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Thread: Street Fighter x Tekken(2D) (aka: DLC: The Game)/Tekken x Street Fighter(3D)

  1. Quote Originally Posted by Diff-chan View Post
    I don't like how it just seems to be pokepokepoke and I can't do shit but defend during it and anti-air is a trash heap. I suck at the game but it just doesn't feel natural. A mechanic like advancing guard would help IMO.
    Remember you can alpha counter whenever if you have a meter. Often a jump forward or back normal is an option instead of a traditional anti air, but you should be looking for the option that lets your character go into a combo.

  2. Just about everything can be an anti air, there's almost too many options. The timing for the "alpha counter" that cigs mentioned is a little strange for my liking, haven't been able to make it happen when I want it to except for one glorious time when it saved me.

    It definitely has the poke mentality right now though, jab pokes will stop SO MANY MOVES from coming out and also they are very easy to hit confirm. That's something else I could never really get in most other fighters, but it seems the window of opportunity is much bigger in this game. That's why I don't understand too much button mashing in this game, the game seems to give you a lot of time during a combo to trigger the next move and link it into whatever.

    I was playing yesterday with a random guy I met in SSF4 and he was complaining about how he couldn't get a grasp on the combo and launcher system (lol really?). I told him to just try the basic lp mp hp hp, that he could do it with kicks and a couple other quick things, and all of a sudden he was as good as most people I've seen playing.

    So it really seems like the quick poke combos into launcher and the high/low combos that a lot of the Tekken people have are the main things that are working right now. It's nice because it makes it fairly easy for most people to jump in and play, given that every single character in the game shares a couple of basic combos that lead to huge damage.

    2013 Games Beat: 13

  3. The timing for the counter is really lenient. You have however long the hitstop is for the particular move you're countering.

  4. And the gems do nothing to enhance/deter the enjoyment of this game. I just realized when trying to customize a set that I've never actively used them and do not notice them being used against me. If the character is moving slightly faster, well super, he's moving slightly faster. If he's glowing red, I guess I'll try to not get hit. It's not rocket science. Just found the assist gems as well. I'll use them 100 times for the achievement, turn them off and forget they ever existed. No harm no foul.

    2013 Games Beat: 13

  5. Quote Originally Posted by FirstBlood View Post
    The safe roll turns it into SF4 without mixups & safejumps so it's just poke city with launch chains.
    The roll isn't safe.

    Sent from my VM670 using Tapatalk

  6. I'm pretty sure there aren't any recovery frames on the roll so I don't know what you're talking about.

  7. Step one: stand next to downed opponent who you think is going to roll.

    Step two: as they start rolling jump backwards and press medium kick

    Step three: crossup into free combo

    Step four: repeat until your opponent learns to stop rolling

  8. That still doesn't mean it's not safe as hell.

  9. Yeah. Being crossed up is different from being safe on wakeup.

  10. Quote Originally Posted by Korly View Post
    The roll isn't safe.

    Sent from my VM670 using Tapatalk
    The roll is completely invulnerable. It is the definition of safe.

    Quote Originally Posted by Korly View Post
    Step one: stand next to downed opponent who you think is going to roll.

    Step two: as they start rolling jump backwards and press medium kick

    Step three: crossup into free combo

    Step four: repeat until your opponent learns to stop rolling
    Something that can be blocked isn't free.

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