Of course Guile and Gief have links. But what is the more realistic way to play when it’s a footsie battle? What can Guile do when he hits a far. hk or a crouching medium kick without charge? Doing that against a good players is not that easy either.
Nobody said that they do it just to show they are better. That’s the message for the player who is losing. lllmh launcher reduces the damage for the incoming character by quite a bit. Less damage per combo means that the one receiving that damage gets more chances to come back. That’s a fact. Now let’s say you play Chun and buffer all your far range pokes into launcher… you should know what happens, if you actually read my last post.
I find it irritating to complain about the way others do their combos, when it’s you who shouldn’t be hit in the first place, if you think you are better.
I’m not denying that some people go llmh launcher when the opponent missed an uppercut or something. But, if you lose to someone who uses abc only, you have to evaluate whether it’s you who has to improve.
It’s easy so it has to be balanced? Tell me who wins, if both players use the same characters and use any chance they can get to lllmh into launcher. THE BETTER ONE.
Edit: Seriously complaining about my opponent not optimizing his damage. That’s a new one.
@Alw93 Thats exactly what makes this game balanced though IMO. I think a smart player should win over someone who knows setups and links. Other than the fact that theres Tekken characters in it, its pretty much the only reason I like SFxT more than SF4, since it is MUCH harder to get randommed out. Lets face it some of the stuff which sfxt changed from sf4 is not entirely good (like the homogenization of damage numbers on normal attacks for example, one of the better balancing tools in sf4)
As for everyone else crying about ABC, if you get hit by every single ABC then maybe its time you guys start blocking and punishing those horribly unsafe ABC chains. If they confirm their ABC with lights or other links then why does it bother you? They get like 250 damage at best and have to be twice as smart as you to beat you if you do links which lead to proper damage. If you are getting more success with AAABC combos than links then that just means your execution sucks, since Akuma linking st.hk to st.hp in footsies followed by a launcher will easily net you 400+ damage with no meter spent with the right partner, whereas if he does st.hk followed by an easier link to AABC then he again gets at best 250ish. Also in footsies some characters can only get worthwhile damage if you buffer launcher or heavy from a poke (90% of the SF cast for starters) whereas you also have characters like Law or Nina who can easily convert to solo damage from footsies. People crying about the team aspect of a TEAM game is just ridiculous, you have 2 characters for a reason, use them both to get the best damage out of any situation.
This is like crying about dpmash in SF4 - if you get hit by it every single time and they keep doing it its your fucking fault for not blocking and punishing with 2x the damage they would have gotten out of it. (barring certain circumstances like DP fadc ultra which with some characters is a bit too skewed in rewards favor on the risk/reward scale :D)
We’re off the rails! 0_0! I know its a lot to read but have u actually read fully wat I’ve wrote above? Each of u guys post were covered by my previous posts and no one has brought a rebuttal to my points u guys are just saying stuff that u think im trying to say instead of reading what I actually wrote lol here ill show u…
but in very first post I clearly said
[quote="WalmartVictor;181095"The arguments I hear are: for some chars that’s Max dmg …well if you think about it, its Max dmg for all characters no meter. Sure jump in HP/hk, St.HP/hk, etc. solo combos could do tons of dmg but so could jump in HP/hk, St.HP/hk, launcher. Launchers can b used every time you do anything and net u an easy 300+ dmg which is an issue. Y learn cool tech for characters? Y go really in depth in sfxt if the game rewards you so much if u don’t. That is y I hate ABC’s. That is y they are overpowered and its y they killed sfxt. Capcom gave up on sfxt but I can’t so all I ask is plz if u like a specific character learn everything about them find out usefulness of everything in their arsenal work on ways to put them in your game, then apply them in match. The game is more fun that way thanks for reading.[/quote]
next you said
[quote=“Rc_ON, post:3, topic:163188”]
I don’t really agree with the OP. I see abc launcher being used in footsies more often and solo combos (if they are worth it) in punish situations. In SF4 it’s most of the time just a stray hit whereas in SFxT a random far lk by Abel or far st. Mk by Sagat can lead into a lot of damage. Both of these characters don’t really have solo combos to use when they get stray hits, so the optimal thing to go for is launcher.quote]
I said in very first post
[quote=“WalmartVictor, post:14, topic:1858”]
I’m all for some normal hits opponent and you quickly adjust and take advantage. I’m also pro ABC’s…quote] which clearly shows I meant stray hit as you call them into ABC not a problem after that I say “they shouldn’t be main offensive tool” I mean like 95% launcher 5% links.
I said:
[quote=“WalmartVictor, post:30, topic:163188”]
stay just out of range press long range normal immediately followed by launcher if normal whiffs launcher wont come out if hits you’ll get 300dm its boring but easy wins on ranked I do it wen I’m lazy…quote]
[quote=“Rc_ON, post:31, topic:163188”]
But if your opponent blocks you are fked D:quote]
wrong. that’s y I said you stay “just out of range” n hit launcher after move comes out. its mini option select. light attacks are better since its harder/impossible to whiff punish only if opponent guesses right they can maybe get counter…maybe ill show you that little option select in lab one day. I brought this up before someone in irc said you can stop that by walking forward and blocking -___- that’s impossible since opponent throwing out a normal at range where if u put yourself IN range of it you get hits secondly you take step forward n opponent doesn’t press button they just take step back reset distance situation. but anyway I doubt you knew about this technique definitely test it before you immediately dismiss what im saying extremely powerful once I learned it that’s when ABC’ became to powerful. light attack option select launcher starts my combo at 140dmg no scaling post launch you press 1 heavy attack(heavy attacks do about 100 for everyone) that brings damage to 270-280 without a special move or anything. that’s an issue 2 me. 1 option select goes into a impossible to drop super damage combo.
ok back to wat I was doing…you said quite a lot in this one theres a lot u just kinda through out there maybe you forgot all previous posts.
I said earlier im all for stray hits…u kinda disregarded that even tho it was the 1st thing you had to read.
impossible, or I should say impossible against good player
well at least sometime,s cant they do same thing they did in SF4? yes, yes they can lol you told me to go…am I gone?
not always the case as in marvel there are many variables that’s why people do ft5 ft10 etc. in SFXT specifically as stated above the damage you get of abc’s shortened abc’s option select launch is to much damage…I agree that maybe buffing links will kill sf players but if u can buff tekken char anti airs across the board why not buff sf characters links? I don’t kno wat to do honestly I jus have a problem with that blue mist popping up everytime they get a chance. Also I guess making this posts puts me out there like I lose a lot to this stuff lol guess it comes with posting I don’t its just and annoying terrible to watch. Its the reason sfxt is dead when it comes to viewer count. I love this game but even I cant watch tournaments I don’t know wat to do to fix it but its definitely boring and not only that too powerful which is why we see it so much which in turn is why sfxt is boring its a vicious cycle.
yooo Rc! lol so bold talking to one of the best sfxt players in the world like he doesn’t kno what hes talkin about lol ok lets see if we can clear some of this up:
as stated above (tired of that quote thing) but if they were to shorten that ll launcher or m. launcher they’re most likely getting more damage than a solo link of jab or medium, or they’re getting around the same, or they’re getting not that much less for an impossible to drop combo…brings back up original question why do links?
Rc wit the double perfects every match yoooo! lol sorry to irritate you I was happy everyone kept their cool in all previous post…I noticed you been getting a little bit more aggressive in posts which makes me wonder if any one cant have separate opinion with anyone on these forums and have healthy debate and discussion.
ive beaten every tournament player respected player anyone remotely good multiple time by doing just that. that’s why I wish you would play me so you can see how u don’t need anything else but good spacing to win in sfxt
uhhh where were u going with this one? is it relevant to discussion? “abc’s are too powerful not just in terms of in damage but also in option, people should do more links better to watch more fun to play” this whole thread in a nutshell. but to answer your question the one who has more experience with the character
ah the contradictions majority of cast abc’s are optimized damage which is the problem because (as stated above) it reduces incentive to learn and practice links…controversial topic I kno, but no need to be sarcastic bro
I put all those quotes for this one reason! please someone bring a valid argument as to why abc’s do more than links, why are they a better option than practicing links, why they are so easy.
but this is not about winning or losing (I do very well at this game thank you very much) why cant it be more balanced? like you can launcher off that jab OR you hit confirm in to a equal damage link that would b cool but nope blue mist everywhere lol
Are you cherry picking now? You just completely ignored the paragraph about Tekken characters. In fact you are ignoring every single point you haven’t covered in your first post. No word about Guile combos from footsie range, nothing. My conclusion: you don’t really care what others think and you just wanted to make a statement.
Indeed we are off the rails and never been on them. Just a merry-go-round.
It is what it is. Stray hits matter in this game because of boost combos. In a punish, if a player’s doing LMHH, then that’s his/her choice, and if they forgo damage in order to switch into the other character, that’s fine by me. (In fact, sometimes the first thing I do is a boost chain depending on the matchup.)
I quoted ur guile statement and responded accordingly its literally right there n the last post now I kno ur not reading you’re just responding smh this isn’t a argument its a discussion not sure if u knew that
Links I agree only thing is its another thing in the game that is far superior to links for most characters is all especially Ken Ken has worst fireball n not that good of jab so with him its bad the game practically forces you to b more launch heavy when he has really cool stuff can’t think of another fighting game aside from marvel that is so simple. For me the more I learned about my characters and mastered( Ken masters, mastered see what I did there lol) the less I realized I should use it which is y I don’t like ABC’s or should I say buttons into launchers
I would probably be playing Ken a lot more if he didn’t rely so heavily on boost chains. That said, I still enjoy playing him in this game because he is so simple to use.
Lol you might wanna use the quote system correctly. My phone just hides all the quotes. I take it back in that case, my apologies.
Regarding that funny options select:
I just picked one of my recent replays vs an Abel player who buffers far lk into launcher a lot. I did what I told you. I walked into far lk range and blocked it. My xbl is Rcion. Feel free to add me and I will send you that replay, no problem.
Well tell me what does Guile do in SF4 from footsie range? The best thing Guile can do is link and cancel into flash kick which you can then tag cancel into more damage. Best meterless combo for him or rather the team is confirm into launcher but you already know.
Unless my opponent has been failing to use your OS, I don’t see the OP’ness behind it.
Solo combos still have their place when you lack meter and want to keep your character cuz of the match up active. Let me know if you want to see the replay I mentioned. I’m curious about your opinion.
I would like to say that I’ve been getting more results as I’ve been mastering more setups and strong combos with my teams. Sure, I still lose to those that use boost chains a lot, but most of the time, that comes from 3-frame-jab users or guys with extremely strong spacing or something like that. In all honesty, I think boost chains are in a good place right now for what they’re worth, minus a few specific cases (M. Bison and Vega primarily). The only thing I really demand from boost chains is that if you do one, you shouldn’t be in a position that pretty much guarantees a counter-hit or more safe pressure afterwards on block, something that M. Bison and Vega sort of have even now. Outside of that, for the most part, I could let it rock.
If they wanted to discourage boost chains on SF chars a lil more, they could increase the damage on their EX moves a lil bit, since those are their solo combo tools.
Bison can do. Lk mk hk n only person that can normal punish is bison lol but I do want to see that replay do you have Michael? We’ll watch that one n if wat ur right then that’s crazy cuz wen ppl walk forward wen I do it I jus walk back then get the distance I want again after that replay we gotta watch badintent replay with input display so you can see the master work lol no replays jus normal n2 heavy heavy all day its blue red. But all in all this is the game we play I found myself saying months before I have to practice doing more ABC’s with people that don’t need trouble do them ever like my raven ,nina that’s when I started getting mad like you HAVE to use ABC’s at some point no matter ur char lol
Lag might be an important factor. I started doing this like a few days ago and it’s hard to do against Chun’s st. Mp. I do have a crappy mic for pad, so yeah we can do this. It’s just one replay in which he used Abel’s far lk and buffered into hk even on block. I failed to punish, but it should be easy with Sakura’s dp. I admit that Bison and Vega, even Balrog have annoying chains That stuff needs a pushback nerf.
On a side note: I’m starting to get the cl. Hp xx lk tatsu , cl. Hp xx lk tatsu , lk xx hp dp combo down. It feels awesome and when I shorten it to
cl hp. xx lk tastsu , cl hp xx hp dp for tag cancel the damage gets really good because the uppercut launches really high. I can show you that combo too lol.
Kens 1frame link Max dmg swag combo! Lol but yea man I do that version on green connection CR.Lk on yellow this Guy gt yousmellewgf wrote me like 8months ago when I really wanted to drop Ken showed me that combo n I stuck with Ken but y are mid tier the coolest characters in every fighting game? Lol
Complaining about boost chains? I wonder what’s really scrubby in this situation; the one using it, or the one losing to a low damage abc combo ( ͡° ͜ʖ ͡°)
Haha. Just kidding, mostly. Personally, I believe that boost chains can punish really tight punish windows and it’s the fastest and easiest way of getting your character out. Admittedly I don’t always use ‘L L L M H’, i usually do ‘M H H’ most of the time, but I’ve learned that sometimes it’s best to save your meter or just get easy damage. Cause not everything is punishable by crouching fierce or whatever. I agree that people should learn max damage and smarter play, and I don’t always use boost chains. But I don’t cry if I see people do it either, don’t care if it’s ‘scrubby’. Unless it’s my friend and I’m teaching them how to play, let them be scrubby, haha. They’ll lose faster if you’re the better player and it just hurts their game, not yours. I’m all for making the game look better, but how people play is up to them, if they choose to play ass then whatever, haha.
I think I’m the only one who likes it as it is. I mean, Bison’s still a bit cheeki breeki with his mk > hk, and vega too with his jab stuff. But other than that, any further changes would make many tekken characters a little too powerful over the street fighter ones. Hwoarang can do a few hits before boosting into one of his tekken strings, as can lili.
Plus, they only make countering with cross cancels that much easier. <3
I hear u ABC’s were geared to bring new more casual players to fighting games I just happen to find out.about fgc n tournaments while playing sfxt n I was no longer new or casual. On a side note I have a godlike replay of guiles rushdown wit no ABC’s needed jus links it was a amazing sight gonna send it to ssf4evo ASAP. Go figure I’ve been trying to have a fight that has all my technology compressed in 2 rounds to send to him with no success n the 1st video I send him is me getting bodied
So how many chars have safe chains? Vega bison ryu(hk) Bob can do LP MP safe and +frame advantage dunno if hwo’s mk mk hk counts but I count it! Uh that’s about it I don’t have to big of issue with safe ABC’s but its definitely annoying
Rufus has one ending in cr.hp, Law has lp b+mp lk target combo, Asuka has em, Dudley has em, ibuki has one, im pretty sure most characters have a more or less safe chain string save for Cody and Zangief (well, these are the 2 I can think of off the top of my head)