Seems like they never really fixed the real culprit of the game and that's its retarded damage scaling system that punishes creative combos.
Seems like they never really fixed the real culprit of the game and that's its retarded damage scaling system that punishes creative combos.
They should not have nerfed gauge acquisition this is so slow
That depends what you consider creativ. Of course your combo dmg will be shit when you squeeze in 3-4 jabs in between. Try to make your combos around hard hitting moves. DemonGrim for example has a really good Poison/Cammy team. Once you hit the Corner and he gets one move in or counters your jump out with Poisons or Cammys SRK you will loose half of your life. He is the only poison I have actually seen squeeze in 3 standing cl. HP punches in a corner. That fireball corner pressure is just retarded now with throws lol (was allready retarded before with only 7 frame throws).
The point on combos is being creativ and developing combo/character synergy that works well.
I don't know too many games aside from mahvel where a 30+ hit combo = dead chara. It certainly doesn't work that way in SF, and since SFXT is like, 70% SF and 30%, yeah...
Hell, it doesn't even work that way in Tekken. You need at least 2 solid bound combos to kill someone, and those combos better be hella nice. I know you want to see flame loops for 100%, but c'mon.
I actually feel like I get meter quickly, but I also use meter gems on my point character. I think I am going to stick with Sak/Nina, what I lose in potential raw damage from someone like Lili I kind of make up in consistency since I'm very comfortable with both characters.
Some AE habits are killing me though, like you can't really AA with Sak's cl.hp in this game when they're too high for cr.hp to tag so you just kind of have to block the crossup and eat the pressure. I do think Sak's combo timing is a little overly tight for the mediocre damage she does, but I guess it kind of evens out since Nina gets an easy 400 for almost zero execution.
You gain more meter in 2013 from actually going in. Whiffing moves to get meter totally got nerfed though. Which is the way it should be, imo... staying at the other side of the screen and just keep doing CADC is dumb.
Its not just about damage, but I'll give you part of that, sure. Those longer combos also serve the same purpose they do in Tekken: positioning. Juggling said opponent from midscreen to a corner into a hard knockdown whilst tagging in your grappler with a nasty mixup (think Marduk) for free, as well as for 450 damage, isn't anything to sneeze at. Its not just about damage, because if it was, I'd playing nothing but Kuma + Marduk, hit two 7-hit combos for 475 and 2-shot pretty much the entire cast.
Could the damage scaling be dropped a bit? Sure. Could it also be dropped a bit in SF4? Sure. Could it also be dropped a bit in Tekken 6 or TT2? Sure. Could it also be dropped a bit in MvC3? Sure.
Make the most of what you can do with combos instead of adopting only a "long = more damage" mentality. Sometimes placing an opponent where you want them means so much more than doing an extra 60 damage on a combo, and in that regard, this game is a lot like Tekken with wall-carries.
I don't disagree with you, but hell, I'd argue that most games out there have scaling that could be construed as too high. MvC's scaling is absurd; the difference is that the game is literally broken with certain moves that seemingly remain unscaled and maintain broken-ass juggle states, and since they won't touch it, it has become adopted as "charming".
Agreeing with others in terms of damage scaling/cool combos. I really do like tagging in and out to do some cool looking combos, timing the tag in to cross under, etc, but it's just not at all worth the meter compared to more basic combos.
Been playing Law/Hwoarang and enjoying it :D Still like Asuka, nice damage buff on her throw thingie, but her anti air jab is...![]()
It is important to know how to combo into Pandora. You can get 700+ damage off a meterless hit confirm...
When more players start doing this the metagame is going to change
There is really no reason for a game with systems this janky to be so finnicky on execution, lol. I can do the exact same thing 10 times in a row and it comes out different every time...when I want to do a chain combo it's hard to hit the buttons quick enough, when I want to do a special cancel the chain takes priority and has no trouble coming out then...it training mode you can flat out see the game ignoring my inputs, the input display shows me putting in qcb + kkk cleanly, regular EX tatsu comes out. The juggle rules feel totally arbitrary in terms of what heights characters need to be at for things to hit.
Part of it is probably me being salty that my main is mediocre as fuck in this game, but really almost nothing this game is requiring me to do feels good to my hands, every system feels incredibly awkward.
Okay yeah, I definitely just confirmed that this game reads inputs in fucked up ways that AE doesn't.
I saw during a trial that mp was seeming weird on when it'd show up and when it wouldn't. As a test, I just sat there and did jab > strong > jab > strong > jab > strong > jab > strong for a bit. Every few times around, it'd read one of the two buttons twice. Hopped over to AE and did the exact same thing, and it doesn't happen there at all.
Go figure; its not AE. The engine is like 70% SF and 30% Tekken. It even feels like a mash-up, which is good considering it -is- a mash-up.
But yeah, I agree with Shidobu: have Combofiend research it into his Comboritorium and see what he comes up with. Cappy will listen to him.
Someone play me I just started again
after playing Tekken, Skullgirls, KoF, Mortal Kombat, AE and even Marvel ...I would have to say this game has the worse feel to it when it comes to combos. The smoothness feels like a NEO GEO game from 1994.