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Street fighter x tekken characters
Street fighter x tekken characters











street fighter x tekken characters
  1. STREET FIGHTER X TEKKEN CHARACTERS HOW TO
  2. STREET FIGHTER X TEKKEN CHARACTERS PATCH

SFxT is an incredibly fun game to play at a higher level. I also really liked some moveset designs and would love for some of them to return in some form in SF5.

STREET FIGHTER X TEKKEN CHARACTERS HOW TO

I like the idea of mini goals in game that give you temporary boosts, and when they turned into sets, people could better organize how to maximize those sets (I specifically remember Gootecks talking once about how he would use certain strings with Lili to make the opponent block more hits so he could activate a meter gem, for instance). The setup they had post-patch where instead of throwing a list at the players to memorize, you just had 5 sets to pick, was really neat. Gems as a system were really neat and I wouldn't mind seeing something like it again.

street fighter x tekken characters

STREET FIGHTER X TEKKEN CHARACTERS PATCH

I heard post patch they made the meter cost more or something but seriously that was just dumb. Pre-patch pay-to-block gems were the biggest load of shit I've ever experienced in a competitive game that was intentional. People always flat label it "gems" in general, so I never know if they mean the concept itself or the implementation of the DLC.īecause the DLC gems were complete horseshit and should die in a fire. One criticism I've never been keen on is the gem stuff. This goes go show how crucial a clean launch is for a competitive game. For a game competing with SFIV and Marvel, the game didn't do enough new or right to hold the attention necessary to sustain itself. Cross Assault was a huge mess and hurt the game and the community, gems were a hard sell, and the game was super lame and dominant strategies on day 1 were boring to watch. But the nails in the coffin, shit, most of the coffin itself was that Capcom did a shitty job handling it and players didn't have patience enough to let Capcom get away with it. DLC that was on disc, gems, and console exclusive characters disenfranchised many players which further affected the game's capacity to grow a player base. The game had a lot of weird things, OP jab pressure, the Jin spinning glitch, Rolento shenanigans, Mega man flying, Rolando's game breaking knife glitch - this game needed a lot of patches and that really stunted its growth, and that's before talking about things like all the time-outs or other various complaints related to the games I gerent design. I expect its shelf life wouldn't have been much longer for that reason alone, there's no way that game could have maintained competitive balance with so many characters and mechanics. It's clear the game had a very rushed development cycle and for as many characters it had that were basically designed from scratch (worse, they were adapted from Tekken - not a simple task) I'm more surprised the game wasn't more immediately unbalanced. The game was just kinda sloppy in design. If your character is lucky enough that their HP/HK buttons are actually viable in juggle combos then you'll do fine. The SF4 combo engine and SFxT juggle mechanics are at odds with each other. Compare: Guile charge fireball vs Ryu charge fireball. Charge characters pretty much got the shaft with this. Also LOL Akuma & Autocombos screwing up his Super Art.Ĭharged specials hugely benefit some characters over others. Paid gems being straight up better than OTHER paid gems.Īutocombos and pandora were poorly executed and will not see the light of day outside of combo videos.Paid gems straight up better than other gems.Version 2013, by most feedback, is probably actually a really good game. TxSF is vaporware until after I've gone 0-2 in the first tournament I attend for the game.

street fighter x tekken characters

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    Street fighter x tekken characters