Street Fighter V.S. Tekken

I'd be interested in seeing some of your replays OMH and Kenny if you're still finding this game fun because all other matches I've seen involve two dudes flailing around with jumps or walkup jab pressure until something connects, I'd love to see the game played differently successfully.
 
even after watching chris g taking second place in ncr, i still dont understand how he is landing hits with xiaoyu. i dont get how any one allowed him to get into jab range and her jabs doesnt have much range.
 
Don't have any saved but I'm on every day if you fancy some games.

I use Sim Hatchi, so there's a lot of lameness in my games followed by sims backshort into launch > hatchi follow ups, then hatchi pressure.

I don't think the game requires as much skill as SF4, but it does involve more alertness and quick thinking.. especially when you are being rushed down.. there's a lot more defensive options in this. I think meter managament is really important too, knowing when to maximise damage in tag cancels or alpha counters.

I think the timer is too fast in the game though, should be extended by about 10 seconds imo... there are still timeouts way too often... if you are down on life around 30 seconds mark you have to start making your comeback then or there's just no chance
 
but the dive kick is slow and he never hit them low:( he got a lot of mileage off the ground bounce overhead, but he never used her low attacks (which sucks btw), surely the players there should be aware of that.

i think this game could benefit from less damage scaling or less coverable health, to bring the damage up a bit. as crazy as it sounds, 50% from one combo is not enough considering most real combo takes 15 seconds to finish. and yeah they should definitely stop or slow down the timer during super, i have enough time to make a cup noodle during a team super as it is now:(

i will upload the set me and omh played about a week ago if he wants it.
 
Probs just me, but I'm seriously struggling to fend off from a good Heihachi player! One false move and its game over. :\ His combos are immense.
 
He's really good. Main advice I could give to fight Heihatchi is all his high low mixups can be dp'd in between them.. so if you have a character with a good reversal don't be afraid to use it when he gets in. Hatchis love pressing buttons close range.

He's also really slow so if you space him out right he can have trouble
 
I'd be interested in seeing some of your replays OMH and Kenny if you're still finding this game fun because all other matches I've seen involve two dudes flailing around with jumps or walkup jab pressure until something connects, I'd love to see the game played differently successfully.

I tend to just play footsies until I get a knockdown and go nuts from that. There's not a lot of depth to my gameplay so far, just whiff punishing and anti airs for 90% of my damage.
(The fact that this game has made me start playing Tekken again hasn't helped)
 
Got this game the weekend, So far only played properly as the 3 street fighter characters that everyone loves (Ken, Ryu and Akuma because they are so blinking similar) I did give a few of the tekken characters a quick go but found it hard to not actually try and do Tekken combinations and moves as they just did not transfer over at all so its going to take a bit of adjustment.

If anyone fancies just slapping someone around (as im not that good yet) add me on on PSN and ill dive on
 
Played some last night. The game is growing on me slightly but it is all hampered by the fact that online is awful. Utterly terrible to the point where I can't see it being fixed by a title update.

Also: having to press start to the get to a menu to see someone's disconnection rate? Why make that as hard as it could possibly be? Bad interface design really gets my goat.
 
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Has anyone had any issues with actually getting combos to link together on this? It may just be me but I find that things don't seem to flow as well as they should do.

Last night I decided to give the Trials a go for a few characters and this was going fine until I had to do multiples of the same hits such as 2x low light kicks into a standing medium punch.... they just didnt seem to flow correctly. Either I would only throw one of the punches/kicks, The opponent would get pushed too far away or I couldnt do a standing and then a low hit in sequence as it just refused to duck regardless of when I pressed the down button.... REALLY frustrating me
 
Has anyone had any issues with actually getting combos to link together on this? It may just be me but I find that things don't seem to flow as well as they should do.

Last night I decided to give the Trials a go for a few characters and this was going fine until I had to do multiples of the same hits such as 2x low light kicks into a standing medium punch.... they just didnt seem to flow correctly. Either I would only throw one of the punches/kicks, The opponent would get pushed too far away or I couldnt do a standing and then a low hit in sequence as it just refused to duck regardless of when I pressed the down button.... REALLY frustrating me

This is a problem in trial mode that has never been addressed properly. While it tells you the buttons to press it doesn't tell you much else. Each character has a trial that mixes links and chains early on, it will be something like: cr.lp, cr.lp, st.mp, st.hk.

The cr.lp and the cr.lp must be linked together, but the st.mp and st.hk must be chained. So you do cr.lp, cr.lp and then furiously mash st.mp, st.hk for the chain.
 
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