Thancruz, post: 7443854, member: 22788 wrote:
Imo I think SFxT is more than enough to be a "serious fighter". It's not serious because of scramble mode? Gems? If that's the case UMVC3 and Alpha 3 should be considered casual fighters because of heroes and heralds mode and the world tour mode where you can make/use a custom made fighter and the 2v2 mode. Gameplay wise, my only gripe is people still boost comboing back n forth and just blowing meter and options for ass damage.
-- Sent from my Palm Pixi using Forums
SUPARNOVAX, post: 7443876, member: 2393 wrote:
But the timer and throws are fine... it's just certain nuances making things drag that would need to change.
SaltTheDead, post: 7443988, member: 77581 wrote:
Ive been seeing alot of the timer is fine talk lately and its just not. any close match where all 4 fighters are barely alive ends in time over.THOSE are the fights where you wanna see a winner, KO.
SaltTheDead, post: 7443981, member: 77581 wrote:
nah dude scramble mode is actually super fun imo and doesnt detract from the game at all.I wish you didnt have to buy gems, especially better ones than the defaults.I use the ones the game gives me tho - i got no complaints about gems, i have yet to come across one thats unbeatable. TBH i really dont know why i feel like its not a serious fighter on par w SSF4. Maybe its all the gimmicks with cross this, cross that.Maybe its just the idea of the gems, as oppose to gems themselves. Maybe its the lack of support from the community. Maybe im spoiled by all the people whove had and taken the time to play SSF4 and Marvel seriously.It could be the sheer amount of people just casully playing not tryna improve or take it seriously. I played someone who afterwards told me they sucked and i suggested they take a break from online go to youtube, go to srk n hit training and they replied saying they didnt feel like taking the time... I dunno it just struck me as ugh... All the people on my friends list who play umvc3 are always playing it and just it. The friends i got through SFxTK are usually playin madden or COD. Only once in a while they play this game. Nothing against those games. Like i said i dont know for sure why the vibe isnt that of a serious fighter its imo.Even if it IS a serious fighter it doesnt feel like one. For the record i love SSF4 and am not an elitist even tho i came up with world warrior in the arcades.
Dont get me wrong Iike the game alot. I really wish more people did is what im saying
AugustAPC, post: 7442089, member: 20518 wrote:
which is a fair amount, but there are plenty of $60 games that have far more. SFxT reuses a lot resources in the same vein that MvC2 reused sprites. Tons of the models and animations were already done for a lot of the SF characters.
Juri_kills_friend!, post: 7444005, member: 32051 wrote:
See the game is fun. You can take it serious but it's still fun. If you lose you lose. It's just more comforting to me that i lost to something i could see unlike marvel when 100 things come at you and you don';t know what exactly hit and killed you.
SaltTheDead, post: 7444081, member: 77581 wrote:
I get what your saying but maybe thats the prob. In marvel u get hit by crazy fancy stuff n ur like ok, i wanna learn how to do that n i wanna learn how to deal with it. Inthis game when u lose its like oh i got kicked n nobody really thinks about why. Sorry to throw a blanket over everything I
dont mean you literally and i know not everyones that way but id say the majority are. After the sandbox that is marvel seeing the 1 heihachi combo on repeat is mind numbing.
Juri_kills_friend!, post: 7444165, member: 32051 wrote:
i'll admit some characters are herp derp. There are some characters out there that are fun to watch go nuts. Lots of people enjoy watching my lili play. It's fun for me because it's a challenge and my "flashy" combos are all very practical. Marvel has flexibility but it also has touch of deaths. I like a game where everyone has a chance to play or do something without being punished too harshly for it.
SaltTheDead, post: 7444303, member: 77581 wrote:
See im on the complete opposite side. I have yet to be TOD'd in marvel unless im using phoenix strider or maybe zero. Usually a single combo will eat 60 - 80% of my health. Most of the time if im getting bodied n i fall for a reset or 2 then yeah but i Fd up n got caught 2 to 3 times in the process which is my own fault but i still have TWO more characters and X factor. SFxT if i get caught by that heihachi combo with meter and a partner exchange or 2 im down to about 30% health with just 1 character left with no X factor (pandora is worthless). Dont get me started on Hugo BS... TomAYto, tomAHto.
NegativeEdge, post: 7445015, member: 48418 wrote:
SFxT looks amazing. Models, textures, and animations all updated from 4.
Juri_kills_friend!, post: 7443277, member: 32051 wrote:
Well put! I respect your comments dude
Why can't we have more of these convos ppl. Why fling the shit around? no more monkey business. It's good to know why they don't like it. For me it's like looking at a losing match. You lost for a reason and there are people out there that don't like the game for their own personal reasons.
Vegaman, post: 7445313, member: 15891 wrote:
only scrubs have convos without flinging shit at each other
Thancruz, post: 7445347, member: 22788 wrote:
Lol casual fighting game scrubs having a conversation. If we want to be taken serious, we better start talking shit about other games lol scrub fighter 4, lol wesker vs. Wesker 3, lol auto combo 4 AAAAAAArena, lol king of hoppers 13.
D_Dollars, post: 7444143, member: 15959 wrote:
no, throws being 7 frame start up with little range is part of the problem. why do you think this game is so damn defensive? slow ass walkspeeds which making offensive footsies a damn chore, and lack of any significant options up close such as frame traps becoming void because you won't catch anyone pressing a button. and why won't you? because throws in its current state is a fucking joke. so right there, you just eliminated 2 offensive options which contributes to this game being heavily defensive.
as for the topic, this game needs it's system mechanics revised before this game can even have any hope of staying relevant. there is much better games out atm to pay any attention to this POS.
Ouroborus, post: 7444323, member: 746 wrote:
no its not. throws should not be slower than most mediums and majority of matches should not end in time out.
SUPARNOVAX, post: 7445912, member: 2393 wrote:
I don't want to sound like a prick but go watch some higher level matches if you care enough.
SaltTheDead, post: 7444654, member: 77581 wrote:
Nina is more Ibuki than Ibuki.
AugustAPC, post: 7439712, member: 20518 wrote:
You're seriously just not in the intellectual league of 'common sense' to be able to discuss these kinds of things. You have debunked nothing. Not a single damn thing. NRS/SNK's rates for content completed during the primary development cycle is $0. Capcom is the only one charging extra for characters they've finished before the game went gold. Your miserable misfortune is the inability to comprehend the blaring difference between post-development DLC and locked content. If you went by NRS's rates, you would be paying nothing for the 12 locked characters and they would all be available at the launch of the game. Also, you would get even more characters developed after launch.
w00denTEETH, post: 7445968, member: 62807 wrote:
...I watched some of those silphDK Endless matches with Ryan Hunter during my lunch break today. I can't see how the throw range isn't hurting Ibuki's offense. She appears to lose badly to down back.
SUPARNOVAX, post: 7445912, member: 2393 wrote:
The idea that throws "should not" be slower than normals is flawed. This isn't a classic Street Fighter game. You can still tick into throws and CADC into distances for throws in this game for pressure. Throw lengths were shortened because of how a lot of characters chain/target distance lengths work. Trust me, the throws are fine for this game. They don't need to be extended and become Throw Fighter 4. SF4 is centered around setups based off throws for a lot of characters. This isn't it. The problem is you guys are trying to play this like SF4 when it clearly doesn't and it has a higher learning curve for some reason.
I don't want to sound like a prick but go watch some higher level matches if you care enough. Otherwise, stop posting about stuff you're not familiar with. That's like if I started popping off on SF4 because the game has too many throws and it's flawed because it's cheap and it's something I don't agree with. It doesn't get anywhere.
Ouroborus, post: 7446180, member: 746 wrote:
i don't even mind the throw range. the core of this game is still a 2D fighter and never has there been a game where throws are slower than a medium attack. if you still can't figure out why having 7 frame throw is bad, you should stop posting.
and you wonder why people shit on this game.
Ouroborus, post: 7446180, member: 746 wrote:
the core of this game is still a 2D fighter and never has there been a game where throws are slower than a medium attack.
TheBlackHombre, post: 7446198, member: 52300 wrote:
I can't figure it out, please elaborate brah?
SUPARNOVAX, post: 7446227, member: 2393 wrote:
You're still playing off assumptions and you haven't stated why it is bad. You've stated why you think it's bad just because it's slower than medium normals. You should stop posting in here and retreat to the Street Fighter IV forums. I'll see you there.
Ain't nothin, Capcom's ruthless still producin. Cut em a check or find yoself toothless. Keep it shill with no confusin. Niggas say I'm shill...they ain't hard I can prove it YEEEAH
Vulcan Hades, post: 7446376, member: 26486 wrote:
I don't get why all these noops keep ranting about a game they don't even play.
I have no problem landing throws and frame trapping people to death in SFxT. Only difference is that in AE a throw can mean your ass because it leads to a safe jump option-select / vortex. In this game a throw is just a mixup tool to open up blocking and surprise people who expect a meaty.
You also see less walking up to throw than AE because many characters have slow walkspeeds. But frame traps are still very present via CADC and such.
Anyone who thinks frame traps are weak in this game and that throws aren't good need to watch the first to 9 set between Jibbo and Ryan Hunter. There's plenty of frame traps and throws going on in those matches. And rounds sometimes end very fast with 70-80 seconds still on the clock.
Ouroborus, post: 7446326, member: 746 wrote:
The point of a throw is to break defense. typically its around 3 frames in the newer games so it can be challenged by weak attacks.
In sfxt, its more than twice as slow. The range and startup makes it super easy for the defender to stop throws with jabs. We all know that jabs are super good in this game. Now factor in the timer, the amount of grey life recovered, you can probably see why people say this game is so defensive.
I don't know why you keep bringing up SF4. contrary to popular belief, its not easy to get throws in sf4. but at least it works.
SUPARNOVAX, post: 7446405, member: 2393 wrote:
7 Frame throws are just wrong, wrong, wrong.
Because you guys keep reminding us that you feel slower throws are bad for this game. And what other contemporary games are comparable in this manner? The throws do break defense in this game. So this is not a valid argument. Like I said, you can still toss people around in this game with various methods. You are just too stubborn to read about it. You're focusing entirely too much on the frame data and speed of the throws for how it is in other games rather than how it is served in here. Again, wrong game. Not SF4 or ST or CVS2 or 3S. The throws work in this game through 7 frame start ups here and that doesn't make them bad at all even if they are slower than certain light and medium attacks.
I'm watching these few other SFxT streams and people are still tossing each other around.
What does that say about how much you are calling on this game? That you probably don't even play much of at all?
Why do you feel the need to make these kinds of statements when you don't even understand how things have changed for this game compared to others?
If they made this 1 v 1, I would like to see throws work on tech rolls. There's obviously still a problem with long stages present here like SF4, but they likely will not shorten. I believe if we want throws to look more effective, just open up a few more opportunities to land it rather than completely change the properties.