Official SRK SFxT Balance Discussion Thread

Now before anything, with this game being quite new, this thread isn’t for any for balance change requests. To quote Mike_Z “You can’t ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play…and that’s when the game is out and everyone’s in the lab.

That said, I’m sure alot of folks would like to look into and figure out how balanced this game is.

To help facilitate this discussion, here are a few ground rules.
[]**NO COMPLAINING ABOUT CHARACTERS - **In line with the above quote, it takes time for us to actually find out a games true balance. Complaining at this point in time is useless.
]**No flaming, no trolling. **Failure to comply will result in an infraction.
[*]Keep discussion civil. If you can’t do this then don’t post in this thread (or anywhere else on this board).
In general, avoid making statements of so-and-so is overpowered or so-and-so needs buffs. If you need to post something like this, then be sure to support it with a well written, well thought out argument, preferably with references and data to support it.

On tier lists.
One thing that annoys me is how people love to post tier lists without putting in the math behind it. In other words, if you’re going to post a tier list (despite how dumb that would be this early on), be sure to back it up with a match up chart.

Better yet, for the purposes of this game (seeing as it also has a tag element), I propose that somewhere down the line, we come up with a 1-on-1 match up chart for this game, before we then create a separate one for the individual teams.

EDIT: Community match-up chart project.
Working on creating a document for an eventual community match up chart for point characters. Currently looking for volunteers, preferably from the individual character sections. Target date for this is sometime in May.

You’ll also probably have to take gems into account when listing match-ups as well.

Usually, in this case people tend to go for ‘best loadout’ similar to how we listed the preferred Grooves/ISMs in CvS2/A3.

I suppose, even though Gems are usually tailored to a persons playstyle and habbits then what Groves and ISM’s did. But yeah we could do it your way…what do you suggest Immense power all the way? :stuck_out_tongue: jokes aside~ we can…

Logically use Gems and a random Variable…you know a actual X factor(no pun intended) in a match up that can’t be calculated…it makes things harder for tiers but…grey’s out those areas in that regard. so in general they will still be tiers but gems can potentially change the outcome of a match, because stamina and damage output are all variables in calculating match ups…Gems change those with varying degrees.

but in truth, i don’t know the best way in trying to figure this out…it seems like a long and demanding task that requires time that i don’t have to figure out. because Gems can potentially change the outcome of a match you have to factor in how they can and why…that is the hard part but D3V your smarter then me so im sure you can think of something.

I’m hoping gems are universally adopted and really muddle the shit out of matchups.

Based on experience I believe that we will eventually find certain “best loadouts” for all the characters. Though on a similar note, I don’t expect gem loadouts to be as influential as grooves/ISMs (after all, there’s no custom combo gem… as much as I wish there was).

well thats the thing, there doesnt have to be a “best loadout” i think it defeats the purpose of gems all together if that statement alone was true, but ultimately i can’t predict the future and more or less you maybe right~ i just feel that its something should vary from person to person…its like saying D3V you use your Gems and Daigo uses his Gems…they maybe similar but not the same because you two probably don’t play the same way~

Just because there “doesn’t have to be” doesn’t mean there wont be. Given enough time, the way fighting game metagames evolve pretty much guarantee this.

However, I don’t expect something like A3 and CvS2 where there was one general best groove/ISM. Instead, this’l probably be more matchup specific.

Unless off course my proposed custom combo gem that activates when you have 3 bars and do a 3 hit combo actually becomes reality. Y’all know we’ll be rocking that shizz all day err day.

Tekken characters have very good independent punishes. I’m just scratching the surface with Law and I can do like 300ish damage no gems. We all saw how much Hugo was doing on the Cross Assault stream. It’s so crazy.

i guess so, but like any TCG or any game that evolves over time, the metagame changes…thats what i was getting at…what was strong a few months ago isnt going to be that effective currently. since games like CVS2 or MVC2 never got updates their metagames didn’t change after awhile, however they did with time in SFIV.

I think SFxTK is taking on the idea of having a ever changing metagame…but I can see certain strategies being fairly consistent so i think there is that too~ like Sagat is always going to be good hahaha~

I think you can meet me half way on this one D3V~

CvS2 did get an update (EO), the community flat out rejected it.

Also, even with updates, all that’s going to happen is people will min-max again and find newer “best builds”.

Deleting those posts.

This is exactly the kind of pointless shit talk I wanted to avoid in this thread.

Also, I do hope folks remember to read the first post.

if you put a power gem of 20% on gief, and he does an spd you get 210, 200 being the base, by the time you do ABC Launcher, damage already scales to 60%, and since you think that gems are gonna be the biggest fucking deal since they disappear after a 20 second maximum time limit, sim can just counter the defense and speed gems that gief has, with his own power and speed gems, than your still at a bad match up, not really changing the pace of a match


I think some people overestimated the strength of the gems.

There’s supposedly at least a hundred gems in the game, or maybe they just have a three digit counter for no reason.

Anyway, some of these damage gems don’t proc off as properly as you like. These gems are basically multiplicatively added from what I’ve seen so far and they scale pretty hard if you do chains a lot and almost make not much of an impact.

The most basic ones on launch are: Connect 5 normals, connect 10 normals, hit 3 specials, get hit by 2 specials, perform a tag cancel, perform a launcher, your partner does a launcher, go into pandora, and whatever else. Most of these are based on in game timers. I’ve gotten some beefy 40-45% combos with damage gems on in training mode, but connecting them in a real match is pretty random at best since I can’t deliberately always manage to nail someone with a punish that cleanly.

I think early on people will fall for a lot of gimmicks like not knowing what overheads or goes low off the bat. That and grapplers with slow command grabs. I think they will fall off after the first two or three weeks. But I think everything will still be really fun.

In latest news, 20% of 200 is 10!

if you put a power gem that raises attack power by 20% on zangief, and do an spd, his damage on spd is raised to 210 for a small amount of time, as opposed to the 200 base spd damage he starts with, with no gems activated

yeah, im not even fucking with you, im looking at the damage output right the fuck now, a gem that raises his overall damage by 20% only gives him 10 more damage on his spd

You must be high or drunk.

Zangief’s SPD 180/200/220 ungemmed. 198/220/242 gemmed with 10% boost.

yeah, okay, so basically all im getting from this is ppl who dont have the game calling me a scrub who dosnt know shit about the game, and that my opinion isnt shit because im not a top japanese player, keep guzzling that daigo juice [media=youtube]4bHjyc6DwTI[/media]