Capcom's Yoshinori Ono had an interview with EuroGamer concerning Street Fighter X Tekken, although he touches on other subjects including Darkstalkers, the 3DS version of SSF4 and other fighting game items.Eurogamer: Will the Focus attack from Street Fighter IV be in the game? Will the Ultra and Super system be in it?
Yoshinori Ono: Super combo and Ultra combo are a part of the Street Fighter genome, so we can't take that out. In terms of Focus attack, that was only there because of the Street Fighter-style mind-reading type of game. When it comes to Street Fighter X Tekken, that kind of rhythm will differ a little bit, and Focus attack may not be the most appropriate system.
So we will come up with something that probably advances the tempo and rhythm a bit more. But we have to come up with something new for that one.
Eurogamer: So the Focus attack won't be in the game?
Yoshinori Ono: Next time this year I might be saying something completely different, but for the moment we've taken Focus attack off the candidate list and we're trying to devise something new.
I hope they add a parry system! Preferably like the one in 3rd Strike, as Tekken already requres defending low for low attacks and defending high for high attacks.
Great minds think alike, Ermac!
I like the focus system, though. I think it depends on what kind of game you like. 3rd Strike is so fast compared to 3S.
hahah that comment made me lol hard xD. Great job...
I also hope the shortcut system is also gone. Or at least an option to turn them off.
3rd Strike is so fast compared to SF4*
I can't believe I made an error when trying to correct my previous post. lol
NO....bring anything else except parry.the one who can parry best most of time wins game(i love 3s though).
Doesn't that mean the best player always wins? What's wrong with that?
Sounds good to me, Focus Attacks are a failure in my opinion. They were supposed to make approaching on the ground as good an option as jumping in, but that kind of completely never happened.
I prefer that they come up with something new better than Parry and Focus.
Seriously people need to stop asking for old stuff for new SF games and think about new and better. Everything can evolve. We need the 2D gameplay, everything else can and has t be improved and diversified every generation.
Ultras, game modes, moves, gimmicks... Everything need to be worked, always.
Also I believe SFxT will be almost a beta test for the huge SF5. If they come up with some amazing system, it will be applied on SF5. I bet they are working in SFxT gameplay and innovations with a lot of SF5 in their minds.
hmm....they wanna try something new? i wonder what that means, if they bring the parrying back, that would be sick. I didnt really mind the focus system, but hey whatever at least makes the game enjoyable and fun. No more stun and then focus attack for crumple, hahaha
lol u guys trolling about the parrying system can pretty much throw that idea out the damn window. that system will not work with this game engine. that is all.
I like the idea of having something new to fool around with. FA was good in sf4/ssf4 but in this new game it should have new mechanics.
I liked the FA system. Keep crying about the parry though...since it's clear Capcom listens to fans (Phoenix Wright and MMX in MVC3)
It's like parrying...only everyone could do it. It couldn't be abused, and you can really get punished for using it at the wrong time.
lol...at people raving for parry in SxT,also whos the target audience for this game most of SF players dont play tekken and same could be said for tekken players,this game is gonna sell at launch and then die in a couple of weeks after the curiosity of seeing ryu vs jin.people are just going to back to their fighters of choice.
i doubt capcom will add parrying in again, from a market stand point its a bad idea...never make the same mistake twice..
but i also believe since sfxt will use the ssf4 engine parrying will indeed be alot easier bigger player models, plus slower movement give a better illusion to react faster to parry
good, take out the damn focus and bring back the parry system. they should still keep fadc though and bring in maybe a meter to use when you wanna guard break.
So much 3S snobber yet you guys still play SSF4. Just STFU and go play 3S then. I like parrying better but still the focus attack isn't bad. Ya'll probably don't know how to use it right.
Conclusion, you want parrying then go play 3S like me and STOP WHINING! Its starting to get old like Guilty Gear players acting like the BlazBlue Drive attacks make the game bad.
Why would they implement such an outdated system to a new series in the SF vs series? And by outdated i mean that have you not seem how many players know how to parry full supers in 3S? You've people seen the videos on youtube of people complete mastering the parry system in ridiculous ways(Daigo is the most famous one)
Also, we are getting 3rd strike in both psn and xbl soon so how about we just get something completely new so that everyone can have fresh new system on this Epic game.
The Focus attack was a fun system btw, i dunno why there's so much hate against it....Maybe y'all just suck at mind-games. :D
fadc system is the best combo system ever.. to bad ssf4 damage scaling sucked
and the reason it wont work is the game will be combo oriented .. the focus will be useless cuz it absorbs only one hit..
@ 24. I don't see anything wrong with ultras being in the game. Most ultras in the game can be blocked and require the right timing for it to land (unless its a grab to where you'll just to predict when opponent jumps) Its basically there to turn the tide of battle which usually makes the fight more fun. But who cares, from the look of the SFxT game play trailer. ultras are here to stay!
Focus better not make it into the game. It's okay I guess for (S)SF4 but it wont work in SFxT.
Parries should also not be in. It only works well in SF3 and CvS2 (if you use the P-Grove I think). For SFxT I think there should be like a side-step thing like in SNK fighters.
Lastly the Super and Ultra system better be changed from (S)SF4. Just take Ultras out, or at least lower their damage. Give Super more EX to play around with and more than 1 stock for Supers.
Try parrying when there are spike lags. People will be throwing their controllers b/c of this.
I always thought that the focus attacks are a pretty good system they are quite versitile. You can use them to cancel out of specials, absorb projectiles, or just use it as a counter. I have never played 3s but everyone else seems to really enjoy the parry system so i can't say anything about that. But i will defend focus attacks because they are a good system especially if you play as hakan.
Yup, you can do more with focus attack rather than parry. Stop living in the past ha
I'd have been a lot happier if Ultras were taken out.
Like some people above had said, SF has always been a very technical game, and the idea of rewarding someone for getting beat up is just stupid. I'd much prefer an A3/3S-like system of being able to store multiple stocks of super, which should actually work pretty well with FA and EX.
Parry would be nice, but I didn't quite like the way it completely negated projectiles in 3S. Projectiles, and the resulting ability to fight at long and mid-range are some of the (IMO very important) aspects that make Street Fighter unique, and sadly 3S rather downplayed this aspect. Personally, I think it's why SF3 wasn't as popular as the SF2 and SF4 series.
Perhaps a middle ground then. Re-introduce the parry system, but only for melee attacks (meaning can't parry fireballs). Fireball characters get to keep their zoning game, but you can still jump in on them and parry that anticipated anti-air. It makes sense if you think about it swatting aside limbs are fine, but that should't apply to flying balls of fire and plasma.
@44 yes i realize that but cvs2 was alot more popular to the masses and its was after the fall of arcades and after sf3
@56 Probably because it was a cross-over game, which like MvC2, are very popular with the masses. Unlike MvC2 though, it wasn't as casual. Also, do any you guys read the news? Capcom ain't going to release SF3rd Strike Online until somewhere in 2011. Yeah, I'll go drop $100 for an old Xbox/PS2 just to play some non existent online matches with people I can't reach out to. That must be why people play fighting games; for the glorious single player, not with the chance to fight other players. But first, how about you pay me?
focus attack system is very versatile.. vs the parry system which did only one thing..
the hell is wrong with these people
they should have every character with different counter moves such as gouken's counter move and not so easy to pull off as the parry system... i wonder if u would be able to pick any character and their moves or ultra combos would tag team together like in mvc 2... like they showed in the first trailer with ryu and chun li. but it should work with any character!
@58 yea it was a VS game but its still a streetfighter and was alot more successful than SVC chaos..which where the same brands...i believe CVS2 is more casual than mvc2 well i take that back i believe the player gap in CVS2 is closer together...all i was saying is that the arcade era ending is no the only reason sf3 wasnt successful..parrying had alot to do with it..it made simple controls to complicated for novice players..
@ Jihad Joe what about the Alpha series *sniff*
If it wasn't for there system of custom combos the infamous Genei Jin wouldn't really exist (don't know if that's a good or bad thing never played 3s)
In my opinion, I've experienced both the FA and the parry system, and they are not a good idea to put into sf4 vs tekken. If the parry comes back, it will be not balancing of the game because of the constant parrying of the moves, which states to leave the char vulnerable to attacks (it could be an abusive system). And the FA system, it is way more balance, but as stated it, the game will be different that they will make the FA system useless. I think, they would add something new to the game, and i can't wait to found out. Please make it balance!
No u didnt direct it at me u directed it at anyone who prefers parrying over the one YOU like. (probably the only one by the rage you ensued)
You should have played CvS2 that had a multitude of playstyles to choose from. Not just ONE we are forced to.
REAL FACT: They ideas of focus are not new. They have been around for years.
Absorbing a hit to counter another is boxing-like (boxing REALLY OLD)
Cancelling anytime into another move Guity Gear XX. (2002)
You talk about how Parry is outdated. I guess you are one of the KIDS who didnt see the FAMOUS Daigo/Wong Parry finish or the MANY cool parry videos around the net and on this site Vs. the famous Focus finish from ???. Is it possible to see a Legendary cool finish based on Focus Crumpling?
FACTS you got 100% wrong:
SF3 and parrying were introduced in 1997
SF4's lack of air defense is REALLY OLD Street Figher 1 (1987) old and continued into SF2 (1991)
SIDE NOTE: BTW Ryu and Ken were Highly dominant w/o air defense in SF1 And were balanced well for that game..just saying.
Another mind-blower for you!
If your ADD kept up!
Dashing & Back Step-SF3
Throwing with 2 buttons-SF3
Ex Moves-SF3
Super Moves-(SSF2T)
Super Cancels-(SSF2T)
ALOT of things in SSF4 are nostalgic (old)
Saying Parrying wont work because YOU dont know the system well is...let's just say...not too bright!
SSF4's NEW things-NOTHING Really. (Ultra Combos, a twist on Samurai Showdowns (aka CvS2 K-Groove) rewards for taking damage also forcing the user to press 3 buttons at once)
Focusing Absorbing to 2-D fighters IS new and has not been done before for a mass-market game but the idea itself is from Boxing.
Well I liked both parrying & Focus attacks, but FAs worked better in SFIV because it was based off of gameplay of SF2. But please for the people saying "parrying will work way better in a game like SFxT", dude we haven't even really seen any gameplay yet. We saw what can barely be called a beta, none of us have played it & we still have no idea of how the Tekken characters will cope with all of the aspects of SF. I'm curious to see what they have in store for this game, but judging by Ono's response they have a completely new mechanic in store for us. We'll just have to wait & see.
I vote for neither. Capcom should at least try to make a new game.
@63
Oh yea, completely forgot to mention alpha. Custom was pretty nice. Air blocking was ok, in combination with the guard bar. But alpha counters made it really hard to get in on someone when you were down on life and they had some meter.
@66
Were super cancels really introduced in SSF2T? I thought they were first seen in the SF EX series. If there was super cancel in SSF2T, I'm sure we'd have seen a lot of cr.mk xx hadouken xx shinku hadouken since it's a nice, easy way to hit-confirm the super. For the core capcom-made games, super cancel's first appearance would have been SF3.
Something new for SFxT would be great. Granted I prefer FA over parry but I would like to see a diffrent mechanic in this game. Its a new game so a new "gimmick" is in order (or a mod of an old "gimmick"). So I vote for neither FA or parry in SFxT. Let'em surprise us with more in-depth game footage instead of jumpin the gun for no reason. Oh if the rumor that Namco-Bandai is also makin its own ver true, I would buy it. Gettin both would rock imo :)
I love the parry system it created gameplay where nothing was safe and everything at any time could be punished. The focus system is a little more versitile in the it can be used for defense and attack but can also create combos that were not previously possible, and creats decisions of how to use your meter. I would be shocked if Capcom implemented either unless it was added as a groove. And with Capcom' current desicion to make fighters more appealing to more players thev'e added ultras and Mvc3's X-factor (I think it's called that) so players always have a chance to come back) I think it's more likely some type of comeback system will be added like desperation attacks or losing your partner adds thier meter to your other character. They could add anything really as long as it somehow benifits both SF and Tekken characters equally I'll be happy with it.
FADC system has its faults, but I bet parrying does too (like creating a certain barrier of entry).
There are so many things they could do for systems...
Also, FADC is not bad for charge characters. I watch an awesome Guile in videos and he uses the hell out of that system. You probably "fail" at adapting to it.
@66: The vast majority of players aren't able to do a full parry of a super, much less during tournament play. The biggest problem with the parrying system is that it created such a steep learning curve for anyone new to the game. And while some may like it as some snobbish status symbol that you can parry left and right, it's bad for the community if you have to do something so intricate and time-sensitive to beat the computer on easy mode, let alone beat the vast majority of other people playing the game. While FADC->Ultra may not be the most complicated thing ever, it does create a situation that requires fairly concise execution while still being part of a system that most people familiar with a QCF motion can jump into. I'd personally take more people playing and enjoying the game, thus adding to the community, over an overly-complicated gameplay system designed to only allow completely dedicated and/or elite players to enjoy the game.
@78
Dude seriously now, fadc doesnt do much for chargers. U cant fadc ultra(guile can try hiting it constantly in real matchs like ryu) and most of the time ur just better off useing the meter for a ex move. Im not even gonna get technical with examples of why its a waste of time for the chargers and why its 10 times better for motion characters ie ryu,rufus,etc.
The only way it would be useful for chargers is if the fadc would grant charge after the cancel. So say i have guile, i do low jab, low strong sonic boom fadc, instead of having no charge when i dash forward it would reset, giving me charge right after the dash. So i would dash forward swing the stick back immediately and after the dash be able to throw out another sonic boom or even ultra since i have the charge.
The fact is...most people who use the CAPCOM excuse of Parry's being Elitist.
Never messed with the settings. You can adjust the timing of the parry to no be so strict.
But I doubt complainers of the game knew that.
Ex. Parrying is usually "really close" to the attack
in settings you can make it in about sweep range for plenty of time to parry.
"Why even play of you can parry that easy"
Glad you asked! If I know that I can throw you out and do mix-ups to situations where you can't parry.
@82 Of course you can adjust parry timing, but as you said making it too easy will not solve the problem, that why you can't make it work fine for both top level and casual play, but think about other sytem like just defend, it's very close to parry but when you miss it, you do a normal defence instead of receiving the full hit, so you take a less risk but still be rewarded by having the good timing.
WOW! The hate for the ultra is a surprise. If you don't want to get hit with an ultra step your game up and get around it, it can't hurt you if you don't let your opponent hit you with it. I loved the parry system in 3S but it wouldn't sell well because all of those top tier parry masters would rape face, we've all seen the videos it's damn near impossible to beat someone who can just parry all your hits perfectly.
Parry was all about memorizing the rhythm for moves. The person who knows more about the other's character tend to win out. Which was great for veterans but created a huge wall for newcomers to get into the game. If Capcom wanted SFxT to have more casual appeal, which they do for almost all their games these days, they won't put the parry system in. They'll have to find some other way to appeal to their hardcore fans with something deep without being too rote.
played 3rd on a computer level from ez to hard......never played a real person in that game...... but i think times have changed............nobody was asking 4 the parry system 2 come back.....& the focus attack engine was a solid technique...2 this day people still dont know how 2 use it properly.....i must agree the parry system was pretty eazy & alot of people were able 2 do it....just remembering me doing chun lis ultra and having a computer akuma parry all my combos was sick.....then seeing every1 on utube do it was a let done.........use what works or tweak it more or start new......(just my opinion )....oh yea 3rdS & hopefully sf alpha max coming soon to xbox live & psn
mvc3-3rdS-sf3alpha max...........every1 jus calm down
i hate games when ur opponent combos u on block & keeps being offensive &u cant retaliate or counter or break that combo-----just look at hd remix & 3rdS....NOBODY PLAYED THAT WHEN SF4 OR SUPER CAME OUT..........& still i doubt any1 would drop super 4 3rdS or any other old game...mvc3 out in the open & sfxt.....(just my opinion)
If any of you folks have actually played with such characters like Vega, Gen, or Dhalsim then you would realise why the SF3 parry system shouldn't be in the game and why no variations of their playstyles were introduced in SF3. Anyway, I don't think Capcom is stupid enough to reintroduce it in their next installment.
lol at who ever said SF3 parry system is for the hardcore and completely dismiss the FADC system as being noob friendly; especially when the latter requires such a convoluted execution as opposed to the former which just requires you to simply pressing forward or down.
Also who ever stated that SF3 parry system is more diverse than the FADC system, is only lying to themselves. Even tho I'm no fan of the FADC system, it was much more versatile than the former.
Wow I can't believe some folks are complaining about Ultras. I personally welcome the KoF's RAGE like feature. It just adds to the intensity of the game as was stated by Dave Sirlin(game designer/blogger)who to thought it was a bad move at first but in the end started to appreciate it.
Posted by GodPride on September 30, 2010 at 10:02 p.m. #91
If any of you folks have actually played with such characters like Vega, Gen, or Dhalsim then you would realise why the SF3 parry system shouldn't be in the game and why no variations of their playstyles were introduced in SF3. Anyway, I don't think Capcom is stupid enough to reintroduce it in their next installment.
What do those 3 characters have to do with the defensive ability Parry?
Since when did Parrying have to do with fighting styles?
Parrying is a defensive advantage. That's it!
It's easier to parry attacks you can see coming from a distance than it is to parry an attack from close up. This ofcourse favors rushdown characters and rushdown tactics while completely destroying other would-be variable tactics/options like Zoning or keep a way tactics which is closely associated with the 3 characters I mention earlier.
Not to mention how slow pace the more recent SF4 games have been and with the current SFxTK game utilizing the same engine, can you imagine SF3's unrestricted, one press of a button, parry system in this slower pace game? Hmm, once again people don't think.
That would be an awesome thing. Please bring back the parrying! Let the boring fireball wars end!