Monday, 20 February 2012
SFxT notes + teaser!
Below you'll find a bunch of things I noticed during my frustratingly brief period with Street Fighter x Tekken. First though, I have to give a big shout out to Dawgtanian, everyone at Capcom, the EX Dragon Project and Jamar aka zeextreme kid for all of their help. Onwards!!
It seems like there's been an effort to standardize hit boxes across most characters. Aside from cross ups and jump in heights, it doesn't seem like there will be a great deal of character specific combos/set-ups. Certainly nowhere near the amount present in SFIV. Good news for competitive and casual gamers, bad news for combo makers.
There's an interesting mechanic that only shows up when maxing out the combo counter. The game also gives you an awesome message if you can ever get to 99-hits but I don't want to ruin it here. Note: This is only ever an issue in 4-player scramble mode. And it's a good thing!
EX moves are generally super effective. A lot of characters even have loop-able patterns involving EX moves (ala Boxer's EX.Rush punch in SFIV). A good example of this is King's qcf+KK move that links into chains and then back into itself. Due to damage scaling, it's not often the best use of meter but it is fun and looks awesome.
Cross ups actually work more like SF2 and other fighting games now, rather than the backwards effect they had in the SFIV series. So you'll actually land closer to the opponent after a cross-up and be able to get slightly better combos.
The juggle system works a lot like SF3*, pretty much everything can juggle but there's a limit and points system for every move. Practically speaking, this equates to a lauching move - 3 medium attacks - then a special or super. This limit is reset after a tag cancel is performed. Interestingly, the reset doesn't just apply to the incoming character, it takes immediate effect on whatever the point characater was doing too. Also, activating Pandora does not reset the juggle limit
*note, the main difference here is that when starting a juggle combo, none of the subsequent moves will reset the opponent. They will always fall to their back.
Damage scaling is just as harsh as it was in SFIV, so shorter combos are generally more practical.
The stages are looooooong. Much longer than in SFIV and cornering your opponent is a still a big deal, even with the opponents ability to roll forward from knock downs.
When activating Pandora, you're granted unlimited super meter. However, it acts a lot like 'refill' in training mode. So if you activate with no meter at all (maybe from a wall bounce, ready to continue the combo), you won't be able to immediately go into super or even an ex move. An ideal situation would be to set-up a pandora activation and continue the combo while your opponent is still grounded (using loop-able ex moves as mentioned earlier) but there have been extra efforts made to make this very, very difficult to actually pull off. You can't cancel into it like you would a special or super and the 2nd character always appears several steps back from the character activating Pandora.
The parry style counter mechanic (frwd+HP+HK while guarding) is really interesting. It appears that, although it mimics one of your EX specials (for example, performing the cross counter with Ryu activates a quick EX.Tatsu) there is no juggle opportunity afterwards. If you had you're opponents back to the corner, reacted to a blocked poke with the counter, you can't then juggle with super, it will simply whiff right through the opponent. However (and this is where it gets interesting), you can 'switch cancel' (MP+MK) the counter, which will immediately reset the juggle counter. Now, this whole process will cost you 2 stocks (one for the counter and one for switch cancel) but can lead to big damage and really turn things around. Now, that's all well and good but things really start to get interesting when the opponent tag cancels the initial poke. This can lead to their incoming character actually being able to punish the cross counter... unless of course that had been tag cancelled too. in which case your incoming character could technically punish their incoming character... or your head might explode first.
A few of the clips in the teaser were specially chosen to show 1 or 2 things that haven't been done/shown anywhere else before. There'll be a full, in-depth write up on all of this stuff when the vids go up.
If anyone has any specific questions feel free to post up. I'll do my best to answer everything I can from what I remember and my notes. Also, get hype!
NOTE: this post has been edited for clarity.