that is all lol!

Mah Jureh’s alright. I’m trying to get to that Vulcan level though. :-p