"God's Beard!"
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I'm having trouble landing Vega's cosmic heel after mk scarlet terror. Is the timing pretty strict after ST, because CH has been whiffing for me.
Time for my weekly question ;3
Anyone want me to put their PSN AND/OR XBL gamertag to the first post(s)?
If Raven stays in the land of bullshit where he currently lives, I can definitely see Capcom giving him some health nerfs. Probably join 900 land with Dhalsim and women.
This post made me do it.
I can't understand why they can't just appropriate even health distribution to the characters. Would that make the game unbalanced?complete sausagefest, lol
In a lot of cases, the health is meant to be a trade off for the character's strengths. For example, Dhalsim has tools to keep his enemies out so they lower his health to make up for him being able to avoid damage. Akuma is a beast in terms of damage output, so they lower his health for that reason.
Of course, it could be argued that the health nerf outweighs the strengths and whatnot, but it's been this way for a while.
But for some reason, being a female character just means you get lower health, and not necessarily being compensated in other ways in terms of offensive/defensive tools.
Good commentary on the NCR stream. Absolutely agree that switch tagging is key in this game. So much life can be recovered if you keep your characters rested, and that adds up quickly.
winner's finals results
Chris G just got bodied by Infiltration in Winner's Finals.
That Grand Final was just trash.
Seriously, punish with hard hitting combos, not more hits. That's for the play in general, I think.
How can you compare the pace and damage from Mahvel 3 with this game? Surely you meant SFIV or something. If people treated this game like Mahvel then they'd be going for kill combos every chance they get. Even UMvC3 with it's buffed zoning will still see you getting killed if you have less than 80% health.Yeah, it's just the way players like this have been trained to play these games, especially coming off Marvel 3. But whatever, it's the first major for this game and people are still learning how it works. I was very entertained by the top 8, and frankly until tonight I had been starting to lose interest in watching this game.
The amount of time outs in top 8? Laughable.
People need to maul each other.
Does SF4 have tag?How can you compare the pace and damage from Mahvel 3 with this game? Surely you meant SFIV or something.
You've got it twisted.
How much does tag cut the damage in this game? I'm honestly curious and I want to learn a little more about this game because the talk is getting kinda over the top.Does SF4 have tag?
How can you compare the pace and damage from Mahvel 3 with this game? Surely you meant SFIV or something. If people treated this game like Mahvel then they'd be going for kill combos with every chance they get. Even UMvC3 with it's buffed zoning will still see you getting killed if you have less than 80% health.
You've got it twisted.
How much does tag cut the damage in this game? I'm honestly curious and I want to learn a little more about this game because the talk is getting kinda over the top.
What?
One hit's worth of damage reduction.
ABC Launcher starts them at like 70% or 60% damage reduced when your partner comes in.
How much does tag cut the damage in this game? I'm honestly curious and I want to learn a little more about this game because the talk is getting kinda over the top.
That´s pretty true. Those second switch cancel usually does nothing in terms of damage. If they want to keep the same character in just go for the ex and super comboes.That Grand Final was just trash.
Seriously, punish with hard hitting combos, not more hits. That's for the play in general, I think.
If you've been watching, a lot of folks were going for switch combos and more hits but the scaling starts to kick in after the 4th or 5th hit (can't recall off the top of my head). So while keeping the combo going is great but you eventually lose out on damage. Additionally, all the jabs/shorts being tossed in the attacks make the scaling kick in faster before the big damage comes in reducing the effectiveness of your combo. Because combos are easier to do in this game, punishing mistakes with big damage is pretty key or looking for the bigger hits in general. That's part of the reason why timeouts are so prevalent right now.
If you notice Infiltrations fighting, his damage was pretty high because he kept it short for the most part so his combos weren't getting scaled badly whereas Chris lost a round because of the scaling basically dropped his damage to near nil and Infil won because Rolento was still at full life.
Granted, it's a little harder to get big combos and nasty damage with street fighter characters but Tekken characters all have shit that leads into another attack for free combos if you open them up.
If you've been watching, a lot of folks were going for switch combos and more hits but the scaling starts to kick in after the 4th or 5th hit (can't recall off the top of my head). So while keeping the combo going is great but you eventually lose out on damage. Additionally, all the jabs/shorts being tossed in the attacks make the scaling kick in faster before the big damage comes in reducing the effectiveness of your combo. Because combos are easier to do in this game, punishing mistakes with big damage is pretty key or looking for the bigger hits in general. That's part of the reason why timeouts are so prevalent right now.
If you notice Infiltrations fighting, his damage was pretty high because he kept it short for the most part so his combos weren't getting scaled badly whereas Chris lost a round because of the scaling basically dropped his damage to near nil and Infil won because Rolento was still at full life.
Granted, it's a little harder to get big combos and nasty damage with street fighter characters but Tekken characters all have shit that leads into another attack for free combos if you open them up.
Yep, LMH Launcher has mega scaling when the partner comes in but MH Launcher isn't too bad and a 400 damage combo is still very feasible.
I get you now. You mean stuff like meter expenditure and such? It's been said quite a few times that people aren't spending enough meter in this game when they should and it's making time outs more prevalent. These tags also sound like they shouldn't be spammed constantly. Eh, it's still early. I'll refrain from jumping to conclusions.That's not what I'm talking about. The players are trained by other games to do long elaborate combos to maximize damage, but in this game it is more important to make a fewer amount of hits count more.
Thanks for this little bit. Are there any major meter/damage benefits to the tag besides safely switching characters? Doesn't sound like a good idea to waste meter after tag if supers are also scaled(unless it's a match ending super).One hit's worth of damage reduction.
ABC Launcher starts them at like 70% or 60% damage reduced when your partner comes in.
woah...You know how fast Phoenix heals her red life when she rests? It's universally that fast and that large.
Will the April 3rd patch have any balance changes?
Damage scaling is pretty stiff in this game in general, and that's where you are getting things twisted. 100% combos don't effectively exist in SFxT, whereas they do in Marvel. Raw tags don't necessarily mean potential death for the incoming character, and neither can you afford to let either team member die. Another difference is that recoverable life heals much faster than it does in Marvel, so any time after a switch at all is really good. All of this is different from Marvel, though, so there's going to be some adjustment.How much does tag cut the damage in this game? I'm honestly curious and I want to learn a little more about this game because the talk is getting kinda over the top.
That´s pretty true. Those second switch cancel usually does nothing in terms of damage. If they want to keep the same character in just go for the ex and super comboes.
Yeah, this is why link combos that start with MP, MP are so much better than doing the chain start-up. Every time I see Mike Ross do his L M H EX charge with Marduk I just think he'd be doing so much more dmg if he didn't start with the chain.
Yep. Super Combos and EXs are good to end on because of the bigger damage, so even with the scaling, you'll extend your combo. It's just switch canceling a second time is bad and doing regular hits does little for damage.
Yep. I was practicing Lili and the MH Launcher increased the damage on the same tag combo by almost 60 points when compared to the LMH launcher.
Yeah, man, life leads are so cheap.Winning by timeout is for cowards...
Yeah, man, life leads are so cheap.
Lili's is actually special. Her launcher does 100 dmg when part of a chain, where as every other character's launcher dmg goes to 50 when chained into. She has great potential for high dmg juggle combos.
Yeah, man, life leads are so cheap.
Anyone can tell that there are no 100% combos. Hell, getting to 80% may only be something that we'd see in a Desk video for this particular game. I never made the claim that they should be trying to do these crazy combos either. All I said(by making my own stupid assumption) was that if they approached the game from the angle of MvC then they'd be pushing for the biggest damage they can get. Long combos are clearly not the best way to win this game quickly.Damage scaling is pretty stiff in this game in general, and that's where you are getting things twisted. 100% combos don't effectively exist in SFxT, whereas they do in Marvel. Raw tags don't necessarily mean potential death for the incoming character, and neither can you afford to let either team member die. Another difference is that recoverable life heals much faster than it does in Marvel, so any time after a switch at all is really good. All of this is different from Marvel, though, so there's going to be some adjustment.
Maybe you should spend less time hating on these games and start paying more attention.
That hardly makes it cowardly. It's just another way to win the game and that is all that matters in the end(so long as you aren't cheating of course).If you win by being aggressive and it so happens that you have more life, whatever, thats fine ... it's the playstyle that aims to win by time out from the get-go I cant stand.
That hardly makes it cowardly. It's just another way to win the game and that is all that matters in the end(so long as you aren't cheating of course).
I'm not neglecting it's usefulness, I'm just putting my game designer hat on and saying it fucking sucks.