Why I love this game

yes, everyone should keep thinking that jump-ins are super over powered, I love getting my one bar 500 damage punishes with Juri’s cr. HP off of them!

Even Juri’s cr.HP has a weak spot.

They aren’t overpowered, rather they just add another element of frustration to the game in a game where defensive options are already too good. It is one less incentive to actually play good solid fundamentals.

all anti-airs have weak spots. Juri also has cr. MP, st. HP and cr. MK for various different AA situations. Plenty of other characters have an assortment of AA, plenty of characters don’t because they were designed that way. It’s the same as SFIV in this respect.

air tatsu needs nerf… That is all

Even though I partially disagree, at least you give good reasons :wink:

I don’t know, I don’t have a problem with anti-airing. I know KOF is very different, I just mentioned it cause there IS a lot of jumping in it, and even though it functions very differently, I just meant as that jumping isn’t inherently bad in every system.

Yeah Tekken is more fluid based on the simple fact its in 3D, but I still feel that other 2D games have a better feel than SFXT, even SSF4. For the most part, it’s 'not my game" yeah, but I still think there’s some fundamental rules in the game that will lower important elements in a fighter. I think the game is gonna come down to hit confirming into huge damage with your partner and IMO some of the footsies, matchup-up knowledge, and overall strategy is going to go down a bit. That’s disappointing as I pretty much just wanted SSF4, sped up, with no gimmicky ultra comeback system and no easy reversal window. With Tekken characters thrown into that system, I honestly think it could’ve satisfied a lot more gamers than the current SFXT…but it’s no biggie plenty of fighters to choose from today anyways…I did invest in SFxT btw a good 3 weeks…Had plenty of fun beating scrubs online too with like 30 & 40 win streaks lol…stil feel the same about the game though. I think those 3 aspects lowered (footsies/match-up knowledge/strategy) for reasons already stated.

btw—anyone know when the other half of this capcom/namco deal is coming out?

2014 I keep hearing. definitely a rumor though.

I feel matchup knowledge is actually going to be more important than ever, consider most Tekken characters have plenty of overheads that lead into combos, lots and lots of target combos that many don’t currently know when they end, how safe/unsafe/advantageous they are to end at certain points, etc. Not to mention, knowing the right times to alpha counter against certain characters (since the timing is fairly strict unless you’re Guile, derp) and so on.

Footsies are give or take. Yeah, footsies are certainly deadlier in this game since you can buffer cross rush combos into pokes; I feel SF4 system is more hit and run or ‘whittling away’ at your opponent. I can see how some might prefer that, since in a certain light it’s more about consistently good pokes instead of one, even though for instance playing footsies with Akuma and getting hit by one sweep leads to hell, but enough about that.

I dunno, nobody really knows at this point. But I’m liking the game so far and I see plenty good about it to write it off just yet. The glitches and infinites I think we can all agree though, got to fucking go.

I think my main beef is that the jump ins in SFxT don’t work well with the system. I mean KOF worked well because the core system has been designed around the different jump arcs.

To me the AA problem only helps dive kick characters and hurts characters who use pokes because you can’t stay in poke range and cover your air lanes at the same time because they are two different spacing. As a result you have to perform Air to Airs and a good portion of the cast have average air to airs.

Add those problems on to weakened knockdowns and terrible throws and I really see most of the cast falling into mediocrity with the few characters who don’t suffer much from those changes excelling.

You know what game series I actually like and wish they’d improve?

Naruto: Ultimate Ninja Storm Generations.

I feel that if it 1) wasn’t a naruto game (didn’t have a pre-existing storyline with disproportionately powerful characters) and 2) had a more competitive baseline mind set, the general play mechanics would make for a really engaging competitive fighter. Too bad CC2 isn’t really going for that.

Well if your the only person playing the game, at least you would win every tournament.

In short, “Having fun?”

This is why I still play 3rd Strike. I do not hate this game. In fact, I actually am able to bear it. I still hate the SF4 feel and combo system but as a game overall, it’s actually not terrible.
I have that pet peeve too. The animation for supers has gone from 2-7 seconds to a full 20 second cutscene. This is what happens when you give game developers too many resources and too little incentive to be creative… It’s a vicious system because a game is never guaranteed to succeed so there’s no reason for a developer to try original, new ideas rather than sticking with what is profitable…

The clock shouldn’t stop during a super. You can’t call time out during a boxing match because you got hit too hard. But the amount of runoff is way tooooooo much.

this game is okay, with a capital OK, but not like good-good, but its aight-good

but when Jojo’s HD comes out, i might forget about this game.

EDIT:I’m gonna forget about this game when Jojo’s HD comes out

This might be the worst analogy I’ve read in my entire life. Not joking.

Whoa, whoa, whoa. This is the second time today I’ve heard mention of Jojo’s HD. Where is this crazy Araki-based rumor mill coming from?

That is not a good point.

The point is we have this long animation that is chewing up the clock.

and that’s really the problem with why Viper doesn’t fit into the game. She doesn’t have to continually make good reads, she doesn’t have to “whittle away” and land smart consistent pokes and KD. The player can essentially go on auto pilot because of her burn kick and get creative on the way of destroying you lol…

I know it takes dexterity and crazy skill just like any other player, not knocking top players who use them, but I’ve always felt Viper, Ibuki, Seth, and overall vortex characters don’t belong in the game. The Ultra/Comeback system rewards them too heavily. I think Sakura is as far as the mix-up characters should have gone. She has mix-ups, but rarely do you NOT KNOW what happened to you. with Viper, you have to low forward under burn kicks, watch out for fakes, seismo, ultra setups, on top of playing regular footsies and getting some KD pressure.

Now with SFxT, it seems everyone has (somewhat) that mix-up opportunity based on gameplay mechanics alone, but the back n’forth aspect has gone away. I will say with certainly, that SFxT has the potential to be much much better than SF4, player 2 on 2 is just great fun on its own, but It would be a really amazing game if the timing issue and balance of the game is fixed.

There was actually a nice video about it on SRK front page. I agree with the commentator that element from older games are back (no comeback system/respecting people’s block strings/no mashing reversal/etc) and I love this game for that, I just wish I could get into as easy as I did Sf4/Tekken etc…

also, not a marvel fan btw’-)

I wholeheartedly agree about Viper/Ibuki etc… The worst is playing them online (back when I used to do that) of course even if you have the reaction in reality to see when Ibuki is doing a late kunai or empty jump etc., fucking forget about reacting to that online. It’s just get a knockdown, then guess right twice, stun your opponent and basically win as long as you don’t fuck up hard. We all know why Viper is the scumbag of SF4.

What do you think is unbalanced about it? I agree a bit with Sol that right now, a lot of the divekick characters are super strong, Rufus being the obvious. But aside from that, I think a lot of characters have some strong stuff going for them, the only ‘bad’ examples I can think of off the top of my head are Paul and Yoshi. I mean, I’m not sure how I would rate the balance right now, nor do I think anyone really does since it’s still too new. I would say it’s at least more balanced than AE, but maybe not as much as SSF4 (which had the best balance of SF4 imo.)

Nah, I didn’t mean character balance, I’m not too sure about tiers and stuff, but I was doing pretty good with ken/Ryu/Jin, and those are literally just my favorite group based on personal preference. I know I couldn’t have picked all three great characters in the game…or did I?

The balance I was referring to was the damage you get in SF4 from doing something right. As you stated, it kinda boiled down to this system of doing something right, then again, then again, and the match is in your favor. The comeback system tarnished this a bit, but essentially, that’s what the game is about. In SFxT, that system is replaced with hard hitting combos and tag ins. Perhaps it’s just my personal gripe, (and being so used to SF4) but I really hate being hit with a combo and my opponent tags in Hugo with this ridiculously big combo…lol The first time I got hit with it, I’m like “wow…this guy got some skill”. Then I realized it wasn’t that hard an execution and like half the cast could do it with the right partner and setups.

Like I said, very cool initially, (especially getting creative with Kazuya–he’s a MONSTER!) but after a while, I began to miss going back n’ forth damage wise with an opponent. In this game, I just don’t see how that is going to happen. I know that some players told me you have to really manage your partner, and when you have bars, bring in both characters and the health balances out, but it still feels like one hit confirm can decide SO MUCH, I like the progressiveness of SF4, but hate the comeback game…

As you can see by my rant, I’m all f’ed up on what to play atm…like a little bit from everything