My rant is that oki seems to be dead which annoys me alot… scrubs who get destroyed on wake up are happy but people like me are annoyed at not being able to destroy people for a earned knockdown
I’m ranting because since I’m not buying this game now, I don’t have much to rant about Except of course the inevitable greed filled decline of the video game industry that is being perpetuated by Capcom and others… But it’s not like that’s the end of western civilization.
I’m still butt hurt that two hit chain are not special cancel-able :sad:
I am nothing short of amazed how people can look at this game and see something completely warped from reality.
- Fireballs are the same as they were in SF4.
- Several moves that used to go through fireballs don’t do that anymore.
- No focus attacks to absorb fireballs or build meter for anti-fireball ultras. Supers don’t work as well for that in most cases.
- Divekicks are weaker.
- No untechable knockdowns.
- Universal invincible long distance tech roll.
- Universal alpha counters.
- Anyone who actually attempts to anti-air has that on 100% lockdown. Rolento just presses stand strong.
- Free juggle after grounded anti-air. Free juggle after counterhit air-to-air.
- Raw tag gets you out automatically - takes like 15+ seconds to finish 2 characters even if they block wrong every single time, even with good combos.
And people somehow think fireball zoning is weaker?
If anything, I’m concerned that characters like Dhalsim and Guile will be too strong. The tools that were useful against them have been weakened, and their comeback potential has increased due to the ability to juggle and tag to other characters. The ability to “get in once and finish them” is limited by added universal defensive options, and the fact that you don’t come in with a full-stocked ultra anymore when you’ve been beaten up all round. In the hands of a good zoner player, it seems like it would be very easy to run the clock out.
I think there are some things that could help this in the other direction, like speed gems, better jumps, and Tekken strings. Also, it remains to be seen what the general trend is for blockstrings. But if there’s a concern about balance between different playstyles, what we’ve been shown makes it seem like the Cammys and Dudleys are the ones that would be worrying, not the Guiles and Vegas.
No Sakura, no Karin, and no R. Mika. Fuck Capcom! >:(
u exist only to play a few female characters? LMAO see u online day 1 or week 1. im officially screaming FUCK KARIN AND R.MIKA see you guys 6 months to a year down the line when they announce an update or a new SF. All the “Please put Karin/R.mika in will start back up again”
Seriously?, your judging shit by what you just seen on the stream…I can honestly tell you that half the time they didnt even really know for sure what the hell they were talking about…they were wrong on how certain mechanics work too so you can only believe so much…I’ll summarize the list you made.
-Sure, fireballs are the same, EX ones and all…even though we got some retarded ones now like Poison’s HP one(medium durability), Cole’s LP fireballs bounce on the ground, and Raven’s well goes horizontally in the air.
-Umm there still a larger verity of moves that still do >_>’ even SF characters still have those tools like Cammy’s spin knuckle, not to mention the large number of tekken moves that do that are not command dashes…
-Yeah no more focus(for better or worse) and SuperArts vary(by alot) in this game(some have different properties, or damage is higher or lower then others).
-Divekicks being weaker…humm is this really a bad thing?(considering everytime they do dive kicks they start out OP…Rufus…Twins…need I go on?)
-Untechable knockdowns being gone…I don’t miss it, as i said before It forces people to think outside the box in terms of putting on wake up pressure, but of course your going to dispute that without thinking about it so…o_O
-Not going to go there…
-Universal Alpha Counters or Cross Counter as its actually called, is Hard to time so it isnt something your always going to see, and it isn’t universally a DP or anything like that because they showed you Abels is just his EX roll, and he still had to spend 1 bar of Cross Gauge to do it, I don’t see the problem.
-Really? anyone would have AA him for being that predictable, with that spacing you wouldn’t? by that example then all Ryu has to do is St.HK and he locks you down too…
-Just like it tekken if you catch someone in mid-air its called a “float” juggle, and you can literally jab juggle them in this game too so think about that…is just a tip of the iceberg.
-I don’t understand what you mean here, i guess your talking about how punishable raw tags are…and that is a bad thing?
to answer that last question, it depends…If its Kazuya vs Guile, it isnt going to be a free match for Kazuya…even though it maybe in his favor at this point because of wavedash and Demon god fist having crazy armor, but you cant count out a solid Guile either so you got to see both sides of it. but overall its too early to say for sure that Zoning is going to be really strong in this game…they said that shit with MVC3…and look what happened…>_>’ I don’t see many Arthur’s
Here’s my rant:
Why the fuck don’t I have this game yet?! >:(
Oh and the DLC rumors can fuck off. If there’s THAT much DLC on Day 1 I’ll eat my goddamn hat.
As for “dive kicks being weaker” it has already been shown that Rufus gets so much hit stun on his dive kick that he can go right into Galactic Tornado which he can’t do in SF4. I don’t think you can make a universal statement that dive kicks are weaker until you get a chance to actually play it.
On another note, that patch to make gem selection for tournaments easier better hurry the fuck up because after watching players spend 4-5 minutes selecting gems for a match I can honestly say that it will absolutely bring tournaments to a stand still.
Imagine if you have 30 matches in a tournament of best of 3. Even adding just 2 minutes to every match for gem selection is going to add a whole HOUR to the total length of the tournament. Heaven forbid that a player wants to switch a character after a loss. Or that at the grand finals after a reset there is a gem switch out or character switch out.
If they don’t make gem selection easier/faster then can you imagine how long a HUGE tournament like EVO or Shadoloo Showdown could take? I mean didn’t SF4 at EVO this year have like 800-1000 something entries?
This is an issue not just from a tournament running perspective but a SPECTATOR perspective. Imagine having to watch the character/ultra selection screen for 2-3minutes before every match while it is being streamed live. Y-A-W-N
I think you misunderstood what that post was about. It’s not a list of things I dislike. It’s a list of observations that benefit zoning or work against close-range offense that have been added to SFxT compared to the SF4 series.
But there are people who say that zoning is worse, and that confuses me. They are drawing from the same sources I am for that list (not many sources, none of which have spent much time with the game.) I would think that these people would be complaining that zoning looks too strong, not too weak.
not too many people have played it, and even “pro” players are dumb founded on how different the game is. Zoning and even grappers to a extent are always strong when a game is in its infancy, like how every version of SFIV was…but as time grew it more or less evened out(im not saying either significantly weaker because of it).
Zoning is strong in this game for many reason but its more or less Capcom trying to distinguish their fighters from Namco’s with that in mind. If you look at how many SF characters who have a projectile(of anykind) vs Tekken characters its apparent, but on the flip side, you look at the tools that they have against projectiles it seems to be “sort of” a leveled playing field. Again, its too early to say for sure because for all we know Tekken Characters may have “too many” tools. but to the point, zoning isnt weak by and sense, its just that there are more ways around it, and you can’t just keep them out if they are on their shit, its going to be hard for dhalsim in the meta game because of half the cast has a answer for projectiles(not his limbs but still). Its going to make for some real interesting matches.
Untechable knockdowns are gone? Can someone link a video where they quickstand after a neckbreaker/sweep?
You’re completely misuntersdaning R-D’s points. He’s with you that this game can be decent, and I’m with tataki in that this game doesn’t look promising.
On the subject, zoning seems weak to me because there’s no way you can kill two characters dealing 60 damage from fireballs and 90 from your far pokes. You have go get in to dish damage (namely cross rushes or full bar combos with ex and tag cancels for 40% damage).
I stopped there. Play SF2.
That depends on which fireball and character. If I recall correctly, Poison’s fireball does 120 damage.
Her fireball isn’t fullscreen though if I’m correct.
Though buffing the damage seems reasonable, hopefully every fireball does 100 damage.
You should keep reading, because you also misunderstood his post. He’s saying focus attacks diminish the value of fireballs, which is absolutely correct. It isn’t as bad as parrying, which makes them completely worthless, because you have the downside of the startup/recovery and the dash, but it’s still a way around them. One of the reasons the Fei vs Ryu matchup is so bad is that his focus attack is among the best in the game and Ryu simply can’t poke with fireballs at all from pretty much everywhere.
Fireballs in SF aren’t comparable to the ones in SF4 and in this game. They had a huge amount of blockstun, to the point you could do perfect traps, dealt crazy damage and in some cases caused knockdown, which doesn’t happen in the newer series outside of ex.
Basically everyone thought they knew how to play SFIV when the game came out. They only realized they were wrong almost 2 years later, and the realization was gradual, not some sort of epiphany. The reason was that SFIV seemed similar enough to SFII to play in the same way, and while that was true to an extent, the subtle differences had big repercussions on the metagame, especially at high levels of play.
I think the same applies to SFxT. Everyone’s going to be comparing it to SFIV until they actually figure out how to play the game.
Not fullscreen but goes almost to the edge of the screen. Think SF4 Sakura’s uncharged Hadouken.
Yeah. It’ll be a while before a meta settles in. People will be playing this game like a SF4 with fancier combos for a while.