Even if you did something like:
Dudley - forward hk, hk xx launcher?
Isn’t that much better than lmh as it doesn’t scale the damage for the incoming character as much?
Cr. Mp , cr. Hp xx launcher seems to be the better route as well if you got a hard hitting character.
A good amount of the cast has really short post tag combos though. For instance Rufus, Akuma, King, Cammy, Kuma, and loads more of the SF cast. Also, Geif’s Boosted HP and HK does 84 damage (unscaled) as compared to his Boosted Launcher which only does 50 damage. So It makes way more sense to do cl.MP, st.MP~st.HP xx Launcher than cl.MP, st.MP xx Launcher.
Realize that, in general, the Heavy in LMH xx Launcher combos will do more damage than the launcher does. I’m not saying that its worst to go straight into launcher, but you have to think carefully when doing so. It’s best to avoid Lights and boosted Mediums though.
Generally, you shouldn’t worry much about shortening boost combos for characters that do like 3 moves post tag. However, If you plan on doing 3+ moves on incoming (Juri, Jin, Sakura, Nina, Guy) or tagging back into the point character, it would be wise to shorten the boost combo to yield more damage further in the combo.
Also, its best to avoid using Mediums on post tag if you plan on tag canceling back out.
For some characters its unavoidable: Bison with cl.MP, st.HP xx Crusher and Marduk with cr.HP xx CADC, cr.MP~cr.HP;
Although for others its situational: Vega off a high launcher can Cosmic Heel, HK Scarlett Terror or in the corner cl.HP, HK Scarlett Terror;
And for some its simply not needed: Akuma can cl.HK xx CADC, HP Shoryu and Jin can cr.HP xx MLD
That’s why it is really important to test what your characters can and can’t do in this game because there are loads of situational combos and situational damage.
ive spelled my stance out clearly its all up there nobody has brought a real counter to it. i stated my stance n ppl just say im wrong but fail to show how i say both sides are right since launchers are n integral part of the system but at least in tekken theres a incentive not to TA all day since youll give opponent rage in sfxt there isnt such a feature so ppl fish for launchers all day its annoying to me n boring to watch but i get it sfxt is all about footsies n launchers i just wish it was more. please remember this is my opinion…to the guy talking about gief links saying my obsession is stupid or not.important. y pick gief if ur just gonna launch with him all day? U get wat im saying like y play certin characters if 95% of their game is to use a tool 100% of the cast has? If u dont want to do his links dont pick him i get the whole max dmg argument im tired of seeing ppl use that like i didn’t already counter that in earlier post in this very thread all u gotta do is read ppl but alot of u just want to b heard n sound smart i made this thread…i actually wrote wat i was about to post already lol ill just shutup nobody’s listening n e way.
So there should be a punishment system or a compensation system for using more launchers? Once again, wouldn’t that hurt the SF cast a bit too much and make TKN even stronger?
As for Gief, his throws are important too, but in a combo-heavy game, he needs to be able to compete with the rest of them in that regard. Hugo sucks cause he can’t.
Gief is about getting in there with SPD, Lariat, Cross up mix ups. Headbutt is useless in this game since we don’t have stun. Boost chains, Launcher are just ways to mix up your SPD attempts. Relaunching back into gief if landing a successful launcher with zangief is actually a legit tactic since it puts Gief back where he wants to have you, on the floor helpless.
Gief can mix people up even on rolls, so he is still is scary if gets a HKD. just saying.
Edit: Also, the ABC monster Knuckledu gets another tournament with his “fraudulent” boost chain Zangief. Quotes added for sarcasm. He understands Zangief has never been about the flash or how he combos his stuff. His gameplan has been pretty much the same for over his 25 years of existence.
Headbutt gives you a groundbounce, so it’s not completely useless. Someone actually sniped me out of a neutral jump with that lmao.
I have mixed feelings regarding Knuckle Du. I understand the use of boost chains with Gief, but to me it’s over the top to punish a whiffed reversal with llmh.
Then again he actually won and I respect him for being able to do so by mainly using long boost chains. He also shows that he knows his characters too.
Also fk Gief. This guy is easily my hardest match up. I don’t have as much trouble against Chun, Jin and Kazuya as against him. Seriously, if you have a pocket Gief pick him over your main against me.
I think boost chains should be limited somehow and links should be rewarded. I still don’t think it’s overpowered but constant use of it is an ugly thing to watch. The second launcher to get a character back in after a boost chain is dumb, too imo.
Maybe there should be a scaling system, which continuously increases the scaling of boost chains to post tag combo.
I think it’s sad that casual players and stream monsters dictate how popular a game is, because guys like Knuckle Du surely have fun while playing SfxT.
Hardly. Red health is MUCH slower to recover in this build of the game + it leaves whenever you get thrown, get hit by a Cross Art, raw tag in, or tag cancel in. Many ways to lose that red health, so having more of it isn’t as much of a deterrent. Before, it recovered quickly, so someone who left less red health on the table had a bigger edge, but now it’s sluggish, so sometimes it’s better to just kill the health yourself and turn your damaged char into an assist character until the next round.
Besides, the odds of making it through another combo when you only got like 300 health left is very low.
Continual scaling of boost chains wouldn’t do it either. The issue is that the timer hits zero and no one wants to see that. So instead of deterring boost chains, one should deter time outs. So like how there was a bonus system for winning faster in CVS2 (more health gained for the next fight), maybe there should be a reward/punishment system for this game. Either that or use “counts” instead of real seconds. >_>
I had the extreme idea to allow only two cancels into launcher per round. Doing more would cause the launcher to whiff/not come out.
You can still do a raw launcher though.
They could introduce a cross rush gauge which fills up again by performing solo combos. Tekken chains and target combos won’t fill up the cross gauge as quickly as difficult links.
Maybe you guys could tell me the consequences of these changes. Tekken chains should be toned down as top players will automatically flock to the Tekken side.
Imo SF character should have the better meterbuild in general as well.
Sounds nice, but I think the hassle here would be the coding. Could be a game changer for sure though, but wouldn’t certain characters suffer under it?
Agreed on the SF side of things however. While the Tekken cast have “superior” high/low game, the Street Fighters need something iconic as well IMO…
I don’t see characters like Gief suffering, if he can build the cross rush gauge up again with his links.
Guile for example could wear his opponent down with his zoning and pokes, while building up a good amount of meter (that is, if they were to increase his meter build). If the player wants to finish his opponent off, he can still go for a boost combo into launcher, if he wants to or tag cancel a solo combo. He does have some good links and hit confirms actually, such as forward/back hk , down-forward hk or cr. lk , cr. lp , cr. mp.
Another alternative could be to improve some of the worse normals to allow more combo possibilites.
These changes would make SfxT a bit more similar to SF4, as you can’t mindlessly cross rush anymore. You will have to think twice, about using up your cancels into launcher. I believe the footsie game will become more interesting and character match ups more apparent if that makes sense.
In the long run people will be forced to learn actual hit confirms and solo combos, unless they want to win with boost combos into sweep.
But now that I think about it, this may slow the pace of the game down, if people hitconfirm with too many lights… It’s difficult to tell what happens.
If they changed/nerfed the boost combo system even more, I really think there wouldnt be much reason to play this game over SF4. The only things this game has over that one are better rewards from footsies and hitconfirms, the netcode, no unblockables, El Fuerte not being in the game, and Law representing Bruce Lee. Everything else is pretty much handled better in SF4, if you take away the part where footsies are rewarded more, and with USF4 you take away unblockables, then this game will suck ass compared to SF4.
The juggle system, tag cancel combos, cross assault, pandora mode and literally all the Tekken characters will make this game different. Most of the Sf characters work differently too. We are also talking about nerfing the boost system not completely removing it.
You think reducing the use of cancels into launcher to 2-3 times per round is going to completely change it? I wouldn’t mind seeing players play the actual match up instead of fishing for the hit to boost into launcher. You would need other means to get damage. Keep in mind that I also suggested to tone down Tekken chains and to improve the meter build and flawed normals of the Sf cast.
Personally I don’t see how USf4 is automatically going to be better, if those changes were ever to be implemented. That goes for people who have not been using chains 80% of the time.
It’s a legit complaint when people say that there is no reason to use a solo combo as you can simply press five buttons in a succession for a universal combo. It dulls the game down.