The Timer Is Perfectly Fine

The closest thing this game kinda reminds me of is in SF4 when you don’t pay attention and join an online match that has the timer set to 60 seconds instead of 99. It’s all a matter of getting the life lead in that case, since the opponent has to play overly aggressive if they don’t have it. My thought right now is that adding another 20 or 30 seconds to this clock would be like changing the SF4 clock from 60 to 99. I’ll have to wait and see though, still don’t have full combo potential and pandora mastered yet.

I’ve been saying this forever.
They should have snapbacks that cost a meter and the opponent forward rolls right as you are recovering from snapback. And they cant tag for, say, 10 seconds.

So you bring in the other character (Pro) but you lost a meter, let them out of the corner, and the situation is reset (cons) I feel like that would be balanced.

What in the fuckity fuck do you mean that I can’t chase down the two slowest characters in the game?

I feel like they could almost take recoverable life out altogether and the game would be fine. After a character gets beat up a bit you go through this phase where they have to tag out or lose the round, and if they do manage to tag out that makes the round a lot longer so the format naturally has wider variation in round length.

But recoverable life means you can usually go through two of these phases since the second character can tag back to the point character who will have recovered to more than half life. I think if they want to keep that aspect then ninety seconds just isn’t long enough, and just fixing the super animations isn’t going to help.

I’m not sure that the time issue will sort itself out once people learn the best combos either. As people level up their combos, people will also level up their defense so in theory there should be less opportunities for combos anyway.

Too much recoverable health (might get fixed), stages are too damn big (not going to get fixed) and supers taking up too much time (might get fixed) are the main issues here I feel.

I’ve seen characters on low health almost quadruple their life by switching out and waiting on the regen. It’s really silly. The overboard health regen is the biggest problem.

^ Agreed, I think matches would be over a lot sooner without the huge health regen.

Snapbacks have no place in this game. In Marvel it’s fine because you don’t lose the match if one character is killed, so you can still get some damage out of a character that’s nearly dead and if they die no big deal. In SFxT if a character is down to 25% or so, you need to have them out or else you risk losing the round.

Time should be in Marvel seconds.

Also less overly long switch cancel combos that do negligible damage after the 7th or 8th hit would be nice.

Combos in SFxT take a LONG time to do. Let’s say the timer’s at about 30 seconds, you’re almost dead and the opponent has almost full. To be able to make a comeback, you’d need 2-3 combos, but if all of them take 6-10 seconds, then how much time do you REALLY have to make that comeback? Not a whole lot at all. Which sucks. That makes time outs common, and also makes comebacks very unlikely. You just can’t do good damage in a short amount of time unless you’re one of few characters. And then there’s the whole thing of supers taking 10 seconds to complete. God knows how many times I’d hit my opponent at the 10 second mark and do a 60% damage combo, but still lose because of how long Steve’s super takes.

Sometimes it just takes two patient players to cause timeouts.

I play footsies all the time and only dumb players get hit everytime. I play with a smart friend of mine and it seems time outs happen just trying to figure out a way to land hits alone.

i dont have a problem if only a few characters can use the clock to win. but EVERY character moon walks ftw in this game and every other round ends in time out.

SF4 damage scaling engine says hi! Damaging combos have already been found, the practical ones don’t and won’t do more than 50%. Given how the damage scaling works, it’s going to remain static.

Timing out is a viable strategy, but it’s too prominent.

It’s less a matter of finding combos with big numbers as it is people learning to maximize damage off the openings they have. You’ll still see people doing things like sweep or throw punishes to surprise situations, or failing to punish SFxT-unique situations - I still feel like most people don’t really have a solid gameplan for when someone does a switch canceled special in front of them. A lot of people are still playing knockdown situations by ear, rather then developing very specific places to stand to cross up rolls. A lot of characters are almost completely unexplored.

No doubt this will only have a small effect, and the game will still have more time-outs than it maybe should, but it’s still definitely true people can be a lot more abusive with their offensive strategies.

IMO the best thing they could do with the timer is to freeze it whenever the camera goes into cinematic mode: throws, some specials, supers. It’d be nice if getting a throw or super with the timer close to zero was rewarded like that.

WRONG. That is YOUR fault for hitting people with chain combos. If you stop CAUSING so much recoverable life, there won’t be much for them to recover once they tag out.

Learn the right combos and stop abusing cross rush.

Anyone who thinks timeouts are not an issue in this game has his head in the sand.

Its okay for comebacks being hard and all but the timer makes comebacks impossible sometimes.

I’m not hardcore or anything anymore, but I would see a timer over in SF4 maybe once every few days.
I played SFXT first time on xbox live last weekend and I could say at least 1/3-1/4 matches were done from time over.
Also supers in progress at time over should still deal damage.

What exactly is the problem with time outs? Who said that the proper way to win in SFxTekken was a K.O and not a T.O? The game favors zoning, thats just the metagame right now. If you believe you can’t succeed with a rushdown team, or whatever you are playing, then change your attitude based on the competitive environment you are playing in.

In other words pick Ryu or Rolento

Lol.

Normals and specials also give back recoverable life. Not as much, but it’s still significant.

The game shouldn’t have snap backs.

when opponent tags out in marvel, you think “he’ll be back” if you are confident in the fight. OR you can even snap him back and kill him immediately. That’s because all 3 need to die for a win.
If that was in SFxT, fights would end really quick due to single snap backs. And the game would revolve around focusing on the point character and snapping them back asap.
When opponent tags out in SFxT, you may never see them again because you can’t force them back in, and you’re still at an advantage because you have more health.
I only played a few times with 2v2 and a common tactic was to hang on until you’re at critical health, and tag out when you’re going to die.
This is somewhat of a bad tactic because it kinda forces the other guy to play alone. Do you tag in your partner that has no health if it means more potential damage?

I’m probably talking out of my ass, but since one character death is all that’s needed, you need to really be good with both characters. Combos that deal 50% or more will be discovered soon, and most will need two characters. The flow of the game will take longer, like a KOF match. And I think a lot of people like how SFxT is faster.