Fixed that for ya.
Is there another dive kick to discuss?
TBH I’m probably one of the guys you wouldnt have wanted in a thread like this
Lol Guess not.
People used to complain about Juri’s divekick but that’s not really a problem now.
Also I would say that minor changes have been made, but it’s more that players have started to discover this game potential and utilize what they know in their game plan. The more new information people discover, the less this game looks and feels like sf4 and mind you that is a good thing. Of course there are people who still play this game like sf4, because that’s all they know and make no effort to expanding their knowledge overall in sfxt, typically we refer to those that makes no effort to improve themselves as a player for whatever reason as “scrubs”.
“but but why should I put more effort than I have to when LMHH into best launch combo does enough already???!?!”
I’ll agree on Rufus’ dive kick, but… that’s what Rufus does, for better or worse.
Tatsus? The crossup tatsu still has its uses, but you actually have to think about the spacing and such to use it now. Might just be me - since the infamous patch I’ve yet to be hit by a cross-up tatsu that wasn’t spaced like, perfectly.
Granted Juri can just cr.mk to avoid that crap. :-p
Lol they can have fun dealing 300 damage on max on average while I heal back that health so it’s like I only took 150. Meanwhile I get one solid hit confirm that leads to 400+, and a mix up afterwards for the round. It would take them like 5 LMHH to get a kill where as it only takes me 2-3. My damage > Theirs
I’d like to give the game a second chance. Are they still working on patching the game? I haven’t played since the last one. Also are people playing with gems or without gems online? Do a lot of people play online? If not, it would be cool if a bunch of us filled a lobby with or without gems on XBL.
That argument assumes that you don’t get touched again till your life regenerates every time. Factor in the meter gain, 2 bar supers, and risk reward, you can die very quickly.
Lili dive kick nough said. I got the set ups and damage comobs >=)
Well, for dive kicks, there’s:
I think that’s it. I don’t think any of the DLC characters have dive kicks.
I just realized, that’s 3 dive kicks for the Street Fighter side and 3 dive kicks for the Tekken side. o_O
And while yes, there are some people who try to play this game like SF4…there are a few characters that you can’t really help it. I think Guile is the primary example; while the overall system gives him new combo opportunities, nothing has really changed about him to get you to play him differently than his SF4 counterpart. At least that’s how I feel after having played him for a little bit.
Actually, thinking back on it…Guile feels like the only character in this game that plays almost identically to his SF4 counterpart. Pretty much all the other characters in the game feel a lot different in comparison. Ryu has his Donkey Kick and can special cancel his sweep, his EX Shoryuken is now his Shin Shoryuken, plus he is able to charge his fireball. He still maintains some of the basic stuff from his SF4 counterpart (basic frame-traps, normals and links) but other than that he feels a lot different. Ken and Abel feel like completely different characters.
And then there’s the Tekken side of the cast which are completely new to the Street Fighter style of play…
Yeah, unless you play Guile, there really doesn’t seem to be much of an excuse to play this game like it’s SF4.
Yeah, I know. What I am saying in response to the argument “there is no point in learning anything beyond LMHH” is that I can potentially end things faster than they can solely based on efficient damage output.
Sim and Cammy don’t count? =/
Setups and damage combos =/= rufus dive kick. I doubt the OP quit the game cos of a Lili setup.
Edit: OP, play/try the game if you want to give it another shot. Unfortunately, the herp is still derp. You’re gonna have to deal with it mang (or quit again).
The dive kicks a bit weaker so I think it’s OK.
It’s honestly not that bad as it was pre patch. I mean the major dumb shit(well most of it) got corrected. There is always going to be a fighting game with herp. There is really isn’t anything that doesn’t have an answer out of all the tools the characters have. This game could use a few tweaks but it is nowhere as bad vanilla.
Lili’s dive kick is ass compared to the rest of the line up.
I think people should give the game another chance after this because it has soooo much potential imo, all it needs is a few good tweaks.
Also I hope they heavily modify the gems
Lili’s doesnt bother me since you have to use meter to activate it jumping backwards (or nobody just ever uses the non ex version while jump backing)
Rufus’s doesnt really bother me since i found out about raw launcher
Juri’s is fine because you have to take a huge risk on the dive kick if i’m not in the air
Akuma’s is… there
Hwa’s is … there
Xiao’s is a problem but I dont have enough experience against it yet to say it’s the dive kick and not me. It could still be that I dunno how to deal with it yet other than to block.
Sim’s sucks IMO so don’t care about it’s properties
Cammys, so far from the examples I’ve seen looks really really slow so kinda sucks IMO
TBH this game wouldn’t have gotten nearly as much shit if the politics surrounding marketing weren’t so bad. It confuses me when people bring up politics for reasons as to why X games is a bad game.
Lili’s dive kick can be activated from any jump, I think you’re confusing it with Divine Step which must be activated on a forward jump (unless EX). Xiao’s dive kick is very weak vs jumping attacks. I really only use it as a fireball punish or as a mix-up on wake-up. All except the HK version (including EX) are disadvantageous on block (Frame data is a lie).