I definitely think that when you do a tag combo, damage scaling should reset to a certain level and not get stuck at 10%.
I definitely think that when you do a tag combo, damage scaling should reset to a certain level and not get stuck at 10%.
If one character's health is low, you can always switch. I don't think the game needs any come back mechanic when you only need to kill one of your opponents character's to win. People just get discouraged when they see two lifebars at 100%, not realizing that if they play well enough they can deplete one of them in a matter of 20 seconds.
This, in SF4, if you get knocked down to 40% you're still on relatively even footing based on whatever meter you both are left at and your screen position, yes you're down but you can gather yourself and get back to your game plan. In SFxTK you're not just down in health and pretty much one touch from death, but you're forced to change your game to unsafe rushdown because if you sit back the timer will run out, if you raw tag you're fucked, and you're not going to get a safe tag outside of a hit confirm.
That's the point I'm trying to make. You have characters like Makoto who have more interesting juggles in SF4 than some Tekken characters in a game where she's NOT SUPPOSED to juggle as well. When you compare her to the tekken characters who are supposed to have interesting juggles in sfxt's engine, their character designs just seem pretty weak.
Have you seen Floe's Rufus and Jin combos? How is that a boring juggle in the slightest? Some crazy Juri combos.
Now, I agree with respect to King. Xiaoyu has the same boring thing (her cr. hk loop, which isn't hard to do, but it does take more practice than just linking cr. HK), but is able to do more, Raven's cr. hp loop. I think the problem is mainly isolated to king, and that people do the boring non-flashy (on the screen, at least) loops because they do the most damage. Floe or Floe+Jwong doing their rufus+Jin 3 bar tag combo is a thing of beauty, BUT it should do more than the measly 50% it does.
Meh. Game is still new, SF4 was the worst game in history of anything gaming according to some people in the fgc when it was released.
They need to add time and freeze the clock during those titanic long cinematics. Also, time shouldn't run out when pandora is active.
I recommended that. Jin's super literally takes like 10 full seconds off the clock (not to mention a cross art), either stifling a comeback of the player using him, or the player he's going against. Also, throws killing red or some of the red health could be useful as well, and would help make throws more useful after being nerfed (even though they do do quite a bit of damage). Being able to do 300-400 damage with the clock stalled could go a long way in aiding come back mechanics without making it overpowered in the slightest.
Also, octo, first game is some pro- Llili gameplay, gotta learn and start using that combo instead of the standard one.
If you're wondering, it's cr. lk, cr. mkxxf. hp, DP lk, cr. HPxxqcf LP, f. mkxx hp
At the very least, or pandora should not be time AND health restricted or something. Actually, freezing clock during super arts could go a long way to helping pandora IFFFF the pandora timer freezes as well. Nothing like getting infinite bar and it running out after using 1 super...
Edit: just tested both lili and jin, pandora is over before both supers are...
Makoto 3s combos <3
So... btw don't practice sets on fucking antarctica, and then put the health down to 25%, it's all high-pitched bullshit with no fucking bass and it's hurting my ears, go try this now what the fuck. at 100% health it's fine...
Why the fuck does Rufus have better juggles combo's than 90% of the tekken cast. Juggling was supposed to be their fucking thing. Why is Raven's only worth while juggle 3 dash cancelled HPs? It's because the juggle and the damage scaling sucks. Even if characters have better looking juggles, they'll never be used because it's not efficient at all.
That is inherently retarded when all capcom was talking about was how much freedom this game affords the players.
Even if the timer was infinite, that wouldn't negate the massive extra advantage the leading player has beyond positioning/wakeup.
Let me put it this way; lets say player A and player B can both do 50% confirms with both of their characters. Player A lands a combo, but player B guesses properly on wake up and manages to return to a neutral position at midscreen. So the life totals are 100/100 for player A and 50/100 for B, and the positioning is a tie. In most games, player A would only be up by 50% of one character, but due to the TTT style KO system + massively unsafe raw-tags, the advantage is basically double that. If player B raw tags, he's basically giving up an extra 50% for free. And if he goes in with his 50% character, he's risking everything (150%) vs player A losing 50%.
One thing I think is a design flaw is how fast red health regens:
1. It regens too fast
2. It is too large
3. I am fine with it being too large IF they would make normal throws kill all red health. This would help the timer issue, make throws more of a threat/option/go-for and make punishing a whiff with a throw instead of a boring launcher combo more strategic at times.
I really think #3 is a good thing for the game, which I have said since release day.