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Member
(04-25-2012, 01:34 AM)
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also remember that down the line, unless they change what they said, they are going to be giving us 5 gem slots total to work with. stacking 5 defense gems all with different activation conditions is gonna take quite a bit of effort to activate them all efficiently. a combination of the 3 slot health assist gem + 2 defense gems would probably be ideal.
Last edited by ihearthawthats; 04-25-2012 at 01:41 AM.
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Obsessed with 4chan
(04-25-2012, 02:06 AM)
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Someone give me a rational reason why expert inputs isn't just an option.
I guess maybe it affects some characters more than others and you might want to avoid equipping them on certain characters for that reason. Xiaoyu can do all her special moves available in her normal stance in her other stances if you jump cancel them for example, and it doesn't seem possible with the gem equipped. But it's still stupid that it costs a gem slot.
Last edited by Lost Fragment; 04-25-2012 at 02:12 AM.
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Member
(04-25-2012, 02:59 AM)
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The advance input gem is good for King, as he has a problem with his qcb+P elbow move coming out when you don't want it. Thing is on a fucking hair trigger for some reason, but the advanced input gem seems to fix the issue.
Because autoblock will activate when walking forward: - buffering one move into another move is way way way weaker, cause they can walk into your first move and get the block (if you buffer into something punishable, you're screwed) - standing jab pressure, which was already awesome in this game, is HUGELY improved as they can keep jabbing you and walking forward without worrying against random reversals like SRK. They can still tag you in between jabs, but you're safe when walking forward. I am so afraid of running into a Zangief with this one, as holding forward is his gameplan. |
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Member
(04-25-2012, 03:10 AM)
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Add Air Blocking (Probably not feasible with a patch) Timer increase Increase walk speeds 10-20% Increase health 30% Decrease damage scaling a little bit Decrease size on jumping medium kick Minor frame data & hitbox changes Assist gems can't be used above 500BP on ranked Make each game consist of one round Supers deal 150 damage minimum |
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Member
(04-25-2012, 04:29 AM)
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Some comments I have
Personally I just want timer to stop in cinematics like pandora/super/crossart/throws, game sped up in what ever way possible, and ability to filter out assist gems(mainly because of today's updates) . On a personal change: Make Paaaaaaaaaauul Phoenix, toughest fighter in the univese, the toughest fighter in this game. Or at least make his walk speed tolerable and give him a way out of fireballs. |
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Member
(04-25-2012, 05:02 AM)
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Member
(04-25-2012, 07:18 AM)
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If they make any drastic changes to the fundamental ruleset in the game in order to restart it, its going to go through extensive testing, and the possibility of that is damn low. Since your the top theory fighter on GAF, what would you do to make the game better if its possible? |
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Member
(04-25-2012, 07:30 AM)
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20% damage boost off Super Art is pretty nice.
Need more gems like this. I need on demand damage and defense, not random incalculable stuff.
If they put guard meter, some characters would be way too good and maul half the cast like Rolento and Rufus. |
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Member
(04-25-2012, 08:01 AM)
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Was advancing guard ever in a Capcom game? The Capcom advancing guard is really more of a defensive pushback, unlike Soul Calibur 2's actual advancing guard. Given how a lot of single strikes give the attacker advantage of block something, such as Kazuya's crouching mp giving +5 on block or Cammy's standing jab giving +3 on block), retreating guard would probably be more desirable. I didn't realize focus attacks and parries were still desirable in a SF game. When SF4 first came out, focus attacks were a gimmick and parriesruined the zoning game in SF3. Not to mention any game that relies on parries tend to be play horribly online. I guess in terms of new gimmicky stuff (new for Capcom anyway), they have chargeable special attacks which can be dash canceled. That has allowed Raven players score multiple crouching hard punches in a juggle. It allows Julia to do a crouching hard punch into qcb (p) dc~elbow rush, link into ender. It also allows Hugo and Zangief to go for an armored attack. Or Ryu can go sweep fireball cancel.
Last edited by sleepykyo; 04-25-2012 at 10:08 PM.
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Member
(04-25-2012, 08:15 AM)
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Now they could include both parry and focus at the same time for a complete clusterfuck of mechanics. |
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Junior Member
(04-25-2012, 09:59 PM)
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If you still have the replay saved, you can probably get scientific proof that it was awesome, thanks to replay analyzer. |
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Member
(04-26-2012, 03:16 AM)
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If that happened to me online, I would just laugh. Not as much as I would if I pulled it off, but still. Honestly, this game is so dumb...
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Member
(04-27-2012, 08:53 AM)
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Chain combos for easy damage, but the trade off is crap damage and recovery. The comeback mechanics are garbage. Wake up roll to mitigate auto-pilot wake up offense. Return of alpha counters. First tag game since TTT that works like a tag game instead of an elimination game. But I can see how those get overshadowed by the other stuff. Losing to a 13k bp RyuChun after seeing a multiple save flashes, is really demoralizing. It's like auto-pilot offense got traded for auto-pilot defense. |
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Member
(04-27-2012, 05:24 PM)
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Ahhhh balance patch!!! http://www.capcom.co.jp/blog/sf4/sai...4/27_6917.html
*Originally found on SRK Google translator is unreliable but I saw mentions of Rufus' dive kick! |
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Member
(04-27-2012, 06:50 PM)
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Junior Member
(04-27-2012, 07:46 PM)
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Capcom translation:
http://www.capcom-unity.com/brelston...more_addressed Rufus dive kick nerfs please me. BTW, apparently there will be more balance patches over time. And, according to Ono's twitter, feedback (including assist gem feedback) is welcome, and will be sent to the dev team. So, I like where this game is heading.
Last edited by The Lone Dragon; 04-27-2012 at 07:51 PM.
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Member
(04-27-2012, 08:54 PM)
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Oh yeah, I forgot to post my translation on GAF lol. The Capcom-Unity one is pretty basic, it leaves out a lot of specific detail. I'd feel dirty just posting links to my own articles on SRK though.
DOWNLOADABLE CONTENT - May 1st Character Colors Additional Palette 3 – Free Special Color Palette 2 – Free ![]() Gem Packs Street Fighter & Tekken: Assist Gem Pack 4 – 1.99 USD/160MSP Street Fighter Characters only: SF Boost Gem Pack 3, 4 – .99 USD/80MSP Tekken Characters only: TK Boost Gem Pack 3, 4 – .99 USD/80MSP For gem details for each pack, check here: http://www.capcom.co.jp/sfxtk/dlc.html One of the featured gems that will be released is Vitality Increase LV.1 ![]() Setting this Gem increases the vitality gauge. The vitality gauge becomes blue so it’s easy to recognize. As for the amount of increase, Ryu’s normal vitality of 1000 would increase to 1200, for example. BALANCE UPDATE - May (according to Capcom-Unity) Kazuya -The bug on the second hit of Rising Sun (QCB+K) that would force standing damage has been fixed, making the specific infinite combo impossible. Kuro -The movement inertia bug during a Switch Cancel has been fixed, can no longer continuously combo cr.MP. Xiaoyu -The juggle limit of the M, H versions of Hakkesho (QCB+P) has now been set to the same as L, can no longer continuously land the move. Pac-Man -The pushback on st.LP, st.LK has been changed, causing st.LP, st.LK to not connect after the 9th hit. Jin -The falling speed for Inner Axe ( st.LP → MP → LK) on mid-air hit is faster, fixing the bug where the opponent would spin in mid-air for an extended period of time. -The first hit of the Kazama Style 6 Hit Combo (F+LK) not granting +2F on counter-hit has been fixed. M.Bison -The fifth hit of the Super Art (Night Press Nightmare, B Charge F+KKK) can now be normal guarded. Ogre -The damage property on cr.HP has been changed, cannot be followed-up. Juri -L, M Senpusha (QCB+K) have been adjusted to the following on guard: L Standing guard -5F-Shikusen (in air QCB+K) has been changed to sink on guard. Rufus -Falcon Kick (DF+MK) has an added collision box to the foot, making the move not cross over as easily; at its fastest, Falcon Kick is about -4F on guard. Zangief -The last hit (3rd hit) of Quick Double Lariat (KKK) will no longer hit against crouching opponents. Quick Combo -Command priority changed, can no longer override a Quick Combo. This prevents the character freeze caused by inputting the move while in mid-air. Neutral jump input priority -Can no longer override a neutral jump with a diagonal jump, improving the input feel for diagonal jumps. Throw-Switch overlap -A bug where after a successful switch, certain characters who initiated the switch could be thrown has been fixed. The purpose of the upcoming patch is more about fixing bugs and infinites and really overpowered moves as opposed to widespread changes.
Last edited by USD; 04-27-2012 at 09:44 PM.
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Member
(04-27-2012, 09:45 PM)
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Details for the upcoming Gem Packs.
SF/TK Assist Gem Pack 4 Cancel Assist Lv.1 | Special Move cancels become easier to do | Speed decreases 5% during battle Auto Throw Escape Lv.3 | Escapes from throws automatically | Cross Gauge decreases by 1/6 block when activated Auto Block Lv.3 | Block attacks automatically | Cross Gauge decreases by 1/6 block when activated Life Increase Lv.1 | Starting vitality will increase | Attack decreases 10% during battle SF Boost Gem Pack 3 Immense Power Lv.1 | Damage output +10% | 20 sec.| Connect with 10 combos Iron Wall Lvl.3 | Incurred damage reduction +30% | 10 sec. | Opponent uses Cross Assault Immense Power Lv.3 | Damage output +30% | 10 sec. | Opponent uses Pandora Immense Power Lv.2 | Damage output +20% | 10 sec. | Block 10 times Iron Wall Lv.2 | Incurred damage reduction +20% | 15 sec. | Partner escapes 1 throw Immense Power Lv.3 | Damage output +30% | 10 sec. | Connect with 2 Launchers Iron Wall Lv.2 | Incurred damage reduction +20% | 15 sec. | Get hit by two EX Special Moves Fortitude Lv.2 | Incurred damage cut +130 | 15 sec. | Get hit by 8 normal moves Divine Speed Lv.2 | Movement speed +15% | 15 sec. | Connect with 10 normal moves Onslaught Lv.3 | Cross Gauge acquisition rate +%60 | 10 sec. | Connect with 2 Launchers SF Boost Gem Pack 4 Immense Power Lv.2 | Damage output +20% | 15 sec. | Connect with 3 EX Special moves Iron Wall Lv.2 | Incurred damage reduction +20% | 15 sec. | Opponent uses 1 Super Art Immense Power Lv.1 | Damage output +10% | 20 sec. | Connect with 2 EX Special Moves Fortitude Lv.3 | Incurred damage cut +160 | 10 sec. | Get hit by 15 combos Iron Wall Lv.2 | Incurred damage reduction +20% | 15 sec. | Get hit by 1 Cross Art Immense Power Lv.2 | Damage output +20% | 15 sec. | Connect with 10 normal moves Fortitude Lv.2 | Incurred damage cut +130 | 15 sec. | Get hit by 3 Special Moves Iron Wall Lv.1 | Incurred damage reduction +10% | 20 sec. | Connect with 1 Launcher Divine Speed Lv.2 | Movement speed +15% | 15 sec. | Block 10 times Proficiency Lv.2 | Cross Gauge usage reduction +20% | 15 sec. | Block 10 times TK Boost Gem Pack 3 Iron Wall Lv.2 | Incurred damage reduction +20% | 15 sec. | Escape 2 throws Divine Speed Lv.3 | Movement speed +20% | 10 sec. | Partner connects with 3 Launchers Iron Wall Lv.2 | Incurred damage reduction +20% | 15 sec. | Get hit by 1 Cross Art Fortitude Lv.3 | Incurred damage cut +160 | 10 sec. | Activate Cross Assault Divine Speed Lv.2 | Movement speed +15% | 15 sec. | Partner escapes 1 throw Iron Wall Lv.2 | Incurred damage reduction +20% | 15 sec. | Get hit by 8 normal moves Fortitude Lv.2 | Incurred damage cut +130 | 15 sec. | Get hit by 10 combos Fortitude Lv.2 | Incurred damage cut +130 | 15 sec. | Block 10 times Divine Speed Lv.2 | Movement speed +15% | 15 sec. | Connect with 4 Special Moves Onslaught Lv.2 | Cross Gauge acquisition rate +%40 | 15 sec. | Connect with 4 Special Moves TK Boost Gem Pack 4 Iron Wall Lv.3 | Incurred damage reduction +30% | 10 sec. | Opponent uses Cross Assault Divine Speed Lv.3 | Movement speed +20% | 10 sec. | Connect with 5 Special Moves Iron Wall Lv.3 | Incurred damage reduction +30% | 10 sec. | Get hit by 3 EX Special Moves Fortitude Lv.2 | Incurred damage cut +130 | 15 sec. | Escape 2 throws Fortitude Lv.2 | Incurred damage cut +130 | 15 sec. | Get hit by 1 Super Art Iron Wall Lv.2 | Incurred damage reduction +20% | 15 sec. | Get hit by 2 EX Special Moves Divine Speed Lv.1 | Movement speed +10% | 20 sec. | Escape 1 throw Immense Power Lv.3 | Damage output +30% | 10 sec. | Connect with 2 Launchers Proficiency Lv.2 | Cross Gauge usage reduction +20% | 15 sec. | Get hit by 8 normal moves
Last edited by USD; 04-27-2012 at 11:02 PM.
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Junior Member
(04-27-2012, 10:48 PM)
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Last edited by The Lone Dragon; 04-27-2012 at 10:50 PM.
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