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Thread: Street Fighter X Tekken     submit to reddit submit to twitter

  1. #1361
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    Quote Originally Posted by octopus View Post
    I tried using Lili, but imo she sucks.

    And fuck Hwoarang. I like him at first but now everybody and their brother is using him. So I'm dropping him ;o
    She has kinda crappy range, but I really like her, or at least her potential. She has a lot of cancel-able (all moves except cr/st. HK) moves, and cancel-able target combos with good mixup potential. She has one of (maybe the best?) AA, which also can lead into 300+ damage combos. 600 damage fireball punish (3 bars), she also builds bars really well, and can bring characters into the corner relatively easily for the second one to come in and put on the hurt. Her unsafe target combo options can be cancel'd into safe specials easily. Her j. mk is HELLA ambiguous like I said. Good damage, good meter building, I think she's a solid character. But again, I got into fighting games like a month ago so I don't really know what constitutes a good character. Does lack a wake-up attacks, though (has a DP, but it doesn't hit crouching chars and no invincibility).

  2. #1362
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    My thoughts, since I have been gone:

    1. Deejay - Good job on all those interviews my dude!! You gotta make it to EVO so we can get to the clubs.

    2. Vandole - He has like the easiest and most cheapest anti-air in the damn game....he is absolute easy mode in this game.

    3. SFxTK - Online mode is really turning me off. I don't understand how they can regress so much from SF4, but it has happened. Other than online mode be horrendous, the game is really fun and the Tekken characters are really cool/unique. Rolento is too strong in the game, and he is SUPER boring to watch in matches. The game has a lot of options; I have been trying to mostly do link combos instead of the normal ABC-Tag combos. I agree with Callisto that alpha counters vs. jab pressure is way too impossible. You miss it (most of the time) and his next jab is going to hit you and and be confirmed into big damage (see Rolento). Being in the corner = death.

    Right now I am on Kazuya/Ibuki, but I have played Nina/Lili a fair share. Lili has too much trouble getting in and Nina's command grab not working on crouching opponents is awful.

    4. Beat Wolfkrone 3-1 in ranked matches over weekend. He was playing Poison/Hugo. Poison could be a strong character when people figure out her strengths.

  3. #1363
    Ridill
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    Yeah after playing with Welt I can see why he hates online in this game lol... It's like the first laggy game I've played, but strange that playing random people on ranked I haven't run into any issues.

  4. #1364
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    Quote Originally Posted by Callisto View Post
    I really don't like this game already, lol. I think the gameplay has a lot of potential but they did such a terrible, terrible job on every other aspect of the game's design, and some characters have such an easy time keeping momentum. Once you start a block string you can just walk > jab > walk > jab against characters without reversals and counter bait til infinity, it's fucking stupid.
    what pisses me off the most is the stupid short throw range in this game. Some chars can do basicly do nothing to open up an enemy. I've hit a wall against some oponents with cammy/chun team and cammy/poison team against oponents that block well. I do one jab or poke that is blocked and I am allready out of throw range its fucking ridiculous trying to open up people with chars that dont have a low/high mix up game like most of the tekken chars, this shitty throw range hurts those chars alot. Not to mention that throws get stuffed alot by jabs (dont ask me why, well I play online most of the time). Imho they made a bad decision by nerfing throws, they need to bring them up to the SSFIV field to even out the characters between each other. Currently winning with a team that has no overhead is kind of hard/impossible (for example cammy/chun, and dont give me the crap of hasanshu being an overhead, its fucking slow ¬.¬).

  5. #1365
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    Cammy is good though, she can cancel close standing Fierce into mixups. I agree though that a large majority of the cast is going to be rendered useless in a few months because of the balance.

  6. #1366
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    Quote Originally Posted by Weltall View Post
    Cammy is good though, she can cancel close standing Fierce into mixups. I agree though that a large majority of the cast is going to be rendered useless in a few months because of the balance.
    her close standing firerce is tough only cancelable if its not in a chain combo, so it has to be a stand alone poke from a jump in or done very close. Tried to jump cancel it during chain combos and that definitly does NOT work. And honeslty I dont even know if there is a poke (like mp or lp etc) that you can link close standing fierce into (would make it cancelable again).

    The problem playing counterpokeing in this game is that it uses up alot of time and once you eat a big combo because your counterpoke got counterpoked (lol) the enemy will be in life lead and time will be short forcing you to rush it... I dont know shit is just hell if you dont have good low/high mix ups and special attacks that do wall-bounces or ground-bounces (which most of the SF chars sadly lack).

  7. #1367
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    While SF characters are more lacking in mix ups, they're much better in footsies and anti-air ability in general, imo.

    Since you're playing a team game, you may want to select your partner of your main character wisely. While just picking 2 characters you like and hope they work together is fine, you may need to work harder to get your team to work. (Just a general comment, not saying whether Cammy and Chun Li works as a team or not)

  8. #1368
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    All I have to say about this game is that it would be way more fun without SF characters.

  9. #1369
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    But then we wouldn't have Zangief and Rufus' Godlike Entrance...

    Not like it matters. Tekken Characters all have methods of getting around and viciously punishing projectiles and some of them have even been given projectiles themselves.

  10. #1370
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    Quote Originally Posted by Weltall View Post
    My thoughts, since I have been gone:

    3. SFxTK - Online mode is really turning me off. I don't understand how they can regress so much from SF4, but it has happened. Other than online mode be horrendous, the game is really fun and the Tekken characters are really cool/unique. Rolento is too strong in the game, and he is SUPER boring to watch in matches. The game has a lot of options; I have been trying to mostly do link combos instead of the normal ABC-Tag combos. I agree with Callisto that alpha counters vs. jab pressure is way too impossible. You miss it (most of the time) and his next jab is going to hit you and and be confirmed into big damage (see Rolento). Being in the corner = death.
    I couldn't agree more, i am truly done w/ online ranked completely, i played a bison who took advantage of the sound not working correctly and i couldn't tell if he was head stomping or not, then he proceeds to beat me out of sheer luck pressing buttons like crazy. I don't understand how to punish faggots online, especially tekken characters, EVERYONE who i've played online i could not punish whatsoever. So unless i'm playing online against BG, i am done w/ this game online. This is by far the worst when it comes to teleporting and sound being off. Rollback netcode is nice, but holy shit make it work at least, there really was nothing wrong w/ SF4 at all.

    Game is great, but when I know i cannot punish faggots online and everyone for some weird fucking reason is safe, then i'm done. Either that or Cammy is complete ass and i'm totally done w/ that bitch.

    This game is too fucking retarded online, I'm not sure how people can enjoy this garbage ass shit. My connection is good between welt and I (which is funny cuz on SF it was ass), however when I try to divekick, and inputs miss or a fucking DP comes out, then this game is just broken in every possible way online.

    /rant

    This game shoulda just been called TEKKEN BY CAPCOM!

  11. #1371
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    Chun Li's strength has always been poke/throw mixup (except for 3s where her strength was...EVERYTHING), so I don't see how she could be too strong in this game given the throw range, but who knows ;x

    Also, you can't kara throw with fierces so that hurts as well.

  12. #1372
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    I think Capcom implemented a fixed input delay without regard to connection quality. They should have adjusted the setting based on the connection quality, like make it say, 2 frames fixed input delay for full bars, 4 frames for 2 bars and 6 for 1 bar connections. Having minimal input lag doesn't matter if characters are just going to be teleporting around.

    Quote Originally Posted by Weltall View Post
    Chun Li's strength has always been poke/throw mixup (except for 3s where her strength was...EVERYTHING), so I don't see how she could be too strong in this game given the throw range, but who knows ;x
    From what I've seen, Chun Li's spinning bird kick can hold the opponent down so you can tag in your partner to force your opponent to eat a mix up (like marvel lol). With Cammy having no overhead though...

  13. #1373
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    I see..interesting, but it costs a bar just to go for a mixup? I dunno if that will work more than once or twice in a set and be profitable.

  14. #1374
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    I'm not sure I agree about Welt on Poison. She seems very mid-tier to me, her footsies seem lacking in range, and she has trouble getting in. Her zoning game is good for keeping people away, but she's also very easily zoned in return.

    I still find doing AA with her to be really hit or miss. I've had all versions of her DP stuffed by jump ins (not trades, flat out stuffed), though I like that it hits on both sides. Her cr.FP is wicked good on most jump ins, but there are some jumps ins that are almost cross you up, but don't, and those type her cr.HP completely whiffs on.

    Her damage overall is pretty sub par. One of the things I am really noticing in this game, is it feels like you are punished for the length of your combos. For example, Juri doing nj.HK > Fuhajin Release > cr.MK > Fuhajin Release > cr.HP > MK Pinwheel > cr.HP > Super = 529 Damage. However, nj.HK > cr.HP > MK Pinwheel > cr.HP > Super = 591 damage. The first combo is a good more hits, more stylish, a bit more complex, and results in a net loss of 62 damage to reward all your effort.

    This seems to really hurt any combo that goes from magic series into launcher, and follows up with too many hits. If I ABC Launcher with Juri into Poison, I get pretty low damage from Poison (s.HK > DP), and the damage gets lower the more you add, like a LP > LK > Uppercut or Super or what have you. Sometimes, often times, less is more. I know for Juri, often times when you're dealing with corner combos, leaving the Fuhajin out of it just makes sense. At best I was able to get 10 damage more out of using a charged fireball into a normal into whatever else, because of the scaling, and you don't lose access to whatever kick you use to charge it.

    I think Tekken chars, and some SF chars, mostly ones without too many multihitting moves get the best damage, since less scaling and more damage per single hit move. Juri 5 Hit Combo (combo meter, not how many moves) (d.MK > HK Pinwheel) = 200 Damage. Hwoarang 5 Hit combo (f.HK > d.MK > qcb.HK): 250 damage. If we change Juri's pinwheel to EX... She LOOSES 60 damage, but Hwoarang gains 78 damage from adding in an ex and getting a wall bounce and follow up (with DP, he might get more with another combo). Neither of these combos required corner. I know the characters are balance in other ways besides just damage, but the difference there seems so large that it's hard not to notice, and it seems this way with the majority of the Tekken cast. I use Juri in these examples, but it's similar for many SF chars, Juri is just the one I have most experience with, and I think she's pretty decent overall. In fairness as well, it's about 10x easier to land Juri's super compared to Hwoarang's.

    I think meter use will move mostly towards three things: Super/2 Char Super Thing if it will guarantee a dead opponent. Otherwise, it'll be saved for safely tagging in your other character and alpha cancels.

  15. #1375
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    Quote Originally Posted by Weltall View Post
    I see..interesting, but it costs a bar just to go for a mixup? I dunno if that will work more than once or twice in a set and be profitable.
    At the same time, if you have three bars and if they're at half health that can be an instant win.

    Re: Poison, her footsies are ass. She has really strong zoning, and is great at building meter, I think she's a solid point if you mix her with someone who can make good use out of meter, so far I use her with meter-building gems(the ones that require 4 specials to activate, a rekka string counts as 3/4) then trade off to Nina for her monster super combo.

  16. #1376
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    Quote Originally Posted by shukudai View Post
    One of the things I am really noticing in this game, is it feels like you are punished for the length of your combos.
    Do you gain more meter with the longer comboes? Otherwise there's no need to do the longer combo, I agree.

    One thing though, if you use your partner to extend your combo (the juggles reset when you do a tag), you continue to build meter during the extra damage.

  17. #1377
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    Does spinning bird kick hit a crouching opponent in this game? If not, throw her out the window. Any character can kill with 3 meters and opponent at 50% health.

  18. #1378
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    Quote Originally Posted by octopus View Post
    Do you gain more meter with the longer comboes? Otherwise there's no need to do the longer combo, I agree.

    One thing though, if you use your partner to extend your combo (the juggles reset when you do a tag), you continue to build meter during the extra damage.
    You don't gain enough meter to make it worth the effort to lose damage on a longer combo for slightly more meter (exception: perhaps if you have a meter gem active).

    Tagging the partner in isn't bad but it's the same situation: Trading say 50 or 80 or even 100 damage for like a quarter to half a bar. Some people do use this though I believe, Valle was mentioning four meter eating combos, he could build a bar by doing a 3 meter combo with two tags. If the damage was worth it, I don't know. Personally, I just like doing awesome looking combos on Juri, but frustrated with the difficulty vs reward.

  19. #1379
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    Quote Originally Posted by Weltall View Post
    Does spinning bird kick hit a crouching opponent in this game? If not, throw her out the window. Any character can kill with 3 meters and opponent at 50% health.
    I think so, but not sure anymore.

    Anyway chars with easy wall bounces and follow ups are strong in this game. Look at hworang and so on. The SF side is only good if they easy connect 2-3 fierce hits after a wall bounce followed by a special anything that involves 2-3 jabs etc will cut your dmg tremendously. Most SF chars really lack good follow ups with good dmg tbh.

  20. #1380
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    btw Shukudai who do you use with Juri? I'm playing her first too but dunno who I should put her with.

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