Official SRK SFxT Balance Discussion Thread

Definitely agree with what’s in italics. I’m the type to pick characters that are interesting and that I feel have enough creative options that allow me to express myself artistically. SFxT Sagat manages to have all of his classic street fighter strengths but still offers interesting strategies that can involve an execution level I can enjoy.

To go back on the Ryu vs Sagat, currently I think it’s even or 6-4 favoring Sagat.

  • Sagat can counter Ryu low forward with his stand forward. This can be counter poked into a launch. Sure, Ryu can punish a whiffed standing forward the damage compared of his sweep to a barely mitigated launch combo makes it a low risk largely in Sagat’s favor. Example:


  • With proper spacing, ryu using Hurricane Kick jump ins to zone in are obsolete because of tiger uppercut. Free AA + Knockdown or tag cancel which allows more damage + life recovery. Personally and theoretically I feel like I should never get hit by it unless he guesses a fireball.

Ryu’s biggest advantage is he’s more mobile than Sagat. Shrug.

Also… Asuka isn’t bad at all. Lud is great with her, probably the best.



What do you think Kazuya vs. Ryu or Gief is?

I am def starting to think Gat stomps all shotos in this game. The hitboxes on his pokes are dumb and he takes full advantage of the buffer system. He he always been a counter poking machine but thnx to the game mechanics he gets some real reward for it this time. Not only can he buffer stand forward to beat alot of shoto normals ( it crushes Ken’s step kick too as does Gats st. jab and low strong) he has to whiff punish it. low forwards have a bit more recovery in this game making them much easier to whiff punish.

I need to hit the lab vs Juri because if Gat has some legit tech vs her enough to make that match even I would have no problem calling Sagat a better pick then Ryu.

Sagat beats Kazuya, but Kazuya is pretty even with grapplers like Gief and Hugo.
Sagat has all the tools to counter Kazuya.


Also this. Kazuya is such a beast, more Tekken characters should be like him.
Everyone else is boring, my opinion.

you cant fight the Doriya

For all my Sagat brethren. My Sagat primer for SFxT.The Power of the King - A Sagat Primer

I’m amused. A month ago, everyone was telling me people could never do EWGF. Now people are complaining that the only thing keeping them from doing it is the netcode…

I don’t know who was saying that FlyingVe. A lot of people have been putting a ridiculous amount of time into EWGFs (inclulding SlayerSlice). Take a look at the Kaz forums.

EWGF goes through command throws like butter. Zangief vs Kaz isn’t scary at all close (granted you bust out those EWGFs). Had a similar experience with Marduk reversal through… delicious.

It’s pretty well known that pretty much everything knocks down, and from the knockdown the player has the ability to roll. I would love to see a patch where you cannot roll from an untechable knockdown.

That was always my point, people will get it eventually.

The Akuma player in me says “yes please”.
The Juri player in me says “fuck no”.

Well, Juri has frame 1 counters in this game. So she’d be alot less free on wakeup.

yep, and the fact that armor breaking is gone IMPROVES counter greatly. she will no longer lose to shit like DF palm from akuma since she can just gtfo with couter now. and mix that with ex pin, backdash, and i would say her wake up is perfectly fine in sf x tk.

Well, EX Pin still isn’t frame 1 invul. But yeah, she’s pretty good.

Hell, just mashing the back counter during a guardstring is alot harder to deal with than it probably should be.

i’m guilty of this lol. i do this a lot vs characters who jab pressure a lot like cammy. but it’s not something to abuse obviously. but nonetheless, it’s a option.

No offense, but that’s terrible advice. Mashing counter is just as bad as mashing DP. A smart player will start to bait that and with Juri’s low health(900), that’s just a bad idea. How eager will you be to counter once you’ve been baited for half your life?

Juri is still free to throws, EX Pin is bad, can be safe jumped, is -12 on block, and cost bar. Akuma can combo into knockdown with almost everything, he also gets a very easy safe jump set up by chaining into sweep. You’re telling me no roll is fine because I can counter, which is a guess that leaves you wide open. Counter being 1 frame takes her wake up from horrible to bad.

It’s gives her an options against strikes.

Also consider that OSing doesn’t work the same way in SFxT as it does in SF4 (there’s alot of reasons for this).

Also, consider alot of characters don’t have a good way to easily punish the teleport back, (and other’s don’t have a good way to punish the teleport up).

I didn’t say that Juri’s wakeup suddenly became good. But she has an option against strikes, which is a far cry from what she had in SF4. Also, the throws in this game make them significantly less threatening that in SF4.

It’s not really about punishing the teleport, but rather the attempt to counter. Up teleport can be punished though, with anti air normals and specials or air to air normals. I still think throws against Juri are good, even if throws are bad in this game overall.

The point I was originally trying to make was not about Juri’s wake up being good or bad, but that Im fine with rolls and the move away from vortex characters(and I played Akuma from Vanilla SF4-AE and SFxT). I don’t mind if they tweak rolls, but I wouldn’t like getting rid of them flat out.

To me, the reason for the “Vortex’s” in SF4 was less that you couldn’t tech roll, but more that the hitboxing in that game was not very good.

I mean, GG is known for disgusting wakeup games, but it never felt as cheap as the vortex stuff does in SF4. I’ve always chalked it up to the fact that SF4 relies so much on oki mixups being totally ambiguous.

Personally, I would prefer something closer to the SF3 tech roll, or giving the other player the option to do something about the roll (throw is my favorite choice).

The vortex was a response to the strong wake up options in SF4. In a game where reversals could be made safe on block and auto corrects were easy the best way to avoid both was to jump in such a way that you couldn’t hit with those reversals. So the characters that either had tools to flat out stuff wake up options or had the tools to get around them tended to have a leg up in offense.

To be honest though outside of Seth I personally don’t think any one character’s “vortex” is super outrageous. Most people just panic and do all the wrong things to get out then wonder why they lose.