The Official Ranting Thread

Yea the lp x lp or lk x lk where you have to link them, at least on the characters i’ve tried is kind of ridiculous, yet right after you can follow the last one with a x mk x hp(hk) chain… it’s oddball to me as well. I dunno if they said hey! Lets switch it up and make it super duper hard to link light attacks!!! Yea thats it!! I dunno that it’s even worth doing at this point lol.

This is the worst SF game Capcom has ever made. I’d rather play CFJ.

Played the game a bit tonight and it seems to have a lot going on to make up for being pretty shallow overall. Much of the hit confirms, throws, and footsie game seem really forced, almost robotic.

Also, what the fuck did they do to Hugo’s voice? It’s like they didn’t even try…

Spent 6 hours strainght on it yesterday, so here are my raw feelings (been playing SF4 series since 2008 regularly for comparison) :

Good :

  • There are tons of beast like combo abilities that can make you feel like a berserk if done correctly
  • Tekken chars are awesomely adapted to SF universe
  • Tons of moves
  • Advanced combos (with links) can be very challenging, but more doable than some in SF4 (Xiaoyu is godlike for that)

Bad :

  • The SF4 subtlety has gone. Actually there is no subtlety anymore, especially with online fights (which is the core of SF games, so …) : you just end up fighting people who repeat the same chain combo on and on as soon as they have the opportunity, as there is no limit to chains/mixups. Every char can do normal chains, which blurs the difference between them even more. And online, it’s just a mashup fest as a lot of moves are safe on block.
  • Juggle fest, MVC style. For me, jugglefesting is not Street Fighter. Street Fighter has always been about precision, strategies, and lecturing. Here, you don’t even have the time to lecture as nearly every move can be chained into another different type, or to a safe escaping special.
  • Pace is too fast. Yes I said it. There is no pause anymore in advanced fights. Those moments where the two opponents stare at each other, searching for a breach in other’s defense ? Gone. Now you just have to poke with a jab, and unleash a full mixup whenever you want with no risk at all, as it’s safe on block if done right. Then rinse and repeat in the next 500 ms. SF4 series did have the right pace in my opinion. Every move, every choice did have a consequence, therefore an importance. Here, you barely get punished for anything.
  • That Fierce Fierce automatic launch is horrible … Because SF players were used to combo Fierces into specials, and now they can’t be combo anymore, so you end up being trapped by your own 20 years old reflexes, putting you on the only block-unsafe combo : the Fierce - Launch :smiley:
    Really I don’t understand this command design decision, as there is already a button for launch. Here it just adds an unnecessary mess.

So all in all, I’m clearly deceived by the game, and it’s all the fault of how broad the gameplay has become. I was expecting the finesse of Street Fighter 4, but with Tekken chars (= new moves and combos) and tag teaming.
Now what I got is a rinse and repeat of two neverending target combo machines fighting at each other. To make an analogy, Street Fighter 4 series were feeling like watching Martial Arts, and Street Fighter x Tekken is feeling like watching WWF wrestling.

I hope my opinion will change after some monthes of play, though.

It’s been what, 20 years, and people still think Ryu and Ken are the same because they are “shotos”? You might as well drop Adon from that list because he’s obviously just the same as Sagat since he also is Thai and has a dragon punch move. Gouken is basically also a “shoto” since he has a fireball so he must be boring. And you should also forget about Gen, who flies around in the air so he MUST be the same as Vega.

I’ve also seen this complaint a few times and I really don’t understand it…I have never once had a problem with cancelling HK/HP, and neither have any of the people I play with locally. It sounds like you just need to make sure your inputs are cleaner.

The stages IMO are pretty neat; I quite like most of them, and I don’t particularly care about how many there are since they are just arbitrary backdrops for the gameplay anyway. The music on those stages is a lot less neat, however. It’s actually really irritating, especially with that “Climax” thing enabled.

What’s really pissing me off though is input leniency. It’s even worse than SF4. I should never get a quarter-circle move if my stick stays against the bottom of the gate. When I hold down-back, and somebody teleports behind me or whatever, and I switch the stick to down-forward to block in the opposite direction, this should not count as any command motion.

It is exactly that, but I don’t understand why they added this mistake potential at all :o

Normals are given +7 bigger recovery when used in a chain. You need to be very careful with which moves you use. Not a mash fest at all.

Yes, they aren’t that overpowered as I make it sound, but I found that a lot of them were safe on block enough when comboed with a special (ex : Heihashi’s cornering is a nightmare against chars who don’t have a quick invicible startup move, Nina’s flash Kick TCombo + geyser Cannon + Skull Splitter total damage eats 1/3 a bar, and is as easy to put as a poke string, etc).

That’s what I meant by “mash fest” (sorry for my poor english), damage is off the roof with easy strings.

You need to have meter to cancel chains into specials.

So they can only do that 3 times if they are fully stocked with meter. If you’re just talking about all the strings Tekken characters have… welcome to Tekken?

Ah guys, I’m a scrub on this one. I forgot about Cross Cancels … They’re basically the solution to neverending combos. I take my rant back (on this point).

So you just wanted ae with new chars? Sounds pretty silly considering this is
A whole new game.

Really? What special moves differentiate Ken from Ryu again? Comparing Gen to Vega and Adon to Sagat just makes you look stupid. I didn’t mention anything about them being identical but certainly there are more varied characters they could have brought into the fray instead of what we are seeing.

How has everyone’s experience been online? I’ve had nothing but lag fests even when the connection should be great. It’s unplayable most of the time.

So. (And I still have some resentment of the game at present, but it’s winning me over)
You got your tag teaming. It has the footsies of a Street Fighter game. No more focus attacks to kill majority of 1-hit laggy pokes.
Target combos into switching characters are akin to the LMHS-MMHS of Marvel 3. You can do it, but it’s the lowest damage, albeit guaranteed. You will see better optimised combos. Online warriors just want to mash it out for guaranteed damage with minimal effort. You could say everyone is a Vanilla MVC3 Sentinel or Ultimate MVC3 Wesker at this point. Stuff will get better and these guys will lose to people who have more damaging combos.

As for the rest of your post… juggles are more similar to Tekken in appearance than Marvel. I assume you’ve never picked up Tekken then?
Damage- the only thing bringing me towards this game. Damage looks like it’s going to go up as we move along. The one thing that has made me bored as hell about SF4. Low damage. Hella boring. Street Fighter can be fun with high damage and faster gameplay - see Super Turbo. Alpha counters = punish all annoying blockstrings. Blockstrings are essentially less safe already and makes you think about your meter more. Tekken is full of 50/50s and having more wakeup options than just quick rise is good for oki; albeit I would have preferred more wakeup options to be truer to Tekken.

Yeah, actually after a 2 hours session today, I’m feeling more entertainment than yesterday. But it keeps feeling more confuse than Street Fighter 4.
So in the end I would erase all my rant post, and only keep the “subtlety is gone” part. I miss SF4 subtlety of combats. Oh well, maybe next time !

Kinda feels like this is the worst Capcom fighter I’ve played in while.

Still playing here and there with friends but find that no one is really super into it until there is a really close game or a comeback, but that can be said for almost any competitive game. The game feels exceptionally wakeup-friendly. Online is pretty good but the sound shit is whack.

The art design is atrocious, it bothers me immensely. This is not an opinion, it’s a fact that it’s fucking ugly. It’s horrible. It just screams HEY LOOK THIS IS STREET FIGHTER XTREME! and I feel like there should be fucking Mountain Dew and Doritos commercials circa 1996 between every match. It’s a Ritalin baby’s coma-induced fever dream… rainbow diarrhea from LSD that’s been dipped in a cauldron of radioactive liquid kitsch.

I’ve heard people mention how “robust” it is but it still feels bare bones as hell after playing ArcSys and Namco games.

I really like the tag mechanic however, and of course the 2 human vs. 2 human is awesome, and like it more than MK9’s offering. I like Raven. I hate Rolento. Only about 8-10 hours of game play at this point for me.

the only thing i dislike is how safe everything feels, is a cross counter or whatever it’s called really the only option? i can wait through an entire blockstring and have zero option to counter after it because of distance

You can reversal in-between some Tekken strings, actually. Last I checked Ryu could uppercut in-between Heihachi’s low/overhead mixup one. Alternatively, you can poke back and put them in the same situation. SF characters have frame traps too, y’know. Especially Rolento.

Fuckin Rolento.

It seems like a lot of guys (including me before today) are not aware of the Cross Cancel mechanic :
Whenever you’re trapped in a block string, if you have one meter portion, just press “forward + MP+MK” when the next hit registers, and you’ll counter it instantly. I guess it’s even opened to follow-ups, but not sure.
This features completely nullifies any will to start an infinite block string if the attacker is a bit aware of the consequences.

No option to turn off quick combos entirely that I can see :expressionless: I went into the combo edit mode, and there’s only options to choose combos, not to remove them. I think if anything, that’s the type of mechanic that should be disabled by default and enabled only if you choose to do so, or on easy mode or something.

I think Julia might have a pretty decent kara-throw using st.HP if I could actually do it and not get some random combo.