Why I love this game

The problem with this game is how damage is done. A lot of offense is safe and not difficult to pull off, and there’s a good handful of Tekken characters who basically make you guess which way to block. Sometimes the visual information you get on which way you should block is not actually true, which leads to people complaining about getting “swept by an overhead” or whatever.

This leads to a game where you get in on the other guy, and start running pre-practiced offense with the intention that he’ll block wrong. Or in cases of some characters like Hugo, with the feeling that there’s nothing the other guy can do about it. Consequently, there’s a lot of ways for the losing player to feel like they’re getting punished a lot for a relatively minor mistake. “I blocked wrong once, there’s goes half my character!” Throws are horrible and some options like standing jab, mixup combos, and crossups are really good. So you never get the feeling that you’re interacting on any kind of mental level. You’re just running your offense and trying to get the other guy to guess wrong once.

Of course 3s has really big damage off small hits as well. But there’s never any mystery as to how it works and it’s easy to understand your situation and what can kill you, and so you can manage risk. If you get half your life taken away by Chun it’s because you weren’t blocking down. Everything in each matchup springs from basic information like that because the rules are universal/make sense, and the animations aren’t ambiguous. They game clearly conveys to you what the other guy is doing. You don’t have to guess whether that move was a crossup, or what direction you should’ve blocked.

That combines with the timer issues and long animations to make a weird mess of a game. I don’t think it’s a stretch to say that a lot of rounds go like this:

Zoning for the first 20 seconds

one dude gets in on the other, mixes him up and confirms off the hit for a ton of damage

keeps pressure on as long as it’s safe

once the game returns to a neutral state (if ever) the player who did the damage earlier and got a life lead retreats across the really long stage, activating moves with long animations when necessary to help run down the clock. the other guy frantically chases him down and throws out desperate fireball supers, all the time thinking about how he lost this round because he blocked wrong once.

if that seems like an unfair read of this game, lemme know. but that’s been my perception from stuff I’ve played as well as watching the pros play in the CC tournament and various other places.

This is why I love this game,

[media=youtube]WAJUelWRWBs[/media]

It’s like watching a retard trying to fuck a doorknob

Option 2: Set the timer to infinite.

Judging an entire game off of glitches that nobody’s ever going to bother with in an online match (especially because the majority of them are with banned characters)? What am I reading? lol

Goes far deeper than that, overall it’s just a very derpy game

A lot of offense is safe? Some of it is, but for instance a LOT of the Tekken character mixups are pretty unsafe if blocked, it’s just the overall player lack-of-knowledge about these right now that makes them seem so safe. Any overhead worth a shit (IE, can combo into damage) is either slow to connect (making it easy to react or mash through) or pretty unsafe. I’ve played against pretty much every character now and I still haven’t really seen any overheads that don’t look like they could be (aside from maybe Kazuya’s far roundhouse knockdown kick).

I don’t get how the way you describe 3s’ situation any different, aside from people knowing the matchups better. That’s nothing to do with game mechanics, that’s just all of us not being that familiar yet.

I don’t get where this sudden loathing for hit-confirming came into, ffs it’s been a staple of plenty of fighting games for a while now. What’s so solid about Ryu getting jab jab, dp fadc ultra for 30-40 percent? Ooo big damage off lights. What’s so solid about Sagat trading his uppercut into free ultra? LOTS OF DAMAGE FOR SLOPPINESS, OOO. Let’s not forget 3S Makoto getting TOD stun combos off of one command grab.

Hey, where’s the mental level in getting knocked down by Ibuki/Abel/Akuma and essentially playing 50/50 on guessing Kunai/whatever vortex or whatever?

Even your highly lauded KOFXIII has a majority of the cast hitconfirming off lights into touch-of-death HD combos, so get the fuck out of here about “big damage off light hits” Sorry, it’s not really directed at you but I find it bizarre that a lot of people find it okay in any other more established game at this point for basically no more reason than “I know that game better and have an easier time blocking.” I don’t get the ‘mystery’ in Sfxt; if you don’t block, you get hit and they can hit-confirm into combos. What makes this different from any other game?

I think the main problem of this game is timeouts right now. Everyone for or against this game knows timeouts are a problem. Which makes Pandora mode even more of a joke. There should be timer freezes on at LEAST the startups for them, and if you get a kill with a super in Pandora, you shouldn’t die at the end. Just a few ideas.

Yeah, I’m willing to believe that a lot of this stuff is just “we don’t know what to do about it yet.” That makes sense. But it seems like a lot of the animations in this game are really ambiguous. Some of that will come with time (just figuring out what moves hit where and how to block them) but there’s some stuff I’m not sure will ever be clear.

But yeah the timer is the biggest issue. In a lot of matchups it takes a while before either character can get in and do damage and I don’t think this timer can handle more than one of those. It means whoever loses the first real meatup has to take a lot of risks for the rest of the match because the clock is short and defense is good.

lol…I’m really not trying to poke fun or anything, but the game is a mess…it’s early, it’s new, it’s still hard to know when to punish Heiachi’s and Kazuya long target combos, etc…I’m not saying there isn’t a ton of people complaining about things because of lack of there own knowledge and skill level.

Step back from the newness, look at the game critically like you aren’t a SF or Tekken fan, and it’s easy to see it is a fun game full of flaws. Timing is not the only issue, it’s flawed fundamentally. There’s never been a split like this from hardly any SF game ever released, at least not in my small circles. SSFxT will likely be a drastic change in the gameplay…It’s not one aspect of the game, the easy damage (as seen in games like 3s can work amazingly well) the strong priority with air-to-air, can be countered with grounded AA moves or pre-emptive air normals of your own, timeouts is a serious issue, but not game breaking either. It’s a culmination of issues that make the game feel awkward.

The problem isn’t any one of those problems mentioned, its the full game itself, adding up to something more than remembered combo strings and setups. Players need to feel accomplished and challenged using there brains in fighting game to come back to it year after year. And more often than not, I’ve simply been hearing the game is too brain dead. It does require skill, but outside of learning characters safe on block moves, not a lot of thought. That is not a lasting game…and that’s what SFxT needs to address…

How they go about doing this isn’t as important as getting it done. Yeah, there’s some derpyness in SSF4 as well, but overall it is a thinking man’s game, so much so that characters like Viper/Seth/Makoto who kinda don’t even belong in a footsie heavy game like SF has been accepted. Because the fundamentals of the game is solid, even with all the noob-ish 21 century hand holding the game does.

So far no one has been able to tell me what is fun about the game.

Well, I for one think the customize screen is a total blast. The music playing in the background, Nina staring wistfully at me, what dreams are made of. What dreams are made of.

Seriously tho, I don’t think anyone can tell you whats good about it, that’d be fore you to figure out. Its ok not to like a game y’know. I detailed why I think its a fresh experience which in order is that I feel it has a strong tekken appeal in terms of gameplay, I like oki being a guess for the offender as well, I like AAs being heavily reactive[or y’know, just lili/ryu], I like chars being thrust into archetypes instead of idly flirting with all types.

Of course there are things I don’t like too, but this was very much an ambitious project. As much as I couldn’t imagine how they’d fit tekken into SF[and double so for SF into tekken] I think they did a solid job of it.

o_o

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O_o

I’m not 100% sure what thought you think goes in BK xx cross over BK or Seth loaded with meter garbage or [I play makoto] press/don’t press buttons corner pressure, but if you think that’s FG fine dining, I think SFxT deserves a fair shot, no? I’m not even 100% where the idea of SFxT being derpy spawns from, I’m guessing people who start law against rolento.

I too am having a lot of fun with this game… For the first time since I started getting into 3s… I’m actually excited to play this game. I hunt for replays… watch streams, and read up on everything.

All its missing for me is a few tweaks, and Remy :slight_smile: (I know this will never happen)

DORYAHHHH
lands 4 ewgf combo in a match
lights a cigar like a boss

ewgf combos is the supreme feeling of i’m better than you scrub, or maybe wiff punishing cr.mk and akuma’s sweep.

what are the smiley faces for? And what exactly are you asking? Viper/Seth etc… are the derpiess (what a word eh?) characters in the game but they’re are literally a very small portion of the cast, can be dealt with, and is universally kinda accepted as being out of place in the engine. I’m not saying it’s acceptable in either game, just that SFxT has a lot more of it, not ot mention the genuine lack of a polished online experience, but that’ll be ironed out soon enough. I bought this game on release for $60 and been playing it…I think i’m given it a fair shot. My current consensus on the game is that it’s pretty mindless. Even if I play a guy double bp than me (which doesnt mean much today) it’s still a rather mindless match, something not absent from other titles. updates alone I’m not sure will help, I simply want a more responsive game. Don’t like almost anyone’s normals and the ease of combos. I feel like someone is holding my hand guiding me through series of attacks in this game. The feel of it bothers me, which is why I think discussing individual problems in the game like time or air-to-air pointless, I think Capcom simply has to offer a more well-rounded package that satisfies more gamers.

btw–the game is fun or rather it’s easy to see why so many think it is…long combos, new characters to learn, getting creative with partners, having dream matches like Ken/Ryu Kazuya/Jin etc…all fun stuff, I don’t think fun is the problem at all, just how long it’s gonna last.

the customization in this game is bare bones o_O but at least its there…
you don’t have access to more colors until they are released…its alittle lame but forgiveable…
no actual true customization parts but we get well done alt costumes we can color edit…
gems are…well…gems
the titles are pretty much the same stuff from SFIV…nothing new there.
overall it isn’t anything really new outside of gems for the most part…however it doesnt mean its bad because of it…just when compared to VF5FS or T6…it makes you wonder.

haha, I dunno if you play tekken, but if you like that pick up a copy of TTT2 when it drops - nothing like seeing those sparks fly on their block!

I guess I’m not following how you think SFxT is more derpy than those chars? The overall game is quite footsie oriented, and actually seth and makoto struggle somewhat more at neutral which adds ‘depth’ to the game [lets ignore viper for now], but I still think the offensive bent, vortex lean that SF4 AE introduced [and 2012 amended to some degree] is ultimately what dragged that game in the dirt for me. ASSUMING that we just used infinite time instead, I would consider SFxT to be a much more footsie oriented game with a far more varied cast overall.

VF5FS looks amazing…even Akira in DOA looks amazing…I miss VF :frowning:

Virtua fighter is godlike. I’m totally thinking about taking it up as my first 3d game.

I don’t but i will. Can’t wait for t x sf. I wonder if they’ll give the sf cast just frame moves? Ryu is gonna look like a boss with more realistic graphics and to see cr.mk and sps in a 3d engine gives me goosebumps.

The first match maybe footsie oriented, but once you get a few bars it’s not anymore. It’s fishing for a x-up or over-head or whatever trying to get that link into big damage. You play good footsies in SF4, (I agree pre AE is the best version as well) what does that get you? A KD maybe, whiff punishing a normal for moderate damage etc…you have to continually play footsies in other games. But once you get meter here there’s just not much reason to keep resetting like that when one link can offer so much damage.

And i find it completely asinine that a player can run away from you with jump-back normals, get a counter-hit and land some ultra tag combo or super…That’s derpy for me, footsies are almost optional in this game, especially with meter.

And I like going into training mastering a characters feel and blockstrings. blockstrings in this game is like a universal standing jab not something you have to work on and master the timing of…on certain characters it’s just ridiculous lol…

Solid footsies with Fei pushed you halfway into the corner where he will more or less kill you. Solid footsies with Ryu will net him a knockdown where he can do any number of things. Solid footsies with Makoto will net you a knockdown/corner where again. Totally dead. Footsies with Viper gets her in your face at +3. Or just a seismo combo where, yeah - see where I’m going with this? Exaggerrated yes, but after a knockdown in SF4 chars can set up their optimal position and for some of them, better pull out the 8 ball. This kind of momentum is something a COMBO doesn’t give you in SFxT. Also compartively, situations [so far for me anyway, I’m not professing to be some kinda master] are easier to block than in SF4. Not too back track, but higher dmg punishes also invokes STRONGER footsies in my mind - its not just sticking out pokes, the WHEN is just as important.

Not sure how the jump back scenario can happen? Just walk forward instead of chasing them with jumps?

Standing jab is not a mix up in and of itself. Its just mi-ok, strong pressure; it is effective in pushing some chars around, but its not a mix up in and of itself. Which is why I think that its a much more involved game. Should I reverse now? Am I far enough way that I can BD? Wait for him to get tired of it? Look for my opening, it’s gotta come. [Incidently this kinda offense is a common tekken thing, jabs in that game are the universal fastest and + frame on block pressure tool. In that game they’re high so you can duck it requiring them to use a different move to catch you, usually a slower one. In this game you usually can’t duck, but you’re not helpless…]

I’m not saying your judgement is wrong, but I think its way too easy to say HEY. This game is SO EASY TO WIN after 3 weeks. The whole interaction of this seems strong, how do I beat it is how these games go.

Also I wanna touch on combos for a tick. The easy to run combos, chains are unconfirmable in and of themselves depending on char. Ken for instance cannot chain to M, its jab punishable whereas I believe julia can and chaining up to heavy I believe is always unsafe. Look for these kinda openings too! [As a side note I’m curious if delaying chains could learn to punishing punishes. Like I said, very Tekken!]