Why are the walkspeeds so SLOW?

I refuse to believe this is a troll thread at all…
I mean look at the join date…
Err the quality of the post…
The subjec…
Really need to fix it so bums cant create threads with less then 3 months on a active account.

Have you actually played a pre-SF4 SF game on a competitive level? What is so different about frame traps, crossups, zoning and rushdown in SFxT that would make those things problems when they aren’t in other games with fast walkspeeds? Even if problems do arise, why can’t those things simply be adjusted to accomodate the faster walkspeeds?

Making the game not feel like a sluggish bore to play should be the #1 priority. Everything else can be molded around that.

the walkspeed is probably the biggest outstanding issue with both this game and sf4, but i think it was an intentional design choice to slow the game down for the newer players. much like how it was intentional for throws to be so bad in sf4 and even worse in sfxt, or the input shortcuts. they didn’t stop to think of how these things would affect the game at a higher level than the entry point because that’s the only level of play that’s important to them (and if you don’t believe me, go look at the needless nerfs to characters that aren’t even good in any recent capcom game patch changelist). they can’t make money off of kids who’ll give up and get frustrated…

Sorry but you’re the one that sounds pretty silly. Why do you think any of those things would be problems when they weren’t problems in those old games? You say you read the OP but there’s videos right there showing you how games with fast walkspeed played at high level. Honestly I play and enjoy both SF4 and SFxT but I can’t argue against faster walkspeed, that would make both games MUCH more interesting.

Some characters are VERY slow but I just dash all the time to catch people after air-to-airs or knockdowns.

Once you play better games you’ll thank the heavens for faster walkspeed and better throws. You don’t know what you’re talking about.

At the very least throws in SF4 were made better by giving a lot of characters extremely strong setups/mixups/safejumps, even though that’s another huge complaint I and a lot of people have with the game. Even if throws aren’t great by the numbers, the situations they give you are arguably the most important thing about SF4 by virtue of granting a hard knockdown.

In SFxT, throws are not only much much worse by the numbers than SF4, knockdowns mean next to nothing for most characters and can be turned into a good thing for the person getting knocked down.

edit: Also the walkspeeds blow. My character choice is pretty much limited by characters with a tolerable walkspeed or decent dashes.

I support this thread 100%

I want universal dashes to be as fast and long ranged as Makoto forward and as fast as Julia backward.

Dude, you can’t compare SFxTK with SF2. They don’t even have anything in common. You can’t even compare this game with SSF4. That’s how drastically different the footsies and mechanics are.

In this game a counter hit can lead to 400+ damage combos that takes 15 seconds off the clock and makes the opponent tag out. In SF2 counter hits lead to more damage but nothing as serious as this. In this game you are not “locked” in block animation as much as in SF4 when the opponents throws an attack at you from a certain range, you are free to move around. What this basically means is that you have more control over movement vs your opponent’s offense. Which makes walking very powerful despite of how slow they are.

Look, I agree when people say that faster walkspeeds usually makes footsies more interesting at high levels. I’m just saying this is a different game with a different type of footsies that most people don’t really get yet because they are so used to the “old way” of playing footsies.

All I’m saying is that having faster walkspeed + smaller stages + better throw range would make a lot of characters unviable and make characters like Rolento pretty OP. Hell, Zangief is already hard to keep out for a lot of characters because of tech rolls alone. Reducing the size of the stages and increasing walkspeed+throw range would just make it easier for rushdown characters and grapplers to rape you and then you would complain about that.

Just let the game evolve for a few months at least. No need to make drastic changes just because you think it would make the game better.

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You can speed walk speeds which is fine, but you have to alter pushback and hitback upon a strike.

Increasing dash speed isn’t a good idea because of the pseudo dash cancel of normals in SFxT.

I wish I could like the OP multiple times. I don’t know how you could possibly disagree. SF4 was sluggish, but not quite unbearably slow; now with even slower walking speeds and bigger stages in SFxT, it has crossed the line (no pun intended) and become downright painful…anybody who thinks this is not a problem needs to play some other fighting games besides SF4, SFxT, and MVC3.

However, other adjustments would be needed, as has been said. For example, Steve has an infinite with speed boost gems because it lets him walk far enough mid-combo to continue comboing; as it is now, this isn’t a big deal because it requires a gem (which, even if they weren’t banned, only activate for a few seconds a round). But the point is, frame data would need to be changed to accommodate problems like this, and this just makes me think Capcom won’t bother.

OP is 100% correct.

cosigned.

-dime

Yep, for sure walk speeds need to be faster too, didn’t think about that for my post of things that need to be changed.

Also lol at the idea that anyone involved with this game’s development really sat around and considered things like stage size. “Hm, what are the pros and cons of bigger stages? Should we do this or should we not?” Not a chance heh.

Maybe if they didn’t try to put so much shit in the backgrounds of stages we could have some decent sized stages… now I feel like I can get lost in these stages cus they are so damn big.

I agree with the op 100% also.

Yeah the walkspeed is pretty weird. However some characters can get across the screen pretty dang fast (not safely, necessarily) like the mist step or special step of Kazuya and Jin and kazuyas wavedashing goes pretty dang fast. Also Hwoarangs skill, yoshi’s and raven’s teleports, etc… I feel like there’s a lot of ways to get across the screen pretty fast, but not everyone wants to use these unsafe methods just to get across, and that’s where I agree with you and feel like the walkspeed is just unflinchingly slow.

As huge as the stages are, it is still ridiculously easy to carry an opponent to the corner with a single cross-rush or tag cancel combo. I can only imagine what this game would be like with smaller stages…

Also, you dot NOT want to imagine what Heihachi, Law and Nina would be like with fast walk speeds lol. You would cry if they made those characters faster.

btw I main Yoshimitsu who probably has the absolute shittiest walkspeed and backdash in the game but I’m still not bothered by it. People should just let the game evolve and see how it turns out in tournaments before they ask Capcom to turn this into MvC4.

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