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On August 25 2011 22:47 Goshawk. wrote: Can anyone explain to me why zangief is considering so much better than thawk? (zangief is always near the top of tier lists and thawk is at the bottom) I see them as fairly similar, so I really don't understand why there's such a difference.
Gief has better normals, jump-ins and anti-air. Also proper hit-confirmable combos (to GH). T.Hawk depends mostly on setups to do damage, while Gief can play proper footsies.
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On August 25 2011 23:52 orgolove wrote: Hakan's new change = Permanent oil?
It just means he starts the round oiled. Which I guess makes sense because in his intro animation he pours all that oil over himself haha. What's not clear is what strength of oil he starts with (to determine the duration). LK oil is like 6 seconds so even if it's that, that's a pretty solid buff.
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On August 25 2011 23:55 [Agony]x90 wrote: I don't know if this has been asked or if this is just common knowledge, but will this patch be in the form of a new game to be purchased? Or just a patch that you download?
It's a free downloadable patch.
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Does anyone know if these patch notes are subject to change? I'm not happy with the Dee Jay buffs, save for the damage on Sobat. Super into U1 is an awful buff IMO.
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On August 25 2011 23:58 Mannerheim wrote:Show nested quote +On August 25 2011 22:47 Goshawk. wrote: Can anyone explain to me why zangief is considering so much better than thawk? (zangief is always near the top of tier lists and thawk is at the bottom) I see them as fairly similar, so I really don't understand why there's such a difference. Gief has better normals, jump-ins and anti-air. Also proper hit-confirmable combos (to GH). T.Hawk depends mostly on setups to do damage, while Gief can play proper footsies.
Hm I'm pretty sure Hawk has hit-confirms too. Something like c.lp s.lp c.lk xx EX condor spire. A friend used to play Hawk and he had combos beyond just punish combos. Hawk has some pretty good normals too, like s.hk, s.mp, c.mp, c.mk. He does have a lot of gimmicks though.
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On August 26 2011 00:13 HansMoleman wrote: Does anyone know if these patch notes are subject to change? I'm not happy with the Dee Jay buffs, save for the damage on Sobat. Super into U1 is an awful buff IMO.
These are the changes that are going live into the loctest. It's possible they could change between the loctest and patch release though.
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Is evil ryu better than Ryu now?
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Akuma is done if this +2 recovery on forward throw sticks, there go all of my safe jumps and setups. Oh well, at least Evil Ryu gets Akuma's sweep now, maybe he can Tatsu-sweep a large portion of the cast?
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On August 25 2011 14:30 Zlasher wrote: When has Capcom ever made a change, realized it didnt' work and immediately reverted it. before the original sf4 came out and they did loc testing?
the fact that they're even doing loc testing means they're experimenting.
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If the balance even returns to anything close to Super I'll be happy. Super showed that Capcom knows what they're doing (outside of a few character who were genuinely terrible) and gives me faith that they know how to properly balance the game. Since I've been hearing about location tests I like to think a lot of these are subject to change going forward if they don't work out as intended.
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What is this? An overhead on Ibuki that may actually hit things?
Not sure what to think.
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On August 24 2011 13:27 ImSkeptical wrote:Show nested quote +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.
Yep, that was the problem! Thanks a lot. Funny thing though, just before you replied I was checking out the tutorial vids linked above my post and watched the arcade stick tutorial, and the guy mentioned to make sure the TE's stick set to DP; And sure enough mine was set to LS.
And I was wondering why I was eating cross-ups left and right despite having blocked the right way =P (excuse for getting destroyed by better players)
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On August 26 2011 11:26 ChronoCat wrote:Show nested quote +On August 24 2011 13:27 ImSkeptical wrote: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. Yep, that was the problem! Thanks a lot. Funny thing though, just before you replied I was checking out the tutorial vids linked above my post and watched the arcade stick tutorial, and the guy mentioned to make sure the TE's stick set to DP; And sure enough mine was set to LS. And I was wondering why I was eating cross-ups left and right despite having blocked the right way =P (excuse for getting destroyed by better players)
It's funny you say getting destroyed by better players... I bought a stick, I was quite bad, but I play a lot with my brother (He plays Ryu, I play Yun) With the controller I would beat him consistently, but as soon as I switched to stick (It was defaulted on LS) I started trying to block after moving forward and I would keep moving forward. My brother said it's because I sucked then once I figured that out, I started winning again and he got mad. :D LS basically simulates the stick where there's the travel time to go back to a neutral state on the stick, so it feels laggy as hell.
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Cross Counter Asia just released a very comprehensive look at all the changes for AE 2012. They are hosted by Zhi (A very good Zangief) and Xian (A top yun player). It's really interesting to watch and they help explain alot of the nerfs in words that are easier to understand. Especially for those who dont get how to read the frame data. Check it out here
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man, entering B is like worst thing ever, you start gaining 1 point too often while your BP go down the drain into the oblivion
wow 1 game after this post, i got sent to C+ again, rock bottom im so noooooob >_____<
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lol Zhi...apparently in the Tokyo arcades, "everyone and their mother, and their grandmother, and their Filipino maid wants to use Sakura"...and it's all thanks to Uryo's performance at GodsGarden
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On August 27 2011 02:32 St3MoR wrote: man, entering B is like worst thing ever, you start gaining 1 point too often while your BP go down the drain into the oblivion
wow 1 game after this post, i got sent to C+ again, rock bottom im so noooooob >_____<
You never fall in rank in SF4. If you reached B at 5000 BP, even if you go down to 4500 BP you'll still be B rank. That's actually how you can tell who's really bad but just grinds out a lot of games: if they're below 5000 BP and they're B, then you know they're losing more than they're winning most likely. B is the point where you gain as much as you lose for each game, whereas C and below has reduced effects for losing (you don't lose as many points, and at D you don't lose any at all).
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sorry man, but if they bring you down to 2500BP (yeah , that bad) you downrank to C+
edit: sad thing is, i'm not losing more than i win yet i manage to get destroyed BPwise (i just random join games)
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