Why I love this game

When we know they are on the disc, and we are just waiting for Capcom to release the unlock code (for free), you find it forgivable? Well, I suppose it does seem pathetic to execute them over it, but that has to be one of the most stupid things I have ever seen in gaming: ``we have a customisation screen, which does practically nothing. Oh, we coded it all, but you cannot use it for the first two months. Just because!’’

Somehow, I cannot see 2D fighters ever achieving the customisation depth of a 3D fighter. Soul Calibur 4 also had stat/ability customisation attached to its customisation. Again, it was poorly executed, but the concept was probably no worse than Gems AND it allowed you to make a far more unique fighter than any 2D game has ever done. Eh, once VF5FS is released it should be interesting to see how it has evolved (I think evolved is a better word than changed in the case of that series).

Not sure how to reply to this…but here goes.

Today people, namely us gamers throw the word “depth” around far too casually when referring to things. you said you cannon’t see a 2D fighting game having the “depth” of a 3D fighter…i can’t agree with this.

while small, Persona 4 has characters with alts with glasses(a theme of Persona 4) to each character. even though its small, it can be a first step to true customization in a 2D fighter by having sprites with interchangeable parts while still remaining very smooth a fluid. Combined with a color edit with different tiers and such, that would be on pair with the customization of say SC3 or 4.

“Depth” can be alot of things, anything from being able to customize different parts or areas of a character like in VF5, practically every part of the body can be modified or changed (eyes, ears, hair, lips, hands/wrist, hips, inner and outer wear for upper body, skin tone,etc.), or in T6 being able to have custom hair by editing the front and the back of the hair style. “Depth” can also be having a wide range of colors for color edit and having multiple parts to edit like in KOFXIII, or having the freedom of using alt costumes like in DOA or SFIV.

To me it all depends on how they execute things. In DOA I never needed or cared to have character customization in that game as the characters unlockable costumes were plenty and were well done, fitting the characters better then any tacked on customization mode could offer. In KOFXIII I was amazed to see how different and creative people got with the mode, In SFxTK with only 4 colors avalible i seen some pretty awesome looking edits already, so imagine when more colors are released…

While games like SCV do the multiple layers of customization very well, it seem in SCV the custom parts themselves were lacking in comparison to pervious games, and again…SC3 has multiple weapon styles that were made for the bonus character, making them feel unique rather then a static clone of a pre-existing character. Recently they shown more custom parts in the works(like the Tekken theme costumes, and classic helms), so having the chance to create retro costumes like SC2 Nightmare or Soul Blade Cervantes would be nice~

anyways rant end…

Really, I don’t get why everyone’s still going on about jumpins/crossups, they’re not that hard to deal with. Just anti-airing them is the easiest solution. Most of the time when players get a crossup, they go for a low blockstring/hitconfirm of some sort, you can do a raw launcher to low-crush them (yes, it beats all crouching jabs, shorts, etc.) if they are playing predictably… alpha counter…

There are a lot of universal mechanics that i’m still not seeing anyone use. The raw launcher basically serves as a low parry, so if some derp Hugo is doing mindless cr.lk xx the clap strings, you can launcher through his cr.lk to punish… Ryu’s mindlessly throwing out cr.mp frame traps? Launch that hoe. Obviously I shouldn’t have to say about how good alpha counters are and how they basically solve all the ‘boohoo rushdown 2 stronk’ problems, except I never see anyone use them except for a couple good players.

If you don’t find the game fun, that’s another thing. I can see why Marvel would be fun even though I don’t enjoy it myself, but I don’t mark that as against the game. Same thing with KOF, I don’t find it fun but I acknowledge it’s a good game. But despite me saying this, I don’t like this game because it’s fun (even though it is) I think it’s a good game. Sure it has its problems, but so does every game. Every argument i’ve put up to any valid points (I don’t deal with derpers who just put up ambiguous/superficial comments) hasn’t really been refuted by anyone so I don’t see why I should say otherwise.

This game has many SF4 “hardblockables” where after a jumpin (even crossups) the character can land on either side and you have no way to know which way in advance. Happens more in corners, and happens more with things like hei’s j.mk.
I was talking about this with Ultradavid and said he found some with Julia and Law as well.

Does it also have SFIV’s pseudo unblockables that you have to just-frame block? ie. Holding a particular direction will cause the jump in attack to become unblockable, but tapping back/forward just before it hits will allow you to block it.

I tried one that I know works in SFIV but I couldn’t replicate it. Instead I found a curious reversal glitch:

No idea…

Yeah but the corner behavior is different from sf4, it’s a bit harder to land on the other side (in the corner) so most of the time you land in the front which makes it harder to block. Unless it’s a very deep crossup you won’t land behind the character.

Ultradavid’s allegedly unblockable works exactly like sf4. With the dummy recorded he’d sometimes not be able to block and sometimes block it perfectly. He also mentioned this in the ncr stream.

I really feel the majority of criticisms with the gameplay are vestigial preferences for insane post-knockdown pressure. There are so many resets to the neutral ground game in SFxT compared to SF4, and I think people’s natural reaction is to feel slightly ripped-off by the fact that they’re not rewarded as much for getting that hard knockdown. The name of the game in SF4 (according to my observations) was high-level footsies and/or zoning to score the knockdown, and start your safe jump option selects, repeat. There’s a tremendous level of skill necessary to those things at the highest level, but it’s still just basically plugging your character into that formula and trying to maximize your excellence within that formula.

SFxT’s mix-ups feel closer to 3rd Strike to me, where there are more options at any given moment compared to SF4, but especially in the case of the person defending against heavy pressure. Cross cancels, safe switch-cancelled normals and specials, and the defensive roll are all designed to reset to neutral, and I for one greatly prefer those defensive options over DP FADC LOL. There’s more to consider, and of course it can be said that in time this game will be diluted down to formulas, too, but it feels like there’s more room for creativity and freedom to outthink your opponent, and those are the reasons I’m loving this game right now.

more or less the reason I haven’t traded it in yet…I would love to love it, and to feel like I have to actually learn this thing. atm not so much.

Although I would agree with you on your SF4 analysis, those things generally take a nice amount of skill to accomplish and be effective. I haven’t met any fei besides tourney players who could kill me in the corner.

I think all the mechanics are there, which is why the back n’forth is so pointless, both sides make valid points.

My problem with the game is the feel of it. It just doesn’t feel right animation wise and overall I find the design a bit clunky. That’s why players who aren’t able to clarify there position calls something “derpy”. Many character’s walk speed I also find a bit of issue with, chasing a jump-back idiot with Ken by walking & dashing because extremely annoying, and with how dangerous AA is, it feels “derpy” at times.

No one is really right or wrong, but both sides imply little asides to each other and we get in debates/arguments. All healthy IMO, as the next update will likely try and make a better smoother experience to satisfy a greater number of fans.

Except it’s not like that at all. It’s mindless pre-choreographed pressure. Brainded mixups. A huge portion of the cast that can’t even deal with standing jabs or constant close crossup pressure. There is so much in this game that’s totally free, low risk high reward.

Yeah, at first the roll seems like a great, almost too good wakeup option until you realize when people start reading it and set you up for really ambiguous jump-ins to punish it. I like that this game basically does away with the vortex. Sure, it took some skill, but it essentially turned the game into a guessing game, which was especially bad when you figure option selects in so they can play both Rock and paper while your opponent gets to play only one.

And the universal defensive options help balance it out a lot I feel. In SF4 it was terrible as some characters like Cody, Sagat, Gouken, etc. to get knocked down and basically be helpless on wakeup. Or some characters in general not having good reversals; Now everyone has alpha counters at the very least, etc.

I’m fine with that. Not everyone is gonna like it, like I said, personally I hate the character design of KOFXIII and blazblue, but I still acknowledge them as good games. That being said, if I don’t enjoy it, I don’t care how well designed it is.

To me, derpy implies stupid, IE a flawed shitty game, and it sadly annoys me when people say that just cause they don’t pick up the game and adjust to the new play style/mechanics perfectly in a week. It’s like if a new game comes out and they lose at it, IT’S AUTOMATICALLY TRASH.

Triple post right hurr but I don’t give a fuck. Again, where is all this ‘mindless pre-choreographed pressure’. I don’t know how you play but when I play ANY FIGHTING GAME, everything I do is pre-coreographed, what the fuck do you think training room is for? This game is bad because people have a plan of how they’re gonna rush down?

What are the braindead mixups? Sure there are some like Rufus divekicks, but there are braindead mixups in every game. Hurr, KOFXIII has braindead mixups into either hop, empty hop low or empty hop throw, what a derpy game. If Ryu is doing cr.mp/cr.mk spam you can launcher through it (essentially a low parry). When you actually learn all your characters’ options, there’s no braindead pressure. And EVERY character has alpha counters to deal with ‘standing jab’ or any pressure really, so there’s no excuse to that.

Seriously, when are people gonna realize how good alpha counters are?

I respecfully disagree. First, I don’t understand the distinction between other games’ pressure-applying tools and this one’s somehow rendering it mindless. If anything in my opinion, SF4’s vortex characters were the epitome of mindless, pre-choreographed pressure. The statement “a huge portion of the cast can’t even deal with standing jabs or constant close crossup pressure” sounds demonstrably inaccurate. I used to think the same thing, until I started experimenting with things I’d never do in SF4 because it would mean certain death. Jump back (insert character’s best air-to-air normal) is a reliable way to get out of constant crossup pressure (as opposed to blocking and waiting for an opening), and even if it trades and it’s outside your favor, at least you get some distance and both characters get smacked mid-air for a neutral reset. Dash under when you anticipate an opponent jumping over you will nullify almost all crossup hitboxes, and even if it doesn’t, that extra distance can often result in the attacker being too far to combo from the hit. A well-timed crouching jab can stuff a huge amount of close crossup attempts as they coast over your character to the other side. The difference between this and SF4 is that you have to time your anti-air normals very differently depending on the situation and distance, whereas in SF4 characters like Rose and Guile could get away with a crouching fierce almost at any point in the jump arc and remain unscathed.

It really sounds to me like the issue some people have with mindless jab pressure is that they’re extremely unused to being exposed to such frequent accessible frame traps, or that they’re so accustomed to previous SF iterations that they feel totally powerless. If standing jabs are working, there’s no reason for the aggressor to change it up, and I don’t see how that points to a flaw in the game design. It’s up to those of us who think it’s retarded to get creative and devise ways to make them sorry for trying something mindless in the first place, no?

Except, this is not a SF iteration, it is a whole new game with different mechanics. That is one of the biggest problems so many players seem to be having. They jump in expecting Street Fighter 4.5.6b and go OMG, WTF, BBQ, IDKJS when they realise nothing works how they expect it to. I cannot recall which one it was, but I saw a tournament last week(?) where the winner was the only player there who properly exploited all the game’s mechanics. The only person! That says an awful lot.

For the record, I am still not a fan of this game, but I am just saying :wink:

I got it on Gamefly.

Fun, but not even close to complete, I’ll wait for SF xx Tekken! I mean how is 2v2 NOT working on the X-box, couldn’t care less about missing five characters, kind of salt that they’re just DLC on the disk, aka not exclusive, aka Disk Locked Content!

SF x Tekken: Release date: Fall 12 or early Winter 13, that’ll include all the DLC, gems, costumes etc…and 10-12 more new guys, all for another $40!

Capcom, stop milking the fighting game horse for every nickle and dime. You’ll cause another 10 year fighting game drought at this pace…

this game is shit. i want some fucking oki goddamn it!. makes throw better by at least decreasing start up and making them unrollable. like wtf, this game wake up game is designed for those who couldn’t block for shit in sf4.

Or it’s designed to put the defender and attacker on a slightly more even playing field, with the attacker having a lesser advantage from a hard knockdown than before.

I think people need to realize this isn’t Street Fighter IV. Oki still exists, but it requires a 50/50 prediction on the attacker’s part too.

Maybe it is because I skipped SF4 due to playing Darkstalkers and MVC2. So I never really got into the whole SF4 craze. But I really enjoy this game. Sure it has some flaws and some bugs. But here we are three weeks after launch and I haven’t played another fighter since it came out. I put off Mass effect 3 and Ninja Gaiden. I wake up and check SRK for new tech on my characters, I browse the character forums on my phone when im not around a computer. I jump online and play with a friend, I go into endless lobbies hoping to find someone I can get a good training session in with. I haven’t played a tekken game since the original tag tournament. And this game has rekindled my love for characters and given me new ones.

If capcom can do to this game what they did to street fighter 4 going from original release to super then I will be incredibly happy. Until then I will just sit here and train for evo knowing full well when I go me and my friend will get stomped. But the game is fun and evo is even more fun. So it will still be a great experience.

On a side note. Despite my enjoyment for this game. Has anyone else thought this might be the single most disappointing game in video game history. Four “Large” titles released and all four have met with mass hatred. Mass effect 3 supposedly has an ending so bad the game company has to go change it due to fan out cry. Ninja gaiden 3 has reviews so bad apparently the best thing about buying the game is the dead or alive demo it came with. RE:ORC has the single most retarded AI in game history with a single player campaign that’s only saving grace is the setting it butchers. Its multiplayer is at least fun for a little while. And with SFxT you have to look no further than this very board to see how people are reacting.

Four large titles all of them predicted hits, all of them receiving insane amounts of backlash.