The Electronic Entertainment Expo (E3) 2011 Thread: June 6-9

OrochiEddie

Kobaïa Is De Hündïn
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Aug 22, 2001
Posts
19,316
As a base perhaps, but the engine is highly tweaked. Isn't MvC2 theoretically running on the Children of the Atom engine...and isn't that in some regard a tweaked darkstalkers engine?

SF x TK uses a 6 button configuration much like previous Street Fighter games. Short and Jab are throw, Medium Kick and Punch are Tag, and Fierce and Roundhouse is the universal launcher.

Combos are executed as chain combos (known as the Cross Rush according to Yoshinori Ono) for both Street Fighter and Tekken characters, with Tekken characters retaining many of their combos from the Tekken series. For instance, Kazuya's 1,1,2 works similarly as to how it does in the Tekken series. That said, Street Fighter characters can still execute many of their same link combos from Street Fighter 4 as well.

To start a launch combo, with most characters you will press something like Medium, Medium, Fierce, then tap Fierce again. Upon tapping Fierce a second time the game will cut to a quick launcher sequence and you will swap with the other character on your team. Works the same with Roundhouse.

You can bring in your teammate faster during the launcher by pressing the Tag buttons. This costs meter but allows for a different set of combos as the opponent will be higher in the air as your character comes on screen.

Launcher is unsafe on block, can tag in teammates even when it's blocked but you'll both be open to attack.

You can charge one special move per character and release it at anytime for varying effects. If you charge it fully, they will perform a super that wont cost any meter.

Many Tekken characters have some sort of "bound" or "launcher" special attack that allows them to extend combos. When used within in Tag combos, you have to save these bound mechanics/special moves for the end of the combo, and not the beginning. Otherwise, when you tag in your teammate they will be unable to follow up with an attack for some reason. Same seems to go for attacks that result in a wall bounce as well though this is unconfirmed.

A few Street Fighter characters such as Ryu have wall bounce attacks as well.

No comeback mechanics like X-Factor/Ultras.

As of now, once one of your character dies, you will lose the round. The game wont automatically switch in your other teammate if they still have life like say Marvel vs Capcom 3. You have to manually alternate between your two characters often and juggle their health to stay alive.

There is an "Alpha Counter" system where you can tag in your teammate while blocking. This isn't free though, as if you mistime it the opponent will be able to attack you. It seems like you have to wait for a string to end or an obvious gap to make this safe but it is still unconfirmed.
 

NeoSneth

Ned's Ninja Academy Dropout
20 Year Member
Joined
Oct 22, 2000
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11,516
Yes... SFIV looks goofy and stupid. I'm definitely not alone on that one.

SF is great. Tekken is great.

but the two worlds will not collide to make something great. It's neat looking, that's about it.
 

SPINMASTER X

I AM NOT FRENCHMAN,, I AM A HUMAN BEING!,
20 Year Member
Joined
Nov 2, 2001
Posts
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A highly trustworthy source said that it was gonna happen and then Sega registered the Final Showdown trademark for consoles and then after that nothing happened. I really am trying to figure out just what the fuck Sega's problem is.
 

Clessy

Banned
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Mar 4, 2007
Posts
864
Whats the point of putting it on consoles? Really vf5 sold like 20k copies. Do you think thats profitable? I dont get why people are stupid. OMG Sega doesnt know what they're doing. Its like really cause Sega's made the most profit they've made in years in the last 3. Sega always listening to its fans is what fucked them in the first place. Business and profitablity are all that matters. Sega isnt making games for you they're making games for that all mighty dollar.
 

SPINMASTER X

I AM NOT FRENCHMAN,, I AM A HUMAN BEING!,
20 Year Member
Joined
Nov 2, 2001
Posts
16,953
It all boils down to marketing, simple as that. You cant just put a game on console and then that's that, you have to let other people know that the damn game is out there.
 

SPINMASTER X

I AM NOT FRENCHMAN,, I AM A HUMAN BEING!,
20 Year Member
Joined
Nov 2, 2001
Posts
16,953
As a base perhaps, but the engine is highly tweaked. Isn't MvC2 theoretically running on the Children of the Atom engine...and isn't that in some regard a tweaked darkstalkers engine?

SF x TK uses a 6 button configuration much like previous Street Fighter games. Short and Jab are throw, Medium Kick and Punch are Tag, and Fierce and Roundhouse is the universal launcher.

Combos are executed as chain combos (known as the Cross Rush according to Yoshinori Ono) for both Street Fighter and Tekken characters, with Tekken characters retaining many of their combos from the Tekken series. For instance, Kazuya's 1,1,2 works similarly as to how it does in the Tekken series. That said, Street Fighter characters can still execute many of their same link combos from Street Fighter 4 as well.

To start a launch combo, with most characters you will press something like Medium, Medium, Fierce, then tap Fierce again. Upon tapping Fierce a second time the game will cut to a quick launcher sequence and you will swap with the other character on your team. Works the same with Roundhouse.

You can bring in your teammate faster during the launcher by pressing the Tag buttons. This costs meter but allows for a different set of combos as the opponent will be higher in the air as your character comes on screen.

Launcher is unsafe on block, can tag in teammates even when it's blocked but you'll both be open to attack.

You can charge one special move per character and release it at anytime for varying effects. If you charge it fully, they will perform a super that wont cost any meter.

Many Tekken characters have some sort of "bound" or "launcher" special attack that allows them to extend combos. When used within in Tag combos, you have to save these bound mechanics/special moves for the end of the combo, and not the beginning. Otherwise, when you tag in your teammate they will be unable to follow up with an attack for some reason. Same seems to go for attacks that result in a wall bounce as well though this is unconfirmed.

A few Street Fighter characters such as Ryu have wall bounce attacks as well.

No comeback mechanics like X-Factor/Ultras.

As of now, once one of your character dies, you will lose the round. The game wont automatically switch in your other teammate if they still have life like say Marvel vs Capcom 3. You have to manually alternate between your two characters often and juggle their health to stay alive.

There is an "Alpha Counter" system where you can tag in your teammate while blocking. This isn't free though, as if you mistime it the opponent will be able to attack you. It seems like you have to wait for a string to end or an obvious gap to make this safe but it is still unconfirmed.
Check this vid out
 
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