Ultra Street Fighter 4 | General Lounge

-3 on block certainly isn’t enough, but I’ve already said my piece a million times on why a beat all invincible DP being safe on block is dumb.

I won’t comment on delayed wakeup until it is tested and adjusted to its final form.

BTW I don’t understand all the SFxT hate. It rewards footsies and spacing over everything else. There is nothing cheap about it, yet at the same time it has a phenomenal high/low game to open people up. You can predict and punish recovery rolls, yet these same rolls prevent vortex. It is much more “offensive” of a game than SF4 yet completely devoid of “BS”. Pandora is a comeback mechanic but you have to sacrifice one of your characters, and you have a limited time to kill your opponent otherwise you die. Much better than ultra IMO.

didn’t mean pandora was op. i felt it was underpowered actually. almost a waste of an addition until I seen recent youtube vids.

I’m sooo confused. I don;t know if i should like or flag

Pandora is a comeback mechanic, provided if you actually land a hit that you can convert into a pandora combo at 20% hp range.

In exchange for whatever meter you have left, you get a damage boost on top of extending your combo a bit and ending it atypically with a super. If you fuck up and your opponent doesn’t die, you forfeit the round. Even if you previously had the life lead and your opponent has 10% on both partners.

So you definitely have to put some thought into even considering the option, like say if you’re running out of time and the combo you’re about to do won’t kill/not enough meter ensure that it will, your opponent has plenty of meter to potentially escape on his wake up, and a pandora combo would definitely take the round.

Pandora can also be used as a anti projectile tool or even a AA tool if the point character lacks such a option while your partner does. Of course you have to make sure it kills.

So yeah. It’s situational, but certainly not useless. Not something you’d want to go for every time you’re at 10% hp. If you have 2 and a half bars and you know your combo is enough to take the round… say that this is the first round out of 3… then attempting to do a pandora combo at this point would just waste 3 bars and leave you with nothing for the next round.

There’s definitely cheap stuff in SFxT, but it’s rather tame. Most of the hate came from vanilla when it was absolutely terrible and riddled with stupid shit like Rolento’s knife glitch and all the bad press.

First impressions are everything and SFxT gave a very very terrible one.

Honestly, I’m not a fan of the juggle system, the homogenization of damage, the slower walk speeds, the shorter/slower throws, and the boost combo system. Those all are things that make SFxT less interesting for me. I love that they made the Tekken side have all these unique chains with unique properties. I love the fact there is a “crush” system for air/high/low. I love the way that the tag team system was implemented for pair play. I like that the specials in general are less safe.

I’m really split on the game TBH. However the things I dislike are so core to the game that I don’t play it. The game still heavily favors pressuring with safe stuff until you open the person up and then tagging in your partner for a memorized combo sequence that gets the most damage / corner carry off of your launcher juggle. I’m not a big fan of long juggle combos, I prefer my combos short but painful (Hence why I play Makoto / Cody mainly.) SFxT is a very fun training room game though.

SFxT is still to this day a very dull game to WATCH because the matches often play very similar and there is a very clear top tier. Fans of the game like to say it is dull to see only if you aren’t a fan of footsies/whatever but some of my favorite matches to watch have been deathly slow paced footsie / zoning matches in SF4. (I LOVED watching Hoodaman vs Momochi at the recent Capcom Cup Qualifier. Of course on the same note that match was fucking draining just to watch in terms of how much it takes out of you. I can’t imagine how exhausted hoodaman was after playing that match. Another good example is how much I enjoyed watching the Fight of the Century with Ali and Fraizer which there is no knockout and the match ends up decided on points after over an hour. Compared to watching Tyson knock out Johnson in 1 hit, which is pretty boring to me.

doing a juggle combo is a little more interesting than doing short jab fierce xx spiral arrow into divekick until the other guy is dead.

for the teams I played combos are very different based on meter, screen positioning, and sometimes even character or what I started with.

I think homogenized damage is good though. In situations in sf4 where one character can do 500 damage and another can do 30 is kind of stupid imo, and everyone in sfxt has real punish damage because of boost+partner.

I think the nerfed throw range/startup is the worst aspect of the game other than that nobody plays it.

The damage isn’t even homogenized much at all. If you;re getting similiar damage with Sagat/Bob as Chun/Law you’re fucking up.

yeah it’s just better than sf4 in that respect most of the time.

I play Blanka/Nina, Nina/Raven, and played Raven/Hugo(prenerf), and the damage differences for those teams is pretty big, but I get reasonable damage from most situations even with low damage Blanka on point.

In SF4 when I’m playing Sak over some other characters I just laugh at times cause I’m doing double damage in similar situations for no meter, and Sak could add on for meter and the other character would not be able to.

Apparently you don’t understand the difference between “having moves have the same damage” and “being able to do high damage combos.”

Almost every normal attack falls into 30dmg lights 60damage mids 90damage heavies and 40/70/100 for jumping. Only a handful of examples exist other than command normals which are often still fall into that. Most (but not all) characters have 1Juggle Potential on lights 2 Juggle Potential on mids and 3 JP on heavys (A couple of characters don’t have this much, example Cody and Balrog only have 1JP on most of their normals.)

MOST characters do exactly 130 damage on their throws.

In that respect damage was homogenized which I don’t like. Not all normals are created equal.

Ken’s far HK is 11F startup 0F on hit -5F on block shouldn’t do the same amount as Akuma’s far HK which is 8F startup hits twice +6F on hit -2F on block and moves him forward. IMO that is silly and frankly boring from a design perspective. An attack that is slow, unsafe, and limited in it’s usability should be more damaging than a move that is fast, safe, and consistently useful.

Top tier in SFxT isn’t as clear as you think. Just there’s hardly anyone competing and whenever it’s streamed you see pretty much the same Justin wong vs xx matchup. Justin himself says that we have to hold that because he plays a boring playstyle.

A plethora of characters on high tier that have great strengths with notable flaws, with their strengths carrying them to viability and their weaknesses being covered by another character. Whereas the top tier mostly are super well rounded with the exception of Hwo, fuck Hwo and the perfect example being Chun, where she hardly has any bad matchups, if at all though not completely one sided like 3S chun

Kuma is a notable example. Horrible footsies, but amazing on Anchor and would absolutely destroy when you’re knocked down. Therefore he just needs someone that’s great on point to bring him in. Even someone as flawed as Asuka can make it into competitive play simply because all she needs is to land one of two high/low mixups after a tag/launch and the round is over.

What SFxT truly is, is a game of extremes. Either extremely drawn out and played carefully, or games ending instantly after 2 high/low/throw mixups.

Though yeah, the game is pretty skewed towards the Tekken cast.

As for pokes, a fair amount of pokes done in SFxT goes straight into a high damage combo. If law lands a buffered Cr. MK/MP, it’ll go straight into his BNB, or into tag combo that does about 400-500 with just one bar.

On the SF side, characters like Bison and Vega have safe boost chains that start off from pokes.

Which is not fun. I really do prefer Vega in 4 to xT.

Top 4-5 are clear as day. Chun/Kazuya/Law/Nina/Hwo that doesn’t mean others can’t be played, but those 5 are clearly the best 5 characters in the game.

That is a decent amount of playable characters with varied styles but still clearly the best. And that is probably my smallest gripe about it TBH. It’s mostly the juggle system, homogenized damage for normals, boost combos, poor throw range, and slow walk speeds for most of the cast. These are the things I dislike the most (in no order.)

Yeah I don’t have a problem with a top tier cast that’s likely set in stone. As long as the guys below them aren’t too far off with plenty variety of playstyles.

I can appreciate other games that has similar balance and hell I enjoy 3S for what it is, and not because of it’s balance.

Anyways the things I don’t like about SFxT

•DPs with multiple hits -> tag being safe on block. Otherwise leading into some serious combos.

•Cross assault potentially putting a point character back at 75% health when he was at near death

•Neon colors on character color swaps.

The rest I can nitpick but live with.
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*like Jin’s boost into launcher being safe when tagged, but his weakness to throws on wakeup somewhat makes up for it.
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Why I even play it

•Character variety, especially on the Tekken side.

•Netcode is miles better than SF4’s.

SF dev team is aware of the proximity block OS. @Azrael or someone can you translate this properly? All I’ve got is the wonderful google translate engrish nonsense which I can kind of understand.

From the sounds of it, the choice to remove it will be up to the project director (Ayano or Sugiyama) and balance testers as well as how location tests go in USA/Europe. However they are aware of it.

Oh yeah apparently the Prox guard OS is also relevant in SFxT. Doubt they’ll do anything about it anytime soon lol

Probably my last topic on SFxT if no one else brings it up;

Ken’s Far HK does have a use that separates it from Akuma’s far HK; on counter hit it inflicts crumple, which will definitely lead into a pretty damaging meterless solo combo/Tatsu tag into your anchor’s max damage BNB with jump in included. If you want, you can CADC to give your next hit counter hit properties and attempt to land that Far HK in the neutral range.

With Kuma on Anchor I get 540 damage off one bar from CH Far HK, Cr. HP xx Tatsu tag -> Kuma max bnb, 625 with 3 bars if I end Kuma’s BNB with a super, 650~ with pandora possibly unoptimized

No sources, kind of common sense. Lol
Why would they make half the UltraWombo gauge only let you use one ultra? It has to be both for 33% or something. You’re thinking of it in a Yin and yang type of way, watch and see, if i’m wrong you can laugh your ass off.
No why they are lowering the feng shui engine time… if it’s already getting a damage nerf from having Ultrawombo, nerfing the time would make it one of the most useless ultras in the game… ahh im not good with words… this is when you need Eternal to explain things like morgan freeman. o_O

I have no idea what you’re talking about during the first part of this post. UW gives you access to both ultras at 60% damage, everything else functions like normal. If you choose to use one of them, then your entire revenge gauge is drained like normal. It’s not like you can do two ultras in a row, or that you get a universal 60% damage output for using UW.

Since Feng Shui Engine doesn’t have any damage of its own, it will either cause everything you do during it to do 60% (or whatever damage modifier they’ll end up using), or its duration will be shortened to 60%. It could be either one of these two, but I’m guessing it’s the latter, since FSE’s duration currently is affected by how much your revenge gauge is filled, meaning that duration is already affected, and not damage.

Yeah, basically they’ll just look at the location tests (both in Japan and overseas) and the director and the whoever’s in charge of the balancing will make a decision regarding it.

Yeah you understood everything i said, and yeah i agree with FSE losing damage instead of time, that’s what i meant.
He just made it seem weird…It’s like why would Capcom even over complicate the FSE balance… Just nerf the power just like the rest of the Ultras, nothing to it. lol

But I disagree with you. I think decreasing the duration would make more sense than the damage, because that’s how it currently works with 50% revenge gauge and 100% revenge gauge.