This is the only fighting game I know where someone can have a slight lead at 20 seconds and the game is over.
I mean hell if I see someone tag out and I got the lead and two bars I can drain 10 seconds off the clock by using my full screen super.
This is the only fighting game I know where someone can have a slight lead at 20 seconds and the game is over.
I mean hell if I see someone tag out and I got the lead and two bars I can drain 10 seconds off the clock by using my full screen super.
that is because this is a Really Bad Game
I don’t see how this is different from any other fighter with cinematic supers though, except for maybe the team cinematic taking too long. I’ve ran into that in every fighter I’ve ever played at some point, whether it was an actual cinematic or just a really long combo that took just enough life to give my opponent the life lead, and force me to have to chase them down with like, three seconds left.
I completely agree. So many people have been giving this game shit for the bugs and glitches that are there and they aren’t looking at the core gameplay, which is incredibly solid. The mechanics, the graphics, etc… everything is so, so good and fun. It makes you think on quite a few different levels than MVC and AE do when you factor in switch cancels, launchers, etc. As stated previously, the Tekken characters are so weird (if you’re a SF guy like myself), but yet so fun to learn, and I’m sure it’s the opposite for Tekken players who enjoy the SF characters.
People just need to get over the DLC thing (I hate it, too, but there’s nothing I, you, or we can do to stop it save a boycott on Capcom games (lolgoodluck)), stop crying about a few infinites and a situational glitch, and play the fucking game.
what is so solid about the core mechanics? this is the one thing I really don’t get.
why is being able to freely relocate your wakeup from point A to point B solid?
what is so awesome about being able to convert any flukey hit into a full combo far, far more easily than you can in SF4 or even MvC3?
s.lp hitting crouchers and being your most adv-on-block move… what is so good about that?
why is a horribly nerfed normal throw game good? hell, the throw game overall has been nerfed hugely - do you really need extended throw invincibility on wakeup and exiting hit/blockstun in a game like this, where a throw does little damage with poor okizeme opportunities after?
what is so great about every char having a healing factor that makes comic wolverine look like an underpowered bitch?
2D fighting games have only very rarely actually had “priority,” for good reason… so why did SFxT implement a priority mechanic with “crushing” attacks?
as far as launchers and switch cancels adding “quite a few different levels” to think on vs SF4 and MvC3… no. just no. no matter how you slice it, SFxT’s tag mechanic is a far, far more limited version of what you have in MvC3.
the only level SFxT really succeeds on - more so than any other fighting game I’ve played in my life, they distilled it very finely down to “when do I push my buttons!?” Grounded offense is all frametraps and pokes OS’d into chains, your best anti-air is air-to-air and then guess when to push a button to try and get your CH combo… does not make for an interesting or good game.
I dunno man…i felt the same way, but that’s mostly because the Tekken guys feel so new and different and I’m generally tired of Sf4 and Marvel. But my wife said “not another one” to me the other day, referencing SFXT, and that’s when I really stepped away from everything “NEW” and analyzed the game kinda critically. I honestly don’t think it will replace either of those experiences or even be as popular with the tourney level guys.
No comeback factor is great, but there’s too much…er… "derpness to the game IMO…lol
well stated **TMNTemps **I had the same issues when I first booted the game up, and generally found all your points to be much more “cheesy” than Ultra comebacks and reversal mashing in SF4. I think the air-to-air thing is the biggest gripe for me, as well as the no throw game, and weird priority of certain moves. Even watching high level play, the game just doesn’t seem smooth?
I get the game is fun, tagging is fun, new characters are fun, combo potential is crazy endless, but this talk about replacing solid good footsie games, nah…I don’t see it happening with SFXT unless teh game gets a major overhaul. The split of hate/love for this game is also pretty high, for a game to last, there’s usually a general consensus of the title being good. Some people think this game is just complete garbage, which means its rubbing quite a few people the wrong way.
getting that offensive pressure is a satisfying experience, but I think the level of entry is just too simple and easy. air-to-air juggle into tag-team ultra is just one of the gayest mechanics I’ve ever seen, I abuse it all the time myself lol…but It just feels cheesy. When I do it, feels like I didn’t earn the win, when it’s done to me, I just wanna take the game out as I know I wouldn’t get beat with these tactics in SSF4…lol very weird game this is…
did you really just say the better player don’t win in sf4? please stfu.
Haha, I love this game too.
I’ve also recently come into contact with the Iowa scene here on SRK, but they don’t seem to be too into it. Profound sadness.
Thanks for that exquisite addition to the thread, D_Wave.
Anyway. Combos are too random and easy to initiate. There’s very little planning and excitement involved in guessing which player presses the LP button first to start the 50% damage combo they’ve memorized a thousand times in practice mode, or which player forgets to block one of the 30 cross ups that happen every game.
These issues make the matches and characters seem very SIMILAR. The main differentiation between characters in SFxT is how the 50% damage combo LOOKS, they all usually start more or less the same. Truth be told, the only excitement I get from the game is constantly shifting to new characters to experiment with new combos… Once I learn them, I’m bored…
Huh? Keep that Super/Ultimate version on a new disc bullshit to Capcom.
Not trying to throw hate on your parade, but despite both they’re flaws I feel like SCV is a more complete game. Sure, people are going to complain about the roster, but at least the mechanics in that game aren’t completely counter-intuitive. Everything is there for a reason, works how it should and doesn’t leave you scratching your head believing that the guys on the development team were just throwing darts at an idea chartboard and going with whatever they landed on.
I said most likely win. No ultras or X-factor to save your ass if you’re suffering a huge deficit. Turns out that is what’s causing the timeouts in this game, the lack of a get out of jail free card.
No what is causing time outs is the fact the clock is too fast, the animations take too long, it takes to long to open someone up, it is easy to waste the clock, and generally the game’s mecanics suck
I love the game because Ryota Niitsuma didn’t make it.
Namco just made a huge to-do about this big patch that will magically fix all of the gripes I had with SCV that didn’t involve superficial things like a half-assed roster. To me that shows that it needed a Super/Ultimate, because that’s what it wound up getting (though sadly without any new characters. I had Zasalamel as my secondary in IV and he’s still gone with no successors).
But hey, SCV got one. Maybe I’ll give it another try because I got my wish.
u guys are missing the point, I don’t think anyone really has a problem with the damage, and definitely the “no comeback” style of the game…The post you quoted was highlighting the “way” you get those high damage combos.
He was saying in SF4 big damage combos were more structured, you had to be careful of certain characters “dangerous moves”, here you can get a luck air-to-air, a jump back air-to-air, an actual anti-air normal, and overhead, and long-string comboed with both lows and highs, canceling into big damage, etc…
It is fun, and sounds even better when writing all the ways to land damage, but playing this game does not give the same satisfaction of playing a checkers/thinking game, which is what high level SF usually amounts to.
I think most of the players agreed that rewarding a player for getting beat up (revenge meter) was a co-op for newbs. That being gone is a good thing…
Why is a ToD combo a good thing? I’ve never understood this.
This isn’t true, only some characters can juggle in those situations. It’s varied so just like SF4 you have to be aware which character can get their big combos off of.
ST is Go
3S is Chess
SF4 is Checkers
SFxT is Tic tac toe or something, I don’t even know. it’s definitely the dumbest of the four games though, in terms of what you have to think about while you’re playing.
How does that make it not true? My point isn’t the whole cast has*** all*** these easy damage options, its that most characters have something along those lines, and it’s pretty weak. The game is kinda split between Point characters & partners, and from what I’ve played, the majority of point has those options. In SF4 Viper/Seth has big damage opportunities, but you still know what to look for (even if you can’t stop it) There seems to be a lot more randomness in this game.
100% agreed…in fact this sums up the split between the game I think. SFxT requires little thinking, only memorizing setups and strings of combos. That just isn’t gonna change without gameplay tweaks. I think I’m just gonna start quoting you from now on. Nothing more needs to be said…
btw what is Go?
I compare the game to the 2011 Miami Heat; yeah, they had a pretty good season by normal standards, but given how much hype there was going into the season, and how much drama and bad vibes there were throughout the year, it ended up feeling like a big downer. This is Street Fighter and Tekken coming together for the first time…it should have been this amazing, epic game, but instead it is the very definition of a mixed bag, that does some good things, but is ruined by multiple blemishes. Capcom’s handling of the DLC should have no effect on how players view the game…but it does, somehow. Playing online gets you glitchy sound, you can’t play couch co-op on XBOX, nobody knows what to do with the gem system so the community has thus far chosen to just ignore a core mechanic of the game, the game is lousy with infinites, the timer issue is real…and this is the crossover we have been waiting a over a decade for?
I still don’t know how I feel about the game, to be honest, but everytime I play or think about SFxT, I end up looking down and shaking my head, because it didn’t have to be this way.