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Street Fighter X Tekken Gameplay discussion
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Topic: Street Fighter X Tekken Gameplay discussion (Read 2091 times)
Onyxe Beart
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Harlem Shake
Re: Street Fighter X Tekken Gameplay discussion
«
Reply #15 on:
05 of April of 2012, 05:00:17 pm »
Use Julia Mai.
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http://www.fightersgeneration.com/nx5/projectxzone/pxz-english.png
PureYeti
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Re: Street Fighter X Tekken Gameplay discussion
«
Reply #16 on:
08 of April of 2012, 08:20:50 pm »
Yoshimitsu's suicide screen lock similar to KOF's screen lock. This have potential combo capabilities when tagging in your partner
SFxTK - Yoshimitu's Suicide Screen Lock
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TheDuskwalker
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Re: Street Fighter X Tekken Gameplay discussion
«
Reply #17 on:
16 of April of 2012, 04:51:38 pm »
More Lili technology tutorials.
Let's Play a Bit of Street Fighter X Tekken Shall We? Lili Technology Part 1 - Pokes
Let's Play a Bit of Street Fighter X Tekken Shall We? Lili Technology Part 2 - Anti-airs, etc.
Street Fighter X Tekken Shall We? Lili Technology Part 3 - Team Synergy, etc.
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Mai~Crimsonheart
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I'll send you my love on a wire ~
Re: Street Fighter X Tekken Gameplay discussion
«
Reply #18 on:
17 of April of 2012, 02:00:32 am »
Awesome stuff Dusk ! moar info on making my lili better <3
Well ... i decided to stick to Julia for a main, which is a good decision because she is very strong, however ... i gotta practice more with her
.
Poison is a sub that i like to use for fun, probably the same for chun li. I also got to using ken ... and i have to say he is so good ...
i don't like it when i end up liking the mainstream Cool-tard characters, Bleh.
Oh ! i also have been using Vega alot ! (claw) ... his pokes are EPIC.
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Tizoc
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SERIOUS BUSINESS
Re: Street Fighter X Tekken Gameplay discussion
«
Reply #19 on:
15 of May of 2012, 10:03:06 am »
Some interesting points in this thread-
http://shoryuken.com/forum/index.php?threads/youre-doing-it-wrong.159930/
Also a matchset from some weeks ago-
http://youtu.be/VBOtBfIwFo4
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j/k, happy Ryu is best Ryu.
Resident Capcpomunnist brony til the day I retire <3
Tizoc
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Re: Street Fighter X Tekken Gameplay discussion
«
Reply #20 on:
28 of May of 2012, 01:15:43 am »
Quote from: TheDuskwalker on 17 of May of 2012, 09:38:39 am
For Gems, the DLC ones are definitely better than the standard, and the ultimate defense gem is causing a lot of problems.
Elaborate please; don't the DLC gems take 2 slots? ...and which ultimate defense gem is that? Do you have any matches that can showcase how it can be effectively used?
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Also I wouldn't call Gems create-a-groove, they are just a combination of stat adjusting (normal Gems, I think they're called boost gems) and easy modes we've seen in fighters (assist gems). Some gems though they are using to lazily fix there mistakes, specifically the Pandora altering Gems.
Stat adjusting, even for a limited time is in older fighting games, their activation however is different.
...and how is Pandora a mistake? It was intended to be in the game, but the player is given the option to make his gems work with Pandora if they so wish. However there already is a gem that reduces the damage incurred from Pandora mode, so it isn't that much of a biggy =V
Pandora's concept as is, at least tried to balance it so that you'd consider before activating it, for all intents and purposes, it would function better as a super move more than anything else.
...I still think it's unneeded though; Pandora forms could've been given to rival bosses in arcade mode, and when defeating a character that is in Pandora form, you unlock that color for customization~
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Who cares if half the cast wasn't in SFIV? That doesn't change some cheap and lazy things beyond just recycling character models and animations, and a unchanged artstyle.
SFxT can't be the only FG that recycled various models; if the model is intended to resemble the body build of a Tekken character and the model is already available...why make a new model?
...and really if you're gonna critcize the game's models and 'unchanged' artstyle; what do you say about SvC Chaos? SNK didn't even bother to use a different graphics engine and utilized their ye olde 16/24-bit graphics for that game. If you have no problem with SvC's graphics, wouldn't it be hypocritcal to complain about SFxT re-using assets?
FYI, various voices seem to be rerecorded for the SF4 cast.
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Also Tekken characters are fighting game characters, so they already knew there moves and how they perform them, along with what there pre-set combo strings, it was just finding what moves work best in a 2D setting and implementing them in a 2D setting. Though the quality and how well they were done in the implementation did vary between each Tekken character. Not downplaying the hard work to do it, but it's definitely a little bit easier than implementing characters in something like MvC.
How were they downplayed? Wouldn't have a set of moves that work better or effective in a 2D setting be better than giving each character 15 special moves?
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Anyway back to what I mean by cheap and lazy. If you didn't notice all the non SFIV are missing unique neutral jumps, this includes the new SF side characters as well. Characters only have 1 taunt and 1 match winpose, down from SFIV's 10, just because they didn't want to make additional ones for the new characters (SFIV ports reused there from SFIV).
So...what? Characters in SSF4 only had 1 match winpose. ...and why the fuck are you complaining about taunts? Taunts aren't exactly a core element in competitive play. This isn't SF3: 3S where certain taunts gave you a stat boost; in this game a taunt is just a fucking taunt, it changes NOTHING about the gameplay.
You're grasping at straws with this one...
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Everyone has the same ko animation, just so they didn't have to make new ones for the new characters (guess you could use the excuse of Tekken throwback for that one....).
What KO animation? Why would I give a shit about KO animation? How does KO animation affect the gameplay of the game?
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Only 2 default colors (I would have let this one go if they didn't bs the color customization and you have to wait for colors to be DLC unlocked).
On this I may agree; if colors were unlocked naturally instead of waiting every 2 weeks, then it wouldn't be much of a problem...but then there's the fact that you can only have 3 extra customized additional colors. So in total you can have 5 colors.
...I don't like it that much either but, it doesn't matter if a game has 50 colors to choose from, you would only choose 1 or at most a handful.
LB2 only has 1 color per groove/mode, you gonna complain about that next? Or is it OK for that game because it's SNK?
Really all in all; colors are irrelevant, even if the game did offer 10 colors, the player would either choose the color they like or any color at random, if it doesn't affect the gameplay it isn't too big a deal.
...but...I'll let you have this one mate, there times I wish the full color packets were offered at a price, I mean SNK did it...
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Only 10 stages plus training, with only 3 being multi layered (I will go into this more when discussing rushed).
Number of stages is irrelevant as once again
they do not affect gameplay
Ever watched Super Turbo matchsets? Ever palyed it on GGPO or any of those websites that allow online play for classic arcade games?
In ST you are STUCK in the stage the game gives to you; you can't change it...and nobody gives a damn. Yes maybe DJ's theme gets lame after a while but that doesn't matter; you're not playing ST for the stages you're playing ti for the game.
Furthermore, doesn't matter how many stages a game has you would either use Random select or play on certain specific stages you like. So doesn't matter if the game has 5, 10 or even 30, in the end they don't matter since the players aren't gonna focus on the background they'll be focusing on their characters.
(click to show/hide)
I like SFxT's stages;
A dinosaur stage
The antartica & pandora stages are pretty neat. I mean if you're OK with a robot chasing you in that one NGBC stage, what's wrong with a giant mammoth chasing you?
A stage where the Mad Gear are doing some japanese festival thing wherein MIKE FUCKING HAGGAR crashes, flexes his muscles and chases after the goons.
The cosmic elevator stage that has Mech Gief is hilarious.
This may go against what I wrote, but notice how I only mentioned almost a handful of stages; a game could have 20 but not everyone's gonna like all of them would they?[/quote]
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Still no playback for trials showing you how to do them (KOFXIII and BlazBlue CS/CS Extend have this, if Capcom are going to keep doing it, actually properly develop this mode too), which is made worse because some of them you need to charge cancel for a counter hit when starting them.
So you're too lazy to bother discovering them and do trial and error?
You kids these days are having it way to easy, back in my day we'd test everything, even if we failed, we would have learned at least one way NOT to do the combo.
Besides having a replay could kill your interest in even doing the combo, what does it matter SEEING how high the opponent needs to be during a combo to complete the trial, through an in-game clip is? The fun in trials were discovering the combos BY YOURSELF.
...ah how I miss SFEX's trial mode ;.;
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Some of these things are just minor nitpicks, but factoring in all the assets they reused, reusing a pre-existing game as the base of development with minor alterations and enhancements, and things they cut so they could make a "content packed game" it's definitely pretty bad half-assing and really hurts the overall presentation compared to the game it's based off of.
Game still seems fine to me, I did expect them to re-use assets, but hey even if Ogre uses SSF4's Seth's body build/model, he
1- Has his own unique movelist
2- Has a pimpin' hat
...and man Law's model is so much more smoother than FeiLong's.
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As for rushed, well this one is beyond obvious, can't believe you're defending this. The game launched with a severe lack of polishing with a ton of bugs and glitches (especially for what's there, there is a lot less variables compared to something like MvC3), and infinites, a lot of which are quite noticable so it really shows how little testing the game had in its final testing run.
I remember seeing PoongKO doing a combo against Rufus once, didn't realzie until later that it was an infinite.
...didn't care though, it was still a wicked combo.
TBH the bugs didn't bother me much, if you could use them to your advantage, use them. Yeah I know this sounds absurd, but look at MvC2; you could say it has a heck of a lot more bugs but the game was still played for more than 10 years and was in tournaments.
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Also it's quite apparent the game didn't get proper testing when it comes to balancing since they just didn't have time for it.
Balance as in gameplay balance? Because you can NEVER FUCKING EVER, judge a game's balance 2-3 months after an FGs release, that takes many months, heck maybe even YEARS to give proper judgement.
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Online clearly didn't get the testing it needs. For a company as big Capcom and from a dev team that's already put out some decently polished products with SFIV and SSFIV, these things were pretty bad so rushing is quite obvious.
...and how do you know that? Were you observing the dev team when they tested the online?
For every person who says the online is bad, there'll be someone who says the online works fine for them, so this point is moot, if you're not getting a good connection for your game, then it would be because of your internet and prob. the other guy's internet.
The online works fine for me, but I mainly play against a friend or people close to my area so I get a good connection.
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Most disappointing thing cut from the game do to the overly tight time restraits was the real tag supers we saw during the announcement, replaced by the kind of lackluster cross art.
Oh you mean the Ryu+ChunLi tag super from the announcement trailer? Wasn't that just Ryu doing a super and then Chun comes in and does her super? Pretty sure that was just for show. Lvl. 3 supers as is are pretty balanced I'd say, average damage is 400 points of damage (FYI, average damage of supers 300).
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Going back to low stages. Go look up Lili and Asuka's rival battle, the dialogue doesn't match the stage they're in, or any stage in the game (it's clearly the area they were at in the Lili/Asuka vs. Chun/Cammy trailer), so there was clearly a few stages that were close to completion that had to be cut at the last minute do to time restraints. This also ties into DLC and a issue with all of Capcom, they put greater focus on content they are withholding to sell later than they do on the content that was supposed to be part of the core, which is just terrible and a wrong way to do things. Core content should always be finished first, and no DLC should ever be made until all of that is finished.
I agree about the DLC bit, will check out the Lili+Asuka rival battle, but I prob. won't be bothered with it. Wasn't the stage from their CGI video at a railroad or something?
Out of sheeer curiosity, how did you feel about EX-Iori, EX-Kyo &
EX-Takuma
Mr. Karate DLC for KoF XIII?
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Also the reason for the blackout was because when they announced it they said the game had only been in development for only 1 month when it was announced and so they rushed to make a playable build first thing for a big announcement.
No the blackout was because they wanted all focus to be on UMvC3 (which I still blame $ony for), that's been done before with SSF4 and MvC3
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Since games are usually finished a few months before release, the game was made in roughly around a little over a year and half, which is really fast. Well and Capcom said in 2010 they were going to cut development cost and development time by potentially up to half, so there is also that (if you wanted to know why they suck now days, well there you go).
Their DLC policies suck, I still like most of their games, SEGA has recently talked about cuts but what they have in store for the future looks very promising. (Sonic 4 Ep. 2 doesn't couuuuuuuuuuuuunt~)
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Oh that was there solution to Lost Planet 2 bombing because it sucks, you can find the irony yourself.
I won't bother to ask about LP2 much, but I've seen the game have a following, most complaints about a game bombing/sucking is because certain players don't like changes or for a game to go in a different direction from a predecessor.
I personally couldn't get into LP1 or 2, they weren't my kind of game, but I did see a following for LP2, or rather the game being discussed and played.
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Street Fighter Alpha/Zero 1 and SFIII aren't really a good comparison. Both were built from scratch and a pretty big departure from previous installments, and we all know how time consuming sprites are compared to 3D models (especially SFIII). Anyway, yeah they did kind of suck.
Doesn't matter if they were built from scratch or had re-used assets; SvC had re-used assets and it had issues. ...and that game was supposed to have a similar playstyle to KoF 02 =V
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Anyway getting off topic, and you caused me to write my longest post on here EVER.
So what, flex those finger muscles!
Apologies if I wrote anything insluting, I don't mean to be rude and aimed to be as civil as possible ^_^;
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j/k, happy Ryu is best Ryu.
Resident Capcpomunnist brony til the day I retire <3
Running Wild
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Stand Up!
Re: Street Fighter X Tekken Gameplay discussion
«
Reply #21 on:
28 of May of 2012, 02:25:37 am »
SFXT - DLC Assist Auto Block Gems in Action!
Game is garbage, let it die.
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