Fighting Game Hype Thread
Re: Fighting Game Hype Thread
Marvellous Cammy player at work! Love how he nonchalantly ducks under the Super, gets me pumped every time.
Re: Fighting Game Hype Thread
High level LB 2 is amazing, hell high level any fighting game is amazing. Sadly I never played Last Blade 2 until this January.
Man did I miss out. The characters don't feel like they're rehashed
from Sam Sho, and the entire presentation is fantastic.
I can safely say I would have mained Hibiki.
As far as hype - everyone knows moment 37, but Justin Wong's MVC 2 comeback down 3-1 is more impressive. And I'm not a fan of him. At work so I can't post it, but totally worth a watch!
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
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Aliquantic
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Re: The Fighting Games news thread
Squire Grooktook wrote:Actually you made the right choice. Xrd is a pretty big step back from AC, imo.
Amen to that

Re: The Fighting Games news thread
0:42 tiger uppercut..yea i just lol'd pretty hard thereBulletMagnet wrote:New Tekken character. Teleporting tiger included.
RegalSin wrote:America also needs less Pale and Char Coal looking people and more Tan skinned people since tthis will eliminate the diffrence between dark and light.
Where could I E-mail or mail to if I want to address my ideas and Opinions?
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BulletMagnet
- Posts: 14148
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Re: Fighting Game Hype Thread
Not sure if this is the one you mean, but it's probably worth a post anyways (naturally, having Yipes going nuts in the background does wonders for the atmosphere, heh).Stevens wrote:As far as hype - everyone knows moment 37, but Justin Wong's MVC 2 comeback down 3-1 is more impressive. And I'm not a fan of him. At work so I can't post it, but totally worth a watch!
Re: The Fighting Games news thread
I haven't actually gotten to play Xrd, but I seriously think that once the kinks in the new RC system have been smoothed out (supposedly, the balance patch fixed all of the stupid command-grab YRC option selects), it'll probably be a better game than XXAC.Squire Grooktook wrote:Actually you made the right choice. Xrd is a pretty big step back from AC, imo.Blinge wrote:My fucking face..
just realised Xrd has an EU release date now.. and I just bought ggac+r today. Fucksake. I would've just gone for xrd.
Hell, probably one of the rare cases I don't need to put "imo" in. Haven't heard anyone besides Sirlin (lol) place Xrd above AC in anyway besides newness.
No FRC timings to learn. Since YRCs can't be done in combos, and since ASW was smart enough to get rid of Force Breaks, it means that supers actually have a place other than "reversal for Testament, Johnny, I-No, May, and Ky, and Potemkin actually does something interesting with them". YRC-ing "self projectile" moves is a more interesting, more mindgame-intensive, kind of pressure than the old "FRC some normally-unsafe-on-block self projectile move, now you just have to block the next mixup" kind of pressure (you're basically just whiffing a move with a self-projectile YRC, so if someone predicts your YRC, they can just stick out a button early and hit you).
Also, Guilty Gear doesn't need throw teching (throw protection on post-blockstun and wakeup means you can always counter-throw or jump if you see it coming), and I'm glad it's gone, rare as it was in AC. I agree with Sirlin that the new parry is a better design than Slashback -- I'd rather see no universal parry at all, but that's unlikely in a world that saw Slash-Ky.
About the only things I really see wrong in Xrd are Danger Time and Hellfire, but I don't think that those outweigh the obvious improvements.
Re: Fighting Game Hype Thread
That would be the one. Thanks BM!
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
Re: Fighting Game Hype Thread
Hory shiet Zappa VS Potemkin GGAC+R at 2:30:00. Tense match
Re: Fighting Game Hype Thread
I like this thread a lot.
Here is one of the lesser known Claw players dropping a pretty good Cammy in Super -
https://www.youtube.com/watch?v=yw1-037vdFM
Yeah it is me from a time before I discovered shooters at teh old 8 Bit on St. Marks.
Here is one of the lesser known Claw players dropping a pretty good Cammy in Super -
https://www.youtube.com/watch?v=yw1-037vdFM
Yeah it is me from a time before I discovered shooters at teh old 8 Bit on St. Marks.
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
Re: The Fighting Games news thread
LOL, good luck with that against anyone who's good. Even without projectiles, almost every character has ways to deal with headbutts. Rapidfire jabs, vertical jump then punish are easy and universal. Vega has backflips and somersaults (then walldive shenanigans you have little chance to escape), Rog has headbutt then safe okizeme, Hawk can start inescapable 360 loops from badly timed headbutts, Dic can kill you with TODs, etc. Then you have safejump option selects to avoid reversal headbutts, charge breaking tricks (such as crossing him up with a walldive to his corner or doing a headbutt over him on his wakeup to mess the charge), etc.quash wrote:Are you serious right now? ST Honda can get you in the corner with two headbutts. It's not hard for him to land headbutts on anyone that lacks a projectile, either. He can punish virtually any non-projectile move in the game with it and it knocks the opponent back a huge distance even on block.Volteccer_Jack wrote:If you are cornered in Street Fighter, you have either made multiple severe errors, or a large number of minor errors. Full stop. Honda doesn't have a corner carry combo.
At mid high level of play every headbutt has to be carefully thought.
I didn't read much of this discussion, but it seems to me people are talking about things they don't know. Universal defensive mechanics CAN dumb the game down and homogenize it (Third Strike being a prime example with parrying nullifying LOTS of strategies), if they are badly thought. That is generally the case with Capcom fighters since every gimmick they add is central to how each new game plays and tends to be dominant in competitive play (Parrying in SF3, Customs in any game they appear, alpha counters in A2, etc), but universal systems in Guilty Gear and KOF are generally much less dominant, acting as safeguards rather than making individual moves obsolete. A great example of a universal system that actually adds variety is Roman Cancelling and particularly FRCs in GG.
This is due to how much more faster paced they are compared to the usual Street FIghter: having so many more offensive options demands safeguards to aid defense. When you have airdashes, triangle jumps, hops and so on, regular SF2 like options might not cut it.
Neither design philosphy is better than the other. Super Turbo is excellent with its absolute variety due to the lack of universal systems, and Accent Core and KOF 2002 among others are great with their safeguards. The bad thing are universal mechanics that are so dominant that they homogenize the game, as in most Capcom games post ST, save exceptions like MvC2.
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Volteccer_Jack
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Re: The Fighting Games news thread
YRCs are inarguably a dramatic improvement, the only problem being that silly option select, but I hear that got fixed. During the year or so that I played GGXX I don't recall ever seeing a throw break or needing one, so I don't know why its removal would be considered a problem. There's literally nothing wrong with Danger Time unless you think randomness is harmful, but then I have to laugh at you because you're playing the game with Faust in it.XX fans hating on Xrd
Short version: I'm not saying they homogenize the game, I'm saying they make long-term gameplans weak and, generally speaking, inviable.Hagane wrote:I didn't read much of this discussion, but it seems to me people are talking about things they don't know. Universal defensive mechanics CAN dumb the game down and homogenize it
Long version: The simplest possible example of what I mean is chip kills. Chip damage allows you to have situations where a player has life left, but has already been checkmated. Chip damage prevention mechanics such as parry necessarily reduce the capacity for long-term chip damage strategies. All defensive mechanics have a similar effect in their own way; high mobility reduces the capacity for long-term positioning, for example. The ideal is to have defensive mechanics that are strong enough to solve any problem in the short-term, but limited enough that a wily attacker can neutralize them entirely in the long-term. MvC2 is my go-to example for this. It's a game where you can block and perform an invincible dragon punch at the same time, where you can cross the screen in less than a second without forfeiting your ability to block along the way, where you can jump high enough to go over any attack; yet it famously has some of the most oppressive and hopeless situations in fighting games because every single defensive tool can be shut down, even throw escapes can be turned against the defender.
Going into a matchup without knowledge would be the third severe error.quash wrote:Two errors that against anyone else wouldn't be severe, or even errors at all.
Why are you pointing out the obvious? I already said walking forward forces the defender to guess. That's why it's good; you force them to guess, without having to guess yourself.Spacing is a mixup
Look up "negate" in a dictionary. Moving damage from one resource to another doesn't negate it. The attacker is still gaining an advantage without guessing. The very concept of chip damage exists solely to allow the attacker to inflict damage without guessing. If non-guess situations are bad, then chip damage is inherently bad and should be removed entirely.Because in the good, modern fighting games you have ways to negate it, given you have the resources to do so.
That makes no sense whatsoever. The character with the infinite can just do it again after you burst.bursts are there primarily to prevent infinites and they do a good enough job of that.
Despite making four posts in a row, you still haven't provided anything close to an answer to my question, so I'll repeat it in bold: Why are bursts limited? Having lots of bursts removes situations where the defender has no options, and they can be easily baited, so what is the downside?
The answer of course is that bursts are limited in order to punish the player for using them. Bursts, as implemented in GG, exist for the purpose of giving foolish players something to lose; a small concession in a game that otherwise refuses to let players lose any option.
You're still talking about short term blockstrings and shit, and it's completely irrelevant to what I'm saying. I'm talking about creating a situation where there are no opportunities, where the defender cannot escape without either a big sacrifice on his part, or a big mistake on the attacker's part. I don't even know why you're trying to disagree, since you keep insisting that inescapable things are bad.You aren't doing anything against a properly timed EXE Beast/tree, I assure you. But what he does after that guaranteed opportunity is where you can make a good read and attempt to get yourself out of his game.
Your thought process here is intriguing to me. Assuming I'm not misunderstanding anything, you believe that "top players block a lot and bad players never block"="offense is strong", which is a convoluted theory at best. After all, the reason the bad players aren't blocking is because they are attacking instead! It's much more straightforward to conclude that defense is strong.I want you to ask yourself why lesser players seem to be getting hit all the time while better players are usually just blocking (the normal kind) and waiting for their chance to make a read and get out, if they attempt to do so at all?
The mere fact that guessing correctly will escape means that the guess favors the defender.Where's the guess that's in the defender's favor?
But that's irrelevant because who the guess favors is irrelevant. The whole point being argued is that I claim the game comes down to nothing but guessing, so using a guess as an example proves nothing. Once again, I have no idea why you're trying to disagree, you've already insisted multiple times that guessing is the only thing that happens in fighting games.
"Don't worry about quality. I've got quantity!"
Re: The Fighting Games news thread
Of course there's ways to beat headbutts dude, and you are basically proving my point: everyone has to play differently against Honda because of how he works.Hagane wrote:LOL, good luck with that against anyone who's good. Even without projectiles, almost every character has ways to deal with headbutts. Rapidfire jabs, vertical jump then punish are easy and universal. Vega has backflips and somersaults (then walldive shenanigans you have little chance to escape), Rog has headbutt then safe okizeme, Hawk can start inescapable 360 loops from badly timed headbutts, Dic can kill you with TODs, etc. Then you have safejump option selects to avoid reversal headbutts, charge breaking tricks (such as crossing him up with a walldive to his corner or doing a headbutt over him on his wakeup to mess the charge), etc.
At mid high level of play every headbutt has to be carefully thought.
Great, we agree. Wonderful.Universal defensive mechanics CAN dumb the game down and homogenize it (Third Strike being a prime example with parrying nullifying LOTS of strategies), if they are badly thought. That is generally the case with Capcom fighters since every gimmick they add is central to how each new game plays and tends to be dominant in competitive play (Parrying in SF3, Customs in any game they appear, alpha counters in A2, etc), but universal systems in Guilty Gear and KOF are generally much less dominant, acting as safeguards rather than making individual moves obsolete. A great example of a universal system that actually adds variety is Roman Cancelling and particularly FRCs in GG.
I would argue that the design philosophy of Guilty Gear is vastly superior, for a few reasons. Your next comment hints at a big reason:Neither design philosphy is better than the other. Super Turbo is excellent with its absolute variety due to the lack of universal systems, and Accent Core and KOF 2002 among others are great with their safeguards.
The bad thing are universal mechanics that are so dominant that they homogenize the game, as in most Capcom games post ST, save exceptions like MvC2.
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Squire Grooktook
- Posts: 5997
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Re: The Fighting Games news thread
Volteccer_Jack wrote:...inarguably a dramatic improvement...
A good example of why this brand of game design discussion is dumb. People trying to objectively prove by argument what they can never prove and that isn't objective: The superiority of their own personal tastequash wrote:...I would argue that the design philosophy...is vastly superior...

Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: The Fighting Games news thread
YRC's are not an improvement, let alone a dramatic one. The slowdown effect completely throws a wrench in the neutral game, particularly once someone is airborne (go watch some Xrd Venom/Chipp players abuse teleport YRC for guaranteed setups). Not to mention it makes all Roman Cancels stupidly burst safe after startup, removes the ability to airthrow defensively vs oki, etc.Volteccer_Jack wrote:YRCs are inarguably a dramatic improvement, the only problem being that silly option select, but I hear that got fixed.
There is so much wrong with YRC's right now that I could (and am probably going to) write an entire article on it. But that is a discussion for another day.
Throw breaks are definitely needed in AC/+R because there would be too many guaranteed throw situations without them. In +R alone, I can't tell you how many times I knew a throw was coming against a character with a strong corner game like Dizzy, and had to resort to teching the throw because it was literally the only option I had.During the year or so that I played GGXX I don't recall ever seeing a throw break or needing one, so I don't know why its removal would be considered a problem.
In Xrd, you have situations where YRC'ing will guarantee you an airthrow. I don't necessarily think that the game needs throw breaks to counteract that, but it does make throwing a stronger option than it's ever been. This is more an issue with YRC than it is with throws, though.
I'm not a member of the remove Danger Time club myself, but the worst thing about it isn't that it's random, it's that it's weird and hamfisted and doesn't really do anything for the game.There's literally nothing wrong with Danger Time unless you think randomness is harmful, but then I have to laugh at you because you're playing the game with Faust in it.
What you are missing here with the chip example is that you are trading a guaranteed situation for a guessing game. Yes you can parry an EX Fireball or whatever, but that parry can be easily called out by simply walking into (kara) throw range and doing throw oki instead. Likewise, if you suspect the opponent will try to throw you, you can crouch tech or reversal.Chip damage prevention mechanics such as parry necessarily reduce the capacity for long-term chip damage strategies. All defensive mechanics have a similar effect in their own way; high mobility reduces the capacity for long-term positioning, for example.
As far as movement is concerned, sure, you aren't as willing to downback in the corner or stay in the exact same place on screen because you and your opponent have more ways to move. But this is hardly "reducing the capacity" for long-term positioning. It's just a matter of positioning being measured in a different way: instead of staying on the exact same part of the screen, you're maintaining the same spacing between yourself and the opponent, even if you're at a different part of the screen. Again, Testament does this all the time. So does Justice, Zappa, Dizzy, etc.
So yeah, instead of guaranteed chip deaths or sitting in one spot an entire round, you get to either guess your way out of a situation or control space in a more inventive way while still requiring good spacing on your part (and reaping a higher reward for it, since you're pushing the opponent towards the corner).
Except that you are guessing, lol. By walking forward you are guessing that the opponent isn't going to do something that can potentially put you in a bad situation.Why are you pointing out the obvious? I already said walking forward forces the defender to guess. That's why it's good; you force them to guess, without having to guess yourself.
Would you walk forward if you thought you were going to get hit by something, or if you thought the opponent would move into range where he could hit you? Maybe you would, but you would have a backup plan in case something did happen (block low, DP, etc).
What you are negating is the situation where you would have to lose because you got knocked down. Nothing is free, nor should it be.Look up "negate" in a dictionary. Moving damage from one resource to another doesn't negate it. The attacker is still gaining an advantage without guessing.
It's more that chip damage exists so the defender has incentive to do more than block. Guaranteed chip death situations are the exception to the rule.The very concept of chip damage exists solely to allow the attacker to inflict damage without guessing. If non-guess situations are bad, then chip damage is inherently bad and should be removed entirely.
Seeing as the few infinites in Guilty Gear require you to have a certain number of things set up, it does make sense. Bursting will get you out of the infinite and the resources the opponent had to set that situation up are now gone.That makes no sense whatsoever. The character with the infinite can just do it again after you burst.
Of course it can happen again, but that's not the point. The point is that you can get out at all, which is more than you can say for a lot of games.
Your answer is only half of it. The other half is that it would be too powerful to have that option on the table at all times. Yes you can bait bursts, but there are still a number of situations where it's impossible to do so. If you got the other guy to use his burst, your reward is to be able to do things that a burst would beat.Despite making four posts in a row, you still haven't provided anything close to an answer to my question, so I'll repeat it in bold: Why are bursts limited? Having lots of bursts removes situations where the defender has no options, and they can be easily baited, so what is the downside?
The answer of course is that bursts are limited in order to punish the player for using them. Bursts, as implemented in GG, exist for the purpose of giving foolish players something to lose; a small concession in a game that otherwise refuses to let players lose any option.
Inescapable things are not necessarily bad; you can have something inescapable lead to something that is escapable. Having an entire game revolve around inescapable setups (or to put it simply, removing the guessing from a guessing game) is stupid and degenerate.You're still talking about short term blockstrings and shit, and it's completely irrelevant to what I'm saying. I'm talking about creating a situation where there are no opportunities, where the defender cannot escape without either a big sacrifice on his part, or a big mistake on the attacker's part. I don't even know why you're trying to disagree, since you keep insisting that inescapable things are bad.
I spelled it out for you and everything, and you still don't get it. It's a multi-layered guessing game. Yes, you can get out of what the other guy was initially doing, but that comes at the cost of potentially getting hit by something else, and being put in an even worse situation than before.Your thought process here is intriguing to me. Assuming I'm not misunderstanding anything, you believe that "top players block a lot and bad players never block"="offense is strong", which is a convoluted theory at best. After all, the reason the bad players aren't blocking is because they are attacking instead! It's much more straightforward to conclude that defense is strong.
The mere fact that guessing correctly will escape means that the guess favors the defender.
The reason bad players are getting hit is because they're trying to get out of situations that look free to them, but aren't. You can jump out of my delayed meaty all day, I'm still going to hit you if I was spaced right, you'll just be getting hit by something else. Good players are the ones who have more knowledge of what options are viable at different ranges, so they will more often than not sit tight and wait until they see something that is either improperly spaced or mistimed so badly that it's a guaranteed punish.
What you're not seeming to get is that not all guesses are created equal. Not everything is 50-50, three way, etc. Those are the extreme examples and the easiest to understand, but there's guessing going on almost the entire match of any fighting game. You have tools to help you make educated guesses (such as judging spacing), but at the end of the day that is the point of the genre. Making good guesses and capitalizing on your gains is what it's all about, I just don't see why that should be limited to only certain aspects of the game.But that's irrelevant because who the guess favors is irrelevant. The whole point being argued is that I claim the game comes down to nothing but guessing, so using a guess as an example proves nothing. Once again, I have no idea why you're trying to disagree, you've already insisted multiple times that guessing is the only thing that happens in fighting games.
Re: The Fighting Games news thread
The patch fixed YRCs against burst, and Sol's guaranteed airthrow setup has an easy fix -- disallow YRC on Wild Throw. ASW already disallowed YRC on Potemkin Buster, so it's not like this is a "YRCs are bad" issue; this is just a "Sol has a move that should be tweaked" issue.quash wrote:YRC's are not an improvement, let alone a dramatic one. The slowdown effect completely throws a wrench in the neutral game, particularly once someone is airborne (go watch some Xrd Venom/Chipp players abuse teleport YRC for guaranteed setups). Not to mention it makes all Roman Cancels stupidly burst safe after startup, removes the ability to airthrow defensively vs oki, etc.
Venom is low tier right now, so who cares if he has good setups on his teleport? The one that's actually an issue is Faust's door YRC, but, again, that's a simple issue of "this one move is too good right now", not "the system is fucked".
Unless the situation is "I was landing from a jump where I FD'd an anti-air relatively high from the ground" (in which case you guessed wrong so badly that you should take damage), this isn't the case; you can always counter-throw because you have several frames of throw protection out of blockstun. Also, the throw protection is long enough that every character can jump out of tick throws other than Potemkin (and maybe Justice in +R? Not sure on that one, haven't played +R). Sometimes it's a bad idea to do this because of the K+H throw OS, but counter-throws are always an option and always give the advantage to the defender since throw protection is soooooo long (6 frames from hitstun, 5 frames from blockstun, 9 frames on wakeup.) (EDIT: This only applies to normal throws. Command throws give you much less protection out of blockstun). Even less of an issue in Xrd, since prejump is throw invincible in that game (so even Potemkin can jump out of throws every time).Throw breaks are definitely needed in AC/+R because there would be too many guaranteed throw situations without them. In +R alone, I can't tell you how many times I knew a throw was coming against a character with a strong corner game like Dizzy, and had to resort to teching the throw because it was literally the only option I had.
In Xrd, you have situations where YRC'ing will guarantee you an airthrow. I don't necessarily think that the game needs throw breaks to counteract that, but it does make throwing a stronger option than it's ever been. This is more an issue with YRC than it is with throws, though.
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Lord Satori
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Re: The Fighting Games news thread
This is a news thread, not an argue about tedious bullshit thread.
BryanM wrote:You're trapped in a haunted house. There's a ghost. It wants to eat your friends and have sex with your cat. When forced to decide between the lives of your friends and the chastity of your kitty, you choose the cat.
Re: The Fighting Games news thread
I'm not talking about YRC install, I'm talking specifically about RC's being burst safe after startup. You can RC a move that would normally be burstable, wait for a moment, then react to what the opponent did accordingly (either they screwed up and bursted or they didn't and you keep going). I do this with Stun Dipper all the time.Obscura wrote:The patch fixed YRCs against burst
This is different from how it was before because if you did an FRC to bait a burst, you would almost always have to drop the combo to do so. There are exceptions of course (like Killer Joker), but even then, the dynamic was different because you didn't have forced slowdown, so you could react to the window of time immediately after the FRC and burst/tech accordingly.
It's not certain moves dude, it's the mechanic itself. You can still YRC at neutral to set up guaranteed airthrow situations. Any character can do this, it just depends on the spacing. Ky even has a setup where he can YRC after j.H and either airthrow you or go for a crossup if you don't tech.and Sol's guaranteed airthrow setup has an easy fix -- disallow YRC on Wild Throw. ASW already disallowed YRC on Potemkin Buster, so it's not like this is a "YRCs are bad" issue; this is just a "Sol has a move that should be tweaked" issue.
I chose Venom's example because it's easy to visualize. It doesn't make him an amazing character because he is lacking in other areas, but once they get his normals up to speed you will see just how hard it will be to move against him.Venom is low tier right now, so who cares if he has good setups on his teleport? The one that's actually an issue is Faust's door YRC, but, again, that's a simple issue of "this one move is too good right now", not "the system is fucked".
Dizzy can get you blocking, place a bubble over you so it'll explode as you would jump to escape the throw, and then throw you at max range, where, unless you're also playing Dizzy (or you can mash Potbuster fast enough), you won't be able to attack her at all.Unless the situation is "I was landing from a jump where I FD'd an anti-air relatively high from the ground" (in which case you guessed wrong so badly that you should take damage), this isn't the case; you can always counter-throw because you have several frames of throw protection out of blockstun.
Someone might say "Well I've never seen that!". That's exactly because it can be throw teched and thus isn't as viable of a strategy as it would be otherwise.
Re: The Fighting Games news thread
Maybe this is a character specific thing (I played Faust), but since Dizzy's throw range is only barely longer than Faust's, if you hold forward for one frame before you throw, you can always counter-throw her.quash wrote:Dizzy can get you blocking, place a bubble over you so it'll explode as you would jump to escape the throw, and then throw you at max range, where, unless you're also playing Dizzy (or you can mash Potbuster fast enough), you won't be able to attack her at all.
Someone might say "Well I've never seen that!". That's exactly because it can be throw teched and thus isn't as viable of a strategy as it would be otherwise.
Looking at system data on Dustloop's wiki, every character should have enough time to walk forward throw her in those 5 frames of throw protection, although Chipp and A.B.A. can only barely do it. EDIT: for clarity, for some characters, this will always come out as a tech in AC, but if teching were removed from AC, every single character could counter-throw this setup by walking forward.
Most characters also have normals they can use when they exit blockstun to stuff that setup. For instance, Ky can use 2K or Faust can use 5P.
Last edited by Obscura on Sun May 31, 2015 8:31 pm, edited 1 time in total.
Re: The Fighting Games news thread
Issue being that bubble over you. Jump or walk forward all you want, the best that will happen is you're forced to block again.
For the record, this setup didn't exist in AC, but it does in +R.
For the record, this setup didn't exist in AC, but it does in +R.
Re: Fighting Game Hype Thread
Aha you brought it back. Good air throw. Which guy are you? also that Vega costume is confusing haha
Might be an idea to have anyone post their footage or stories in this thread too.
Here's me playing Smash: Project M as Marth - [Redacted]
I wish there was footage of me playing more recently, because I am cringing at this. Many missed inputs and bad decisions. Also Project M isn't my main game.
/excuses
Might be an idea to have anyone post their footage or stories in this thread too.
Here's me playing Smash: Project M as Marth - [Redacted]
I wish there was footage of me playing more recently, because I am cringing at this. Many missed inputs and bad decisions. Also Project M isn't my main game.
/excuses
Last edited by Blinge on Sat May 14, 2016 11:24 am, edited 1 time in total.
Re: Fighting Game Hype Thread
Haha. I'm the white guy running claw.
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
Re: Fighting Game Hype Thread
There's a pretty hilarious replay of mine saved somewhere in the replay section of SSF4. Me playing as Ibuki against a Ryu player. We were both awful players and did tons of mistakes. Wish I could find and show the footage here.Blinge wrote:Might be an idea to have anyone post their footage or stories in this thread too.
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Squire Grooktook
- Posts: 5997
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Re: Fighting Game Hype Thread
This is my most popular fighting game related video.Blinge wrote:Might be an idea to have anyone post their footage or stories in this thread too.
This I like too. And this (I was the Purple Venom). There are others.
I have only a few actual matches, but funny moments seems more appropriate here.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Fighting Game Hype Thread
Eh, if you can get a half decent camcorder vid that'd be alright for this thread.Ruldra wrote: Wish I could find and show the footage here.
*ahem* Squire this isn't the Fighting Game Jank Thread.. Though my clip contained 0 hype so fair enough

That MVC3 Keepaway is.. horrible..
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Squire Grooktook
- Posts: 5997
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Re: Fighting Game Hype Thread
Okay okay, I was just going by what Ruldra said, heheh.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: The Fighting Games news thread
Nitroplus Blasterz coming to PS4, PS3
and Unko is getting a sequel...
Not hyped at all.
and Unko is getting a sequel...
Spoiler
There you go Bananamatic



Re: Fighting Game Hype Thread
Unfortunately the fight was saved in my old PS3 HD, it's long gone now. I tried looking it up in the in-game replay section but no dice. That was years ago so I doubt the Capcom servers still have it.Blinge wrote:Eh, if you can get a half decent camcorder vid that'd be alright for this thread.
But the fight was pretty similar to the Greatest Ken vid you posted.
Re: Fighting Game Hype Thread
Some recent oratan footage lots of clutch moments: https://www.youtube.com/watch?v=RXIMh7fxckQ . This is my favorite matchup, gives me a versus stg vibe. Me and the other player have fought eachother for years so I think it shows the matchup pretty well. IDK if that's above 0 hype either but maybe someone enjoys itBlinge wrote:Might be an idea to have anyone post their footage or stories in this thread too.

edit: this was also sort of neat https://youtu.be/2FOF-dVlC54?t=26m16s
I don't play the game as often as I used to, but it's impressive to see a small community still alive for an untraditional fighter originally released in 1998.