IPlayWinner also caught up with Seth Killian at East Coast Throwdown 3 to talk about Street Fighter X Tekken, and other titles. They've posted the first part of their interview which covers the mechanics of the game and what Capcom is looking at adding in. Here's a grab.
iPW: The combo system in the game is very free. It seems like there's a lot you can do with it. How are preventing infinites in the game?
SK: There are actually a bunch of systems right now. Actually, in the build we have right now, it's sort of a hodgepodge of rules. You only get two of the command launches [chain to heavy, then heavy again] and you're dropped; you can't combo them after that. Also, there's a bunch of other rules. We're looking at things, maybe including increased gravity. Obviously, there's damage scaling already in there. We’re still exploring whether it will come down to some in-system rules based not on number of hits, but other factors like tag-cancels used. We want to keep that element of freedom, no matter what. That's not going to go away. It's not going to be about artificial restrictions that make you feel like your hands are tied. If there's an awesome combo, and you feel like "Oh! I really want to be able to do that!" the objective is to keep that in there. Maybe we'll just solve it with damage scaling and the fact that a lot of the good combos require tag cancels, which burn meter anyway. I'm hoping that those alone will solve the problem and just leave the players maximum flexibility.
great, there droping the whole comeback mechanic.
Im curious to see what they will show off in there comic con build, this game has the potential to be pure greatness or pure trash.
I'm happy they are not going to include the Ultras or anything of the sort. :D
I am really looking forward to this. Hopefully it isn't too marvel like in the combos.
Why even have damage scaling? Tekken is all about the BS air juggles and touch-of-death combos, so shouldn't SFxT try to embrace that?
Ha ha.. look at Seth killian.
The look stress out cause of onos non-stop trolling.
@#2
Yeah i hate comeback mechanics. The Ultra system in SSFIV works for me, but boring things like general damage increases
IE: Tekken 6 and Xfactor i really despise. Because an Ultra can be baited out and punished pretty hard anyway.
@8
but the problem with the ultra is that
1) it slows down gameplay.
2) rewards players for geting hit/punishs players for attacking
3) It hurts any character that doesnt have setups to land the ultra
i like some of what he says i myself dont like infinites there to cheesy no matter how easy or hard the regulations are for one what i do like is the ability to say hay i think my character can do this ima try that thats waht i like about mvc the freedom of it all but this game looks sooo choppy on the combos they look just mehh and kens super doesnt not impress me it looks like rival schools to me and i like rival school but man this is weird but of course imo i do think with time it might see better days
they are going to ruin the game with damage scaling like they did with sf4.. sf4 had an amazing combo system.. and how much of it was usable? none
looks like theyre answer here is damage scaling again... sucks
@11
Damage scaling is the reason SF4's combo system could be so "great". It was so open to creativity that ppl would be killed if the made one mistake.
In some instances this can still happen, given to full meters. But damage scaling keeps the open ended combo system from breaking the game.
It also forces you to be creative by using resets. If they didn't scale the damage they would have to incorporate a mechanic to force you to drop the combo after x amount of hits....
Because if you didn't have that in place you'd have the Ultimate Turtle game! One combo kills would have everyone running for the corners afraid to ever take damage.
@aluppoj go tell that to kof13.. great fighting game still has amazing combos.. you dont need to cripple creative combos in a fighting game.. combos is what makes a fighting game fun
Seems like infinites will be inevitable so to combat it they should do something like after like 20 or so hits, moves do only 1 point of damage no matter how many hits the move do, and after 50 they do no damage at all or something like in MK4 where you both fly back to create some space. Except for supers which would still do the 1 point damage after the 50 hit mark