Damn, nice job.
Ultradavid doesn't like the music, so all his opinions should be ignored.
Ultradavid doesn't like the music, so all his opinions should be ignored.
Visually it's the best looking Capcom fighter to date too. But I agree with his opinions about the gameplay.
Oh yeah, it's got some great stuff going on in the visuals department. I'm also surprised how well the Tekken cast translated over; the designs are true to the original while successfully adopting the style of SF.
Special note: Paul's pre-fight pose is extremely unfortunate. And by pose I mean his face.
SFxT's music has some nice melodies, it's the insturments that I think turn people off.
IMO at least~
There is definitely better songs in past Capcom fighters, that's for sure.
The better music in this game isn't on stages though i.e the store menu music, the pick a trial music.
I agree with this 100%. People need to stop thinking EVERY fighting game has to follow the exact same mold in regards to stuff like that, throw range, complaints about rolling, etc.I like the stages being wide actually. It allows some characters to reset themselves rather than getting beaten hardcore inside. I'm finding myself doing that often with Law and Kuma, rather than get mixed up or rushed down, I step back and force them to come to me where I have an easier chance of fighting them. Or if I'm rushing them down, I have an easier time by limiting their options against me.
SFxT's music has some nice melodies, it's the insturments that I think turn people off.
IMO at least~
The space stage's music is my fave. I'm a sucker for that wah-wah sound they got going on.
I am more and more confident with my Jin/Kazuya duo.
It lacks the ladies and the nice bodies, but it has MIST STEPPING - a lot!
I hate it when you press the wrong punch after a step kick because they differ between the two characters. With Kazuya you usually want to use mp/fp, but with Jin you usually want to go with lp. Accidentally press the wrong one for the wrong character and get an easily punishable, should only be used in combos move.
I tried out some King last night, he's fun. Definitely on the low tier side of things, but not useless. Finishing a match with his super with the brainbuster finisher is very rewarding. Gotta figure out the best ways to get knees from Kazuya.
Thanks for the advice Zlatko, I didn't consider mist step lp.
And the main problem with Pandora is how quickly you die. Right now an raw pandora is basically a suicide button.
Wanted to double check...the sound fix is next week right? Along with color packs? What about DLC outfits?
Thanks.
Also past two nights I went 40-2
I mentioned this before, but the weak throw range is probably a bone thrown to the casuals. Historically casuals have hated throws in fighting games. Hate to play the "casuals are ruining the game" card, but it was stated by capcom as one of the problems they were trying to fix with the gem system.
I mentioned this before, but the weak throw range is probably a bone thrown to the casuals. Historically casuals have hated throws in fighting games. Hate to play the "casuals are ruining the game" card, but it was stated by capcom as one of the problems they were trying to fix with the gem system.
They said the throw range is like that because there was a problem with mashing throw during blockstrings, it would grab limbs really easily. Probably the same reason some of the hitboxes seem weird.
Daigo himself said throws were too strong in SF4.
Next week is sound patch, tournament mode, three free color packs, and I think the first tier of everyone's costumes up for individual sale.
The swap costumes are first. The wacky stuff like Plumber Rolento is later. I think there's supposed to be discount bundles for the swap costumes up as well.
Waaah?
What'd be the difference with mashing throw in SF4?
Honestly, I am still pissed grab is a command now instead of being direction + button, like in SF2/Alpha. That setup worked like magic and there was no need to mess with it.
Waaah?
I want Party Xiaoyu Her Chun-li one is dumb.
I like everything he said here. Hard to argue with any of the points made, so I'd be interested if anyone here can rebutle his points.
I'm hoping a patch comes soon, but I don't see it especially with Ono out of the game, so odds are all decisions that aren't DLC oriented might be on the back burner. (Edit: Ah okay he did have someone carry the torch for patches, good deal)
Game could honestly use some balance changes too to a few characters in reference to his hit box comment i.e Yoshimitsu.
Command throw is superior.
:O
That's one of the best outfits for her.
There's nothing to rebuke. Most of the issues he mentioned are obvious issues or things that aren't really issues.
The throw range is somewhat offset by the amazing + frames in the frame. And it isn't that the throw range is even that short, it's more like players got accustomed to SF4's throw range.
The wider issue thing isn't really huge issue for me. The rolls and wider stages take out the get one knockdown and win the match that became the last 2 years of SF4.
Yes, Pandora and Cross Assaults aren't as useful as X-factor. But that's just an unfair complaint, since if they were great then he would complain about yet another dumb comeback mechanic. At least in this game both are situational comebacks instead of general purpose comebacks. Specifically one requires setting the gems for it to really be scary and the other requires a talented team mate.
It's just the timer that could be slowed down a bit and cinematic portion of supers/cross arts/pandora should freeze the clock.
In general sense, I agree with him, I'm just not quite as bothered by it.
If the timer is slowed, there shouldn't be a need for it freezing concerning the cinematic super stuff. If the former happened, running out the clock with a super would be fine by me, same as SF4 as a legitimate ( albeit, remote ) tactic.
I suck at this game, plain and simple. I've a long road and a lot of time ahead of me before I can even begin to think about trying to win matches consistently.
I'm going with Vega/Hwaorang as my team, simply because I enjoy both of those characters. Quick question about Hwaorang, though... Does he have a jump-in cross-up? If so, what is it? I just can't seem to get an attack in by him edge-wise, since he seems to get out-poked for me by, well, everyone else.
Elfly said:Waaah?
Most of the supers in this game are way faster than the sf4 ultras. I figured they knew about the clock thing and kept them short for that reason. On the flip side of things. LOL GOD DAMN JIN WHY IS YOUR SUPER SO LONG
They should both happen, those cinematics can drag on.
When you factor in the clock speed, they're just about even. Crossarts are even longer than that.
Only the tag supers. Nothing in this is any more elaborate than they already were in SF4. That being said, how awesome would it be to have a mode where everything just stayed side scrolling like the good ol days? Quick, no camera changing and right back in it. Ugh, I wish.
Only the tag supers. Nothing in this is any more elaborate than they already were in SF4. That being said, how awesome would it be to have a mode where everything just stayed side scrolling like the good ol days? Quick, no camera changing and right back in it. Ugh, I wish.
Anyone down for some games right now. I'm free.
Anyone down for some games right now. I'm free.
Oh for sure. King's standing command throw goes for literally 3-4 seconds before you get the damage.Cinematics are kind of annoying. Particularly on the Tekken side, where some characters have them in their special moves that aren't grabs (Asuka comes to mind).
I can play a few if you want. Gotta go someplace in a few hours so got a little time to squeeze in a few.
there are a lot of timeouts so far, but there are also very little use of super arts and cross arts, and practically no use of pandora. i think the way we should moving forward is to promote the use of these things, i.e. freeze time during super/cross arts and allow pandora to freeze the clock completely. so if the clock is running out, you can at least blow pandora for an attempt of another 15 seconds to try to come back.cackhyena said:If the timer is slowed, there shouldn't be a need for it freezing concerning the cinematic super stuff. If the former happened, running out the clock with a super would be fine by me, same as SF4 as a legitimate ( albeit, remote ) tactic.
if i had to choose only one over the other, i'd take the freeze timer on super arts/cross arts/pandora.