It feels necessary to make a thread dedicated to common mistakes and misconceptions. The game is really fun and good but I fear that people will brush it to the side for the wrong reasons. Anyways...
Gameplay Mechanics
Problem: Stop cross rushing and erasing your teammates recoverable life UNLESS it is a killing combo or that much favorable of a match up situation. You're essentially doing damage to your teams net health which will affect the life lead. It's often not worth the extra 100 or so damage considering the "damage" you do to yourself.
Solution: Ideally you want the opposite effect. Cross Rush into your teammate so that you can RECOVER life back.
Problem: Stop wasting meter. Meter is one of the most important tools in the game and should be used as effectively as possible. An example of wasting meter would be cross tagging more than 2 times in a combo just for the damage. Using ex moves when the round is no longer in your grasp, also.
Solution: You want meter available to open your options up so you can keep your team healthy and in good position. You can't do that effectively if you've wasted it on low damaging combos.
Problem: AWARENESS. AWARENESS. AWARENESS. ALWAYS know what the time is. Aaaallllwwwwaaaaaaayssssasdfjkl;. ALWAYS know how much meter you have. ALWAYS know how much recoverable health you have.
Solution: This game reminds of SC2 at times in that mid-combo I will be looking at the time, meter and health in order to evaluate my options. I keep track of all of the information on the screen as often as possible so I can make the most informed decisions at any given moment.
Problem: Blocked cross rush combos unpunished.
Solution: Find your characters button with reach and preferably earns a knockdown. There are also creative solutions such as Sagat's Kara Tiger Uppercut, which can punish most chains ending in fierce/roundhouse. Supers are also considerable but make it worth the 2 bars.
Problem: Ineffective Team Supers
Solution: 3 bars. It takes THREEEE bars to team super so it better be worth it. Team super at the beginning of the round is hard to justify because it takes away all of your options with meter, won't take away any recoverable health (because they won't have much) and it won't tag your character in so you can recover health, because that character has full health. An example of a super effective team super would be against a mid-health character while your character has a lot of recoverable health, since it switches them out. This makes your opponents character useless with no recoverable health. It's dangerous to keep a low health character in play especially against a full health character.
Problem: I'm stuck getting hit by standing jabs. There are too many block strings. I hate my life.
Solution: Block and examine your opponent as well as the frame data. Observing is key to all fighting games. Cross Canceling can be really really damaging in the right places. Back dashes are still invincible. Also... suck it up and block. It's not that bad. Have you ever played a good sagat in CvS2? His standing jab was yuck and you couldn't mash an invincible back dash out of it.
Good cross rush information by PsychoBlue:
http://shoryuken.com/forum/index.php?threads/seven-minute-saikyo-lesson-maximizing-damage-with-less-buttons.161000/
Match-up Specifics
Rolento
- Has no real high low mixup or three frame jab. His strengths are his powerful footsies and zoning. He's a lame and solid character. However if you have meter and the life lead he becomes extremely free to blocking and cross cancels.
Hugo
- Yes, splash is really good but only if he's already on top of you. Find your character's anti-air against it and he really has no solid way to advance. Lariat isn't good unless you give it to him and his footsies are almost non-existent aside from low forward and stand strong. WATCH him charge lariat and punish him if he back dashes or forward dashes. Just watch and react. Also, to my knowledge, Hugo doesn't have a good anti-air if he doesn't have meter (Ex-back breaker, which is amazing but again costs meter). You can put him in a really tough position where he has to use lots of meter to have options, which really damages the team anyway.
Ken
- Air Hurricane kicks can be blocked crouching. You have to play the ground footsie game with his air tatsu in mind at all times so you can space his jump arch in your favor.
I wrote this quickly so please excuse the sloppy formatting/grammar.
More to come.
Please discuss.
Comments
Shaniril: I thought he shaved his head for the children
Tatsunical: for the sfxt playing children
Tatsunical: the children that play marvel can go f**k themselves
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0 · Off Topic Insightful Disagree Agree Like LOLI saw a lot of retagging this weekend from Shadaloo Showdown and Season's Beatings. Tons of people dropping recoverable health for an extra measy 50 damage. Totally not worth it. I suspect people are just doing it out of training mode habit.
"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 · Off Topic Insightful Disagree Agree Like LOLProblem: Can't think for myself
Solution: Troll forums
:D DONT HATE ME BRO IM JUST KIDDING.....
Seriously though, what's wrong with gems? Assist Gems, I can mostly agree with shouldn't be in competitive play but I would argue that boost gems give the game more depth. We do realize that increased stats have been in all kinds of fighting games, right? K-Groove in CVS2 is the first example that comes to mind.
Absolutely. I suspect people do it because it's an easy hit confirm and it seems better to complete a combo rather than do something they're unfamiliar with.
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0 · Off Topic Insightful Disagree Agree Like LOL@mowr
1 more point and you've earned your 1 week break from SRK.
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0 · Off Topic Insightful Disagree Agree Like LOLSolution: Train yourself to hitconfirm with links (As few as possible if your second character does a lot of damage | zoner->powerhouse) into launcher and avoid cross rush to avoid lots of scaling. Common knowledge, but a lot of people take the easy way out and punish with lp mp hp launcher.
Shaniril: I thought he shaved his head for the children
Tatsunical: for the sfxt playing children
Tatsunical: the children that play marvel can go f**k themselves
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0 · Off Topic Insightful Disagree Agree Like LOL"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 · Off Topic Insightful Disagree Agree Like LOLAs you said, get a lead, down back (his overhead is trash vs anyone who isnt drunk) and he's done.
SFxT: Dictator +Juri / Chun-Li (Alt)
SSF4: Nope.
http://www.youtube.com/user/ShadolooDoll/videos
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0 · Off Topic Insightful Disagree Agree Like LOLSFxT: Julia/Hwo, Juri/Abel, ChunLi/Nina, Bob/Hugo, Asuka, Bryan
BB: Mu-12, Tager, Ragna
SF3:Yang
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0 · Off Topic Insightful Disagree Agree Like LOLHm, I can agree with that. I have never used the launcher by itself in this game. Also, I have yet to use the LP > MP > HP > Launcher for some odd reason. It's why I've tried to lower my hits with my team to balance out the damage. Especially with my Xiaoyu/Juri team. The best damage I've done with one bar is 19 hits with tag cancels for about 400~500 damage, and the most hits I've done is about 33, but it did about 500 damage and used all of my bars. So I agree with less hits is more.
Here for bad fighting gameplay and random stuff! Oh, god, I write, too.
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0 · Off Topic Insightful Disagree Agree Like LOLHe's so weak to cross cancels. I've gotten in the habit of cross canceling every patriot circle if I have meter and the life lead because it wastes time and gives me a knockdown and follow up -- not to mention a bit of guaranteed damage. So I just lame him out and keep my meter up. The key to beating Rolento is maintaining your stats.
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0 · Off Topic Insightful Disagree Agree Like LOLSolution: Switch more often! Kind of an addendum to the "only tag when necessary," thing, but frequent tags recovering small amounts of recoverable life is safer than keeping someone in too long, switch, then having to rely on that character while your point recovers 30% of their bar at one time. It also does more consistent damage to the opponent, and the switching often of styles can help catch your opponent off guard.
Of course you should not be tagging spastically. As the first rule states, you do not want to burn large amounts of recoverable life (though if you tag frequently it should not build up). Also important to consider is multi-character combos gives the opponent more recoverable life than single character combos.
All in all, it depends on your style, characters, and the situation. I'm not saying tag every combo so much as be smarter about when you decide to do it or not. It's a huge part of this game.
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0 · Off Topic Insightful Disagree Agree Like LOLIt's dangerous as all get out, but it has its uses. You have invulnerability to lows when doing it, so if you know the opponent is throwing out low strings you can smash them with a Raw Launcher, and the follow-up will be big on account of literally no scaling.
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0 · Off Topic Insightful Disagree Agree Like LOLIf you lose and you have a 75% health, or heaven forfend, a Full health character, sitting out, you are doing it wrong.
This is one of the points that Inflitration is so strong on. He is always watching his characters total health and switching constantly.
Another thing it to be aware of how to use meter. 9 times out of 10, a tag combo does similar, if not more, damage than a super which costs 2 bars. The super route is easier, but people posting on this site shouldn't be worrying about that tbh. That said, if a super can seal the deal, i.e. cr.mk into super, then by all means, do it.
I also play Racing games.
PSN: Graphf
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLOne other hint I should add: Remember that you have 2 characters. The second character isn't just for show, or just to have someone to do cross rush combos with. Take advantage!
2009 Gamestop Regional Champion
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0 · Off Topic Insightful Disagree Agree Like LOLSolution: I'm not arguing that all the characters are balanced. I am arguing that many people disregard much of the roster because they try to see them as fulfilling an entire character, rather than being part of a team. Every character in SFxT has a distinctive role in teams that they can play effectively and be very rewarding. King, for instance, has poor footsies and overheads, giving him glaring flaws, but if you play them on anchor you can have the first character do all the footsies you need and use him for how he was intended: cause big damage, play a very rewarding mixup game on wakeup, and leave. On the other side of the coin, Yoshimitsu was (is?) considered to be easily the worst character in the game, but some of his moves are among the best in the game at tag canceling for huge combos, a valuable asset for many other characters to have.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLI see a lot of commentators saying during matches "you should tag out there" and I'm like "no." Having very little health can have its psychological advantages, plus a comeback is a comeback. You need to maul the opponent, not poke them a little bit until you have a slight life advantage - for one, the latter's pathetic, secondly it's not actually a good idea - so it doesn't matter if you're doing it with 50% health or 5% (well there is a difference, but if your comeback is successful it doesn't, and you should be confident enough to believe in your plan). If your point's dangerously low and you've got the life lead, and will definitely still have the life lead after eating a 50% (25%) DMG combo, fine - do it, but that's almost never the case for me.
I also disagree with saving meter for no real reason, or just incase you'll need it for a cross counter, safe tag, or EX reversal. I mean, I don't think it's an inarguably good idea to horde meter. It's up to you how much extra DMG 1 block is worth, in the OP's example I would say 1 block is definitely worth 100 extra DMG no matter what, but it's also situational. If a heavily scaled extra couple hits might kill, absolutely do it. If it will give you significant wall carry, go for it. But as I said it's up to you. There's no right answer for that.
BTW OP when you do a team super the point character goes back on point at the end.
TL;DR: Doing it right is subjective and situational, and your examples aren't convincing me you're not doing it wrong yourself.
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0 · Off Topic Insightful Disagree Agree Like LOLGranted I totally agree with your post to. It may not seem so at first, but this game is just so incredibly footsy based. When people say that, they usually mean how one touch can lead to huge damage. On the other side, if you have great footsies, you can have 1% life, manuever perfectly, and get an incredibly clutch tag out. I've rarely seen a more exciting play then something with low life waiting for the opponent to be careless, get their hit, make their tag, and win. If the opponent is full on jumping away, a raw tag will work.
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0 · Off Topic Insightful Disagree Agree Like LOLYou can use a standing medium or heavy right into manual launcher and that will be a better punish than just a sweep.
Yeah about that,
I see too many players do a raw mp+mk only to eat a full 400 damage combo. Sure, sometimes you have no choice to stay alive, but ideally you want to switch characters using the tag cancel, cross-rush/Launcher or a Cross-Assault/Cross-Art.
Any normal attack can be tag canceled on hit or on block. So you can just AA/air to air tag or poke tag. It doesn't have to be a special move/reversal/alpha counter. The important thing is to get your low health character out.
TTT2 - Yoshimitsu, Christie
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0 · Off Topic Insightful Disagree Agree Like LOLThis is a good point. One of the reasons Poongko does so well is he rarely just tags out, he usually tag cancels during a blockstring and keeps it going with the incoming character.
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0 · Off Topic Insightful Disagree Agree Like LOLSFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 · Off Topic Insightful Disagree Agree Like LOLWhat I'm referring to is the second launcher after the initial one that causes the opponent to be unjuggable. It presents a non-quick recovery state so you can setup midpoint pressure or plan out future tech roll pressure.
"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 · Off Topic Insightful Disagree Agree Like LOLsee b/u/i above.
Timeouts is an issue that should probably have it's own thread because I think it is very interesting. When is the last time a fighting game appeared where the clock actually mattered?
I think it is a great thing. It adds a layer of fear to the match. A layer of depth; added stratgey. At first the clock kind of bugged me. But, the game was so fun to play that I stopped caring, and tried to look at the game on it's own and not compare it to other fighters. I accepted the fact that timeouts are a part of sfxt.
My point is essentially to use it and not fear it. A win is a win. Right? RIGHT? Or did I forget something... this is SRK right? The best fighting game forum on the internet? The place where they tell scrubs to suck it up and people come for information? A hardcore fighting game site, where players care about winning and not costumes and things you'd see posted on Unity.
If that is the case, then what's wrong with timeouts? The other guy just couldn't beat you. That is his problem not yours. His offense wasn't good enough to beat you. You Win.
Matches in this game can end in 15-20 secs. In the blink of an eye. The offense is there... but are you willing to cross the line (I had to), and use it? Is your offense good enough? Conversely, we can play the side of the defender or keepaway character. Guile, Akuma, Raven and others come to mind. These characters are gonna try to keep you out and whittle you down. The timer makes these characters relevant in a whole new way. I like being able to put up a wall so solid that people die trying to get through. The clock pressures people to make decisions. Even a turtle/lame/Defensive character matchup is now more exciting. How much blood is the offense willing to lose to get it?
The clock speeds all this up but without making an entire playstyle obsolete. Defensive style vs Offensive style as always been the hallmark of an excellent fighting game. Without both styles in a game, it can become stale over time. This game really allows you to play it how you want, and the clock is a part of that.
I also play Racing games.
PSN: Graphf
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0 · Off Topic Insightful Disagree Agree Like LOLRight right. That's not the point I'm trying to make. Cross Rush combos can seem like they're unpunishable because of the distance it leaves your character. Because of the amount of negative frames incurred from the blocked cross rush you'll be able to punish it with slower moves or more further reaching moves that you normally couldn't. I'm not saying CROSS RUSH? LOL SWEEP. Rather, know that they can be punished for it.
Such is the case with Guile's Low Forward > Stand Roundhouse chain that everybody loves. It's very difficult to punish because of the distance but a lot of supers have the reach to do so (Ryu and Sagat come to mind). The only bargain there is if it's worth it to use the meter. Cammy's chain that ends with far stand roundhouse I know I can punish with Sagat Kara Uppercut on block. Just some examples..
The problem isn't so much the maximum punishes yet, it's that people aren't attempting to punish them at all. This contributes to the notion that the game is defensive and thus time overs occur and blah blah blah etc
On the subject of low health management and raw taging willingly to eat damage.... I'm sort of standing on the fence. Personally I would rather find a way to get my team member out safely AND do some damage at the same time but decisions like these are so dependent on the situation. This is one of the things I think makes the game exciting actually. Do I have meter? What are that characters options? What does my opponent suspect and what are his intentions? There's surely a yomi factor within it.
I'll make some adjustments to the first post tomorrow. Thanks for all the input. Keep it up!
My Thoughts- http://www.twitter.com/automattock | My Music- http://www.soundcloud.com/automattock
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0 · Off Topic Insightful Disagree Agree Like LOLThey purposely made it run on the same clock as SF4 along with two health bars, balanced the game around boost gems that includes damage reduction and have specialty gems that add more health.
Time outs are very much a viable method of winning. Most people complaining about time outs one way or another probably lost due to the inability to act enough during a match or they got out paced in health management.
I mean right now, I am just being more conscious about how much grey health I can recover before it's OK to tag cancel a combo or use launcher in my combos again to keep things fresh. There's no more use one char until he's low and then tag out and refresh the situation. It's all part of the meta gameplay.
It's time people approach this game for how it's designed.
"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 · Off Topic Insightful Disagree Agree Like LOL::high five::
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0 · Off Topic Insightful Disagree Agree Like LOLThank you god, I have been trying to make this point. I *love* the fact that SF4 brought a new generation of SFers to the genre, and I am happy they are here. But many of them have not put the effort into to learn the basic fundamentals of SF that have been around for 20+ years.
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0 · Off Topic Insightful Disagree Agree Like LOLI agree with this concept whole-heartedly, however there will come a time when Hugo players realize that they can block (UNHEARD OF RIGHT). As mentioned earlier chain combos incur more negative frames to your character so you can potential be punished depending on the frames. I realize that Hugo's normals are pretty slow but even with that considered he can still potentially punish blocked chain combos. An even better option would be a normal like Sagat's standing short which hits twice AND give frame advantage. In addition Hugo's Lariat option also loses to throw.
His answer for that would be EX-Moonsault Press but the meter usage is hurtful and you can punish him hard with a jump on wake-up.
Example @ 1:52 below
His other solution would be to EX-Back Breaker there which again costs meter and in that situation would have been a guess. Both options he could potentially be punished for heavily.
I will continue to hold that Hugo is great but absolutely needs meter to be a solid character. Hugo gimmicks won't last much longer.
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0 · Off Topic Insightful Disagree Agree Like LOLI know Gems are banned, but I just wanted to point out that re-launch combos are a great way to set-up gem activations. There are gems that activate when you launch, and when your partner launches, so you can set up a non-quick rise knockdown with your point character coming back in with freshly activated gems.
Again, I know they are banned, but if that ever gets worked out, I can see relaunch combos becoming even more common.
"Then it comes to be that the soothing light at the end of your tunnel was just a freight train coming your way...."
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0 · Off Topic Insightful Disagree Agree Like LOLYep. I play with gems as much as I can and I frequently sacrifice a ton of recoverable life to get simultaneous 20% stat boosts. For me it's definitely worth it.
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0 · Off Topic Insightful Disagree Agree Like LOLDefinitely something I should work on.
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 · Off Topic Insightful Disagree Agree Like LOLSpeed gems are often neglected, but incredibly important to some characters. Take Bob for example. If you are able to stack Speed gems on him he can combo two jumping heavy attacks together, and it also makes his crossup game nearly impossible to react to. Sure they only last 10 or 15 seconds, but if the extra speed can get you one, maybe two combos you may not have gotten otherwise, that is incredibly helpful.
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0 · Off Topic Insightful Disagree Agree Like LOLI said before in another thread about speed gems being incredibly useful... People find Ken's air tatsu hard to block as it is, try blocking it when he falls 20% or even 40% faster, it's a nightmare. My Ken's gems are always 2 20% speed boosts and 1 40% meter boost. Once the speed boosts are activated it's basically free damage because as you said jumping mix ups are extremely difficult to block.
I also said in another thread my gameplan changes drastically with gems equipped, and that strategic variation is something I really enjoy, and I feel is sadly overlooked by a lot of players especially in tournaments due to the fact 'gems are banned.'
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0 · Off Topic Insightful Disagree Agree Like LOL"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLSpeed gems are fucking ridiculous, lol. Speed Gief is hard as hell to deal with, and the changes to jump arcs throw me off like crazy.
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0 · Off Topic Insightful Disagree Agree Like LOLSo, would they have an effect on say, Julia's EX PC since it's technically coming from a dash cancel? I'm thinking no, but figured it'd be worth it to ask.
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 · Off Topic Insightful Disagree Agree Like LOLComplaining about time outs, low damage, low defense or crappy walk/dash/jump speed.
Solution:
Learn how to construct a useful gem loadout and think about how to manipulate gem activations to your advatage. Consider the scenarios your character has trouble in and design the loadout so that all gems activate as close to the same time as possible for maximum effect. Experiment with different speed advantages 10%/20%/30% etc and see which ones work best for you, speed gems can make okizeme more effective by altering how you approach, opening the doors for new safe jumps and option selects in situstions that your character couldn't use before.
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0 · Off Topic Insightful Disagree Agree Like LOL...no they don't. First character does a small damage combo and sends the opponent to the partner who does their regular super and then continues the fight.
PROBLEM: I want to include gems in my local tournies, but the gem selection takes too long, especially with button checks already taking up time.
SOLUTION: Set up each character with a basic gems setup. I know it sounds like it would take forever but if the people bringing the consoles could go through and give every character a 3 power, 3 defense and 3 meter gem setup then we wouldnt have to worry about people taking too much time with gem selection for people who dont know their gem numbers or are too lazy/dont care enough to make a specialized gem setup for their team. I just went through on mine to see how long it would take and it took less than 15 minutes to set up all the chars with 3 full setups thanks to the gem log. Too easy. One time setup for each console will save tons of time while adding in one of the main mechanics of the game and making it tourney viable. I hope this gets picked up at least after evo.
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0 · Off Topic Insightful Disagree Agree Like LOL"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 · Off Topic Insightful Disagree Agree Like LOLShaniril: I thought he shaved his head for the children
Tatsunical: for the sfxt playing children
Tatsunical: the children that play marvel can go f**k themselves
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0 · Off Topic Insightful Disagree Agree Like LOLTekken 6: Nina - Leo - Lili / SFxT: Jack - Nina - Law (Cody - Lars) / DOA5: Leifang - Mila (WIP).
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0 · Off Topic Insightful Disagree Agree Like LOLSFxT : Blanka x Julia
AE : Dee Jay
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLAlso, if you dominate footsies, rolling becomes less annoying: they may have avoided your wake-up game, but you'll have them on the ground again soon enough. On the flip side, it allows the better footsy player to attempt to bypass wake-up and regain a neutral position.
Problem: Zoning is significantly nerfed in SFxT.
Solution: While SFxT rewards aggressive play, I feel not enough attention has been paid to the advantages a War of Attrition can get you. The two person system gives the zoner opportunities they've rarely had. Some characters have difficulty getting in against a zoner, others do not. Use your zoner on the former and your anchor on the latter. Additionally, their partner can gain ground for the zoner, allowing them to walk back again and again. My Guile/Paul team operates because Paul Smashes the opponent into the corner, and gives Guile a whole field to play with he did not have to get himself. Lastly, once an opponent gets in, tag combos allow zoners to do more damage than ever before off their punishes, and some like Guile possess Alpha Counters that can be comboed with a tag cancel (I call it a Defensive Super, since it takes two bars and often does more damage than a regular super). And that's not even going into the timer. The new mechanics not only turned zoners into damage dealers, it gave them an alternate win condition.
I've seen some incredibly dangerous Guiles and Claws out there, even Sagat's weakened fireball game has its perks (low fireballs hit most of the tekken cast's special steps), and he can do 600+ damage with a bar off a poorly timed jump.
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0 · Off Topic Insightful Disagree Agree Like LOLI liked how often the "there's not enough time"-commentary was proven wrong at Season's Beatings. And I think the timer puts the pressure on both players in an interesting way. You can see a lot of people starting to drop combos or rushing in all too recklessly when the timer is breathing down their neck, especially in pools. And you see people switching to 'all defense' with a life lead and the timer on their side just to lose the lead with 2 seconds left. As such the timer seems to be an amplifier for 'tournament nerves' and as always some people probably feel that it is the timer's fault and not their own. Towards finals you don't see people drop everything and give up because there's 10 seconds left and their opponent has committed to 'sit it out', they react with 'hey, free mixups' and come back in time surprisingly often.
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0 · Off Topic Insightful Disagree Agree Like LOLthe 2 most obvious answers that come to my mind are 1. pick at least one character that can fully exploit the weak ground AA options of most characters (like ken and air tatsu, or un-nerfed rufus dive kicks), or 2. pick at least one character whose AA options are blatantly stronger than everyone elses (juri, or ibuki for example)
am i missing something?
or is that just "the game" and its not like streetfighter, and i should pick my characters closer to how one selects a team in marvel based around assists and such. meaning i should pick them as much more of a unit as opposed to individual characters
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0 · Off Topic Insightful Disagree Agree Like LOL"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 · Off Topic Insightful Disagree Agree Like LOLThere was actually just a very long discussion of just this point in the balance thread over the past few days. Go check it out, and see what you think!
Cliff Notes: I don't really think that this is a problem. AAs are in this game, and they work, but overall the balance has shifted towards air-to-air attacks to beat out aerial offence. A couple of characters, specifically Rufus and Ken, have been given extremely powerful (slightly overpowered, in my view) aerial attacks which contribute to the impression that jumps are too strong in this game overall.
Like in any other game, if you're playing a character with mediocre anti-airs, you need to play to his or her strengths rather than downbacking at half screen hoping he'll jump wrong. Rush in if you're playing a character like Law, and pressure with footsies. Hit them in their pre-jump frames with your long, frame advantage normals. If you're playing a character like Guile, memorise the ranges where your good AAs (cr.
This is an integral part of the game. I have seen several extremely high level Laws and Kazuyas, both characters with terrible anti-air. Study their gameplay to see what they're doing to stop people randomly jumping in.
SFxT : Blanka x Julia
AE : Dee Jay
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0 · Off Topic Insightful Disagree Agree Like LOL