Capcom never said it was a footsie-oriented game. The top players who played it did.
jumpers jumpers all dayyyyyyy
and i dont fault the players for jumping in, hey this is by design: even if we’re all figuring out the correct timing for anti-air normals, it still sucks what they did to Tekken characters anti air normals.
also, as an OG player myself, i laugh when i read stuff like standing jab pressure into jump cross up x infinity as a “hard to beat tactic”.
those who have a dp, just learn to auto correct it. if not, the old school jump back fierce tactics to beat cross up attempts should still be viable.
Anyways, just fix the infinites/glitches, and gimme the dlc characters that’s all i need. the rest, ill adapt. as should everyone lol
idk about that, cuz you’d be able to jump them on reaction if they were more than 0f right? unless ur airborne a few frames after the jump input… cuz I can’t jump those supers on reaction
@ SGS and FAB
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Youre right, the frame data I am looking at is correct.
Indeed, FAB and SGS are 0, yoroitoshi is 1 frame, and Shippu is 2 frames. Phew!
They are 1+0, which means the 1 frame freeze and 0f active. Can’t be jumped unless jump inputs registered before the freeze.
my connected hits keep getting rolledback online tonight … I hear then connect but no combo
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cosigning this
the thing with super freezes is that if the game is like sf4, it doesnt register inputs during the freeze. so the grab supers are actually 1+0, but you still have to input something before the flash to try and get out
in punish situations, the freeze still counts. so if a character has a 1 frame super, they cant punish stuff thats -1 on block because the super is 1+1
also keep in mind that sf4 had a bunch of wonky shit regarding supers, especially with regard to the 2 frame types.(chun, ken etc) like they would punish some moves but not others, even if both moves were equally negative on block
The reason is people grew up on it, are good at it, and enjoy playing it. Compared to new age fighters ST is ass. It’s too simple of a game. In ST, and SF4 to a lesser extent, even if you know exactly what your opponent is gonna do far too many times you can’t do anything about it. That’s just lame to be honest. You should be rewarded for getting inside your opponents head, not just for using patterns and knowing exactly what to do in every situation to eventually put him in a place where he’s run out of options.
Part of what made 3s so great is because of the complex nature of the mindgame. You could not do the same repetitive stuff over and over and expect to win against a good player. That’s what fighting games should be about. To put it in different terms. ST = rock, paper scissors, 3s = rock, paper, scissors, lizard, Spock.
I’m not sure about sf x tekken. but from the looks of it it’s the closest thing to 3s of the new age fighters.
holy crap, lets not start a 3s over “insert other capcom game” war here, that dog has been beaten over and over again. some people like certain games some dont. lets leave it at that. the jurys still out for many people on sfxt.
-dime
ST is simple, sure, and yet a difficult game to master at the same time. Case in point: lesser players lose interest quickly once they can’t jump around everywhere and do random moves for instant rewards. I don’t understand what you mean by not being rewarded for getting in your opponent’s head, though? All the elite players I’ve faced in ST/HDR (Thelo, Afro, Snake Eyez, Royal Phlush, Reno, Marsgatti, TOGO13, opemai, mrjangara, dgv, etc…) came down to making really good reads and recognizing patterns in order to win.
Street Fighter has always been about patterns, every character has a blueprint for how they are played. Take SF4, for example: you will often see the same hit-confirms and BnB’s being applied. Does that not also constitute a pattern? Or, let’s look at SFxT: is jumping all over the place and doing the launcher also not a pattern?
If anything, I argue that the rewards offered in SFxT can be* less* in some instances. I’d say having your AA trade after making a really good jump read doesn’t offer much of a reward, no? I’m having a moderate amount of fun playing SFxT, but its certainly not rewarding at all. People are saying that the whole game is a jump-fest, and they’re saying it for a reason.
I’m talking about being put in far, far too many situations where you basically have one or maybe two options and it’s usually block. For me, in a great fighting game, You should have an option 95% of the time to get around an opponents tactic if you know what he’s gonna do. Of course even in ST you out think your opponent, but patterns and repetition is a huge part of it.
Granted, I only got the game a week or so ago, but most of the cast have good anti-airs in my opinion. The ones who don’t either have good keep away tools like Sim or Yoshimitsu, or are fast like Law and can dash under and punish from behind. Even if jumpins is a strong tactic, don’t you think it’s better that a fighting game rewards agressiveness over patience? Rushdown over turtle?
Don’t get me wrong, I can enjoy watching Mayweather defend like a master for 12 rounds, I see the genius of it. At the end of the day though, I’d much rather watch Tyson go in there and end the fight in 2 via KO.
I think once people figure out Pandora and gems that’s where this game is headed. Timeouts happen because people don’t know the most effective way to play yet. In my opinion this game will evolve to the point where if someone is behind on life and the clock is ticking Pandora will be activated at the end of every round. Right now that’s not happening so we’re getting very anticlimactic finishes to rounds.
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Yeah, but the jumping around and launching over and over is mainly because the game is new and there is no standard for how each character is played yet. I agree with pretty much everything you say, but the ST is chess and everything else is checkers stuff gets kinda old. If this game is being played in 20 years I am sure that it will have it’s own purists that defend it to the death as well.
In the older games everything is already known, so you can immediately spot out bad play. In SFxT the matches look scrubby because it’s unfamiliar.
20 years? More like the next SF. Wasnt sfiv checkers and sf3 chess just a few years back. Now sfiv is chess and sfxt is checkers. The cycle continues.
The more and more I play this game, the more it reminds me of another game on the market… Mortal Kombat 9.
I mention MK9 for more reasons than the emphasis of style over substance. I mention it because they both evoke a similar emotion for me, they are fun, but they really feel like cheap imitations of a fighting game. That said, there is still a big difference between the two games. MK9 really tried, I mean really, really tried to be a good solid FG from the ground up, alot of work when into that title, and it shows, even if it didn’t turn out as deep as they hoped. SFxT by comparison seems lazy, everything from the models to the system mechanics copy pasted from SF4 into SFxT (a game they don’t fit well) screams that Capcom’s approach was that just by aping SF4, they would produce a product with similar depth and appeal. Bottom line, I don’t think Capcom gave a crap, or really even tested or played their game. They just assumed that since the system was copied from SF4, the system would be good, and since it had SF and TK characters and flashy stuff, it would be fun.
I just fought a guy online who was using the easy assist gems and just spamming specials over and over and kept asking myself:
how the hell did this guy make it over the 1k mark by just doing this?
I beat him, but in reality I think he is the true winner for totally blowing my mind
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1k is pretty low…
that’s at least 20 wins not counting how many he times he had to win points back from inevitable losses. it boggles me thinking he has even WON any matches period
EDIT: I never implied that I thought 1k was high bp
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Because we are in 2012 and a 2D fighting game in which you can’t even fucking jump is a bit stale. Anti-air moves in SF IV are too strong, too many invincible frames.
You have to jump when you are completely outplayed on the ground. If you constantly feel the need to jump you have no footsies, stay free.
You develop footsies when you can’t jump, if you can jump and play on another level you don’t need to stay on the ground and play footsies all the time which is sooo boring.