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Seth Killian interviewed by IPlayWinner, discusses Street Fighter X Tekken

Posted by Jonathan 'Catalyst' Grey • June 29, 2011 at 11:03 a.m. PDT
Seth Killian interviewed by IPlayWinner, discusses Street Fighter X Tekken 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.


DMANSLAND said on June 29, 2011 at 11:11 a.m.

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

chickenwings said on June 29, 2011 at 11:13 a.m.

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.

MugenLord said on June 29, 2011 at 11:13 a.m.

Sweet, I love fighting games with player flexibility which relies on the player skill instead of a fixed/limited playstyle that pretty much any player can do. So tournaments should have some unique players of different playstyles.

danny10257 said on June 29, 2011 at 11:26 a.m.

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.

Batsu said on June 29, 2011 at 11:34 a.m.

Seth's dream project better be the same as Ono's!

THE_GODDAMN_MASTER said on June 29, 2011 at 11:45 a.m.

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?

Rafael2487 said on June 29, 2011 at 11:55 a.m.

Ha ha.. look at Seth killian.
The look stress out cause of onos non-stop trolling.

Hypermarth said on June 29, 2011 at 11:59 a.m.


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.

chickenwings said on June 29, 2011 at 2:49 p.m.


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

genesiskhan said on June 29, 2011 at 4:54 p.m.

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

ricefarmer said on June 29, 2011 at 6:15 p.m.

(This user was banned.)

shadow050 said on June 29, 2011 at 7:01 p.m.

they can easily put things in the game to prevent infinites, or even near infinites. regardless, things should work out fine so long as the tag cancels take enough meter.

Aluppoj said on June 29, 2011 at 8:08 p.m.


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.

ricefarmer said on June 30, 2011 at 10:44 a.m.

(This user was banned.)


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