ihearthawthats
Banned
i find the netcode pretty decent. i prefer the occasional hiccup/rollback over fighting underwater.
i find the netcode pretty decent. i prefer the occasional hiccup/rollback over fighting underwater.
The lack of visual hit-stop-zoom-in nonsense on things like chain launchers is hugely appreciated.It looks good. I like the tweaks
The lack of visual hit-stop-zoom-in nonsense on things like chain launchers is hugely appreciated.
Yup. I've been saying millions of times that Capcom has no clue what to do with its own franchise. At this point they'll listen to anybody they think carries the opinion of the majority. Either way, I wish they would STOP with the fan-service for once. Every time fans ask for a re-balance Capcom goes and screws something up. You can still zone with Guile, you just won't get as much meter for doing so.i don't understand the huge nerfs to guile though. they nerf him because they want people to go in more with him.
But hello!?!??! Guile was designed to be a defensive player! If you want characters that go in then don't put him in the game at all!
The problem was that the game so totally favored defensive play before that they kinda need to go scorched earth here to prevent up-backing, especially since the stages are stupidly long.i don't understand the huge nerfs to guile though. they nerf him because they want people to go in more with him.
But hello!?!??! Guile was designed to be a defensive player! If you want characters that go in then don't put him in the game at all!
what huge nerfs are you talking about? the only one i really see is 50 less health. i hope you don't mean his glitched cross counter, which deserved to be fixed.i don't understand the huge nerfs to guile though. they nerf him because they want people to go in more with him.
But hello!?!??! Guile was designed to be a defensive player! If you want characters that go in then don't put him in the game at all!
what huge nerfs are you talking about? the only one i really see is 50 less health. i hope you don't mean his glitched cross counter, which deserved to be fixed.
also, i haven't been following news that closely, but upon digging up the old changelogs i find out that the patch was delayed to january instead.
Isn't whiffed booms = no meter just matching it up with SF4?
no i believe sf4 whiff booms built LITTLE meter but not NO meter. Correct me if I'm wrong.
Also I have a question regarding frame data and links if anyone can help me.
The 2013 patch says that Guile's cr. LP - Frames increased by 3 (+5F on hit / +1F on block). Does this make his c.lp, c.mp link combo harder to do?
You can still build a bit of meter with whiffed booms, no? I think you build 1/20 of a whole bar, so it would take 20 booms to fill up the bar. Either way, Guile will be useless.
Capcom and most of the fans are completely ignorant to how strong defensive play actually was and is in this game. Let's look at it...
1. Neutral jumping fireballs is EASY.
2. Long stages mean that fireballs at long distance do not PRESSURE.
3. Diagonal jumps cover long distances.
4. Many blind spots you can jump into to avoid a projectile AND an AA follow-up.
5. Rushdown is much more broken and rewarding (ex. Heihachi and his st. jab 50/50 mix-ups).
6. Fireball-sweep traps do not exist.
I also see so many people saying "x character has problems getting in". Yeah, like who? Aside from jumping, which is VERY effective, all characters have a way around fireballs. Heihachi is very slow? Who cares. He can jump AND reflect fireballs all day.
The stages are really long? Yeah, this contributes to zoning as much as it detracts from it. You can cover half the stage just by jumping forward. You won't take any chip damage or damage in general. Why can't people see the obvious? I swear, it feels like I'm playing a totally different game sometimes.
Fireballs are no good unless they can PRESSURE you into either jumping into an AA or being forced to eat chip. Fireballs in this game are better than in SF4 due to a lack of focus attacks, but rushdown has always been vastly superior.
One guy on a forum challenged my assertion and insulted me, and said I was just talking nonsense. I messaged him a whole analysis which I think proved my point. He didn't even respond.
Either way, Capcom has no clue. They're about to butcher this game with 2013. I hope people enjoy jumping around mindlessly with Guile after they realize they have no other options.
They are making all LP and LK slower, so you can't have that insane jab pressure, maybe the biggest of all the game's problems.
So, maybe the timing to do it will be slight different, but I don't think it will be harder.
I don't think so, no. The thing with the buffs to the Tekken cast is that suddenly nearly every character there is capable of being an anchor. Take Yoshi, for example: Despite his low-tier placement in 2012, he's still great at being an anchor due to his meter building and easy tags.I dun get why they buffing almost all the Tekken characters. Does Jin really need more buffs!?!?
capcom characters, including guile, have placed very high on many people's tier lists. again, the only substantial nerf guile recieved was the health. all of the other nerfs were practically universal across the whole cast (i.e. weakened jab pressure, no more reversal switch cancel, punishable boost combos, lessened meter gain), so while guile got weaker in these regards, so did most of the other cast.^My guess is SF characters are used much more than Tekken characters currently since players are more familiar with them. Hence, Capcom wants to entice players to use Tekken characters more?
Just based off the few I've been following. Like honestly, how is it nobody is complaining about Jack-X? Justin Wong was going nuts on IPL using just his cr. jab and ground pound. It was about as abusive as Cody's cr. lk spam by PR Rog. That level of zoning brought me back to the SF2 days. Someone tell me how Jack-X is suddenly the best zoner BY FAR in an SF game??? lol...
"Control" play in games almost always requires more skill than aggression.I clearly suck as guile since people get in on me relatively easy lol
well i know justin wong has been saying he's a really good character, but cody was even more broken so that's probably why he took the spot on his team instead. gamerbee mains jack-x and pre-patch claimed he was no doubt the best character in the game. now that cody is no longer op, i can see justin wong continuing to use jack-x.I was really hoping no big time players would use jack-x and show the world his true power. I'm a jack-x player and want to remain one of the few that uses him >
The amount of blockstun on the Seismos, even in the 2013 version, is downright ridiculous.well i know justin wong has been saying he's a really good character, but cody was even more broken so that's probably why he took the spot on his team instead. gamerbee mains jack-x and pre-patch claimed he was no doubt the best character in the game. now that cody is no longer op, i can see justin wong continuing to use jack-x.
I'm officially coming back to this game next month in 100% serious mode
I'm not seeing how this addresses being able to back dash across the extra wide screen in the last 20 seconds and playing keep away until win.
more offensive options doesn't address turtling? i suppose it doesn't address this very specific situation directly, but there are many subtleties. such as trying to minimize the occurence, rather than giving direct tools to deal with the occurence. there used to be rolls to escape corner for free and dash cancelling for meter, which made this tactic not only effective but also wortwhile, and are both now gone.I'm not seeing how this addresses being able to back dash across the extra wide screen in the last 20 seconds and playing keep away until win.
I've had this game and only played it a hand full of times along time ago. Do you have to pay for the new characters still or are they free?
Odd question, but did you ever try King of Fighters XIII?