Seth Killian interviewed by IPlayWinner, discusses Street Fighter X Tekken

Posted by Jonathan 'Catalyst' Grey • June 29, 2011 at 11:03 a.m. PDT
Seth Killian interviewed by IPlayWinner, discusses Street Fighter X Tekken IPlayWinner also caught up with Seth Killian at East Coast Throwdown 3 to talk about Street Fighter X Tekken, and other titles. They've posted the first part of their interview which covers the mechanics of the game and what Capcom is looking at adding in. Here's a grab.

iPW: The combo system in the game is very free. It seems like there's a lot you can do with it. How are preventing infinites in the game?

SK: There are actually a bunch of systems right now. Actually, in the build we have right now, it's sort of a hodgepodge of rules. You only get two of the command launches [chain to heavy, then heavy again] and you're dropped; you can't combo them after that. Also, there's a bunch of other rules. We're looking at things, maybe including increased gravity. Obviously, there's damage scaling already in there. We’re still exploring whether it will come down to some in-system rules based not on number of hits, but other factors like tag-cancels used. We want to keep that element of freedom, no matter what. That's not going to go away. It's not going to be about artificial restrictions that make you feel like your hands are tied. If there's an awesome combo, and you feel like "Oh! I really want to be able to do that!" the objective is to keep that in there. Maybe we'll just solve it with damage scaling and the fact that a lot of the good combos require tag cancels, which burn meter anyway. I'm hoping that those alone will solve the problem and just leave the players maximum flexibility.

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