yeah so i read the Brady guide and it says that any use of a JUMPING NORMAL adds 2 frames (of non-cancellable) recovery upon landing. Thereby does this kinda makes traditional SF4 safe-jumps not possible in SFXT??? I would assume this means that basically if your safe jump is good against 4 frame reversals, using a jump normal makes it a 6 frame safe jump at best. To have a true 4 frame safe jump it must be an empty jump, which defies the point, because you could make a jump safe to ALL reversals, but you would not be successful landing a jump normal. However i know that timing and move priority is different in SFXT so im sure its not as bad as it sounds, and its still possible to do safe jumps simply due to the (lack of) auto-correction of reversals, and roll recovery timing etc…
cr.mp links to itself fairly easily IMO. Its +7 on hit. The startup is 6 frames. I was thinking that was a 1 frame link but it seems wayy too easy so i knew i was off.
- It’s not, it’s a 2f link. An example of a 1f link in this game would be linking Nina’s far.mp into cr.mk or cr.hk… (far mp is +7 on hit, cr.mk and cr.hk are 7f startups)
And another thing how is it a true blockstring if its plus +3 on block and a 6 frame startup?
-Again, it’s not. If that information is correct there’s a 3f gap between punches on block, true blockstrings are air-tight.
how a 3 frame jab is classified as a 3 frame jab
-3f jabs are classified as such as they start up in 3 frames. (ie. cody’s cr.lk currently becomes active on the third frame, hence it’s a 3f startup)
Where can I buy Hworang’s 3rd (Alt) outfit in real life?
No, seriously. It’s pretty hot xD
How many points of special is there in a single bar of meter? Working some things out with Motivation and Resolution gems.
What is the deal with jumping and how can I do it more effectively like everyone else? I used to get by thinking jumps were just something you did as a means of getting in or on oki or to form a cross up, but the best times to jump are really after you laid down some blockstrings that give you free frames to jump for a bit, right? I suppose I’ll need to learn which strings best lead to jump ins and cross up attempts, since that stuff seems too basic for anyone to ever list in forums.
400 in one bar. 1200 full meter.
I always thought safe jumps were generally safe. I haven’t noticed any difference at all in that regard. I have been punished for jumping and not pressing buttons when I land though. It all makes sense now.
Are Cross Assualts/Cross Rushes just wastes of a full meter bar? If not, which is more useful? I’m talking 1v1 action.
Cross rushes certainly have their place, doing it at the right time and eliminating recoverable health or scoring a KO with it is very important. Cross Assault in 1v1 isn’t really worth the bar unless you really need to even out the health or if you are controlling a character with a O-2 frame super and kill off a punish.
Cross Assault in 2v2 is the comeback factor everyone wished the game had and actually has >>
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I think you mean the difference between a Cross Assault and Cross ART. Cross Rush is the official term of LMHH or ABC launcher.
They are both usefull, depends on the situation. When fighting an opponent who’s character has a lot of grey life, you can cripple your opponent using a Cross Art (team super). Use a Cross Art if it forces a severe blow to one of your opponents characters or to confirm a kill. Cross Assault evens out your characters lifebars. You can make it safe by doing a super, so your CPU partner doesn’t get hit and loses life. Great to use on wake up too if you’re under pressure and want your second character in.
A friend of mine that floats around here, Don Wulong, does this a lot with his Hugo team to punish my attempts to pressure him after a knockdown whenever I get too aggressive, lol. It’s really, really annoying to go from a huge life lead and almost killing a character, to now losing 50% on my point character (shoutouts to having 900hp), losing the life lead, and him suddenly having two characters at like 90% life. :bluu:
You can also combo into Cross Assault if you need instant access to your partner’s super and need to switch, or use it as a way to punish things your point character can’t. With Gief as an anchor, for example, with full meter you suddenly have access to a 0 frame command grab super that will also average out your health. That’s pretty ridiculous.
Sorry for the double post, didn’t want to over-bloat the last one.
Another aspect of Cross Art to look at - though hard to manipulate - is that if you catch a character that’s trying to switch out with a Cross Art, not only does that character take the full attack and lose their recoverable health… their switch is also canceled. Hella hard to manipulate right now, but it can be done.
I imagine it’ll be easier with the DP >> tag nerf coming in v2013, plus the slight damamge boost that Cross Arts will get too. O__O
Other than that, Cody&Guy18 pretty much hit the importance of it: cripple a character or guarantee a kill.
Not really gameplay related, but is there a way to mute the music (on PC)?
i know 2 ways:
1)you can go to Street Fighter x Tekken\stream\CMN\battle\sound\bgm
and replace all files with 0:00 sound or smth. or just replace them with blank files.
2)you can go to Street Fighter x Tekken\resource\CMN\boot\game
open const.lua with notepad
find bgm= section and remove it entirely.
create a backup of any file you modify, just in case. but i think this should work.
and before anybody asks, no, its impossible to put your own music in pc version of sfxt.
Thanks!
I tried both methods, and they removed battle BGM, but the main menu and character select BGM are still there. Any idea how to remove them?
try doing the same with
Street Fighter x Tekken\stream\CMN\ui\sound
but i am not sure that it’ll help. i cant find any other files tho.
you can also try messing with
Street Fighter x Tekken\resource\CMN\ui\sound
look for BGM_MAIN and other BGM related files.
The thread title begs the question.
Is it?
Truly, truly, truly outrageous?
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Hey I can’t say that i’m a SFxT pro obviously because I came here looking for help too lol, but I know from past fighting game experience that your approach is wrong (I used to look for a team based on how good it would be in MVC3). You should create your team on what characters you like (even if they are low-tier) and worry about compatability later. Just have fun and find two characters that you like
Im having a lot of problem playing this game. Im in Europe and the idiotic online setting seems to be that you can only search for a fight, nothing else. No lobbies, no names, just “Ranked Match” and then wait.
The thing is, I’m often ( as for instance this very moment) I’m stuck waiting forever. Literally, it goes on until I stop it, minutes later.
Rarely do I find a fight and when I do, the connection is bad. Meanwhile SF4 fights work perfectly. I get tons of greens all day long.
What could be going wrong?
Ever since the update integrating the vita users to the search pool i can’t find barely any good lobbies. I have to search ps3
& Ps vita. I find ranked matches in seconds though.
Can’t give too much insight since im from U.S