Yeah idgi either with that, online play should be mostly combo/setup/strategy practice and downloading matchup info, playing to win is for offline.
Yeah idgi either with that, online play should be mostly combo/setup/strategy practice and downloading matchup info, playing to win is for offline.
Lol..
So we're getting ultimate guard gem next Tuesday!
http://www.capcom.co.jp/blog/sf4/
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
Take two gems that were already somewhat broken, AND MAKE THEM STRONGER LOLOLOLGem 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]
Definitely not playing this game online anymore unless it's a no-gems lobby.
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...
Auto tech was acceptable, but not when one bar = 4 techs. That makes someone literally impossible to throw.
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.
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.
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.
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)
I'm waiting for Alisa to come out, that should be fun against grapplers![]()
magman vs ChrisG, first ever hype game in SFxT history
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!
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Big nerf to Rufus dive kick...they need to do that in AE as well, lol