• Street Fighter cast changes for SFxT v2013
• Tekken cast changes for SFxT v2013
• System & Gem changes for SFxT v2013
Been playing this since the patch came out and I have to say I'm impressed. They really did make this game flow better.
That's right zUkUu. If you roll, and they attack you during it, you'll have to try and block. In other words, if you roll and start mashing an uppercut hoping for a reversal, you'll be vulnerable before it comes out.
And if they throw you, you can't do anything but get thrown.
zUkUu - yessir, that is correct. However, your ONLY option is to block - no reversal or anything - and of course have to block correctly. ^_^
I'm actually glad to see it visually, as I was having some trouble getting the exact spot I needed to be at to catch those last frames for the throw. Got some experimenting to do soon. ^_^
I guess they aren't gonna cover the PS3 characters. Shame, Pac-Man got some nice buffs.
Who complained about the life bars shaking when taking damage? O_o I thought that was a unique thing to SFxT as I don't believe no other fighting game does that. Was it really that bothersome???
@8 I remember complaining day 1 to the mates I play with about that freaking roll. So safe, get out of pressure free. There was nothing strategic about it. I'm really glad I have SOME option now, though I'm right there with you, wish one were incapable of blocking in those 3 frames. Oh well. It's a start.
Capcom should've delayed the game and made it like this. This honestly does look quite good, but I'm still pissed about DLC and not getting the full SFxT and showing what this game is fully capable of. This is a step in the right direction but was a step that should've been taken before the game even came out.
But I still want Pandora gone. I hate MvC3 because of this comeback factor but now giving Pandora some usage just takes away the point of getting good.
@ #10
Yeah, it really just kills the momentum for mixup characters. Hell even for non mixup ones, because the rare time you knock them down you want to capitalize on that...
The worst thing is that it was pretty much a free, much better (because actually unpunishable) teleport for any character. That is just wrong.
I agree it's a start, but if you've already look at some v2013 replays you can see the game still drags itself, timeouts are still there for the most part - especially with the stupid gems.
If rolls could actually get fully punished (it doesn't have to be a huge window, just a decent one to do it on reaction off a semi-read) the gameplay would be much faster, and those abusing rolls would get smashed for it.
@ #9
Don't know if you've played the game, but can I guarantee you that thing was horrendous. And it sucks for spectators too.
If it was unique, it was because it was stupid an no one else did that for that very reasion.
If you got free hits off a roll that would be free 400+ damage for basically everybody off a roll punish. The free 130ish/removing all red health/forcing them to wake up again possibly leading to another roll and another throw (most throws do more damage now too)is already a pretty good reason to not roll. I mean they can only roll one way and are forced to block/pray to god you don't reset the situation with the easiest punish of all time. That is way riskier than just understanding how to block/tech, doing a reversal which you could tag cancel, doing an alpha counter.
Can someone explain how to get the 5 basic gem layouts for versus play? I tried 2013 at a friends house with a fresh save and every character had the same 5 sets of gems making it so much easier to just pick a set and play.
Then I come home and try to play and all of the gems are the old sample 1 and sample 2 meaning I have to set gems for every single character again and that sucks. I really don't want to delete my save and start over.
@12 I still don't see the problem with Pandora. It isn't nearly as strong a mechanic as Marvel x-factor, it's still not that easy to use, and it's still a pretty big gamble. If you drop or just fail to kill with the combo you activate it on, you're probably going to lose the round.
@14
What game are you playing? More than 90 percent of the matches of seen and play have no timeouts.
Roll would have no purpose almost if you wanted it like that. Throwing them back in the corner is already a huge punish in this version.
@ #17
I agree that (well, at least pre-2013) Pandora is trash compared to MvC3's X-Factor, but I think #12's point was that you pretty much only activate Pandora when you know you've lost the round, so you can "safely" gamble on that.
MvC3 is a whole different beast, you can activate it early to terminate a character you know poeses a huge threat, or save it for big time comebacks, or simply to negate you're opponent's X-Factor and prevent chip damage.
Pandora is just a cheap "I got nothing to lose" comeback mechanic compared to that - and I'm not exactly a big fan of X-Factor.
gtfopanda: Not gonna rustle your jimmies, cause you have legitimate opinions and concerns behind what your saying. Still, I wanna point out.
1) UMVC3 and SSFIV counts are longer than one second. A standard match in UMVC3 normally breaches around 3 minutes. I don't even know for SSFIV. These rounds are LITERALLY 99 seconds each. It's not much time to play with. Some of these dudes end the round in 19 seconds. That's a V for the opponent in LESS time it takes to even get into the match from the character select screen (if you include loading times). However, time outs take away from hype if they happen too often. It's totally understandable that someone would be turned off due to them from before, but it's not overwhelming now.
2)Pandora's a "do or die" mechanic more than a full-fledged comeback. If you want it to work, you'd actually have to go out of your way to practice Pandora combos in different scenarios so that when you use it, it doesn't fk up. Remember, if you drop it, or it doesn't land a win, you lose. Period. You could be at 69 seconds or 3. You miss, you lose. Due to this, it isn't exactly cheap. I'd pick this type of thing over X-Factor, any day.
@ #22
No worries man.
1) As I said in another news it's too early to pass judgement, I was just pointing out that from what I was expecting a much faster pace and less dragged out games. Probably just my expectations being off. I won't say 'SFxT is still a sluggish runaway fest', I simply cannot with such a small sample of matches, it would be plain unfair.
Still, I think the roll changes aren't enough, and that would've helped making SFxT's pace faster.
#15 mentioned 400 damage combos, but if you're getting read that bad, AND your opponent decides to use meter on it (because you won't reach that damage without spending some stocks), then you deserve to lose 1/3 health (some of which is recoverable, since he opted not to throw).
Also, given the usual teleport-on-wakeup dynamics, it's usually long range pokes used as combo starters, and those hardly ever lead to massive damage.
About SFIV: counts aren't longer than 1 second there, just launch any youtube video and see for yourself.
2) It's pretty much a matter of tastes, yeah, but the risk is so huge you're pretty much killing it. Sure there may be instances where Pandora can net you a kill, but we had those in Vanilla too and we all know how it didn't get much chance.
I think they could've tried something different if they really wished to promote it, like losing 80 % (I'm just chucking out numbers here) health or something along those lines.
In theory doesn't this make rolling to try and get out of the corner pointless since you will get thrown out of it? If you're facing a mix-up heavy character and you get knocked down in the corner then you're basically playing ssf4 and you will either get mixed up, you could get lucky and block the incoming attack(s) or you could get lucky, block the hit and use the alpha counter to escape then? Any which way, rolling to escape corner pressure is now virtually a thing of the past if your opponent is at proper distance (which is highly probable after a knock down)?
i liked it when the health bar shook, and when the rolls were safe.
was a much more exciting game to approach the opponent predicting
what they'd do. but whatever guys~
i wonder how capcom saw 'whoever used pandora first' would win in vanilla~
nobody touched that back then..
@thf24 and gtfopanda
Actually yeah. I'm wrong on some parts, it is different to X-factor in that you have to make sure you don't eff up or you'll die after the time limit expires. It's no where no offensive to fighting games that X-factor is. But then, why even have it in?
After reading these comments I have thought Pandora through and don't find it that bad, I just have a problem with the fact they made it a tactic that's easier to use and means we'll be seeing more of.
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