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Bryan restand combo in Street Fighter X Tekken, Sakura and Cody combo videos

Posted by DreamKing23
July 7, 2012 at 6:08 p.m. PDT
Whateverx9993 came up with a couple of interesting combos for Bryan in Street Fighter X Tekken. The first combo shows that Bryan can cause a restand when tagging in your other character during one of his attacks. The other combo is a meterless bread and butter combo that deals 375 damage.

FROG55JQN also created two combo videos, one for Sakura and the other featuring Cody. These videos show off a great deal of what these characters are capable of in Street Fighter X Tekken.

Hit the jump for the remainder of the videos.

Tip by an anonymous submitter.

Comments

DunnDeal's avatar
DunnDeal said on July 7, 2012 at 6:12 p.m.

Let's go Sakura, My main since Alpha 2! Can't wait to use Lei too because everyone is going to be too lazy to learn how to use him!

#1
Mr_Pyro's avatar
Mr_Pyro said on July 7, 2012 at 6:14 p.m.

SFxT combos sometimes look cool until you realize that all they did was consume time and not damage.

Still, some good insight into these characters' potential.

#2
NoizyChild's avatar
NoizyChild said on July 7, 2012 at 6:19 p.m.

I like that Solar Man remix in the Cody video.

#3
Existent's avatar
Existent said on July 7, 2012 at 6:55 p.m.

@2
That's no different from 4. In fact the only SF I can think of that benefits from ridiculously long combos is Alpha 3.

#4
Mr_Pyro's avatar
Mr_Pyro said on July 7, 2012 at 7:30 p.m.

@4

True, but SFxT has much longer combo potential. And the timer should be taken into account.

#5
Dude130's avatar
Dude130 said on July 7, 2012 at 7:53 p.m.

Never was a fan of trying to pull of fancy combos.

#6
Default avatar
trufenix said on July 7, 2012 at 8:23 p.m.

Dear Pyro, please stop posting on SFxT articles. You have no idea what you're talking about.

#7
ItalianBoy's avatar
ItalianBoy said on July 7, 2012 at 8:52 p.m.

waiting for Juri/Sakura,Sakura/Asuka or Sakura/alisa Hmmmm decision decision

#8
Existent's avatar
Existent said on July 7, 2012 at 10:28 p.m.

@7
I think that's exaggerating.

#9
BlankaBeast's avatar
BlankaBeast said on July 7, 2012 at 10:33 p.m.

TIMER:

All they have to do is stop the timer during Supers/Cross Arts

DONE.

Its not that big of a problem, nothing unfair about having a time limit.

#10
xShonuffx's avatar
xShonuffx said on July 8, 2012 at 5:18 a.m.

@10 Personally, I never understood why Capcom makes things so much harder on themselves for example by making the timer the way it is in SFxT. It seems like such a simple solution but on the panel they act like changing the timer functionality is gonna break the game or something.

#11
Default avatar
dgwejsdf said on July 8, 2012 at 5:36 a.m.

(This user was banned.)

#12
Default avatar
coldviper18 said on July 8, 2012 at 7:40 a.m.

I still think they'd want to add 15 - 20 seconds to the timer as well as stop it during supers. Lame how many timeouts you get in it. I am stoked they're looking at stupid jab poke strings and releasing dlc characters sooner than planned. Makes me want to give this game a second chance.

#13
Default avatar
lorcraven said on July 8, 2012 at 8:29 a.m.

yeah they are trying to earn forgiveness, I'm still pretty bitter though, nothing was ever as disappointing as sfxt

#14
Default avatar
trufenix said on July 8, 2012 at 9:09 a.m.

Extending the timer won't stop the timeouts. It'll just increase the amount of time spent staring longingly into each others eyes.

The reality is the game is just too safe. They must've thought gimping the timer would entice people to work faster, but for most a W is still a W. They did put in tools to deal with it, but like so much of the game, they are still really underutilized.

Pausing it during supers would help a great deal, but programatically it just may not be possible without gutting the whole game. Patches aren't just magic wands, folks.

Regardless, actual player education would help grease the wheels of progress, but poorly tested game is still poorly tested. Tragic, really.

#15
Default avatar
TheBlackHombre said on July 8, 2012 at 2:42 p.m.

I always said that the timer wasn't an issue until I saw people playing it at EVO. The time needs to be extended. Make the in-game second be 1.33 seconds in real-time. This add almost 33 real-time seconds to each round, which really is needed. Because it's a shame when the timer becomes an issue (when you're down) at 50 seconds. 20 seconds and a come-back is near impossible if you're really down.

#16


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