Hmm just noticed something unusual today in training mode... I don't think it ever happened before or maybe I just didn't notice.
You know how Gouken's overhead works with forward + MP? Well with the training dummy in the corner, I moved forward, then let go of the stick (and confirm it is completely on the neutral position) yet when I press MP during that instance Gouken still does the overhead instead of the neutral cl.MP (the inputs show I'm still holding forward and pressing MP eventhough I'm not even holding the stick). I'd have to wait about half a second after letting go of forward before Gouken stops moving and is able to do the neutral cl.MP.
Is this input lag, or is it just normal for Gouken (or all characters) to not instantly stop moving forward after you let go of the stick? It definitely looks like input lag to me, and it probably is since I'm playing AE on a pretty low-end PC, though I've never noticed it before this.
Still, I might as well ask here to get some clarification. Thanks!
this is Ken's legit unblockable to a limited amount of characters.
Not from AE, right? The vid was posted in october 2010...
I don't think they removed any of these kinds of "unblockables." Basically, as someone mentioned previously, it is just the act of holding forward/back which moves you slightly enough for the jump-in to hit on the opposite side. The way to block these setups is to block at the same time the jump-in connects as to prevent yourself from moving forwards or back.
On August 24 2011 09:11 ChronoCat wrote: Hmm just noticed something unusual today in training mode... I don't think it ever happened before or maybe I just didn't notice.
You know how Gouken's overhead works with forward + MP? Well with the training dummy in the corner, I moved forward, then let go of the stick (and confirm it is completely on the neutral position) yet when I press MP during that instance Gouken still does the overhead instead of the neutral cl.MP (the inputs show I'm still holding forward and pressing MP eventhough I'm not even holding the stick). I'd have to wait about half a second after letting go of forward before Gouken stops moving and is able to do the neutral cl.MP.
Is this input lag, or is it just normal for Gouken (or all characters) to not instantly stop moving forward after you let go of the stick? It definitely looks like input lag to me, and it probably is since I'm playing AE on a pretty low-end PC, though I've never noticed it before this.
Still, I might as well ask here to get some clarification. Thanks!
Are you using a madcats stick? Make sure the notch thing is set to dp, not ls or rs. Dp means directional (digital?) pad, ls left stick, rs right stick. The lag is coming from it simulating an analogue thing, when for fighting games you want the clean inputs. Hope it fixes it.
On August 24 2011 09:11 ChronoCat wrote: Hmm just noticed something unusual today in training mode... I don't think it ever happened before or maybe I just didn't notice.
You know how Gouken's overhead works with forward + MP? Well with the training dummy in the corner, I moved forward, then let go of the stick (and confirm it is completely on the neutral position) yet when I press MP during that instance Gouken still does the overhead instead of the neutral cl.MP (the inputs show I'm still holding forward and pressing MP eventhough I'm not even holding the stick). I'd have to wait about half a second after letting go of forward before Gouken stops moving and is able to do the neutral cl.MP.
Is this input lag, or is it just normal for Gouken (or all characters) to not instantly stop moving forward after you let go of the stick? It definitely looks like input lag to me, and it probably is since I'm playing AE on a pretty low-end PC, though I've never noticed it before this.
Still, I might as well ask here to get some clarification. Thanks!
Are you using a madcats stick? Make sure the notch thing is set to dp, not ls or rs. Dp means directional (digital?) pad, ls left stick, rs right stick. The lag is coming from it simulating an analogue thing, when for fighting games you want the clean inputs. Hope it fixes it.
don't think it makes a difference. i've played tournaments with both and not cared. when you hear a click, shit is input.
On August 24 2011 14:01 Mitsuwa wrote: Just fyi for everyone interested. Gootecks and Mike Ross are doing their cross counter show live! And its starting right now at http://www.justin.tv/thestreamdottv#/w/1664100608
People are coming in mass to this stream for the debut. It feels so laggy right now lol
And they buffed Sakura, much to the love of 90% of this thread.
Also, why in gods name do they buff Seth lol, even if its minor i guess. I find it odd that they find the need to like, change every character even if its a minor thing, some characters can be just left alone...
Fei nerfs aren't really even all that much. What Capcom trying to do is nerf that MK flame kick fadc chicken wing, which did 380 damage in Super and in AE and make it 340. But imo the damage nerfs does nothing to Fei's frame advantage and his rekka is still in tact. Assuming the twins' nerfs are going to be steep, Fei easily on top and strong as hell.
On August 24 2011 15:02 broz0rs wrote: Fei nerfs aren't really even all that much. What Capcom trying to do is nerf that MK flame kick fadc chicken wing, which did 380 damage in Super and in AE and make it 340. But imo the damage nerfs does nothing to Fei's frame advantage and his rekka is still in tact. Assuming the twins' nerfs are going to be steep, Fei easily on top and strong as hell.
Completely agree. Fei is still going to have his insane pressure and frame traps. The nerf to the 3rd rekka frame trap isnt really too big of a nerf imo. Most people werent going for it anyway because of how unsafe it was, so i really dont see how much this will affect his gameplay. His main strengths arent being nerfed at all. His chicken wing is still godly and his normal's frame data remain the same, which is the important part. The 10 damage here and there is just something to help other chars out. He's probably still going to be top tier if not the best, depending on twin nerfs.
Rose buffs are nice, especially meter gain. The close s.mk giving you +4 on hit is ridiculous. The change is going to be so good for pressure, especially linking into cr.m. Interested in seeing what the buffs to her u2 startup frames will produce.
On August 24 2011 17:57 orgolove wrote: Man. Uryo Beasted in the last Godsgarden (3rd place ftw) and now sakura's getting buffed even further! Excellent excellent.
It's literally a bug fix which didn't happen very often (character specific) and 10 more damage on her EX fireball that nobody used anyway. She essentially got zero changes.