Will SFxT be the new flagship FG?

…I’m warming up to Street Fighter x Tekken after seeing some character walkthroughs. It looks like they changed some stuff from the awful NYC build of the game.

I’m still going to save my money, since Skullgirls is calling me later this month. However, I’ll try out the game at a friend’s house and see how Yoshimitsu and Steve (The two characters I want to try out the most) function.

The videos of timeouts from cross assault are very disheartening, however.

But unfortunately, those gems aren’t dah red wunz.

What a useless post

YOU’RE THE USELESS POST!

Sorry I just felt like trolling some noops. I’m bored…

First off, you can’t argue that SF4 had a mixed reception in the competitive community when it was released. SFxT is already getting a much better reception, so you shouldnt ignore that fact.

Second, you seem to be the only person in the topic that thinks SFxT is more dumbed down than SF4… when all you have to do is look at the complexities and amount of new mechanics to see that it’s not true. And I said SFxT is interesting because it looks to have DEEPER and MORE COMPLEX mechanics… so your kinda reaching when you say I like it before being “more dumbed down”. If it actually turns out to be more dumbed down, then it would be less interesting.

On top of this SF4 has the reputation for being a game that is somewhat catered to new players, so it ruins your credibility when you call other people scrubs and defend the game in the same sentence, especially when the people you talk to arent new to fighting games and have played much more complex games than SF4. Noone was even saying SF4 is hard. So when you go around assuming that’s what people are saying, it just makes you look bad, because apparently YOU think SF4 was so hard that not many people could pick it up.

Then you talk about my age, when I’m older than you, and since I was 10 years old I used to go up to the local stores and play SF2 all day every day. My first local tournaments started when SF2 Champion Edition first came out when I was 10-11 years old. From your hype about SF4 and thinking it’s so complex, while I was playing SF2 you were 8 years old and probably playing with Ninja Turtles and didnt even touch fighting games back when they were deeper than the modern ones.

The fact that you can’t even see that SFxT looks to have deeper mechanics says a lot about you as a player. But then again, your trying to say SF4 is difficult… So 'nuff said.

Wait, so we’ve moved from bashing this game for having the same reversal windows and shortcuts from sf4, easier inputs for supers (360 super? yes plz) plus assist gems (autocombo, autoblock, autotech, auto, auto, auto, auto) and chains to calling it hardcooooore? This game is the step further from mvc3 and sf4 to catering to new players, except 90% of their matches will end in timeouts (specially with the damage reduction from assist gems lol).

Making the game easier to play is a plus in my book, but stop fooling yourself if you think this game isn’t more scrub friendly than sf4.

@Spyridon: I never said SFxTekken didn’t have deep mechanics or didn’t look interesting. Hell I wouldn’t even be posting here if I didn’t think SFxTekken had potential to be a good game.

When I say “dumbed down” I mean: they’re making it easier to combo with chains and ground/wall bounces. Making it easier to jump in on people by making anti-airs less reliable. They’re making it easier to avoid okizeme mixups by including tech rolls. They’re making it easier to defend by giving everyone alpha counters. They’re making it easier to get around zoning, easier to build meter and easier to get counter hits. So yeah, one could argue that this is dumbing down. Doesn’t mean it’s a bad thing. More people will enjoy the game because they won’t have to deal with a lot of the BS SF4 is known for. But it’s still “dumbing down” aka making the game more accessible. Again, it doesn’t mean SFxTekken doesn’t have deep mechanics.

I was merely pointing out the irony in the fact that you hate SF4 for being “dumbed down” when SFxTekken is in many ways a dumbed down version of SF4. You replied by saying SFxTekken had deep mechanics which just goes to show you have no idea what “dumbed down” really means.

For the rest, I was just trolling. :slight_smile:

my probability of buying this game has PLUMMETED after seeing the overreactions to cross assault and the fake as hell “feud” . Day 100 purchase (maybe)

Here is how I see it. Right now we have…

SF4AE2012->SFxT->SF5
UMvC3->Darkstalkers???
Tekken6->TTT2->TxSF

And before anyone says anything, yes, I know Darkstalkers isn’t Marvel at all, but it is Capcoms offering in that area.

Not trying to say that you are not right, but remember that before 09:

  • SC and Tekken still sold a lot of games (SCIV sold 2 million in 1 week), same with MK
  • KOF has an insane playerbase outside NA.
  • Players still found nice stuff in MVC2, CvS2, VS, 3S, etc.
  • The Melty Blood community still on action :tup:
  • etc. etc

That alone is huge, now at tagging, tag cancels, gems, and the “return of meaties” and you have alot to look forward to.

Sf4 had footies until you got knocked down then its became OS fighter 4.

Everything else you mentioned is a staple for any fighter, you’ll get “blown up” if you can do those thing in any fighter…

Most people problem with sf4 is the low damage out side of combo’s into ultra, trutley pace of the game, FADC safety, the strength of vortex and OS against alot of the characters and the lack of footies for alot of characters.

Maybe Skullgirls depending on how it ends up/success/how often they add new chars.

The “dumbed down” mechanics you mention arent neccessarily so if you take in to consideration the full system (assuming it works how intended). For example easier chains/bounces/etc may or may not be true (gotta wait until we get our hands on it to see how difficult the advanced combos are) but the increase in damage deterioration may make a drastic difference between your typical easy to perform combos, and maximized combos.

Same w/ antiairs… if you mean less reliable being antiair specials not having such high priority, that’s no longer true if you spend meter. Which relates to alpha counters, and being easier to build meter… Theres more meter build but there’s also more to spend it on, and this theoretically lends itself to strategic mind games with meter usage.

Kinda the same deal with mixups/tech rolls. Different roll options opens more oppourtunities for mind games, if you read your opponent properly you can take advantage of it. You can’t count on a single mixup, you have to have a few different variants depending on your opponents choice. Is that going to turn out better or worse? We’ll see, but theoretically may work out for the better.

I don’t care about the production of joysticks and Street Fighter IV fans. ASW was still making BlazBlue from scratch before SFIV was announced, Reverge Labs was still trying to put together Skullgirls in HD after scrapping SD models, Melty was still going to come out even if johnny six pack would never touch it with a ten foot pole, Tekken was still selling, Soul Calibur was still well known, etc…

Street Fighter IV isn’t a bad game, but it didn’t save the genre for me and it sure wasn’t going to stop companies from releasing fighters. Not trying to knock it’s importance because it did help the genre a lot, but you gotta see the forest for the trees bro. A single redwood does not make a forest.

You missed the point.

my main issue with sf4 was ultra’s , and the way they worked

the assits gems make the game seem like it’s easier but, i dunno i see them being a far sharper double edge sword than its worth using after about a week,

either way don’t want to say how easy or not this game is going to be till its fleshed out, hell people didnt turn the game into os 4 untill at least 2 years

Assist gems got big drawbacks though. 1 of your meters per autoblock, that’s pretty huge. Especially considering you can abuse them to keep their meter low. They pretty much replace “Auto” control schemes in the older capcom games, you probably wont see most people using them in the long run except possibly in very specific builds for the squishiest characters.

I want to see it like this: AE2012 will be the main 1vs1 game… it’s my favorite fighting game and it should still stay the main game for a couple of years to come (until SF5 I guess), while SFXT will start a new type of pairs competition (the 2vs2), which won’t go head to head with AE2012 but alongside it.

We need to give SFXT some time, but for now it looks like that 2vs2 is the way to go (it’s obvious that the cross assault was built around 2vs2), and I hope it will become the standard in major tournaments.

I keep seeing ridiculous shit in this thread.

SFxT isn’t dumber down.

SF4 was never a hard game, once plinking came around it became a very basic game.

Weaker AA options are a good thing, they make the game more aggressive.

Even with chains in the game juggle properties look like they will be a huge part of the game with lots of variance in combos that should keep the game fresh as fuck for a long time.

Gems are going to be an easy thing for tournament organizers to handle.

This game is going to kick ass and take names in terms of sales so be ready to see it in the competitive scene a whole fuck of a lot.

Stuff people have complained about in SF4:

[LIST=1]
[]slow walks, dashes and jumps
[
]low block stun
[]large reversal window
[
]input short cuts
[]emphasis on links
[
]safe reversals with meter
[]damaging reversals when ultra is stocked
[
]revenge meter in general, reward for losing etc
[]characters that can bypass zoning too easily
[
]emphasis on wake-up setups
[]focus attacks
[
]too defensive
[*]too offensive
[/LIST]
Stuff in bold is still there, stuff in italics I’m not sure of. People have said it feels like there’s more blockstun. I’m not sure how tag cancelling reversals is going to compare, non EX uppercuts are meant to be unsafe when tag cancelled and all you’re damage options off reversals have to use the same meter. Not sure how tag cancelled alpha counters will play.
8 is an interesting one, I wonder if the people who complained about Viper will feel the same about Hwo and Kaz. That’s actually my main worry about the game, the anti-zoning options look a bit derp.

All arguments aside about whether this game is gonna be dumbed down or not, it’s still gonna be a fresh experience for everyone and I for one will be buying the shit out of it on day 1.

Will it be flagship? Remains to be seen. I don’t care really, if it’s a ton of fun I’ll play it and if it isn’t then I won’t.

That depends on the character. As far as I remember, the only fireball characters that don’t have a chargeable fireball - which means they can’t do fake/delayed fireball shenanigans - are Sim and Ken, so if they throw a fireball against Kazuya they’ll be in deep shit. The other characters can fake it and punish wavedashes with low attacks.