The Official Ranting Thread

This

This game is completely broken which makes me sad because the combo system is great fun and the footsie part (while playing with friends from ssf4) feels solid. However the only type of players I have to deal online are jump happy shotos and spamming Kasuyas with bad connections making it impossible to avoid stupid free damage. :arazz:

I can’t be the only one experiancing this but I’m starting to think I am since i haven’t fought another “decent” player online. Perhaps this game isn’t for the players who loves rushdown and mind games.

Just tried Ryu in arcade mode at hardest, it’s the most broken character I have ever played in a fighting game. All I needed to do was srk and cr.mk -> donkey kick to win and perfect Ogre. It takes no skill whatsoever to play him. :tdown:

The people defending Ryu claiming it’s to early to know who and what needs nerfing are just plain ignorant. Ryu needs to get nerfed bad and standing jab pressure needs to get nerfed. Hugos full screen damage also needs a nerf.

Yeah but then you have to play as a girl.

I don’t know if this is a troll or not, but if it isn’t let me give you a little tidbit: Don’t judge game balance by arcade mode. It’s. Retarded.

Just FYI, never bring up arcade mode as evidence of anything.

No matter how hard the CPU is, it’s still a CPU.

Kaz made me punch a hole in some Tupperware

Ryu makes me so fucking salty it’s unbelievable. All that safe bullshit is really driving me to the edge. Must.Take.Break…

Sigh, just pointed out that I have tried Ryu and he is retarded good compared to 90% of the cast. He has an answer for everything, stupid damage for no brainer combos and is just plain overpowered (edit: and super safe).

OMFG i just fought against a kazuya who seemed to be using one easy input gem to spam the shit out of mist step, that was by far the most annoying shit i have encountered so far. Im not proud of it but i sent him one hate mail after.

ok.

i figured out what i dislike most about this game. and i dont think it will change in this version, even as the game develops

i can deal with the rest of the games mechanics. throws, jab pressure etc, but its the risk reward for jumping in that kills it for me.

not really worth it to try and play traditional grounded streetfighter. youre going to do 60 damage to 1 character, and the AA might still get stuffed. i feel like its lots more risky to stay on the ground than it is to just jump when you think someone is going to press a button.

the only thing that i feel would change this is if some tech is discovered to semi consistently get big damage AA juggles from the ground. i doubt this ever happens on a regular basis

It’s character dependant. My team can deal 400 damage off antiair with one bar and potentially 300 if i get a counter hit. I use hwoarang on point and both s.mp and cr.mk are great antiairs. On counter hit i can follow up with cr.mp into special for 300 damage and i also have the option of cancelling both of them into command for a mixup.

For kazuya i’ve been anti-airing with qcb+lp+mp, which spends one bar but always works and allows for ~400 damage. This might be beaten by empty jumps, i’m not sure, but the supreme anti-air from kazuya is ewgf, though i’m not sure it’s humanly possible to do it on reaction to a jump in.

If you aa with any character with a dp you can tag cancel and dish respectable damage.

i feel like you either need meter, or you play one of 5 characters who really capitalize on AAs

so unless i fight one of the 5 im jumping. most of the really good stuff is too situational to be a true deterent

Yeah that’s true, only a few characters impose that respect, which i think sucks a lot, but this being a team game you can kinda get around it.

i would like the game a lot more if every character could really make you afraid of jumping like just about every other streetfighter game ever

oh well. im still hopeful more AA tech breaks out at some point.

MvC2, five characters (or was it six?). The scene was kind of big.

I understand the complaints about AA with certain characters, for example Law. However, AA in this game isn’t really all that bad. For a ‘Street Fighter’ game it’s definitely different and maybe overall worse.

You need to have at least one character with at least relatively good AA and play in a way that the character lacking AA, eg. Law, isn’t put in a position where he has to deal with jumpins.

Some characters have VERY strong AA options. Ogre’s Ancient Power is an amazing AA, his st.mk is a great reactionary one button AA and on counterhit leads to 400 damage for one bar and over 500 if I have more meter to spend. That’s punishment.

AA is in this game, it’s just different. And a little bit worse.

It’s much worse. In sf4 everyone can antiair, even though some have dead zones like dictator or claw. Even hakan has amazing aa if you know your game.
In this game it’s the other way around, only a very select few off the huge roster is blessed with a reliable anti-air.

It’s a shame really, the two characters that really interested me before the game was released, law and steve, are outright unplayable. But i guess it was for the best because i’m having a blast with hwoarang/kazuya.

this game can be hella frustrating if ur team doesn’t have any solid AA. I honestly think that any character without one is already at a huge disadvantage. Even an AA that’s costs a bar is better than ni AA though.

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Fuck DPs in this game. You can pretty much do whatever the fuck you want once you have a bar, and the risk reward is HORRIBLY skewed

yeah man, you are correct. SOME characters deal waay to much damage through AA and some characters deal like nothing… it isnt balanced at all. basically the AA’s in this game are good (they are basically the same priority as sf4) BUT, when you have huge discrepencies between jumpin combo damage to characters AA’s that cant be tag canceled into, to characters damage that CAN be tag canceled, to characters that have GOOD AA priority but shit angle and damage (marduks AA gator slam beats like every jumpin for free since it crushes airborn attacks… BUT it hits as a high angle and has a dp input… high input meas quicker reactions to use dp input means quicker reactions to use, over something like a shoto cr.fp which hits at a low angle (slower reactions work here) and only requires a button press.

in other streetfighter games the AA’s were amazing and damn near completely stuffed jumpins and generally were standing or crouching normals.
the faser jumps here also make it harder to AA… actually it isnt the faster jumps… i just watched a zero 3 vid and that game is WAAAY faster than sfxt, yet people were AA’ing each other left and right… one reason is because on z3 you can “spot check” ie do a midrange poke while checking jump height… if they jumped you just have to press your AA button. in newer school streetfighters if you miss a poke, you aint AA’ing shit. which makes the game jumpy as hell and makes using midrange pokes to keep your opponent at bay much more risky. its basically scrub central cause jumping is encouraged and footsies are discouraged…

then again its not like sfxt has actual footsies. LOL.

that was a ramble.

-dime