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Street Fighter x Tekken Discussion thread


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So let's get the early stuff out of the way.

1)  Yes, people still play it and many people never stopped.  I hosted side events for EVO 2014-2018, Final Round 2015, Fall Classic 2014, Combo Breaker 2019, CEO 2019, and the monthly Discord tournaments that now get 5000-10000 looks on the regular on NYCFurby. CB2019 Top 4 alone has like 370,000 last I checked. 

 

2)  Yes, the PC version still works, and so does GFWL.  Spectator mode is busted but the actual in-game holds up extremely well.  It's better netcode than most of the AAA games right now being it's rollback.  I live in Richmond VA and play a guy in France regularly and it's almost offline smooth most of the time.  Download the final version of GFWL from the Microsoft website before you install SFxT and you should be good to go.  You should also download the Xbox app from the Windows store and sign in with that, in case the first sign-in says there was an error connecting or something.

 

3) Yes, people still play on PSN.  

 

4)  No, people don't play much on XBL.  It's pretty much barren now.

 

NOW THAT WE'VE GOTTEN THAT OUT OF THE WAY!  WELCOME TO THE SFxT DISCUSSION!

 

Here are the basics:

 

https://drive.google.com/file/d/1aShrPvnqta3JKFZFMkdB65fmR4v7nLmt/view

 

Here is the completed Roster Overview made by myself, with contributions made from several others. If you're new to the game, or just looking for a new character to try out, this handy dandy overview goes into detail explaining what you can expect from each and every character, including general gameplans, strengths and weaknesses, and preferred team position. Give it a look

 

For those of you new to Street Fighter x Tekken, or new to fighting games as a whole, here is a playlist we put together to help you learn about the games various mechanics and fighting game fundamentals.

 

https://discord.gg/BGK6GTa

 

Here's a link to the Discord where we do most of our matchmaking.  It's a very active discord most of the time, there's always someone willing to scratch the itch

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28 minutes ago, Hawkingbird said:

I noticed Akhos playing the game a occasionally on Steam and wondered if some new development happened in regards to the me. Did Capcom finally patch in steamworks or there been some fan patch that bypasss GFWL or something. 

If you read my first statement, GFWL has always worked and still works now.  What he did to get it to work was install the most recent version of GFWL (should be dated mid/late 2014) and then did a clean install of SFxT, as well as DL the Xbox app from the Windows Store to aid in the first login.  That got it to work.  GFWL isn't without its problems, like only being able to form teams outside of the lobby before joining it together, and spectator mode being busted, but the actual gameplay is shockingly good rollback for how old the game is at this point.  

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15 minutes ago, Psychoblue said:

If you read my first statement, GFWL has always worked and still works now.  What he did to get it to work was install the most recent version of GFWL (should be dated mid/late 2014) and then did a clean install of SFxT, as well as DL the Xbox app from the Windows Store to aid in the first login.  That got it to work.  GFWL isn't without its problems, like only being able to form teams outside of the lobby before joining it together, and spectator mode being busted, but the actual gameplay is shockingly good rollback for how old the game is at this point.  

I don't see myself going through the headache of getting GFWL to work. It sucked ass when it was supported. Since you mentioned PS3 is still active I could go that route if I want to get back in. 

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2 hours ago, Hawkingbird said:

I don't see myself going through the headache of getting GFWL to work. It sucked ass when it was supported. Since you mentioned PS3 is still active I could go that route if I want to get back in. 

There's really no headache.  Just let it run its course the first time and then it's instant after that.  

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Punk and Justin Wong had a FT10 in SFxT last night, Punk won 10-8.  Justin admitted he knew surprisingly little about Punk's team Law x Jin, a team I faced myself after I won Summer Jam and JB (formerly Legit Reapz back in the SFxT) told Punk that I had the leg up on him.  Given how common Law is in particular, and Jin being a known problem character as a fellow top tier, I did my best to give Justin feedback since his own team wasn't quite there yet with his punishes and confirms.   PxG Ice joined into the discussion and I was saying Punk and Justin would benefit from raw launching more given how much all of their characters rely on low attacks.

 

Ice told me it was a needless risk, but in my opinion if you know the matchups well enough you stop seeing raw launches as a read and more as a tool, since you KNOW when some of these characters are going to go low just because their standing options are so limited from the range you're looking at.  Alternatively there are some characters like Blanka where it's unlikely you'll ever need to raw launch unless they're just being silly, since Blanka has a 3f standing jab and his fist sweep is immune to raw launches  (most slide attacks are for some reason, Cody is a big example).

 

I might make a future video on this.

 

 In the interim I've taken to making combo videos for some of the characters who never get internet spotlight after v2013.  It started with me helping some new players out in the discord but I decided it'd be better if I just showed them.

 

 

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On 10/11/2020 at 5:18 AM, Scanman said:

Thanks for making this thread, Blue.

Let's bring this game back!

PS: Death to Hwoarang!

 

 

Thankfully Justin had me and Striker to walk him through the Law and Jin matchups.  Obviously he's a smart player but he wasn't even scratching the service of Hwoarang's tools in neutral.  Once he has all of his punishes and block string nonsense down I don't think Punk is going to beat him, but for now Punk deserved to win.  Shoutouts to Justin for keeping it close after it was looking like Punk was about to blow him out though.  

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4 minutes ago, Hecatom said:

Wassup my nigga.

I have to say that i am not surprised that you were the one to make this thread, lol.

Staying true to myself and my love for this game not only pushed the revival that we're enjoying the last year or so, but it got me the clout to work backstage last Capcom Cup and have exclusive talks with Ono (RIP) and Nakayama about the game.  It is extremely empowering to have that kind of reputation not just among the FGC, but among developers.  When I was poking my head in an nWay stream for Power Rangers of the devs called me out based on my legacy.

 

And I still have PLENTY more to give.  Stay tuned.  

Edited by Psychoblue
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Last night I got into an exchange on twitter with Javits about time overs.  The Coke Slushee was hitting harder than usual on the sugar/caffeine rush so now I got heat with Xanoz and CoachSteve, and i linked the wrong set to prove my point.  I needed Emezie to bail me out.

 

I don't think the timer is why Time Overs happen so much.  Once everyone optimizes and works their oki in a way where guys can't roll away free the rounds happen super fast.

 

The issue is that the top tiers, particular Law, Hwoarang, Chun and Jin, can keep their turns seemingly forever.  I think Hwoarang in particular actually CAN keep his turn forever until the other guy Alpha Counters him.  If you removed that even to a point where they're still safe but their turn is clearly over, or just made some moves flat out unsafe but still safe on tag, Time Overs will pretty much vanish unless the other guy just doesn't know combos, at which point he's probably gonna get waxed anyway.  

 

 

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3 minutes ago, Hawkingbird said:

I fired this game up on PS3 and took a look at the stored replays of my online matches. I haven't played since 2015. I took lots of Ls in my last matches. Seeing this old matches put a smile on my face.

Homeless Dragon still hosts PSN lobbies every week, but last I heard his stick broke this week so it may be a while.

 

Follow him on youtube, Browncurse.  

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1 hour ago, Reticently said:

I would love to be playing this again, but I can't get it to run on my Win 10 PC and I don't have the dozens of hours it looks like it will take to fix/work around whatever the issue is.  :(

I'll help you.  Once you do this it is brainless

 

* Problems with getting the game to work? Here is the download link for the Online Patch that fixes many errors like crashes and black screen on launch, will need fresh install of SFxT to work properly: https://docs.google.com/uc?authuser=0&id=0B6A_ITzSjsF3eUVvalZvSmQydTA

 

* If for some reason the online patch is not properly installing the latest version of GFWL for you or you are having the 'Unable to log into Games for Windows Live' issue, you can uninstall the gfwl version you have and instead use this link here to get it working: http://go.microsoft.com/fwlink/?LinkID=201134

 

* If you followed every step above and it still doesn't work, check your game directory; if there's a XLive.dll in it, delete it, that is the source of your issues and you do NOT need it in the least

 

Just to be safe, you should also download this from the Windows store.  https://www.xbox.com/en-US/apps/xbox-app-for-windows-10 or search in google “ Update xbox app for windows 10 “ The app will update visual C++ and Direct X. If it still giving you this error, re-install the game and apply the online patch.   Windows 10 recently updated so that the initial log-in process is quicker, but you'll need this app to make it happen.  Log in with this app with the username/password you into to log in with, and then boot up SFxT with all of the stuff we talked about above.  Let that first log-in do its thing  (takes about 10 minutes or so the first time, just let it process and don't fool yourself into thinking your PC is locked up, because it is not) and then it's instantaneous from that point onward.  

 

 

Edited by Psychoblue
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  • 2 weeks later...

Just want to remind everyone that this game's combo structure is not like SF4 or Marvel 3:

 

You want to get as many heavy-er normals into the beginning of the combo, and save boost chains for late (if at all), otherwise your damage will really suffer.

 

The difference between starting a combo with lights > boost chain vs mediums > chained launcher can be massive. Also, Tekken chains affect scaling way less than normal boost chains, and are special cancellable (giving Tekken characters a pretty big advantage, IMO).

So for Claw, doing cr.mk, cr. mp > (optional cr. hp) launcher (or scarlet terror xx tag) is going to do probably 30% more than cr.lp (optional cr.lp) > cr.mp> cr.hp > launcher, regardless of what the incoming tag partner does.

A lot of characters can link their s.lp into s.hp/cr.hp as well, which is a big damage boost from a light confirm. For example, Lili can do st.lp, cr.hp (plinkable 1 frame link) into launcher or any of her special moves. These combos hit like a truck, even from a jab starter.

One of the main reasons SFxT has more timeouts than most games is that people still, even in 2020, don't do optimal combos.

 

Not sure anyone's said that so far in the thread.

Edited by Scanman
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8 hours ago, Scanman said:

Just want to remind everyone that this game's combo structure is not like SF4 or Marvel 3:

 

You want to get as many heavy-er normals into the beginning of the combo, and save boost chains for late (if at all), otherwise your damage will really suffer.

 

The difference between starting a combo with lights > boost chain vs mediums > chained launcher can be massive. Also, Tekken chains affect scaling way less than normal boost chains, and are special cancellable (giving Tekken characters a pretty big advantage, IMO).

So for Claw, doing cr.mk, cr. mp > (optional cr. hp) launcher (or scarlet terror xx tag) is going to do probably 30% more than cr.lp (optional cr.lp) > cr.mp> cr.hp > launcher, regardless of what the incoming tag partner does.

A lot of characters can link their s.lp into s.hp/cr.hp as well, which is a big damage boost from a light confirm. For example, Lili can do st.lp, cr.hp (plinkable 1 frame link) into launcher or any of her special moves. These combos hit like a truck, even from a jab starter.

One of the main reasons SFxT has more timeouts than most games is that people still, even in 2020, don't do optimal combos.

 

Not sure anyone's said that so far in the thread.

Yeah I got into an argument with Javits about it on twitter and then proceeded to give him the wrong set for my example, lol.

 

When I showed him the actual set I had in mind, Izotop v Specialist, he asked me if I thought these guys could beat the top players.  While obviously a few of the discord regulars like myself, Salt and Striker have done that, I think most people are just going to see Infil and Justin do their usual Infil/Justin stuff and think that's what optimal play looks like all the time.  Obviously it'll work, but with enough optimization and matchup knowledge it can be turned against them and then they're pressured to make the comeback.  

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  • 2 weeks later...
  • 2 weeks later...
16 hours ago, Hawkingbird said:

@PsychoblueDo you know if the community is playing this game on Parsec? The UMvC3 community is using it to keep that game's community alive so I'm wondering that's the case for this game.

Parsec is unnecessary for this game unless you really want to use the mod with the extra costumes that also disables typical online play.  SFxT is rollback netcode and people would rather deal with that than any kind of delay.

 

 That being said, I know Phantom Striker sometimes host SFxT Parsec for the West Coast players because their internet is largely doodoo even for people a state away from them, and that's something Striker hosts as an emergency meausre if they face each other in bracket but can't connect.  

Edited by Psychoblue
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4 minutes ago, Psychoblue said:

Parsec is unnecessary for this game unless you really want to use the mod with the extra costumes that also disables typical online play.  SFxT is rollback netcode and people would rather deal with that than any kind of delay.

It may have rollback but the implementation wasn't good. I remember in my PS3 days there would be frequent rollbacks and the sound effects would even drop sometimes. Personally, I will take good delay over bad rollback. 

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9 minutes ago, Hawkingbird said:

It may have rollback but the implementation wasn't good. I remember in my PS3 days there would be frequent rollbacks and the sound effects would even drop sometimes. Personally, I will take good delay over bad rollback. 

To be fair that's also PS3, and there were maybe 5 fighting games in its lifetime with something even passable, SFxT included.

 

PC is much more consistent, some say even more than SFV.  

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