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Messages - hiltzy85

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46
General Fighting Game Discussion / Re: The Tekken Tag 2 Thread
« on: February 17, 2012, 09:56:35 PM »
is the hoodie not one of his customize outfits that you can give him?  Or is he too cool and grown up for that, now?

47
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 17, 2012, 09:54:39 PM »
i agree that at the present time, it looks like a lot of the cast moves very slowly.  Maybe it'll be possible to cancel out of dashes into other things to make up for it somewhat.

It IS possible to have matches using no gems, right?  I mean, if you can find people willing to do it.  The other thing is, if you know what gems you want to use, it shouldn't really take that long to put your various gem loads on the characters that you're going to pick.  I guess if you plan on using 3/4 of the cast on a regular basis, then yes, it'll be time consuming, but still...If you're just going online to play a few games, or playing with friends, it shouldn't be that big of a deal, I wouldn't think.

As for pandora, I don't really see the point in it either, unless some of the characters have really, really good supers and EX moves, considering you get to use them for free.

48
Pro-Gear / Re: Fightpads?
« on: February 17, 2012, 09:29:07 PM »
Today, I ordered one of the new madcatz SFxT fightpads.  Apparently it is 15% smaller than the old fightpads.  I thought it was time to upgrade from my current one, due to Ryu, Ken, Kazuya and Nina basically being cooler than HHH and the Rock (that is who is on my current pad).

Hopefully it performs just as well...

49
What I have seen (and I have seen it a lot) is the movement between the different bars in the match causes a lot of crap to happen. The game constantly changes the speed, frames, and input throughout the match. It messes with frames 1st then speed when you get to 3 bar and then input when you go further down 3 and into 2 bar. What you experience is your connection deciding whether to be a 4 bar or a 3 bar match. It gets really crappy when it can't decide.

This sounds pretty reasonable to me.  It seems that quite often, when I get back to the lobby after a weird 4-bar match, it often shows the connection as 2 or 3 bars, and then arbitrarily returns to 4 bars sometime before starting another match.  Conversely, when I join the room, it'll show 4 bars, and then after the match, I'll get booted from the room because the connection has dropped to 1 or 2 bars, and the room was >3-bar only.  It's a bit annoying, really

50
General Fighting Game Discussion / Re: The Tekken Tag 2 Thread
« on: February 17, 2012, 09:16:46 PM »
Balanced T4 Jin?  Impossible, the next thing you'll tell me is it's possible to make a time machine out of a DeLorean.

also T5.0 Steve wasn't that good, either

51
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 17, 2012, 09:13:42 PM »
so how bad do you guys think the so-called gimmicks in the game really are?  Sure, the gems seem a bit silly, but how much do they really change gameplay?  The effects last like 15-20 seconds, and aren't really that big, in general.  The really strong ones seem to require you to activate pandora mode to turn them on, and using pandora mode doesn't seem like such a good idea.

To be fair, I don't think anybody should be surprised that there is some big, swingy comeback mechanic in the game, considering that it's coming after SFIV and marvel.

52
Offline Matchmaking / Re: The Montreal Thread
« on: February 16, 2012, 08:42:16 PM »
You guys tend to go on sundays as well, right?  I've got stuff to do tonight, so I won't be making the trip, but I may head over on sunday at some point.

53
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 16, 2012, 06:40:58 PM »
That may be an exaggeration, considering the fact that the people they get to do demo videos for them often fail to link normals into specials consistently.

54
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 16, 2012, 05:23:03 PM »
I wasn't even aware that SFxT had "alpha counters".  Thats a plus though, since it seems like the pressure in it is much, much greater than the pressure in SFIV.  Either that, or Rolento and heihachi have the best pressure in the game (in the version they were playing)

55
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 16, 2012, 07:12:52 AM »
well, its too bad that rolento seems to be able to just sit there and crouch LP, crouch MK, baton spin forever, until you die...in the version they were playing anyway

56
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 15, 2012, 11:47:44 PM »
i never really used Jin very much, but that seems like a reasonable sampling, for him.  It's more than I was expecting, for sure.

57
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 15, 2012, 11:04:19 PM »
in T6 (possibly before that), steve DID have a really crappy hop kick that was way slower than everybody else's, and he has always (I think) had his toe stomp/hook combo.  In any case, it's refreshing to hear that the move lists haven't been trimmed down to bare bones, to make it simple enough for capcom players.  I used to watch video about the game, when it was earlier on, but I haven't really been keeping up.

58
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 15, 2012, 09:43:26 PM »
i seem to remember seeing that Kazuya (and so, then, presumably Heihachi and Jin too) can mist step, but I don't know what purpose that will serve, unless he can do WGF and hellsweep out of it, or if it can go through projectiles/duck under a lot of things.

I mean, of course, every tekken character is going to have to have some SF-style motions for their supers, but the fact that there are EX moves also leads me to believe that a lot of "normal" tekken moves will be given SF motions, just so you can press two buttons instead of 1 to do them, to get the EX version.  In any case, I hope that they don't dumb down the tekken movesets to the point where the characters have 1 or 2 command normals and like 4 specials, like most SF characters.  Obviously, I don't think it's necessary for them to have the 70-150 moves that they have in tekken, but still.

I think somebody said somewhere that two of the kick buttons still make Steve dodge to the sides, but what is the third one going to do?  Is he going to actually kick people? 

59
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: February 15, 2012, 09:22:37 PM »
It's going to be pretty annoying trying to use the tekken characters if I have to do qcf and dp motions to get things that should (like they are in tekken) be f+P or df+K.  Or if Marduk/King get 360/720 motions for throws instead of f,f+PK, etc.  But like you guys said, it's impossible to know, since we haven't seen any of the movelist, aside from the fact that the tekken guys have some of their "Tekken strings" available, meaning, at least, that they will have some 1,1,2 (or similar) chains.  Unfortunately, chances are, it won't really matter, since they probably won't be cancelable into specials or do very much damage...

If Steve can't go into flicker or peekaboo stance off of 1,2,1 or 2,1 or b1, or cancel strings into weaves/ducks I quit. 

60
General Discussion / Re: Tier lists and Character Discussion Thread
« on: February 15, 2012, 09:12:18 PM »
I also don't really understand why Robert is considered top tier.  Yes, I agree 100% that he has a lot of tools, but his damage really isn't overwhelming.  I've tried really hard to find some kind of corner juice that lets him get over 500 for 1 stock, 1 drive, but it just doesn't seem possible.  The other characters in the A+ are monstrous in the corner.  He doesn't get super damage midscreen, either, although his meterless midscreen combos are probably above average.  I just don't see why he is so much higher than say...Andy. 

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