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Street Fighter x Tekken

Big-Cat

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Oh you bet. I've told others this. If Fuerte is playable, and I really like how he plays, I may very well drop SFIV for this since I'll have no real reason to continue playing that.
 

Thrillhouse-vh.

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He's on a billboard :troll:


Tbh, I don't see why people are expecting Rufus vs Bob, Honda vs Ganryu, Steve vs Dudley, etc. They're not doing counterparts this time around (if you could even call CvS having counterparts really), they don't want to make it too similar. If Law or Eddy gets in, Fei Long and Elena won't be, and vice versa.
 

PsychoIncarnate

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Are all the important characters in?

Poison Ibuki and Hugo aren't getting in the way of Dhalism, Blanka, Bison, and the gang are they?
 

Thrillhouse-vh.

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Dhalsim is in and Bison has been hinted at with Heihachi


lol Blanka, I love the guy but he's hardly Chun-Li/Guile/Cammy/Dhalsim level
 

PsychoIncarnate

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Dhalsim is in and Bison has been hinted at with Heihachi


lol Blanka, I love the guy but he's hardly Chun-Li/Guile/Cammy/Dhalsim level
He's was so absurd compared the the other fighters he stuck in my mind since Street Fighter 2
 

OmegaXXII

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I think it's safe to say that Bison will be in with Heihachi, no doubt.

I wonder if it will be out in time for EVO next year, hopefully it will be.

:phone:
 

Big-Cat

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I wonder if that teaser is showing THREE characters for a change. Considering that we have Lili and Asuka yet to be confirmed (not including Cody and Guy in this just yet), this could be a way to balance out the "confirmed" (Not including Jin and his possible partner Jun or Xiaoyu). So we may see at TGS:

Sean + Ibuki
Rolento + Sodom

Heihachi + Kuma
Lili + Asuka

Then there's this picture.

I've heard Geki, but this is starting to be chuck full of surprises if that's the case.
 

Big-Cat

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Poison and Geki would definitely be a way for Capcom to add "new" characters into the game without getting anyone mad.
 

Thrillhouse-vh.

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Since Karin is a gaurantee, I'm just hoping for Alex. I really doubt it with all the grappling already, but I won't lose hope ;_;
 

Big-Cat

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So I'm listening to the song from the last cinematic trailer, My Town, and I'm surprised how damn well this fits the Final Fight characters, or even just Cody.

That reminded me that if R. Mika is in the game, someone needs to use this song for a combo video with her.http://www.youtube.com/watch?v=hgE2t5Wii8s
 

OneWingSephiroth

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Tekken characters also have projectile invulnerable dashes
This is absolutely stupid. I don't get why Capcom always puts dumb options like this in the game. It's like they are so afraid that close-range characters won't be be good (although Balrog, Blanka, Dictator and others have proven that wrong multiple times before). So it bothers me a lot that they give character invulnerable dashes against fireballs.

To me it's just going to make this game a close up lets just all hug each other and combo to death game. The game looks fun enough to play but I would've wanted to keep those strong zoning SF aspects of the game as well.
 

Thrillhouse-vh.

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It's like they are so afraid that close-range characters won't be be good(although Balrog, Blanka, Dictator and others have proven that wrong multiple times before). So it bothers me a lot that they give character invulnerable dashes against fireballs.
This.


I'm sure they want to accommodate people who can't get around zoning from online (ie. "it's unfair I have to stop charging to jump over a fireball") and/or Tekken players (they've said this but I doubt it would have been a huge deterrence). I still have hope for the final product, as long as it's fun I'll try it
 

Gates

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Well we still don't know the full details, it might not be full invincibility or it might be invincibility for just projectiles.

If anything's "absolutely stupid" in this game, it's that silly multiple characters on screen nonsense.
 

Gates

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The Tekken characters? Well, projectiles are almost non-existent in Tekken because they're easy to sidestep, so my guess is no lol.
 

Thrillhouse-vh.

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The Tekken characters? Well, projectiles are almost non-existent in Tekken because they're easy to sidestep, so my guess is no lol.
Pretty sure he means in this game. I'm certain Nina, Raven, and Bob all have projectile invulnerable EX moves, and Kazuya's aerial kicks are just projectile invulnerable on their own unless they've changed it.
 

Gates

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Oh. Then yeah, probably.

And again, NOTHING IS FINAL YET so take it with a grain of salt and CHILL THE **** OUT.
 

OneWingSephiroth

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I'm not one to believe that something this stupid is going to be removed. Go back all those months ago before the release of MvC3 when I stated here from the very beginning that something like X-Factor was a stupid option in MvC3 and would prove to be too powerful which would also make comebacks far too easy and repetitive (I posted many other things that also became a reality within that game as well, but I'm only specifically talking about this right now).

We had the "Let's wait, its not the final product" comments blurted to me before, but when the games out and well...the rest is history with MvC3 and the XF option.

To me, it's not overreacting, with the mentions of this option it's already almost likely going to stay. Things such as "invicible dashes under fireballs" should never have been implemented within the first place or even conceived of.

If it works as you say it does, then that means characters like Shoto's and all will basically be forced to rushing down. This is something that completely detracts from what Street Fighter is all about (One of the few remaining fighting games where strategical fighting can still be seen from all ranges). Considering that I don't see how projectiles are going to be remotely effective whatsoever within the Namco version of TvSF. That's because with SS and SSW, I don't see how it's going to properly work consistently, unless the hitbox for projectiles are much larger forcing you to do more then just a single SS to avoid it and all, outside of that I'm very confident that it'll be a close up game.

I for one was in the thought that the Capcom version of SFvT would keep the range concept strong and alive. However by throwing invincible dashes against projectiles only is basically a ploy to make everyone having to fight close, and the prolonged devaluing of zoning with projectiles. This again is becoming more and more of a lost art that current players simply don't really know how to play anymore or else most today have no real understanding of how to deal with projectiles anymore.

It's both the new generations fault for being lazy, but mainly Capcom's stupidity to actually listen to these rants but to also believe that these concepts are in fact, great ideas.

Yes, I know I sound like I'm always ripping on every game. However I'm going to be perfectly honest and that's because of things like this that makes me wonder if brain dead people are behind the works and think stuff like this is cool and will actually improve the game of SF.

Again, SF games have had great Top-Tier characters who've never sported projectiles before, and this ploy to allow certain Tekken characters to deal with projectiles so easily is just simply dumb. No real strategy, so that means at mid-range, Kazuya can do a nearly free auto-invicible dash in to counter projectiles? Would anyone else agree that this is a bit too much?
 

Thrillhouse-vh.

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You don't have any idea how many players think "shoto" is a bad word now, and zoning consists of spamming. srsly. Even when I was stupid I wasn't that stupid.


I remember a TeamSpooky stream where it was Guile vs Ryu and all the comments were about how "boring" it was, then the commentators and one of the players started calling them out then everyone just started ragequitting.
 

Big-Cat

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Man, do you ever not complain? Every time I see you post here, you're complaining about something.

I can see where the need of concern about the projectile game. Part of me tells me that stuff like Kazuya's insane wavedashing MIGHT go away since you can get in insanely easy with it in terms of covering distance.
 

Minato

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I see where you're coming from. I don't really mind the projectile invulnerable dashes too much since I kind of just related them to rolls back in CvS2. But yeah, fireballs don't seem to mean much in SFxT at the moment.

And are these dashes the same as the wavedashes they were showing off on one of the builds? I hope not since that really does make fireballs really useless.
 

OneWingSephiroth

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Man, do you ever not complain? Every time I see you post here, you're complaining about something.
Pretty much, I feel like an Old Man getting frustrated at how easy it is now for younglings to get around things. The way I see it, your people's generation has it waaay too easy now a days, and have far too many options that can get you around situations ex: Fireballs.

I can see where the need of concern about the projectile game. Part of me tells me that stuff like Kazuya's insane wavedashing MIGHT go away since you can get in insanely easy with it in terms of covering distance.
To me, a character like Kazuya doesn't need it. They could've simply tweaked his gameplay to have a more aggressive approach and that would've been a character archetype to deal with projectiles already. The game is 100x more interesting when you find ways around something instead of being given a silver spoon.

Just giving him an invincible dash in under Fireballs is another Wtf were you thinking Capcom moments yet again.

Capcom is just really trying to annoy those of us who enjoyed the other aspects of the SF genre that made it so interesting and fun in the first place. If I have no validation or simply didn't care then I would never give my statement on the matter.

I still believe just from the looks of it that the game already feels to be more enjoyable then the crapfest that is MvC3, maybe as good as AE? I don't know about that, but it looks fun, however again, this game can make do without those silly invincible through "insert move" options.
 

Big-Cat

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Hey, OWS, I found something that can make fireballs still deadly in this game. d3V on SRK made this argument. The original topic was about the usefulness of charging a move (or a possible lack thereof).

Might be able to use them for mind games, charge a fireball instead of releasing it when someone expects, so if they, for example try to dash through, you catch them off guard and release it as they get out of the dash.
Of course, if Wavedashing is left as is, this becomes practically irrelevant as it would then require the fireball user to have crazy good timing if it's even possible to damage with the fireball. The argument he makes kind of reminds me of the fake fireball Ryu could use in HDR to counter Dhalsim's teleports.
 

OneWingSephiroth

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Hey, OWS, I found something that can make fireballs still deadly in this game. d3V on SRK made this argument. The original topic was about the usefulness of charging a move (or a possible lack thereof).


Of course, if Wavedashing is left as is, this becomes practically irrelevant as it would then require the fireball user to have crazy good timing if it's even possible to damage with the fireball. The argument he makes kind of reminds me of the fake fireball Ryu could use in HDR to counter Dhalsim's teleports.
Problem with that is that it's no longer real zoning anymore. What he/she mentioned is almost like a sit and wait to react, and more importantly it doesn't give you the initiative, which is what a fireball is supposed to do.

It's supposed to force a player into a bad situation, or into a situation in which you the player who initiates this will have control over. What he mentions is almost like a guessing game on your part as the projectile user which doesn't correlate to a real zoning game. SFvT if left in this state will without a doubt be a hands up lets all just combo the hell out of each other while face hugging each other within a closet mentality.

To me, that's not a fun Street Fighter game because we know that only a few certain character archetypes work for this. I've always enjoyed games in which characters like Ryu play with how they were meant too be. In games where Ryu was too aggressive it wasn't nearly as fun because that isn't how his character works, but in games in which Ryu can zone, position and footsie, that's when he truly shines.

My point is, I'm hoping that SFvT shares the different character achetype aspects of what makes Street Fighter fun. Then to showcase that even Tekken characters with the majority of them who don't even sport a long range projectile can still come in and compete.

Sadly at this point Capcom seems to be opting for a simple solution which at this point looks to be too powerful with gimmicky options yet again. <--- This makes me :mad: at Capcom.

The invincible dashes simply need to removed, they aren't needed, and they don't have a place here. My thoughts are like this if this option is left to stay. From long range the fireball will be useful but only on a pedestrian level, but from mid range inward it would become almost suicidal.
 
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