After the jump, you'll find an example of how the autoblock gem works in Street Fighter X Tekken, as it drains meter and a fairly rare draw match in MvC3.
And lastly, Jesperbech recorded something you don't see very often, a draw game in vanilla MvC3.
Submitted by Chipitalos and Zombiebrian.
So yeah.... that auto block gem.... so game breaking!
LOL Just shows how badly everyone over reacted to the gem.
#3 Exactly I knew everyone was blowing it way out of proportion and look we have this harmless gem that is only going to be used by people who have no idea how a fighting game works and are gonna get bodied because of it.
did anyone expect anything different? I would be more interested in knowing what happens if you're blocking correctly...do you still lose 1/3 of meter? cause if you don't then it's still pretty useful to me. You can just lose 1/3 of you meter instead of 1/3 of your life bar if you guess wrong on one of those 50-50 mixups.
sounds like a good deal to me.
#9 So what is? The way I see it these gems open up a world of possibility. I can play the character I want how I want and I love that idea. Just imagine how dangerous some of these gems will be in the hands of pro players. Just imagine the different types of strategies we will see pulled off. There infinite numbers of combinations of gems that can create a strategy like no other. I personally can't wait to test them and make my character how I want.
@9 DLC is the issue because they have better activation conditions than the standard gems.
Phoenix (Wright) is god like. i wise American players use more different characters like j wong.
It feels like every damn combo video is about Spencer. Isn't anyone else sick of that boring character already? Ugh. He's not even the slightest bit interesting X_X.
#12 So that is it? This again? Yes I am not blind I realize that is an issue. Out of the hundreds of gems in the game we know for a FACT these gems have better activation conditions than all other gems in the game. Another thing is right now the only ones we know of are the pre order and special edition gems. We don't even know if these are gems that you can already get in the game. I mean my guess is those gems are in the game and are unlockable difference is if you choose to pay the extra money you can unlock them right away. King of Fighters 13 does this very same thing with Saiki and Billy Kane you can either unlock them in the game or you can choose to buy them and have them. So does Blaz Blue with a character in the game.
@ #18
Don't be silly, if you could unlock the DLC/pre-order gems by playing the game there'd been no issue with gems at all.
Also, if that was the case, Capcom would've already put emphasis on it being like "you can buy them, but they're actually in the game and you can unlock them!".
Basically no, that's not gonna happen.
bunch of f-cktards in here. The issue with the gems are not the gems itself but the added time in tournaments in selecting them. We already have 15-30+ seconds of idle time per match due to button check now you'll have to add the selection of 3 gems from a list of hundreds (according to capcom). That'll add another 20 secs+ or more. And what if the other player chooses to change his character? In a streamed top 32 or top 16, that's just too much idle time wasted.
it takes little time to select gems if they do it right now.
think Arcana Heart. it shouldn't take more than 5 secs.
If you know what are you doing, you shouldn't have to waste time on button check either. Like evo 2011 have two setup. Or just Canada Cup 5v5, I see Japanese players didn't even check button. they just jump in and play right away after one lose.
Pad players waste way more time than gems.
That Phoenix player is lucky to get three good pieces of evidence in a row. I would like to see how he works without all three being luckily drawn
@23 right and this is the first time I'm hearing the main concern with gems being the wasted time for tournaments..wtf?
I thought the main concern was gems as priced DLC
@21 but if you were playing in the tournament you would'nt care.
Listen, anyone who has actually played in a tournament including myself will tell you their time between matches usually stretch beyond 30 minutes at least if your at a major with tons of people. Once you start you play 2 to 3 games to win and your done. So taking an extra 30 seconds is irrelivant.
This issue only effects viewers and I think that is a small problem if you ask me.
The real problem is the issue of fairness in aquiring Gems and people having stronger gems than others through exclusive content ect. If Capcom goes this way it can hurt the SFxT community pretty bad.
@27 I do join tournaments. And that additional time is a big deal, more so if you're playing teams as well. We were kicked out of the venue during the winner's finals and had to take the tournament to a nearby house.
Also I ran a few tournaments here and there albeit small and that button checking / controller switching takes up time and adding that additional 30 seconds is big since you'll have to consider EVERY MATCH NOT JUST THE TOP 16 HAVING THAT IDLE TIME AS WELL.
The longer match setup could be mitigated by having a proper button config system so we wouldnt have to do button checks before every single match.
The problem is that gems are unlockables (or preorder bonus or DLC). If all the gems were available from the start and there was some fast way of selecting them it wouldnt be a problem. Competitive games shouldnt have unlockables; everyone should be playing the SAME GAME (some will disagree). and if this isnt a competitive game, so be it.
So I guess then those of us at home really don't have a problem then? Sounds like a deal to me I only do super small local tournaments anyway at my local game shop.
People would have time to try out the gems at home before going to a tournament so they will know what combinations work for them, it's like what's going on with H&H mode in UMvC3, everybody likes the luke cage/sabertooth combinations now among few others.
If you're a tournament player and plan to play this game at a tournament, I suggest to purchase usb drive to transport your gem presets and dlc gems.
Might as well buy and bring a usb port just in case your TO doesnt have any to support two sticks/controllers as well as 1/2 usb drives. ;) Good job capcom. Party game will be a party game. Milkers will milk. Sheeps will buy.
Wow, that Phoenix Wright was really impressive. Would like to see more of him in the future.
Trust me that Capcom is a business, they will have an incentive to sell those DLC's other wise they lose money.
@#40, Agreed. Anyone that has ever entered a tournament would know how long button checks takes already.
I don't think the gem picking is that big of a deal. its not like if ur gonna play a game of where's waldo between each match. you should know what you want and should basically sprint there.
Also, consider the picking for mvc3. 3 characters with ur choice of assists for each one. that's six options. In, sfxt you choose 2 characters then about 4 gems (I say 'about' because some gems take up multiple slots). 6 options again. So wouldn't you spend the same amount of time beginning sfxt as you would mvc3, and people don't complain about that.
Voa, you dont see UMvC3 with DLC assist options now do you ;)
Think buddy, think.
The reason a lot of people are angry is not because the gems exist, but because they are forced into the game rather than through an optional mode like Heroes and Heralds. Sure, players can choose not to select gems but then they are disadvantaged contrast to those who choose them; once again the lack of a filter comes into play.
Umm Chris that's not even what he was talking about 42's point was the similarities in the amount of things you're selecting and the time it takes period not wether it's dlc or not. And guys there's like 57 gems in game (possibly unlockables as well) are 19 or so downloadable gems (that are p much the same as the ones on disc just w/different activations and larger slot sizes no less) going to give people an instant KO? I understand wanting things to be fair but is the disparity so large that it will be game breaking? I doubt it, the number of combinations for this game are just too great for anything that outrageous. Not a big fan of dlc but I'm a huge fan of fighting games (and rpgs too :p) so I just try to keep an open mind anyhow Cammy/King all day!
You guys realize that there was no blocking going on the gem demonstration right? Like that was 3 consecutive attacks with the stick at neutral position. Meaning if you start actually blocking at any point you don't lose bars. I swear you guys are morons.
@47
I can see how that can be a problem, but you also have to know that sim relies a lot on meter for damage as well. getting hit by his jabs is almost negligible damage. don't get me wrong, walking into his jabs is not a good way to win either. But sim needs his ex stuff to beat his harder matchups, such as fireball wars or just keeping away gief.
The auto-block-gem drains a whole bar? O.O
That must be the worst gem in the game. It is more a disadvantage than anything else. Imagine there is a fast overhead attack that hits twice that sometimes just confuses you. I'd rather take the damage and even get comboed after that damage than losing two bars O.O
The gem indirektly implies that you can't do hyper combos oO
Especially if you are a beginner, for whom that gem is made.
when ryu is standing..hes looking straight and not down at kazuya . in street fighter iv they look
1. DLC gems being better is a problem and I foresee those being banned if they're not changed by release.
2. I think if the game is good enough, a longer set up time is worth it. It's a minor issue in the grand scheme of things.
3. There are a lot of hidden aspects of auto block gems that are not discussed. I'll reserve judgment until there's been more hands-on time with it.
1. DLC gems being better is a problem and I foresee those being banned if they're not changed by release.
2. I think if the game is good enough, a longer set up time is worth it. It's a minor issue in the grand scheme of things.
3. There are a lot of hidden aspects of auto block gems that are not discussed. I'll reserve judgment until there's been more hands-on time with it.
Interesting gem. Could be useful against characters with nasty wakeup games. I might sacrifice one bar if it let me get out of a vortex like ibuki's.
The gem I'm most interested in is the throw tech gem. I absolutely hate trying to time throw techs, although I hear throws in general have been nerfed badly in sfxt.
@7
I agree. 1/3 of your lifebar is a fair price to pay for guessing wrong on a 50/50 or even an otherwise being able to block on an unblockable setup.
Personally I feel the same with auto tech. 1/2 of you meter is a fair price to pay if you miss a tech.
This also isn't considering the possibilities for sudo option selects while on defense. Good players are going to use these and everybody's going to bitch when they loose to them.
Their tears will be delicious =3
i think the auto block and auto tech are huge im not a great player but i do love 2d fighting games so i will love this game but i think those 2 gems are kinda broke cuz they only hurt you when u need them and u can take over after the first meter i will gladly give up a little meter not to eat a big damage combo or not to miss a tech so i can stay out of a 50-50 i think i really like the 2 life gems too this game is gonna be awsome the easy input gems will be good for my son aswell yea capcom P.S. i am going to get the collectors edition so i get all the gems lol
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