Capcom has released a ton of information on the upcoming v2013 patch for Street Fighter X Tekken, however they haven't said much about their changes to the game's gem system.I'll probably make a switch in SFxT too. The game feels brand new.
Better yet its to bad so many people have stopped playing the game or have sold back there copies.
@7
I didn't saw a preset slot, that's why. (but I'm not sure as well)
I know that the "setups" are universal, but are the gems too? e.g. will each character have the SAME 3 attack / defense / meter gems or will one character have gem 23, 25 and 49 and another 23, 35 and 51 etc
those are the two things that would interest me. someone gonna hit up capfiend on twitter!
Now just remove the ABC-Launch crap...
Have game be over when both characters die...
Remove the special move charging...
Actually fix the timer...
Remove f***ing gems.
... and a whole bunch of other crap I won't bother to list here.
This game could've been way better, but Capcom wanted to please the noobs and f***ed up in the process, and also got money hungry.
@ Raw Voltage: Why the hell would you want the game to drag on for twice as long? They barely avoided timeouts in the exhibition. Gems got nerfed significantly so they aren't gamebreaking anymore, and special move charging adds to the metagame with the counterhit bonus. ABC Launch is perfectly fine since it does no real damage. You seem like the noob making the ridiculous demands here.
If the game was over when both characters died, it'd be a single round game like KOF or Marvel. I'd like the option to play 1v1 like CVS2's 3v3 (non ratio) and 1v1 modes.
@9 You really need to demand less.
The whole both characters die, is not a Tekken Tag rule.
Look at CvS series it mostly like KOF with the teams and you can't switch, so with SFXT it follows part of Tekken including the Tekken Tag rule of how the game ends.
The game does look better than before, more damage, less safe stuff, much less life regeneration, etc. I doubt it'll be anywhere near AE or Marvel levels but I hope more pick it (back) up.
And yeah, #9 those are terrible changes, bet the rest you didn't list are just as bad as well.
@DevilMaySpy
What I meant by remove gems was the P2W model. Gems would be fine if the good ones didn't require you to shell out cash.
If they fixed the time, dragging on for twice as long wouldn't even matter. There have been times that I lost a match because I never got a chance to switch characters. Once you get hit twice in a row, your opponent will be looking for you to switch characters. After that you have three options; Take a chance that you hit your opponent before you die, do the obvious raw tag and lose 30%~ health on your other character, or die.
I enjoy this game a lot, but there's a part of me that feels it will be a very long time before Sfxt is as technical as SF3, SF4. It's to easy for a noobie to button bash and be successful. However, same thing applies for some of the older Tekkens.
@20: Sounds like someone's getting bodied for free. Like, what time fixing? I'd prefer if they sped up some Super Arts like they did to Rolento's, but each match is 99 seconds a piece. That's a minute and 39 seconds, so if you time out all three times, you can spend almost 5 minutes in one round. What type of fixing could you possibly have in mind?
As for the gems, Capcom found a good way around it for tourney play (preset gems only), although having all the gems free from the start would have been more than welcome. As for all the other "suggestions", quit being so free and learn to play SF X TKN.
I don't even know why you guys bother responding to stuff like @9 that type of nonsense belongs in the scrub quotes thread.
Honestly this game is looking pretty well polished and im looking forward to it. Another note: if you played and/or started with Marvel 3 or SF4 you have no business critiquing this game on it's appeal to new players combined with the hardcore.
I'm getting excited by this. Now only if they would implement 1.06 on the PC soon...
#22 I highly doubt a "noobie" that "button bashes" will have any sort of real success against someone who know's what they are doing. A. There are very many unsafe options (which in the new version are even more unsafe.) and B. If someone is just mashing buttons a good player will bait out specials, and get counter hits, just like in SF4, SF3, SF2, etc... Also the game will be even more footsie based since there's absolutely no free chain option now, they are all punishable so it will have the same principles as most SF just that the combos have a easier feel when you do manage to get the hit.
gotta agree that the game overall is much different, really excited to try it out.
@LK
Yea, that makes sense. Don't get hit twice in a row. I'm sure that's never happened to you.
@chipndip
What about charge characters that aren't as fast paced as the rushdown characters? Charge characters are barely even viable in this game.
It doesn't really matter the time limit on matches. Say there was infinite time on matches (which I'm not suggesting) and both players kept trying to defeat each other, the matches wouldn't carry on forever. There is an average amount of time that the matches carry on for, Capcom just got that average wrong with this game. They have done some fixing to it, but like I said before they haven't fixed it completely, and I still believe for charge characters it is way off.
Before to defeat a charge character you had to constantly keep hitting them with pokes, and overheads over and over. The bs about this game is that pokes, and overheads are deadly.
@Everyone else disagreeing with me
This game sold below Capcom's expectations for a reason. I was so excited for this game, but the more I found out about it the more I was disappointed. The main reason I stayed away was because of the P2W, I refuse to support that.
@22
Yea hold on a second. No matter what fighter you are playing, you WILL LOSE mashing random sh*t. If your losing to a Ken spamming light shoryuken, then the issue is YOU, not the game.
@28
So your really going to claim Vega is useless in this game because of charges? He's probably one of the few characters that is never left out of some compilation of online replays. Balrog too is HEAVILY used by the pros, aka 30000bp+ A+ Rank. I at least admit to my own short comings in various games, but why does every single person trolling on SFxT make up their own crazy opinion about it and not just think "hey, maybe I need to up my game" instead of "I got blown up as balrog?!?!?! ok time to return this game"
@29
That is a bold statement. Even with the facts you laid out, I still don't think I will ever agree with you though. Nothing has surpassed AE IMO. That game is awesome.
@ RawVoltage
Viable charge characters: Guile, Rog, Vega, Bison (zomg that's majority right there. One's less viable: Able <not really a charge character but has a charge move now>, Blanka...that's it.) You really don't play the game or look at it seriously by your responses.
Another point RawVolatage you fail to realize. A lot of major game companies make you pay for DLC on the disc already. Whether it be for P2W (which really the gems aren't game breaking anymore by any means they are for strategy) if you didn't watch the SFxT tourney for the 25th anniversary and saw Law + Kuma by Sethlololol he used dlc gems in his setup, but he didn't win the tourney although he got really far it was just by his strategy and the fact not many people knew what to do against Kuma.
Also pokes aren't really exactly game ending by any means if the other team doesn't have meter. Same with overheads, if it leads to a bound state you aren't going to lose a character unless they are really low already. Roughly most ABC launch combos lead to 300 damage on average where as tag combos lead to 400+.
The game did seem different. Faster and even fun to watch. Lets just hope people at tourneys stop being silly and finally start allowing basic gems to play the game how it's supposed to.
Kinda even feel like picking it up for myself too. Good thing that it's 20 bucks everywhere. lol
@42 The only "DLC" character I'm interested in is Elena, but I ain't paying 20 bucks just for her. They should also sell them individually for 2 bucks.
The game looked a lot better, most matches lasted 30 seconds or so, only infiltration keep away rolento managed 1 time out,so it looks really good for a game they barely touched but just for a few hours. Nobody used pandora and i think its now legit comeback tool, and many rolls went unpunished, no throws to punish red life, still the game looked faster and better overall, i cant wait
i think the default set up for gems is such a great idea.
damage, defense, speed, meter gain, (was there another one?)
and you chose from those just like they were grooves or isms. It could really be something that everyone could get behind since it pleases both crowds, the gems are in on the one part but there are only a few set selections to make so it'd be quick.
here's hoping it sticks
@29
I agree with you. I almost feel like that's what caused the problems with SFxT to begin with. Getting hit hurts and it only takes 2-3 hits to lose a match. It caused people to play too cautiously and boring. You get more chances to mess up in SF4 and MvC3 has X-Factor so a mistake isn't as deadly in those games. You need to play very solidly to succeed in SFxT and that generally means playing extremely safe. I feel like the timer was almost a way to establish control. No one is ever really winning in the game. One hit is all it takes to get into a near death situation since you only need to kill one character. A life lead means nothing unless there's 10 seconds left so people let the time go by.
You can see it just by watching the first 10 seconds of a match. In SFxT, nothing usually happens but something always happens in SF4 and MvC3. In SF4, if you do something wrong in the first 10 seconds, the worst that can happen usually isn't that bad. In MvC3, not doing anything can get you killed and doing something can put you in a very good position. But in SFxT, that wrong move can be punished harshly so people won't even risk it.
Well, judging by this version 2013 demostration, the combos now do real damage and throws are devastating, getting a life lead is no longer as decisive and comebacks will be more accessible. A single Lili combo from Infiltration was almost 50%, if people starts taking the game as seriously as he does this game will success.
Well I still haven't seen any HIGH LEVEL competitive matches with vers. 2013 so until I do I can't comment on actual gameplay. But it seems that they have fixed some of the flaws.
Is it too much to ask for a 1v1 mode as well? Why can't they consider basic stuff that could expand the fun of the game?
#50 - the purpose behind having 5 presets, I would think, is so that nobody can complain about balance being too chaotic and unpredictable in a tournament setting. By having 5 "official" presets, the controversy over the gem system is somewhat addressed.
The problem is that the flow of the game is built around using gems. Characters are supposed to have a "second wind" at certain moments when gems activate. Stripping gems out makes some people happy, but it's not really the way the game was meant to be played. Now perhaps tournament organizers can allow gems, and players can just familiarize themselves with what the 5 sets do and activation conditions.
The joke of course, is that from the very beginning the game already had "sample" gem presets for every character - the default two gems + empty slot unless you edited a character's gem set. Tournaments COULD have just said "default 2 gem sets only" and simplified the entire problem. But people have ran around in panic about everything in this game from day one, lol.
I'm still giving this game the middle finger. There pissing me off with this holding character back making you pay more or making you buy a f-cking new one! Name one fighting game they have yet to do this to in the last 4-5 years! Like Dark Stokers? Were all going to be buying two f-cking copy's of it or pay for f-cking more characters! Sh-ts getting old quick!!!!
@Alphagen: Blazblue actually made people pay 40 bucks for a "super version" that only had ONE new character: a squirrel girl. Since it's the most updated version of that game, you were pretty much forced to buy it just to stay competitive. Also came with some balancing and junk, but 1 character never programmed before vs. 12 I can unlock for 1/2 the price...
Both are lame, but I'd rather go with the latter. In fact, Tekken Tag was the first game to NOT have overpriced/shady added content.
@Everyone else: Damage scaling/damage dealing wasn't majorly touched on outside of boosting the damage of some moves (and lowering others). Only thing now is that some people's health got nerfed and health isn't regenerating in 5 seconds.
@54 The whole DLC characters being held back, Sony was the real reason why they were held back. Capcom was under a contract, for the DLC characters to be held back for the PS Vita release date to advertise the Cross Play, where you can have your DLC stuff from both PS3 & PS Vita.
@47 first of all, you're stupid if you seriously can't tell when somebody is being serious or not. No reason so be so rude about it, moron, lol. I'd rather not be lectured by some casual kid who hasn't played against anyone but his other one casual kid friend at school. Go to bed, it's past your bed time and the adults are trying to communicate.
I'm merely implying how different the game is now compared to when it launched. How often does a game get patched to the point where it's a completely different game? Not often... In most cases
@58
You speak the truth. A lot of this crap is due to Sony trying to entice people into buying that darn Vita. Unfortunately they are still at it with other games. What can Capcom do? They are a business and money/contracts rule.
The PS Vita might be a good gaming system but I don't need one. My PSP works just fine and currently has far more/better games to boot. When my PSP dies then MAYBE I'll upgrade to a Vita. But Sony pulling crap like that makes me want to not buy one just out of principle.
@61 Yeah, I mostly collect certain infomation and follow fighting games 24/7. Heck there were couple of news covering about the DLC including the original plan was the DLC characters were suppose to be after the PS Vita version getting release, even pieces that Capcom is under a contract from both Sony & Microsoft.
Heck this DLC business was going on for a long time since expansion packs of PC, which fighter games never follow. Most fighter games rely on releasing "Update version" even if it was another disc.
The real problem in general with games is release dates (aka deadlines), there are times that even before PS3 & Xbox 360 they never were 100% like certain stuff that was suppose to be in certain games. DLC is away to expand more content, and add new stuff which is a good thing. However the way how the gaming marketing is going there are times they rely too much on DLC, its something that Sony & Microsoft are the ones that needs to be improved, while other third parties can focus more on than some required deadline.
Heck I'm even learning the origin of DLC (or expansion packs).
I don't live my live as some fanboy or troll complaining some game company over what they were doing for DLC, and be part of some bandwagon.
I even know what fightings should do, to make their games better.
I do enjoy SFXT, its a good game (can't please everyone) but maybe not best.
Strekken still looks like ass, I ain't sold on this 2013 update.
@chipndip Makoto(the squirrel girl) wasnt the character added in Blazblue:CCEX, it was Relius Clover. Makoto along with Valkenhayn and Platinum the trinity were originally DLC characters in the first Continuum shift, they were available unlocked from the start in extend. But yea as much as i love Blazblue, i agree that the Extend update was kind of a ripoff, even if it added new stories aswell as a new character.
A lot of butthurt in this page who still can't get over that DLC and gems thing lol. That's so 2012. The gems other than the assist ones are not broken, and they were even nerfed. On-disc DLC has been existing way before SFxT and with the DLC's file size of 800mb, it is a good idea to make the most of the disc's huge storage.
"In a tournament setting, if you don't know your gem selection numbers, this will enable you to get some gems that will help you out."
in a tournament setting, noone allows gems anyway.
@TrueGamingGuru I'm calling bullsh-t on that excuse. Charging a fall amount for a game then bullsh-ting us later? They spit in our face's with that act. And to all who say's PC company's have been doing the on disc DLC before this, we as a gaming community should not except this!...(Roll over like the sheep's before...NO!)
@70 Well sorry you feel that way, I didn't make it up. Look at COD games, Skyrim, and eventually Tomb Raider (2013) their going release paid DLC for Xbox 360 first before other consoles. Heck even gaming community has every right to choose to buy the DLC or not buy the DLC, heck the gaming community should've know they were paying for DLC when Xbox 360 & PS3 decided to do add-ons (aka DLC) paid DLC is part of the PSN Store & Microsoft Market Place. I didn't say that the PC company have been doing the on disc DLC, what I meant is that they release their game, then later they release expansion packs and its another disc to play extra content this is PC games in general.
The only thing that gaming community will never is the reality of gaming company in general.
Honestly, I don't know why every tournament didn't have all power gems as the default and only way to play the game rather than no gems. This would have helped with the time out issue and the scaling issues and added a bit of back and forth to the game as you get gem procs.
That would have allowed everyone interested to practice with the same loadouts, know what to expect and spend 0 time selecting gems for tournaments. But obviously that made too much sense and it was ignored and the game was much worse off for it (of course some of it was very deserving of criticism...just not that part of it).
If Capcom also finally pulled their heads outs and gave 5 default load-outs you could quickly switch between then as long as tournament organizers don't still have their heads up their asses about gems they can allow those in tournaments and we can see the game played how it was meant to.
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