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  1. #1741
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    Quote Originally Posted by Weltall View Post
    I really think #3 is a good thing for the game, which I have said since release day.
    Out of curiosity, is there any precedent from any other games for that specifically?

  2. #1742
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    No, it was just clearly a good idea since day 1. People complain about throws being worthless outside of Rufus/Lili and the timer being as issue. This helps toward fixing both.

  3. #1743
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    Quote Originally Posted by Deejay View Post
    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.
    Tbf, Raven is one of the least tekken-like tekken chars. His corner juggles are pretty good, but require Ex-Shuriken. I think the problem is the damage scaling, not the juggle system. It makes intricate and awesome looking combos less optimal, and getting rid of that would open the door to some sort of innovation when it comes to combos.

  4. #1744
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    Quote Originally Posted by Silentleroy View Post
    If you're wondering, it's cr. lk, cr. mkxxf. hp, DP lk, cr. HPxxqcf LP, f. mkxx hp
    Niceeeee! It will probably take a lot of practice to get cr.mk x f.hp to come out as target combo rather than qcf+p move though...lol

  5. #1745
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    Quote Originally Posted by Weltall View Post
    No, it was just clearly a good idea since day 1. People complain about throws being worthless outside of Rufus/Lili and the timer being as issue. This helps toward fixing both.
    Err why are throws useless outside of Lili/Rufus, what makes their throws good? lol

    Better range?

  6. #1746
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    They have good dive kicks which don't leave them at a disadvantage on block which means they have an easier time of throwing you similar to SF4.

    Cammy would be another with EX dive kick and very rarely her normal one.

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    Quote Originally Posted by octopus View Post
    Niceeeee! It will probably take a lot of practice to get cr.mk x f.hp to come out as target combo rather than qcf+p move though...lol
    Yeah, lol. My problem is mostly just not inputting the dp fast enough, because I'm used to having ample time due to the way the target combos and cancels can be buffered way early, and now I'm taking the time to make sure I input f. hp instead of qcf lol.

  8. #1748
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    I think throws are probably good for anyone who can do jab jab jab pressure ;o

  9. #1749
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    Nah, they aren't.

  10. #1750
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    You just jab them out of range of a throw lol

  11. #1751
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    All you do is crouch tech if they get even remotely close to throw range in this game and either you will land a LK and start a chain or you will tech it. Its too easy in this game to avoid them making either more jab pressure or high-low pressure a much better option unless you are a dive kick character with a good dive kick, which is Rufus or Lili and sometimes Cammy.

  12. #1752
    Straight Ca$h Homie
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    Quote Originally Posted by fantasticdan View Post
    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%.
    Welcome to footsies. Don't get hit if you don't want to eat a 50% combo. You don't deserve anything for losing half your life. Also, most character's can hit confirm into a tag combo, and you also have things like alpha counter which causes hard knock down and allow you to raw tag at the cost of 1 stock.

    Switching characters shouldn't be easy, otherwise matches would be longer than they already are.

  13. #1753
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    Quote Originally Posted by Weltall View Post
    All you do is crouch tech if they get even remotely close to throw range in this game and either you will land a LK and start a chain or you will tech it. Its too easy in this game to avoid them making either more jab pressure or high-low pressure a much better option unless you are a dive kick character with a good dive kick, which is Rufus or Lili and sometimes Cammy.
    Throws had to be nerfed or high low pressure would be beat by mashing crouch tech/back throw. It's one of the reasons why Dudley's high/low pressure is nonexistant in SF4.

  14. #1754
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    I never said thrwos should not have been nerfed. They should simply do their current damage and keep their current range, but they should kill red health.

    FYI for those unsure of what I mean by red health, red health = regen-able health

  15. #1755
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    I feels you b

  16. #1756
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    Quote Originally Posted by Deejay View Post
    Welcome to footsies. Don't get hit if you don't want to eat a 50% combo. You don't deserve anything for losing half your life. Also, most character's can hit confirm into a tag combo, and you also have things like alpha counter which causes hard knock down and allow you to raw tag at the cost of 1 stock.

    Switching characters shouldn't be easy, otherwise matches would be longer than they already are.
    I agree(being rewarded for losing is my one fundamental issues with SF4 ultras) but it works both ways, you shouldn't be handed the entire match for landing one poke.

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    fyi octo, cr. lk > cr. mp is a 2 frame link. Have to link that and tekken chain the hp.

  18. #1758
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    But that's the nature of the beast. If you have a game with 50% combos, then people are going to use them when given an opportunity. If you don't want to lose half of your life bar from one bad decision, then play SF4. It just boils down to the style of fighting game that you enjoy playing.

    And let's not act like people are getting 50% combo's from one touch. Most characters require at least one stock of meter before they can take 400+

  19. #1759
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    Snap backs are still a good idea imo. Or maybe breakers? I dunno how that'd work in this game or any serious fighting game.

    Why aren't breakers optimal?

  20. #1760
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    Breakers are usually only in anime games. I don't like when a game has breakers, personally. That would make the timer issue even worse:

    1. Get early lead from footsies

    2. Turtle and build meter (normals build meter)

    3. Play footsies and use all 3 of your meters on breakers and win by time.

    Zangief/Hugo/Dhalsim/Bison would be a bitch to deal with.

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