The Official Ranting Thread

Pretty sure any hype I had left for SfxT died after buying Lego Harry Potter. Rather fuck around Hogwarts derping lego pieces around for hours than play any more of this nonsense. It isn’t like I’m losing or salty either, just bored out of my mind. Maybe, someday, when it gets patched I’ll come back. Then again, I still gotta pick up Super Lego Harry Potter Turbo Years 5-7 Remix, so maybe not.

I think a major problem of this “anti hype” stuff that people are talking about is the fact that this game has nowhere to progress. When I played 3rd strike, SF4 and even Marvel I had so much to learn and keep me going. In this game there is nothing to pick up. Learn the characters basic movies and specials and you are ready to go. Chain combos remove any kind of depth from combos, and even take away from the footsies game when you can just buffer your favorite normal into a chain the entire game. I remember watching streams in early SF4 days eager to learn things, and when someone picked a rarely used character and showed off new technology you got so hype. Justin Wong using Fei long, Sanfords Cammy and AsianTom/Yebs Gen come to mind for me. When I watch SFxT I know I’m not going to see anything like that. Even if someone picks something outlandish, like Kuma, it’s still going to be the same deal, chain combos into supers / special enders. People aren’t going to progress much further than how the game is now in my opinion, I doubt Pandora mode is ever going to see any real use, and low tiers aren’t going to suddenly reverse into mid-high tiers because of some new technology. There’s just not enough room for exploration, no real room for growth.

I will still support the game and play it, and I really hope I get proven wrong. This is just how I feel right now.

thats the same thing ive been saying. the engine is too much familiar teritory. and the one aspect that has potential for real growth, the gems, isnt being used/explored fully

See, I feel like my feelings towards the game would be exactly like the ones of above with one exception. I played the hell out of every version of SF4 and MVC3, and the fun in both of those games is the fun I find in this game. With SF4, I had familiarity with most of the characters, links were links, new tech was flooding out yes but it still came down to linking/plinking/FADC flashy because most of us had the go around with a majority of the cast already besides the Vanilla 6 and Super Two. Even characters that were vastly different in their new form thanks to the system, like Makoto were characters we already had an idea of how to deal with. In Marvel, a lot of the game doesn’t come from execution as many of the combos are done in similar ways, and you don’t even need crazy execution for huge damage even if you choose to save x-factor. Even now, after no marvel for two or so months I can pop out all the combos I had learned because in the end there is just this base knowledge of magic series -> OTG/Ground Bounce -> Loop -> Super/Lvl 3/DHC.

I see no difference between that execution and the execution found in SFxT because in the end if it’s not chains, it’s magic series and super OTG windows or links that just take practice. You had a lot to learn? Of course you did, because the games had some time to breathe and develop. What was Marvel in the first month? LPN just grazing the surface of Task and She-Hulk, synergy with certain characters like best friends, but mostly people were still playing forms of MSS and people were choosing Sentinel like he was the new messiah. What was Vanilla in the first month? Balrogs were common and jabby, Ryu’s and Sagats made the game look like SF2 and Gief was said to be one of the strongest characters in the game (Hugo anyone?). It was vastly different in the first month than in it’s last few months before super when we saw Vipers and Abels, Seth’s and Sakura’s, people found new technology with more mix-up oriented characters over time (I remember Rico Suave and Flash Metroid when they were the go-to examples of Abel and Viper) and the face of the game changed.

Now look at those games with their new editions. Super brought the game away from fireball characters who had dominated much of the Vanilla life cycle and charge characters reigned as new and improved Bisons, Chuns and Guiles took the stage. AE did away with that and the game became rush down oriented like in the end of the vanilla life cycle because of Capcom’s decision to push the Twin while keeping characters like Viper, Fei and Rufus healthy as ever. Marvel in it’s transformation from Vanilla to Ultimate? Look at all the new teams. Yes, Wesker is still strong, Spencer still does derp good damage, but there are playstyles and teams that we would have never thought would see the light of day and took people by surprise when they popped up. New iterations of games, even in just buffs and nerfs, can change the flow and feel of a game until it’s almost like a completely different one all on it’s own.

So what’s the point of all this? The point is that the main factor in these changes with regards to the in-game character preferences was time, and more importantly match-up and character knowledge. The almost infinite amount of team synergy is what makes MVC3 such a fun and strong title, we still don’t know the roof of solid team combination and ever tournament we see little examples of how the game is still developing. In SF4, we’re constantly seeing players who are dedicated to certain characters come prepared with new technology that constantly wows and brings new life into the game by putting old ideas into question. So then why, in a game with chains like marvel, links still there, with systems we still haven’t fully explored, and with a cast of characters we’ve never seen in ANY title before, are we deciding that we know everything about these characters just be reading a combo thread?

It took TWO WEEKS for anyone to even realize Kazuya had EGWF, and that was one character and one move! The fun I was talking about earlier is in learning these match-ups, because I’m constantly learning, learning how to deal with these different threats, and thus learning more and more about my own characters. Yes, most of the time online I face Kaz/Ken/Ryu/Gief/Jin but that’s like complaining about seeing Ryu/Sagat/Ken in Vanilla or Dante/Wesker/Akuma/Logan in Marvel. There’s still a cast that’s largely unexplored and nobody is giving them a chance to do things like Wong with Fei or Samford with Sakura.

Anyway, that went on way longer than I wanted it to, but every time I heard complaints about this game I remember way back to playing SF4 in arcades and hearing similar complaints of back-down fighter, and time outs, and fireball-centric complaints that are just pieces to be mixed and matched with the same complaints you hear at the beginning of every game. Yeah, I know this is the ranting thread, because I bitched about shit like five posts above this. I just wanted to put some input in.

^- I have this same foundation set. The thing is, I wait a week to play SFxT again, or to watch the next big stream, and it’s the same. I’m gonna keep bitching and ranting until I log on one week and just get blown up by new technology, then I’ll have something to train against/with. I could be out digging up the new tech myself, but I’m winning with jab, chain, and moonwalking spam. I’ve developed some neat Cammy setups, but what’s the point in using them when my opponent is just looking to jump and win by said spam? I may as well just sit there, AA, and just wait for the timer to give me the win.

Unfortunately, the game isn’t brutal enough to detour scrubs into level up or bust. In SFIV, scrub Kens got punished, severely. In MVC3, it was 100% combos for being stupid. Here, yeah, you get your punish for 50% with a flashy combo, but they just gotta land one scrubby jump or jab to nearly match you. You win, but they’re still confident in their play style. To me, it feels like this game will take much longer to evolve into a proper game because of its questionable quirks.

I know exactly what you mean, and not just because I play Cammy too. I feel like I’m busy exploring my characters, trying to learn set ups and I get a good lead but everyone else is just doing jab strings into slaughter hook or jump-ins into Shoryukens, or just plain Shoryukens. The worst part is when you get caught by these things and lose a round, and you’re right it does promote a sense of ‘Hey, this fucking retarded style might be how this game is played if I’m doing so well.’ in players that just aren’t good.

Right now, and I’ve never ever done this before, I’m actually looking at the online replays from Japan for new technology because even watching the Big Two (which may or not be still going on) I just see the same NCR play-style that got bodied by Korea.

I personally think this game has way more potential for growth than SFIV did. That’s just me though.

SFIV was like really washed out Super Turbo with some elements of 3S and just other stuff that basically didn’t really let you be that creative.

I can understand not everyone liking the chain combo thing since the last time they tried a SF game entirely based around chain combos was Alpha 1 and then QUICKLY changed that up in Alpha 2. This to me is like trying to take a new stab at the Alpha 1 stuff of allowing you to free form chain again in a SF game. I don’t play the game much at all to know how much easier or harder it is in this game than in Alpha 1…but yeah.

It’ll take a while for people to really flesh out the actual techniques of the game enough so that the game just doesn’t look like any stray poke into combos that don’t really do much damage. Once that happens and people actually decide to put time into the game…I think it’ll be a lot more interesting than SFIV ever was. Whether or not more than 10 of the characters will actually be worth playing remains to be seen…but I like the potential.

people need to watch UltraChen’s vlog.
once i started alpha countering bs ryu pressure into switch cancel for ~400 damage, ryu became significant less of a problem (as did other characters with derp-tastic jabs)
that and throw out a hail mary raw launcher during block strings earlier in a match to keep the players on their toes and stay in their head the rest of the match.

Just realized that Guile (and I assume others) can punish Poison’s Crouching HP ON HIT with Flash Kick. The fuck is all I can think about this game… as usual lol.

but can’t poison go from cr.hp into raw launcher?

her overhead too :confused:

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Yeah its cool now that we are getting some colors, but that only works for online and shit. Tournament play is still boring and bland as fuck to watch with only the 2 really awful generic colors on the console, I’m so fucking sick of watching white or blue Ryu paired with White or Green Cammy.

Thank you Capcom for showing the world you fail at probably one of the most basic things that could have been implemented by the janitor in about 20 minutes. Nah, 2 color options is perfect for launch, really captures that SFII feel like I’m back in 91’. -_-

Loving this thread now though, ranting about the neon colors is so much more enjoyable than ranting about how quickly this game is going downhill. Neon colors + pitstop 109, Whatchoo gun do son?!

D/C

I agree wholeheartedly, this game has lots of potential. But it needs alot of patching up, there are lots of balance and systemic things that are just bad.

It’s actually kinda similar to Vanilla UMvC3, so I remain hopeful. I just hope it will be sooner rather than later at this point.

It’s just painful. I know online is pointless, but I ranked up to c+, now all I get is people with 9000+ bp. When I see this its 2 things, Ryu/Ken crossup tatsu spam, 2 Tekken chars with low/high string spam, or Hugo tag in for big damage, and tagged right out again.
I will tear them up with basic footsies and gameplay, but the second I make one mistake they rip into a long ass 50%+ damage tag madness combo.
Then its back to me poking and beating them up. It seems these people just learn 1 nice string to go off of once they land something but they take forever to land that first jab.

damn the tekken cast has some stupid crossups… they’re body is in front of you but they hit behind you… wtf?

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My guess is that they intended to sell them for a price, but after all the post launch uproar they became free.

It’s hard to be hype for fake long-term DLC. It’s weird waiting weeks or months so Capcom can unlock a few colours and quick combos that no one uses. Thanks, Capcom.

They should have made the Neon colors paid DLC and not free.

Yeah I genuinely failed to Pick the right side to block on an ambiguous heihachi crossup, it doesn’t look ambiguous at all.