I honestly think the only reason why the matches will take longer is because the combos mainly the tekken cast are much longer than what most of the sf4 would do in a match
so that depends on the person watching really
but the time out talk is silly, it was even more silly in marvel and its silly here
I don’t really know why people have a hard time understanding how a game that specifically removes gameplay features that were complained about in SF4 (Ultras, complete reliance on option selects, FADCs as a specific requirement to play many characters, etc) in lieu of ones that require more thought (chargable on-demand counter hits at the cost of risk to charge them, more focus on meter management) will somehow do WORSE than SF4?
I mean, the game has everything the FGC has been asking for in it. No easy-mode comeback mechanics, lots of differing gameplay styles, and more meaningful depth to gameplay mechanics.
You can dislike the game and that is fine because its your opinion - but at the same time try and understand exactly why people are excited about the game.
Really glad I made this thread because it’s making me feel secure in my choice to focus on SFxT. I’m relatively new to FGs and it will be nice to start fresh with a game that everyone else hasn’t already played for 3 years.
I liked a lot of things about SFIV, and I’m glad they’re catering to the things I didn’t like in SFxT.
Don’t think it will replace 3s in my heart, but I like what they’re doing
Not sure if this is addressed to me but I never said SFxTekken would be worse than SF4. It will likely be a more enjoyable game. And even competitively I can see top players preferring to play SFxTekken just because it will have less bullshit than SF4.
But at the end of the day people who hated SF4 will likely end up dropping SFxTekken for similar reasons.
You say they got rid of “easy mode come back mechanics” when in fact they added more ways to come back from behind. The only difference is that now you need super meter instead of revenge meter to do so, but everything builds meter and everything juggles so it’s not really different when you think about it. Now you can basically combo into ultras (super/cross arts) at the end of any combo and often for 1 bar. That’s basically a free 400-500 damage comeback potential for 1 bar not including damage boosts from gems.
Hugo can pull 60% combos out of his ass for 1 bar. He doesn’t even need ultras or supers to come back. King + Heihachi can easily do 500 damage for 2 bars. So again, how is that better than Ultras/Super from SF4? Revenge meter was kinda stupid yeah because they rewarded players for getting blown up. But in SFxTekken you build meter faster than revenge meter so it’s really no different. You still build meter for getting blown up, in addition of building meter for whiffing normals, blocking and attacking.
In SF4 if you got hit by a “random ultra” it was because you deserved it (you were mashing buttons on someone’s wake up or you were jumping on them like an idiot). But not all characters could easily land their ultras in combos. In fact most characters required 2 bars for FADC. And ultras unlike supers were impossible to hit confirm into. But in SFxTekken you don’t even need to be able to link 1 frames to land a super. You just need to get a ground/wall bounce or just a juggle state/launcher and you get the same ultra damage for less effort and less meter…
If anything, they made it easier to land the ultra.
This game is shaping up really nice. A well rounded fighting game with a little something for everyone. But now we can look back on the old discussions and see how everything turned out.
Day 1: OMG RYU vs KAZUYA! SO HYPE!
First build: lol nothing but LMHH LMHH SUPER!
Then came the “WTF GEMS!?!?! FUCK YOU CASHCOM/CRAPCOM!” phase
Now its back to OMG SO HYPE!
Seriously? That is an awful post – not in terms of my opinion or anything, but just logically inaccurate.
When the ultra meter exists, the person with less life has access to a meter that the person with more life does not. The defender has a greater amount of total meter to spend.
When there is no ultra meter, the attacker builds more meter than the defender, so they have a greater amount of total meter to spend.
A “random ultra” is just a guess and you can predict it, but it means you take 480 damage if you guess wrong, while only taking half of the player’s available meter. A similar random guess in a game with just a super meter takes away a larger percentage of, or all of, their available meter.
Plus, this ultra meter does not carry over to the next round, so if you spend this meter and still lose, you aren’t disadvantaged in future rounds.
There is also a bit of a snowball mechanic in SFxT in particular due to the tag system. The losing player has to tag out to take advantage of their second lifebar and regenerate health. That usually involves sacrificing meter to tag out, or doing a raw tag which is a case where taking damage forces you to take even more damage. Meanwhile the aggressive player has fairly free access to both lifebars – if nothing else, you get a free tag when you score a knockdown. So the winning player has a real slippery slope advantage over a losing player which does not usually exist in a fighting game aside from chip death.
The problem was untechable knowckdowns which looped into themselves. Almost all the post-vanilla sf4 top tiers are characters who can easily score untechable knowkdowns and then having tons of ambigous/safe/OSable options against which most characters can only guess and not react.
There are countless of fighting games that still reward knockdowns decently without having something like Akuma or Seth vortex
I meant you can’t link into ultra. You have to get a juggle state and FADC most of the times. Or do an EX move into Ultra or juggle state into ultra.
In any case, the opportunities to land the ultra in SF4 are not very frequent against good players. Less frequent than the opportunities to land 500 damage for 1 bar in SFxTekken.
The fact that the attacker builds as much or more meter than the defender doesn’t change the fact that it is still easier to come back from behind or just take a good life lead you might not really deserve.
But the comeback potential for all characters is definitely greater in this game. So I find it a bit silly to hate SF4 because “ultras = easy comeback”. When players will basically have more opportunities to land ultra damage for less effort and less meter in SFxTekken.
Make no mistake about it, you WILL definitely rage when you’re being juggled for 20 seconds into time outs. All because you tried to anti-air a jump in with a normal or special that got stuffed.
I know it sounds like I’m bashing this game but really I’m not. I’m just amused by people hating SF4 for reasons that make no sense whatsoever. And somehow think that SFxTekken will not have its share of BS moments.
Difference is the aggressive player will end up having more overall meter than the one getting blown up, unlike SF4 where the revenge meter increases solely on taking damage (or focus damage) so the one getting blown up has an advantage over the aggressor. And wdh do you mean ultra damage for less effort and meter? You’re gonna actually need meter building skills and decent meter management to have these opportunities, unlike SF4. And what if you wanna do real damage into super you’re gonna need 2 meters to do a super unless you have that gem on, in which you’re sacrificing potential power,defense or whatever status upgrades you can give your character. So hey, it balances out. This game seems really different from SF4, a whole different beast I cant wait to play.
The important part is that those 500 damage combos are available to both players using the same resources.
In SF4, if I land 2 combos on you, and then you land 2 combos on me, you will probably do more damage than I did because you had access to the ultra meter, even though we both scored the same number of openings.
No one complains about “comeback potential,” otherwise we’d play “first hit wins.”
A “comeback mechanic” makes your second set of hits more effective for some arbitrary reason. In SF4’s case, it even comes at no cost (you’re going to lose the ultra meter if you die anyway.) In SFxT, Pandora makes you start the next round with no super meter, and it’s balanced against the fact that the aggressive winning player has a real advantage (better life management.)
Super meter is not really an easy-mode comeback mechanic even if though it can be used to output large amounts of damage. Super meter is built primarily from being aggressive, and it can be spent in different ways (EX utility moves, alpha counters, auto block/tech), and it’s not guaranteed every round. Being able to output 600 damage for one bar doesn’t make it a comeback mechanic, just a high damage game. It also remains to be seen if every character can output that kind of damage for that much meter.