It seems like there's a been an effort to standardize hit boxes across most characters. Aside from cross ups and jump in heights, it doesn't seem like there will be a great deal of character specific combos/set-ups. Certainly nowhere near the amount present in SFIV. Good news for competitive and casual gamers, bad news for combo makers.
There's an interesting mechanic that only occurs up when maxing out the combo counter. The game also gives you an awesome message when hitting 99-hits but I don't want to ruin it here.
EX moves are generally super effective. A lot of characters even have loop-able patterns involving EX moves (ala Boxer's EX.Rush punch in SFIV). A good example of this is King's qcf+KK move that links into chains and then back into itself. Due to damage scaling, it's not often the best use of meter but it is fun and looks awesome.
Make sure you head over to Desk's blog for the full notes from the game.
Tips submitted by protoman pillz, Zerenade and duckmouth.
@1 he doesnt even own the game yet, and we allll know what he does when he gets the game! lol
haha, that's what these sites are for!~ :D spoilers!~
this might be weird, but who else but me is excited to
see the many taunts the tekken side will have?!~ xD
@1...tool
@4 how do you have spoilers in a fighting game?
@9, he got his hands on it for a brief period.
it says on his blog as well (:
Yay for Chun for being the first trailer start. I cannot wait to see my baby in action.
99+ hits? Street Fighter X Tekken X Autism. Imagine a boxing match where one guy hits the other one 99 times and the first guy can't do anything the whole time. Pulse-pounding action! Everyone would get up and walk out.
I was excited about the team aspect, but if it's going to be mainly a way to extend combinations, that's a pretty big disappointment. How about some "fighting games" and not "combo games?"
(Yes, I get that Desk is just focusing on that aspect for videos and normal gameplay won't be quite so bad—but I worry it might be more like that than I hoped.)
I'm more interested if he finds any glitches like QuickSilver.
@12
I'm pretty sure the 99 hit combos are based on having unlimited meter in training mode and not in actual matches, since you need meter to perform the moves that reset the juggle count.
@14; YES!!!
@15; doubt it, since desk always obey meter rules :S
@1
You, and everyone like you, are a tool.
What have the impressions of the MANY pro players who have played the game been? Super positive, huge amounts of hype.
You haven't played the game, but somehow you "know" that it is garbage.
So how are you in a better position to know the quality than the players that have a better grasp of how to play these games?
Hell, it is possible that all the pros are wrong and the scrubs are right; maybe Street Fighter X Tekken is garbage. However, until we play the game, we can't know.
So instead of being so incredibly free why don't you wait to play the game before you pass judgement on it...?
Oh yeah, because you are a scrub.
"It seems like there's a been an effort to standardize hit boxes across most characters. Aside from cross ups and jump in heights, it doesn't seem like there will be a great deal of character specific combos/set-ups. Certainly nowhere near the amount present in SFIV. Good news for competitive and casual gamers, bad news for combo makers."
Wrong. Different hitboxes added to the depth of the game. Character specific combos were only one of the side-effects. There are also lots of setups and possibilities that come from different hitbox sizes. Akuma's low forward to punish Rog's straight is only one of the examples that comes to mind.
However, SFxT has plenty of depth already. Don't think more standardized hitboxes will hurt the combomakers or the competitive scene.
And Desk, stay free and don't attend any tournaments. You're only going to be a combomaker. Thanks again for confirming that.
You just got to love some of these reactions.
@22 Desk said he will be at this year's EVO. Besides,what's wrong with being a combo maker? Can YOU do this? And if you're such a cool tournament player, what have you achieved? I ask, because of your "stay free" comment.
@1 I take it you don't like the game? That's completely up to you of course, but why even click the article? It seems your mind is made up already.
@4 I know how you feel, but then again, these sites are indeed going to publish any news that comes out, so the Day -2 combo videos are inevitable. Staying away for a while might be your only option.
OT: I am curious what these combo videos are going to look like. Can't wait for next week! And a week after that, finally, getting my hands on my pre-ordered special edition! I am hyped!
um, why don't you guys stop b*tching at each other and pay attention to some of the insane sh*t that was in that video
1) Chun-Li canceled a chain combo into EX fireball (but we already knew about the EX cancels), but THEN she linked another st. M into legs
2) Rufus switch-canceled Snake Strike into Bob, who had enough time to finish the combo with a jumping attack into more grounded juggles
3) Law switch-canceled a series of standing kicks (probably a special move) into Guile. But Guile started his part of the combo with a sonic boom (helloooo charge buffering), and then continued comboing with his SF4-style series of links and booms
4) This one looks nasty... Marduk switch-canceled to Ryu while doing an EX giant swing. However, it appears the giant swing has such a long animation that Ryu has enough time to come in and charge a full super. I'd love to see how this one ends (whether Ryu's super combos after the swing, or if it's released as the opponent gets up from the swing)
5) Ken activates Pandora and continues a combo on Dhalsim. I assume the partner (who was sacrificed) had started the combo then Pandora'd in Ken who continued with a link. this is probably a proof of concept on what Desk mentioned in his blog about Pandora:
"An ideal situation would be to set-up a pandora activation and continue the combo while your opponent is still grounded (using loop-able ex moves as mentioned earlier) but there have been extra efforts made to make this very, very difficult to actually pull off. "
6) Ken somehow ended a 16 hit combo with a normal throw. i can't wait to see the full explanation of this
@ #29
Not really interesting actually, but the guy doesn't even have the game
1) So many fireballs are plus on hit in SF
2) Tons of moves in this game have such long animation that this will be common
3) Pretty much expected
4) You probably missed the level up breakdown for Paul and Law, Super will connect
5) That's just enough hitstun, or simply a move which launches high enough to give enough time for pandora activation and combo followup
6) Julia has some sort of attack which crumples. You just need to combo into such an attack , tag in and grab them
What's actually interesting is the notes on his blog.
@23 - I have been to local tournamets, because we have no majors where I live.
And anyone could do most of the combos Desk does if they'd have the time to grind it out. Execution is something you develop - it doesn't take talent. Desk probably does it faster because of his whole musical background.
And NO, I don't want to do it, but thanks for asking. Seems like a waste of time with no practical gain (i mean 0. i've never seen stuff Desk does being used in tournaments, however fun to watch it may be).
Oh yeah, and stay free.
@34: You're wrong. Desk pulled off his 99-hit Chun-Li combos online, I'm sure he can do it again at EVO. The reason that you haven't seen it in tournaments is because NO ONE there has bothered learning it. And don't act like you won't gain anything from being able to do stuff like that.
@30 gtfopanda
yeah man....yeah Julia has a crumple move and Ken could just throw them out of that totally, you are so smart and wise.
but, oh wait...hold on a second? IS THAT VEGA ON KENS TEAM?
We all know how many crumple move Vega has....@ssholes like you should just be quite and stay free
@34
You sound like that players who practice executions to get better shouldnt be credited because they have lots of time to develope it and thats all it takes. I started playing fighting games since the 90s when sf2 and kof94 were big games in the arcade, and I am not ashamed to say that I cant do 90% of the combos that desk did, like the chunli, guile and honda combos. And execution do take talent, a person can learn a combo in a few min while some other may take hours when use the same technique, the thing that separates them is the talent, like in most sports nowadays.
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