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  1. #1961
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    Yeah idgi either with that, online play should be mostly combo/setup/strategy practice and downloading matchup info, playing to win is for offline.

  2. #1962
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    Quote Originally Posted by shidobu View Post
    played online for the 2nd time last night. vs 2 guys they tried to fucking time me out fucking scrubs.

    once they got a lead chun/cammy spent most of the match trying to run away. People try to time out online really? hollllyyyshiiiittt

    i won but that shit was still annoying trying to chase somebody down for 15 seconds with 20 seconds left on the clock -.-
    People do this shit in UMVC3 too. I'm like saying to myself, if you're so damn bored of the game that all you're trying to do is grief people online, count your pennies up and buy a new game.

  3. #1963
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    Lol..

  4. #1964
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    So we're getting ultimate guard gem next Tuesday!

    http://www.capcom.co.jp/blog/sf4/

  5. #1965
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    Quote Originally Posted by octopus View Post
    So we're getting ultimate guard gem next Tuesday!

    http://www.capcom.co.jp/blog/sf4/
    those assist gems are destroying this game, everytime I see someone sport assist gems i /sigh a little bit inside...

  6. #1966
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    http://www.eventhubs.com/news/2012/a...-counterparts/

    Color me impressed, they actually have managed to add things to the game that make it even WORSE lol

    Gem ID: 018 Auto Throw Escape Lv.1
    [Effect: Techs all regular throws]
    [Cost: 1/4 block of the Cross Gauge]

    Gem ID: 023 Auto Block Lv.1
    [Effect: Automatically blocks all attacks]
    [Cost: 1/2 block of the Cross Gauge]
    Take two gems that were already somewhat broken, AND MAKE THEM STRONGER LOLOLOL

    Definitely not playing this game online anymore unless it's a no-gems lobby.

  7. #1967
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    I actually don't mind people using auto block/tech gems as I play more of a defensive/counter style. I'm quite interested to see the improved power/speed gems though, if they're much better than the existing ones it would be interesting...

  8. #1968
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    Auto tech was acceptable, but not when one bar = 4 techs. That makes someone literally impossible to throw.

  9. #1969
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    This game just keeps getting worse and worse....my God.

    Calli, at this point we are only playing in the EVO team tourney in hopes we run into Mike Ross and troll him. If we get an 8 AM bracket, to hell with the game.

  10. #1970
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    I don't bother throwing in that case. Usually people with assist gems just down back all day, since auto guard is useless if you're pressing buttons (you'll get counter hit), and same for auto tech.

    So you just go high low mix up all day.

  11. #1971
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    I think the game's playable without gems, but at this point there's just no way to think they'll ever be acceptable for competitive play, especially with how strong buyable ones are. Adding the option to quickly choose 'no gems' was good on their part, now if they just give some balance/bug fixes it might be somewhat decent.

  12. #1972
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    Quote Originally Posted by octopus View Post
    I don't bother throwing in that case. Usually people with assist gems just down back all day, since auto guard is useless if you're pressing buttons (you'll get counter hit), and same for auto tech.

    So you just go high low mix up all day.
    Yes but if they're good at blocking mixups, it's incredibly easy for them to land one combo then turtle until timeout, and you can't open them up with a throw like you'd do in any other FG ever.

  13. #1973
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    I guess you're right, but personally I haven't met a lot of good players using assist gems. (Not that I played a lot recently anyway lol)

  14. #1974
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    Quote Originally Posted by octopus View Post
    I guess you're right, but personally I haven't met a lot of good players using assist gems. (Not that I played a lot recently anyway lol)
    well fk you too then! (dont make me go get gief!). I just use power/speed gems

  15. #1975
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    I'm waiting for Alisa to come out, that should be fun against grapplers

  16. #1976
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    Quote Originally Posted by octopus View Post
    I guess you're right, but personally I haven't met a lot of good players using assist gems. (Not that I played a lot recently anyway lol)
    assist gems are retarded. I kick people from lobbys with assist gems, since I actually want to play a game that can be fun. Eliminating some guessing etc just puts the game on autodumb shit.

  17. #1977
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    magman vs ChrisG, first ever hype game in SFxT history

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  20. #1980
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    http://www.capcom-unity.com/brelston...more_addressed


    Street Fighter X Tekken patch notes, infinites, frame data and more addressed

    The SFxT team has just sent us word a gameplay patch will hit 360/PS3 in mid May. The final date is still to be determined, but we do have the list of changes that'll take effect when the patch arrives...

    Kazuya
    -Restand glitch infinite combo has been removed.

    Kuro
    -
    cr.MP infinite has been removed.

    Xiaoyu
    -QCB MP infinite has been removed.

    Pacman
    -Hit back on LP and LK has been changed so infinite has been removed.

    Jin
    -
    Chop Kick Glitch on mid air opponents has been fixed.
    -When first hit of Kazama Style 6 Hit Combo is a counter hit, Jin is at +2F now.

    Ogre
    -Damage properties of cr.HP have been changed so follow ups are now not possible.

    Juri
    -Senpusha's frames on block have been changed to below:
    L ver. stand block -5F
    M ver. stand block -10F
    M ver. crouch block -10F
    -Shikusen causes opponents to be pushed back less far when blocked.

    Rufus
    -Falcon Kick (dive kick) properties have been changed:
    Hurt box added to his feet and the move no longer crosses up easily.
    Frames on block have been modified to -4F

    Zangief
    -Last hit of Quick Double Lariat (3rd hit) will no longer hit crouching opponents.

    M.Bison

    -5th hit of his Super Art (Knee Press Nightmare) can now be blocked normally.

    Jump/lever input bug
    -Addresed issue where diagonal inputs/jumps did not come out properly.

    Throw/Character Change glitch

    -Fixed a bug for certain characters that allowed for them to get thrown when initiating a character switch.

    Quick Combo
    -Priority of command inputs has been changed so glitches that came from activating quick combos in the air have been removed.

    We should have a solid date for you soon!

    -------------------------------------

    Big nerf to Rufus dive kick...they need to do that in AE as well, lol

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