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captain ahar
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Post by captain ahar »

i'd say this is true, given my personal experience. it still stands that my best dodonpachi plays were gotten after alternating to and from doj...
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Rob
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Post by Rob »

Blade wrote:By that I mean, let's say you've played something like Raiden Fighters and aced it, would it be a simpler task of mastering another complex shmup, such as Homura? Would the skills you gained from other shooters carry over perhaps, making the shmups that much easier to pick up and play?
Yeah. Dodging skills are transferrable, as well as practice processing complex patterns (similar patterns will pop up in many games as well), efficiency in figuring out & exploiting scoring systems, etc... The skills required are very similar in modern shooters. That's a major reason they are so addicting to me. Of course they don't help me much if I was to try playing R-Type.
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sven666
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Post by sven666 »

i dont really look up to anyone for being good at shmups, i admire their skills sure but like icarus said if i put my mind to it..

im more competitive and i just love chasing a highscore with someone equally skilled, rather than sitting alone practicing DDP for hours on end... tho ofcourse i do that too 8)

many times have i duked it out in various shmups with my mates, and while theres alot of trashtalk its really hats off to the no1 scoring by the end of the night :)
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Post by Randorama »

Blade wrote:Well, most likely, Randorama, Genetics isn't a factor, I was only asking what you thought about it.

But what about predisposition with regard to shmups? By that I mean, let's say you've played something like Raiden Fighters and aced it, would it be a simpler task of mastering another complex shmup, such as Homura? Would the skills you gained from other shooters carry over perhaps, making the shmups that much easier to pick up and play?
Definitely, but let me be specific. For Instance, recycled patterns are really a push-over, as once you can deal with a given pattern, small variants are downright easy to learn. As long as the engines have similiarities (say, two games have both medals and they both behave in the same way...think of Raizing games, for instance), the amount of things to learn lowers considerably.

Of course, there may be cases (but they depend on the player) in which the same exact engine, with different parameters (i.e. chaining that gets faster in a sequel), may become "impenetrable" to a player.For Instance, Psyvariar is too slow and rigid for levelling up, for me, while i was at ease with Psyvariar's 2 buzz ship. As a general rule, i suffer a lot changes of pace: if a game plays too slow, as much as i know the engine, i perform poorly. In this regard, i think it's really up to the player.
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Fighter17
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Post by Fighter17 »

Seven Force wrote:I think the most insane superplay I ever saw was Daigo Umehara doing that full parry in SFIII.
I saw that video too, parry on all of Chun-Li's kicks! :shock:
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doctorx0079
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Post by doctorx0079 »

Seven Force wrote:I think the most insane superplay I ever saw was Daigo Umehara doing that full parry in SFIII.
What is a player like that really like? What does he do besides play SFIII? Does he have a real job? Did he inherit a fortune? Does he live with parents? Does he go to college? Does he have a wife and kids?? Or what???
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Blade
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Post by Blade »

I know based on my experience with SFIII, that parrying those attacks is easy if you've practiced against the same opponent long enough. 2 hours maybe the least amount of time it would take.

I learned how to parry Akuma's Air Gohadou Super (6 parries) as well as a Cancelled Shakunetsu-Shinkuu-Hadouken from Ryu (7 parries). The console version of 3rd Strike (aka SF Anniversary Collection) for PS2 has a Parry Mode for Practicing in.

The key though is to learn how to anticipate it. The Super Combo flashes are definitely an indication that it's coming. Speed to reacting to it, and being used to the Parry Tapping patterns is also a factor. In the case of Chun-Li, most of the hits are straight on one after another with a half-second pause. 7, pause, 7, then jumping-parry. (14 parries). It is do-able. Following up with a counter-combo also takes a little practice, but not as much as the parries, particularly to make the combo untechable.

*is better at fighting games than shmups* :cry:
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doctorx0079
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Post by doctorx0079 »

That has nothing to do with my question, I'm talking about world-champion players who set world records and things.
doctorx0079 wrote:
Seven Force wrote:I think the most insane superplay I ever saw was Daigo Umehara doing that full parry in SFIII.
What is a player like that really like? What does he do besides play SFIII? Does he have a real job? Did he inherit a fortune? Does he live with parents? Does he go to college? Does he have a wife and kids?? Or what???
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99pence
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Post by 99pence »

You can't belittle that SF3 clip. That is just pure skill any time of the day.
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landshark
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Post by landshark »

Anyone still have the SF3 parry video hanging around? The link is not working for me.
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Post by Valgar »

Ex_Mosquito wrote:Agh! What people dont realise it that it was the situation he was in that made it so good, not so much the parry and the combo. More impressive is how he manages to keep calm and time it perfectly with all the pressure on him, most people would choke in that situation. Any half decent player can do the parry and the combo, but in that situation with that pressure, no!:)

http://homepage.ntlworld.com/mark.steve ... _combo.avi
Ex_Mosquito is right. Anyone on this forum could parry that super. Honestly, it isn't even possible to parry it UNLESS you press foward before the super comes out. Watch the video and you will see Daigo pushing tapping forward because he knows Justin is going to do it. Justin Wong was stupid for doing it.
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doctorx0079
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Post by doctorx0079 »

I'm starting a new topic for my question.
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