We have a PSN room setup?
Combo timing seems very awkward to me for some reason too. Just feels like characters are weighted down or something.
Anti-airs were weak in Darkstalkers too.Also all my online matches pretty much have been jumping battles... i hope this isn't what the game devolves down to due to anti-airs being hit with the nerf bat.
I liked her, but her stance mechanics melted my brain in this game.Yeah. I was planning on using Xiao but she's so confusing
I've never been able to go ham on both, but the character coming in is always in danger when there's a fireball in the air. I wouldn't even attempt a raw tag against the more mobile characters.I wonder what the exact conditions for that are, because I've been able to dodge normals up close and fireballs at any range by raw tagging out. Although the other character is in for it when I do so.
Yeah combos in this game are generally slower, I've noticed.
Juri has some 50/50 setups with her super now. If you anti-air cr.strong and cancel it into super, it usually goes behind but characterspecific/timing can hit in the front as well. Neat gimmick
I liked her, but her stance mechanics melted my brain in this game.
I really hope the address the fact that I can barely connect to anyone on PSN in ranked matches, takes about five minutes or so. Seems like a few other people are having a problem with this too.
"Anti-airs were weak in Darkstalkers too."
To be fair, Darkstalkers has air blocking and a lot more mobility.
i'm thinkin hugo will be a great anchor/2nd pick whatever you wanna call it
pair him up with a top tier character that can combo into switch easily and bam
i'd pair him with heihachi but he has trouble moving around, I'm thinking the old man will be a stellar anchor as well
Oh wow, if you use Juri's super to go through a slow fireball like Yoga Fire, watch out after the attack finishes because the fireball may still be onscreen and in front of you when it ends.
Man, going from AE online play to online play in this game is so jarring, scrubs everywhere.
Landing Juri's j HP air to air lets you do whatever the fuck you want after.Maybe i'll just find a character with a godly jumping AA and abuse the free juggles it allows. Trying poison last night her freaking j.HP passes through people, biggest bullshit ever.
Man, going from AE online play to online play in this game is so jarring, scrubs everywhere.
its a bit understandable. if people piano'd from weak to heavy, they might get a chain combo instead of legs.Some Chun-Li notes:
- WHY HCF FOR LEGS? WHYYYYYYYYY
- Feels weird how jab fierce isn't a link anymore
- WHY CAN'T I MASH JAB
- hk SBK is a totally viable combo option now
- j HK close HP hk SBK works, but so does j HK crouching HP hk SBK
- close HK lk hazanshu is a true combo
General note: Seems like characters are safe on tag-out, while the character coming in is unsafe. I had the impression that both characters were unsafe.
LP LP f+LK+HP no longer works becasuse LK+HP is now a macro. Gah. I wish I could turn those and auto-launcher off.
Ok, yeah, after some more testing, raw tagging has at least a couple frames of startup but afterward the leaving character is invulnerable.
Landing Juri's j HP air to air lets you do whatever the fuck you want after.
Ok, yeah, after some more testing, raw tagging has at least a couple frames of startup but afterward the leaving character is invulnerable.
Landing Juri's j HP air to air lets you do whatever the fuck you want after.
All of kazuya's trials done wooo.
It's not a case of of your router's NAT settings being too strict?
Seems the same with all characters, so just find someone with a jumping attack with a godly hitbox and weeeeeeeeee.
Why not QCF though.its a bit understandable. if people piano'd from weak to heavy, they might get a chain combo instead of legs.
Why not QCF though.
How come you have issues with HCF? It is the same motion as a QCF, just slightly more exaggerated
Is there a good shortcut?
I'm having a lot of trouble with King's command throws, I wish they were 360's
Ugh, tell me about it. I played many Ryu/Ken teams, with full fledged SF4 combos. Like ... why?
Been testing out nothing but tekken characters since I got it last night.
Steve - pretty awesome, was pretty damn surprised that the kicks were actually the weaves. Didn't think they would really do that, thought it would be more like a motion you have to do.
Oh, I can get used to it, especially because you can start the motion at downback, but it just makes combos that have always been easy for her really awkward. Although I guess it kinda balances out in other situations.How come you have issues with HCF? It is the same motion as a QCF, just slightly more exaggerated
Related?
http://www.youtube.com/watch?v=yvtGrfQMWJ4
Big Two will disable gems for the SFxT tournament today.
Bigger news: Spooky testing own3d.tv today :O
It's because a lot of loyal Tekken fans (me) probably bought this game and have no clue how to work the SF -style system. :/
Disabling gems? I don't respect that. At least fucking try it out first before tossing them completely aside for pro play.
Shit's whack.
Related?
http://www.youtube.com/watch?v=yvtGrfQMWJ4
Big Two will disable gems for the SFxT tournament today.
Bigger news: Spooky testing own3d.tv today :O
I'd rather them disable than having them to set up gems ever match...
Sweet, cant wait to try him out. Hes gotta be alot easier to use than in Tekken
Tekken did the same thing where kicks = weaves