Yeah, I liked it too, but there were issues w/ it 2013 couldn't fix, and the gem system was one of em.I liked SFxT. It's one of the ugliest games ever made, but it was lowkey dope.
Yeah, I liked it too, but there were issues w/ it 2013 couldn't fix, and the gem system was one of em.I liked SFxT. It's one of the ugliest games ever made, but it was lowkey dope.
I liked SFxT for the sole reason of how the Tekken characters turned out.
SFxT had the same sort of questing (do X, gain Y) in place that this does.It's way more involved than that from what we saw I think. Gems gave you some cheap stuff, but I don't think they completely changed the style you would want to play like this.
It feels like MVCI's Gems.
They really thought outside the archetypes box for the Tekken characters.
Yeah, I liked it too, but there were issues w/ it 2013 couldn't fix, and the gem system was one of em.
Is Abigail's Giant Flip throwable? Or is he already grounded here:
https://www.youtube.com/watch?v=M-erlkfFnqY&feature=youtu.be
I just tried some shit and it worked and I don't know why.
Does this have a fucking card/gem system?
I'm getting Nam flashbacks.
What's complicated about it though
Do a super 7 times and you get infinite meter
I'm more worried about what the gameplay effects
The end is for sure, maybe the beginning too? And I think EX is considered 'airborne' the whole time
Good to know. I guess I could just test it out in the lab, but I think I'm allergic to training mode.
He was hit by Thunder Clap duringAirborne on frames 8-28
You can just check frame data sources:
Abigail's Giant Flip MP
He was hit by Thunder Clap duringhis recoverythe last few active frames (from 29 to 33), meaning he was grounded at that point.
Is there an SFV mod that speeds up the game (not talking about loading time)? Like, playing in matches going at 2x speed instead of the normal speed. I'd be interested in trying something like that out.
I was actually thinking about something like that for training and reaction purposes but wouldn't it throw your meaty and combo timings off?
I was actually thinking about something like that for training and reaction purposes but wouldn't it throw your meaty and combo timings off?
Is there an SFV mod that speeds up the game (not talking about loading time)? Like, playing in matches going at 2x speed instead of the normal speed. I'd be interested in trying something like that out.
So is Ed good or bad?
So is Ed good or bad?
Are confirms when you go from a jab into a special move?He's not bad, but the inconsistency of his confirms makes him sort of unreliable.
Are confirms when you go from a jab into a special move?
Are confirms when you go from a jab into a special move?
The gem system isn't inherently bad, it was just that SFxT handled it poorly. Capcom's first mistake was not having all gems available to all players.
I remember taking a long break from the game. My first match online was against an akuma with a blue health bar that didnt seem to budge. I lost and never turned the game on again.
Whatever gem he had certainly wasn't in the base game.
Autoblock gem was an abomination.The gem system isn't inherently bad, it was just that SFxT handled it poorly. Capcom's first mistake was not having all gems available to all players.
Autoblock gem was an abomination.
That was a thing?
That was a thing?
That was a thing?
Yeah it was one of the beginner friendly gems that autoblocked anything at the cost of meter.That was a thing?
Bolieve it:That was a thing?
Bolieve it:
https://youtu.be/e_QEZ2VM7ws?t=9m2s
To add fuel to the fire, the one 1/8th of your meter for each block is only available as paid DLC, normal auto-block gem takes like a 3rd of your meter per-block.
I'm kind of in awe that something like that went through. How could they think that was okay?
*Shrugs*
SFxT was an example of too many cooks.
I still want SFxT's Tekken characters ideas used in a 2D game again, really liked how the Tekken side played, about the only good thing in the game for me.
what ideas? I only know kazuya's unusual fireball
I want SFxT2
Thanks. CFN's frame data wasn't helping, and I got the FDV app but it doesn't have Abby's info yet.
Slower jabs, long normals strings, a lot of command normals, no reversals or attacks with a lot of invincibility frames were common themes with Tekken characters.what ideas? I only know kazuya's unusual fireball