Capcom please fix the timer ASAP!!!
this game gotta be played w/ gems.
There’s a lot of dmg potential to be reached sure, but unless it consists of c.fp x 5 it’ll just cause the clock to run down quicker. I’ve been wondering, there any char who can use a non-ex move to safe tag in a char? Its true that life regen is an issue, but truthfully how easy is it too safetly tag out? Unless you’re across the entire screen a raw tag is a jump in combo and from what I’ve seen most non-ex moves into tags are negative coming in. Also don’t chains allow for more recoverable life? Oughta be running those link combos.
The one thing I will agree with is that supers are hella stupid right now. The easy way to pick up the dmg is a short confirm to super/CA. But those take like. 12-15 seconds to complete. Too many times I’ve been at 12 seconds like 30% down and just have to give up the round. It does give it a nice sense of desperation at around 30 seconds which I really enjoy, but the whole huh - can’t even FINISH the combo in time to win is a real drag…I really think the chain window makes combos take. forever. to. complete. Anyone else feel the game woulda been 10x better without them? I like how they let you add dmg to the end of a combo [julia c.lp c.fp CADC ff mp and then it goes c.lp c.mp and would require a meter to launch instead of just chaining up.] but maybe that would be for the best
I really don’t think it’s the clock at all. It’s the clusterfuck of this game having two 1000 HP lifebars (more or less), which necessitates Marvel-style damage, while still having some of the dumbest framedata a fighting game could possibly have. They basically kept the wakeup mechanics of SF4 while making it even harder to punish whiffed or blocked high-damage moves.
You’d see a lot more time overs in SSF4 too if you could end a jab to special blockstring and people couldn’t reliably punish it. The gems are just icing on the cake, this game makes fuckall sense in terms of risk vs. reward.
not if both players are using defensive gem sets, it’ll actually make it a lot worse.
If someone’s stacked with defensive gems its not too hard imagine they WANT to time out the game…
NCR top 8 had a lot of rounds under 40 seconds.
If you play a turtle, there’s no difference even if they made the rounds 120 seconds.
Actually, defensive gems are arguably more efficient than offensive gems. Most notably the 100 damage absorb ones; if you get hit while they are up (which is something like 15 seconds) then they are pretty much guaranteed to be fulled used, adding 100 effective life to the defending player. On the other hand, the 10% offense ones only put out that much damage if you pretty much take someone from full to nothing in that period of time. Defensive gems: not just for turtles.
It’s not like Guile or Dhalsim’s gameplan has ever been run down the clock. It’s to slowly work your health down while preventing you from getting in. If the timer happens to run out, that’s probably because the other player decided to stop trying to get in and just gave up.
Yeah, those +100 dmg gems are huge. Contrast with a 10% damage gem, you’d need to do 1000 damage over the course of its activation to get 100 extra dmg. I don’t really use those gems to turtle, though. As soon as one activates I just go ‘fuck it, I can take a few anti-airs for free, let’s jump like a madman and see what happens’.
And, while i’m not a high level player or anything, I’m finding that playing with gems has in no way reduced the # of timeouts. If anything well-balanced gem loadouts seem to cancel each other. The timeout issue goes deeper than playing with/without gems. Like the fact that, while you might do a 400 dmg combo, something like 100-200 points of that are recoverable life, which is regained fairly quickly, which kinda neuters damage output if the opponent knows how to tag. Which is where cross assault and it’s removal of recoverable life comes in, perhaps. unless you’re playing rolento and have to alpha counter every 5 seconds.
I think I won on time like 10 times in sf4 out of 20000. I win on time about a 3rd of the time now. Something’s not right. With how agressive I am playing I should get zero timeouts. I play really agressive. I’m not an idiot but I take lots of risks. People who are naturally turtlely must be winning on timeouts like 90% of the time.
The timer really seems like an oversight. There are two characters on a team, who in general both will lose a lot of health before that person loses. There are plenty of safe opportunities to tag, which has the tagging out character healing really quickly. I really hope they do something about it, it kind of eliminates the never give up philosophy when the match can be effectively over with 20 seconds left on the clock. Without the onus on defeating one character there it’s easier to run away, and damaging combos all take time.
I just find the gems frustrating, they take an age to set-up, per character, and I can’t imagine altering my game-plan against someone due to their choice of gems. When I play locally I’ve set the timer to infinite, and I feel you have to earn your victory more. The part of the game where one team is clearly winning, making the losing team need to land damage quickly I’m not a fan of. If anything that probably makes it harder to make a comeback because you have to go in and can’t afford to be hesitant, cautious or play particularly smart.
When you’re forced to give up before actually losing I think there’s a problem.
Yeah, the more I play this game, the more I’m convinced the timer isn’t fine. I posted my thoughts in the SFxT discussion thread on some ideas for making matches faster, but it’s clear something needs to be done. Two people trying their hardest to kill each other ends in time out WAY more often than any other game I’ve watched or played. At 20 seconds, you can almost take your hands off the stick on defense and I literally cannot kill you in time, because I have to watch some super animation where my character’s tier is dependent on how long his super takes (pick Ryu, great! pick Jin or Lili, not so great!). Hard to believe, but anti-air level 3 with character X into Jin is about 16 full seconds. It does about 420 damage. Pretty funny when you have a bit of a life lead with 20 seconds left and they jump at you, though…
As far as damage goes, I actually think damage is pretty good in this game. BnBs do about twice as much damage as they do in SF4 on average, which makes sense given double the health (and, effectively, you probably have less than double the health because you will die before you use it all). So why do timeouts happen so much? Damaging combos take a long time to execute, and roll means that you will likely only get one chance to dish out damage before needing to open the character up again; but jumping against top tier SF characters is no good, so you have to do it the “honest” way with some ground footsies, which takes time. Simple answer? Make combos take less time off the clock (supers stop the clock), and make rolls less of a free escape and defense harder to play. Seems like it should work just fine.
I fully believe that making the timer actually longer, apart from supers stopping the clock, is a bad idea. The matches that end in time out now will probably still end in time out, but it will take longer to get there. Ticking 99 physical seconds off the clock is just fine, so long as defense/runaway is a little harder and opening someone up with 8 seconds left on the clock can actually mean something.
Yeah, it’s crazy. To get full achievements in SSF4, you had to get 5 timeouts for one of those titles. After playing like 2000 matches, I didn’t have a single timeout, and trying to “earn” timeouts was painful because of my playstyle. I had to grind it with a friend using 30 second rounds. In SFxT, after about 200 online matches, I’ve won by timeout about 40 rounds (not even counting rounds I’ve lost by timeout), each round trying my hardest to kill the person or die trying… with the exception of the rounds where I’m way up on life with 10 seconds to go, of course. :lol:
Supers need to stop the clock, it’s absurd that Capcom didn’t put it in SFIV and it’s 100x worse in this game. Red life regeneration either needs to be drastically slower or it needs to go away forever, it is a MAJOR contributor. Tagging out already rewards enough by not immediately losing. And, once again, Capcom pulled the same herp derp crap from vanilla SFIV and made DP damage ridiculously high, which forces people to play more defensively which results in more timeouts. The proration on DP combos and on general combos needs to be switched.
I would love for rolls to be nerfed but I get the feeling that they’re intrinsically designed the way they are and can’t be easily changed. Nerfing the distance traveled from rolling would suffice, that would at least make it easier to option select for oki.
I am a die-hard turtle at heart. I love to space and turtle my way to victory. I don’t often get a chance to skillfully turtle/space my way to victory in SFXT.
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[]As a turtle, I don’t get the chance to use any skilled keep away tactics. If 25 seconds are left on the clock, all I have to do is run away to other side of screen and hold back on my controller. I stand in place, maybe eat a throw or two, and get a virtually guaranteed victory - I’ve been rewarded for doing almost nothing.
[]My opponent is also frustrated with this situation. If I roll away once and dash/back a couple times… he literally can’t turn the match around in in time - even in cases where there’s 25 seconds left on the clock.
[*]I’ve encountered about 20 people using Pandora on me… I have yet to get hit once… all I had to do was jump backwards 3 times - guaranteed victory. That’s a problem
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1/4 of the timer becomes dead-time way too often. It’s not satisfying to win like that while I’m turtling… and it’s maddening when the shoe is on the other foot - 25 seconds of time left on the clock and it’s almost impossible to turn around a match in time.
sort of off topic, but aside from pandora combos Ive seen a few hugo players use pandora for a 50/50 as a last resort. Player with Hugo in the back does Pandora next to you, Hugo comes in, then you have to either jump to avoid the ex SPD or stand still to avoid the EX Backbreaker. That alone does a ton of damage, especially in Pandora and with the Pandora boost, but then they also get a chance for a mix up. Not really that good, but at least its something.
So your a turtle who can’t deal with turtling, but also feels like they’re not being challenged enough in their turtle ways? I am… So confused.
The problem with Pandora is that so few people have any real Pandora combos, which is a shame since a good number of the stronger characters in the game have wallbounces off 1-Meter or less that can take advantage of that. Rufus, Ryu, Sagat, Jin, Poison, etc.