Good games 3 chord! It seems you have added some new tricks (I don't remember being hit so much with a poke or focus as I was this time). Your ryu reminds me of apprunners cammy, very mashy but random/tricky, he was pretty hard. I really wanted to beat your vega with my deejay but, as you can tell, I don't kow the match up very well. You kept spamming me and I just had no clue I was going to leave after 10 but I figured it was rude to leave after only one main v main match. Sorry for no rematch after the second match, I had to pee and now I'm going to watch a movie. Btw, what do you think of a player called sarashou (sp) I've been told his vega is as good as yours but based on one replay I saw, I find that hard to believe.
Dang it's been a long time since I checked this thread, Wonder how well this ios controller will stand when it comes out in April. - I have a question for all of y'all, do you think mobile gaming will ever be taken seriously? I've seen it gradually becoming much more popular and hope it trends positively that way.
I have a very good strat for getting rid of the lag-powered Giefs with Blanka, but I never get to upload it
If you haven't watched the USF4 special announcement from So Cal Regionals, please do. For all of us in a hype-induced epileptic fit, I would like to remind everyone of stand heavy kick loops. edit: put AE2012 back on my computer. I got bodied by trying to link cr.strong cr.strong sweep with ryu. Strangely enough, I got s.mp cr.hp cr.mk xx super easily enough with Cammy. I think I'm being punished for uninstalling this to begin with. edit: my signature is proven yet again.
I'm better at Smash Bros than at any other fighting game I've played, so I think I know what I'm talking about when I say that Fright Fight doesn't play anything like it. Stages are toooo small, powerups always appear in the same place, there are no real combos nor many different actions. Like I said in that thread, Smash Bros isn't only unique because of the platform/fighting game mix. There are LOTS of ways to get around your opponent. Blocking, parrying, rolling, reflecting fireballs, jumping and double jumping, air dodging and sidestepping, moves with invencibility frames, etc etc etc. You can't see all those things in one single game, and even then SB manages to add easy controls to the mix. Fright Fight, however, doesn't have any of that, meaning that the battles are hype-less and they all feel the same, with people tapping tapping and tapping because it's the most effective way to play the game. Perphaps if the game had at least a training mode I could see how blocking, jumping and such should be used and all that, but from the matches I played, tapping was the only thing I needed to use. Jumps are too floaty and there's no way to change the arc or any other thing, and blocking pushes you A LOT while wasting meter. Regarding the pay-to-win, in the game you can buy coins to unlock skills for a character and improve some other things. If someone who didn't buy any IAP is 1st in the leaderboards doesn't mean that the game isn't pay-to-win. Buying IAP right after starting the game and using it on skills and some other things gives a quite big boost against other players of the same level. The same happens in SFxT if you buy some credits and use them on lvl 5 Inmense Power right after starting the game. Both are clearly pay-to-win. If you're jailbroken there's a tweak to use the PS3 controller as an iOS controller. I didn't try it though, but that would be waaaaay cheaper than buying a iOS controller. They are too expensive. Regarding if mobile gaming will ever be taken seriously, sure, it will, the problem is that right now not only some gamers are quite closed minded when it comes to games on other platforms than their owns (just look for some iOS/Android related news on IGN and look at the comments), but also some devs. Look at Capcom for example. Can you imagine the kind of sales they could get with a proper Monster Hunter game on iOS with social features? I use the PPSSPP emulator and MHFU plays quite well, and you have to remember that the controls of the game of course weren't optimized for touch controls. You mean Edition Select? I hope it's just for training mode or something like that. What's the purpose of working on the balance if you give the player the ability to choose more powerful versions of your character in case he/she was nerfed in some of the most recent updates? Who would choose AE Akuma over Vanilla Akuma?
Oh I thought it was obvious that it would only be side tourney material, but that doesn't mean it's not the most awesome thing ever. In other news... Infiltrachun. Making Broly wanna quit SF.
Just watched http://www.youtube.com/watch?v=HUtj3SJX588 with open mouth. EDIT: Now that I saw also the matches agains K-Brad I'm sure he is just making fun of all the FGC. It's like seeing a veteran Chun that forgot how to piano 100% times?!?!?!? Soon he'll just select El Fuerte at evo's finals and sxit on all of us. Concerning the list of FG for the iphone: the infinity blade trilogy is kind of a fighting game. I would love to see a game like project x zone on the ios, but with some added FG-like feature like tighter frame widows for links, blocking, multiplayer, etc.
His spacing was ridiculous though. And some of the combos didn't look like they could be plinked too. I was a bit sad he didn't win, I feel as though Street Fighter needed that win lol, much like how Sako had to win Capcom Cup. It was just too godlike for it to have ended like that.
To play honda I need sp assist off for my EX hhs combos. When I actually play online, I can't combo. Ergo I can't even have salty runbacks with other chars.
Reminds me of this quote on EH about version select If only you could pick the usf4 version where chun has the awesome jump...
Just need your phone number to add you to the whatsapp group, thats if you have whatsapp. Private messege me your number. @TenOnez you also missing in the group bro.
Kk, yardier. Give me half a mo. Global tech: I'm sure I'm late to the party again, but... I forgot this existed because I play rufus and thus I am an execution scrub, but I was flutzing with Viper's feints on AE2012 when I was like "didn't air and jayce say I have to-" that reaction was followed by "oh shizzle, there's a way to push buttons I just forgot about?" followed by "oh my god I think this is the key to bopping AE yun." followed by me failing to hit FFF more than twice anyway over like, an hour, so I went to volt to cool off. This was even harder than console FFF smh. TLDR Negative Edge works on Volt. I didn't think to try it, because you know, you can't hit multiple buttons right? But because Volt is so slow and negative edge is frame perfect, you can plink. With... Idk what these are, but I'm getting the read that I'm awesome. Go into the training room with Ryu. Hit stand fierce, don't let go of p, do quarter circle forward and at the moment you do the quartercircle let go of P. St.hp xx hadoken with one button press. That's negative edge. It makes some combos impossible and some combos real. So there was this post I had... which was like PROX OS IS REAL. I wasn't kidding. 1. Negative Edge is good for Hit Confirming without using dem easymode buttans and you'll see later that if you drop something it won't come out anyway: Inputs: P (hold) |S.HP(hit doesn't matter)| -> qcf (release P) |hadoken| Direct input: qcf+p |super| Proof positive that volt stores joystick inputs in a combo. Perhaps even "per state change" but more on that later. 2. Easy buttons? Shor-Yu-Ken Inputs: Down Towards (hold P) |cr.f (hit doesn't matter)| -> down+downtowards (release P) |shoryuken| Direct input: qcf+p |super| Charge characters master race? CHARGE CHARACTERS ONLY RACE? 3. But it turns out that Ryu is a Charge character. He can charge FADC dash towards. Inputs: QCF + SP (hold towards) |EX hado| -> F (release towards) |Frame perfect fadc| -> QCF+sp |ultra| 4. A combo you might have not known was possible (4a) Inputs: QCF + P (hold towards) |hadoken| -> F (release towards) -> ultra button. Links. Hadoken |fadc| Metsu Hadoken 9 hit combo. Down + K xx (4a) || cr.mk xx hadoken |fadc| metsu hadoken 10 hit combo. =Interesting places with SP assist= 1. Game macros motion. Stand neutral SP -> Game should theoretically through a hadoken on SP release. Obviously not the case. Now how about something we know: Tiger Knee Cannon Strike -> Down, Down Back, Back, Up Back + K Think about this in context. What is Cammy's QCB+K? Nothing. There's no tatsu. Try a Tiger Knee Cannon Strike with Ryu... Ground Tatsu comes out. Do it with neg edge. Ground Tatsu. Now... Hold P rather than K. Do QCB, let go of P. Nothing? Good. Hit K. Tatsu. 2. Manual Autocorrect DPs. Hold P, jump towards. as you're crossing over, qcf release P, hit crossup K (jump roundhouse) (hold P during hit animation), negative hadoken (qcf release P). Not a hadoken was it, huh? A shoryuken comes out. Don't hit crossup K. What comes out? Absolutely nothing. 3. But it's not just special moves which state change. It's attacks on a whole. This is the principle of Kara cancel. There are great Karacters in SF4. Ryu isn't considered one of them. But here's an option with EX Shoryuken for a little nasty surprise. Stand at the max distance where you can hit an opponent with stand heavy kick. You know, the one you only use to AA if you're good. From that distance, EX shoryu whiffs. (Hold K - neutral jump roundhouse helps) DP shortcut df d df (let go) SP. Whiff on EX shoryu. That's because you didn't Kara stand roundhouse. You Kara'd sweep. Now, try it with df d df f (let go) SP. No good. Ex hado comes out instead. (Hold K) Walk into range (holding towards) ONCE you're in range, let go of K BEFORE you hit down down forward SP. ONE HIT. One hit on the EX Shoryu. (Hold K) Dash into range (find the perfect spot) by double tapping towards, let go of K on the second tap towards (the dash), and DO THE WHOLE DP motion by hitting towards DURING the dash animation, down, down towards SP. Two hits. What does this mean? Either 1. The dash extends range all lonesome. Nope. Dash towards, input DP and hit SP. One hit. 2. We just spent forever showing that the DP wasn't going Kara well with just st.roundhouse and whiffs entirely if the cancel is sweep. 3. Based on what I know about priority in this game... and the fact that we learned that everyone's a charge character in a different way, that means that the specific input buffer was held: and so a possibility it was 0f cancelled into extra range: this happened - this is because this is a working definition of the original Kara EX dp from st.rh. and... dashing stretches your hitbox: this is observed as well. or maybe the dash/attack is confusing the system into believing something different. Maybe the states are interactive. There's no maybe. Try walking back from a focus attack :3 =========== State Change Option Select: 1. There's a different condition from proximity and this is relative to the "possible" range of the whole move - focus, st.hk kara, etc. 2. There's a different priority from hit/not (obviously?). 3. I think the system, on hit, saves your inputs longer. But not just on hit but on the proximity of hit. So those crazy videos... Are so damn Evangelion. If you move into the AT field, you gonna be wreckt. I'm also fairly certain projectiles, normals, grabs are different. Try the EX DP as a normal DP. You'll notice that the kara hits deep and for full dmg. ============ BetaTechfunzone: Cammy Bipson for the classic No negative edge necessary here! Meaty Cr.fierce |Super| block. Super should not come out but you need to have pressed it. edit: forget to mean that the meaty could be comboed to bnb on hit and super chases down backdash and teleport and if he teleports the other way it doesn't come out. It clean stuffs psycho and scissor (and ex) but EX headstomp gets away. There is no frame leniency. ... So I have a strange suspicion. That this game is gdlk when played on sp assist... but that there's more of street fighter in it when you don't, because it frees up certain mechanisms - a fake button that you can count setups with, real option selects - and there's some compensation.
I'm not convinced by this 'kara' s.HK for Ryu. It is too easy to walk forward as part of EX SRK and I couldn't replicate what you were saying with normal SRK. Also: -doing d,db,b,ub+release k gives you the air tatsu -d+sp gives you autocorrect dp for ken,ryu, cammy, viper and yun. On manual, you're better off mashing df-bf-df and sp/p to get the autocorrect