Olde but
Too bad it highlights the fact that doing fancy shit just doesn't pay off.
The game's ass so who cares. Still neat to see.
Yo fuck Yoshimitsu's Trial #18.
i think 50%+ of health taken away with 3 meters is more then enough for this game. it isnt mahvel and it shouldnt be mahvel.
and btw start wathcing at 2:18
http://www.youtube.com/watch?v=kCPRG...layer_embedded
This is pretty cool:
http://www.youtube.com/watch?v=UgDRjULdsnQ&t=9m44s
Edit: this is only possible in team play though![]()
Still so much unexplored to this game yet and people are quick to write it off. So time outs are fixed and throws are buffed, now what do people complain about? Game is pure footsies.
It's a complaint, but not necessarily one that makes the game boring and invalid. There was a serious problem with walking jab pressure and time out turtling. It's not as if combos don't do enough damage anyways. I'm not disagreeing that's a valid complaint, hell it's my complaint as well, but I don't think it has THAT much of an impact and just makes the game more about footsies rather than executional 1 mistake = game. 1 hit combos are fine in marvel because you have 3 characters, here you only have 1 health bar.
50%+ health for three bars looks like a shit exchange to me.
Would rather have 3 combos across 3 meters over one big load blow, unless Pandora is involved. Otherwise you're going to end up having shit to show for it in the end.
On a good combo, off a jump in, my team can get over 500 easily with 1 bar. Hell I can get 450 without meter. Save the meter for cross assault (to even out health), alpha counters, or safe tags. Meter has a lot of uses in the game, don't pigeon hole it into damage, but that's just what I think. :<
I don't think the issue is the net damage for three bars, it's that three bars + extended combo with difficult execution = 50% with tons of recoverable health, while Third Strike-style three bars of cr.mk xx Cross Arts does 50% with no recoverable health. They made this new, complex, and potentially really cool combo system, then made it totally pointless to use it. Meter is extremely important, but pretty much only because it allows you to safely change characters or get the killing blow off one confirmed poke if the opponent is under 50%
also the main arguments I've seen in defense of this is that you can do shorter combos for better positioning, then go for resets or set up difficult-to-escape oki. While these are valid points, the problem is that if the meta boils down to footsies > short combo > reset or hkd into safe jumps/wakeup pressure, then there's no real reason to play this over AE outside of wanting to play as a Tekken character.
^ That's kind of the point. You can play a street fighter-esque Tekken Tag (you can't do this tag-in stuff in any other SF) with Tekken characters. I can play Rufus and Bob. That alone justified the purchase for me, just like when I say "if so and so is in XXX game/movie, its a day one purchase."
By your logic of "there's no reason to play X over Y",there's not going to be any reason to play Tekken's Version over a default Tekken game. Nevermind the fact that there are going t ob Street Fighter-esque elements all up in the game, and we'll get to see a return of 3D-plane characters and movements. Once again, seeing a Rufus in the tekken engine = day one purchase for me.
I get that this game doesn't have what you are looking for, but not everyone can share that sentiment.
I mean that they added the TTT element of switching(which is awesome), then made it relatively pointless to use it because fifteen-year old basic SF tactics are vastly superior. I would have loved it to rely more on the Tekken side of the mechanics since that was the point of the crossover.
I would have loved a pure 50-50 spread as well, but it seems like so many companies are taking the path of least effort when putting out these products. I assume it was just easier to use the SF4 as a base template and semi-modify things here and there, instead of using the graphics and engine, and completely merging the tactics involved. I am happy, however, that they've allowed for things like multiple bounds and wall splats in a single combo and more ways to get crumple states and hard rises, instead of having quick rises be the best way to get up.
We'll see what Harada does, though. He's been known to put a lot of effort into his products.
I dont know about you , but the TTT element actually is the part that extends your combos and deals huge amount of damage. Granted if you use cancels twice in a combo its moot considering dmg, but you could also use it to tag in a char with a better match up on your oponent, that is safer, has more health whatever etc etc.
what are SF basics in your eyes, arent they existent in every fighting game basicly? Footsies, zoneing etc.? or did you mean the cr. mk ----> crossart part (because I disagree on this one when you can land the same amount of dmg with 1 proper combo and 1 bar).
Because I rather keep my meter for other stuffs. Alpha counters are very nice, while they dont deal alot of dmg, they give you room to breath and stop the momentum of your oponnent in an instant, giving you time to set up yours.