Tizoc
Member
EDITX: www.twitchtv.com/fingercramp
At 7 PM EST (12 AM/1 AM GMT), FC Jago will stream SFxT being played by various East Coast players including IFC Yipes! Don't miss out (and could someone please record it and put it up on YT, pretty pretty please?)
http://iplaywinner.com/news/2012/2/...-ipw-live-stream-feat-haunts-lpn-crackfi.html[/QUOTE]
Various gaming sites have put up their hands-on impressions of the game on the net-
Arcade mode story intro for various teams in the game-
http://www.youtube.com/watch?v=9pZ8SRwBZe4
Italian hands-on of SFxT:
http://www.youtube.com/watch?v=vLNm9lsDmTU
Spanish hands-on:
http://www.youtube.com/watch?v=dF09tUrTMVQ
Eurogamer hands-on:
http://www.eurogamer.net/articles/2...ter-x-tekken-preview-year-of-the-dragon-punch
As a Law player since Tekken 3, I've seen the Jeet-Kune-Do master evolve across the series, and in Street Fighter X Tekken, he retains many of his trademark tools. His specials include an anti-air Somersault Kick which can combo five times in the corner and a ten-hit Fury Fist Rush that ends in a launcher, ground bounce or knockback. But unlike the Capcom equivalent of Cammy or Rufus - who rely more on dive kicks to apply their offensive pressure - Law can rushdown with eight target combos that mimic his Tekken combinations.
EDIT: CVG and IGN hands-on:
http://www.eventhubs.com/news/2012/...ign-put-out-previews-street-fighter-x-tekken/
APZonerunner spent some time playing the most recent known build of the game and has provided some information:
In regards to Training/Trial mode said:It's pretty much identical to SF4's. 20 Challenges on each character, ranging from "Please do this move" to more complex combos. Interestingly, challenge mode doesn't load you in with a partner - it's just you alone - so there is code in the game, as such, to have things just load up 1-on-1.
Training mode can be played on any stage now, not just the training stage. Same kind of settings as SF4, really. Inputs are displayed differently now - it actually shows the six buttons of a stick and lights up the one(s) you're pressing rather than L/M/H Punch/Kick icons.
The training mode menus (and lots of menus in general) are tabbed now, ala Marvel - so training mode is split into three - standard pause menu options, CPU options (for the dummy) and options for stuff like meter regen and stuff. There's options in training to have Pandora and Cross Assault (both characters on screen together) last for an infinite period of time or the standard length to allow you to practice plans there.
Training can be done with one or two people in the same room vs CPU. No online modes in this build of course but there's the online training stuff in there too. Will try to capture some footage of the training mode and clear it with Capcom to upload it.
APZonerunner's thoughts on the game so far said:It's great, I think. It's tough to judge gems and stuff right now as this build doesn't save, so any gem units I build right now are lost as soon as I turn the machine off. I have played with gems a bit and they seem fine, though. They do adjust the way you play. At one point I was rocking a gem which gave me a 20% boost to meter gained for a period after launching somebody, and I was actively using more launchers to build my meter to use more EX moves and Super Arts.
In general I think I'll be leaning more towards those gems that build Super in the final version, probably backed up with a defensive gem. Characters glow in a very specific way when Easy or Super Easy input is used to input a move or when Quick Combos are used, so if someone is smashing you in ranked match by using that stuff you will know.
I play a ton of SF4 with friends - we have a nice little mini-league with rivalries and stuff like that between about 15-20 of us. We had a great night with a small number of us where we played some 1v1 and 2v2 and had a great time with it. 2v2 in particular was really fun. As 'casual hardcore' players they understood all the core concepts of the game really well really quickly.
We chatted about it afterwards (to give me some perspective to write a preview with, which'll be up either this weekend or early next week) and we said that it's unlikely to replace SF4 as our 'main' game that we play but it'll be a really nice distraction and a great team game. So... that's that.
Oh, Pandora - my impression right now is that it sucks, even with the ability to combo into it. I could be wrong, and it could just require more people who have higher execution to get their hands on it... but right now it just feels really really useless. Their health is going to have to be pretty low for you to end them in 10 seconds. Outside of a combo Pandora is even more useless, as again for it to be useful they'll likely have health just as low to make popping it worthwhile - which means they can then do likewise and -- you die first, and lose. I could be wrong, but it just feels crap right now.
Various stuff said:Store option isn't open in this build unfortunately.
Cross Assault still has the 'classic' music intact, however that mode is over so quick I wonder why it's there, really. Never noticed a music change during Cross Arts.
Music options - in this build there's really one, which turns on/off 'Climax settings' for music. When health is low you get some funky effects dropping the music into the background some more, almost like how an FPS might make all the sounds dim when you're about to die or whatever. You can turn this on or off.
Almost every stage does have multiple pieces of music, though... as the stage changes - either time of day or 'area' of the stage as you've seen - the music changes with it, which is a really nice touch. Other than that, not many options. Music unlocks in SSF4 were locked behind arcade completion which is impossible in this build, so who knows what awaits?
That said, I really do like the music in this game. Some have complained but I really don't agree. One nice touch is that depending on which 'side' character you win a match with you'll either get a Tekken theme or the SF4 theme playing as victory music.
In general the sound design is great. They've recorded a lot of dialogue for the characters that is dependent on context - Ken might annoyingly chastise himself "Ah, c'mon...!" if he whiffs a HP uppercut where in SF4 he would've just shouted Shoryuken. Juri, in particular, is great, where if you catch people in longer combos/moves she'll ask them how they like the pain, to scream harder etc. It's regular enough to be noticeable but it's not so frequent that it becomes annoying. It's a nice touch and evolution from SF4, which only had this in Arcade mode and very infrequently.
Also good is the recordings for calling different people in. It won't just be names being shouted (though you will get that) - if things are going well Cammy might yell at her partner to "Keep up the pace," while if things are going poorly she might state they're "Changing to plan B" as she tags. I did laugh out loud as Balrog screamed "get off your ass!" to Ibuki to tag her in.
Voice options - in this build it defaults to "Cross Style" which is all SF characters in Japanese and then Tekken characters in whatever their native tongue is. This'll probably be all SF characters in English and Tekken characters in their natural language in a final localized build for the US/EU.
The other options are English/Japanese - which means you can have the Tekken cast, even folks like Kazuya, in English. Every character can have their language changed independently too other than King and Kuma, who obviously don't speak at all.
The build has character intros, but no endings - after a few fights you get a 'thank you for playing'. The story advances in a material way with set teams - after fight dialogue (text only) has the teams talking about where they're headed, Shadaloo, etc etc, advancing a little with each fight. Rival battles aren't in this version.
In Arcade Mode you only fight set teams - Ryu/Ken, Kazuya/Nina etc. If you pick a non-set team to fight with that eliminates those characters' teams from appearing and means you only get a generic story of all the Pandora stuff. No CG intro on this build, not even any of the already released ones. They don't appear to be in this build anywhere, but again, it's not finished - it was burned in early Jan.
on links in SFxT said:It's a weird mix of both. One of Raven's trials for instance requires you to do two SF4 style timed hits with a tiny window of opportunity followed by one of the standard SFxTekken combos which you can literally mash out Marvel style. Long story short it's both - you'll be able to mash out the basic/shorter magic combos easily but if you have the ability there'll be more you can do with your normals ala SF4.
50% HUGO COMBO!
http://www.youtube.com/watch?v=RavoEiYmimo&feature=player_detailpage#t=353s
This Feb. 15th, WNF will feature SFxT and it should be streamed
http://fingercramp.com/index.php/component/content/article/74-user1/856-cxfcinfo
Thanks to _dementia for suggesting making a new thread, and APZonerunner for providing the info and feedback, hope you don't mind me posting your posts ^_^; Also thanks to jbug for the WNF link~
EDIT2: Bonus nostalgia-
Desk trains for SFxT
EDIT3: MORE combos
http://www.youtube.com/watch?v=V6dvSksrAgY&feature=player_embedded