On July 08 2012 07:59 Scrandom wrote: Can someone who knows about MvC Haggar explain to me why do players always do the pipe move when they have the opponent on the ground, it doesnt hit or do damage or build meter?
It's for timing purposes. they typically do pipe, and then the drop kick, which hits the opponent on the ground. If they time it wrong, the player may have time to recover and roll out, giving them a chance to punish.
On July 08 2012 07:59 Scrandom wrote: Can someone who knows about MvC Haggar explain to me why do players always do the pipe move when they have the opponent on the ground, it doesnt hit or do damage or build meter?
It's for timing purposes. they typically do pipe, and then the drop kick, which hits the opponent on the ground. If they time it wrong, the player may have time to recover and roll out, giving them a chance to punish.
On July 08 2012 07:59 Scrandom wrote: Can someone who knows about MvC Haggar explain to me why do players always do the pipe move when they have the opponent on the ground, it doesnt hit or do damage or build meter?
wiffed moves don't build meter in this game. The pipe cancels the drop kick, so you can loop pipe->drop kick->wiff pipe ->dropkick ->wiff pipe and then continue it based on your assists.
I dont watch or pay attention to fighting games although I play a little. I always watch evo though each year watching the best play street fighter 4 or super turbo is good stuff You get to see the skill and mind games in a fighting game which is different then starcraft but has similarities.
On July 08 2012 07:59 Scrandom wrote: Can someone who knows about MvC Haggar explain to me why do players always do the pipe move when they have the opponent on the ground, it doesnt hit or do damage or build meter?
It's for timing purposes. they typically do pipe, and then the drop kick, which hits the opponent on the ground. If they time it wrong, the player may have time to recover and roll out, giving them a chance to punish.
I see, that makes more sense. Thank you
You'll find a lot of little things like that in fighting games if you watch closely. A good example is an Ibuki or Akuma player in SF4 knocking the opponent down, whiffing an attack, and then going for the mixup. Often the difference between the approach being successful or unsuccessful can be as little as 1 or 2 frames (1 or 2 60ths of a second), so precision is imperative.
On July 08 2012 08:18 SigmaoctanusIV wrote: MvC 3 and King of fighters aren't as fun to watch as MK and SF4 were yesterday T_T what other fighting games are fun to watch?
that is an extremely subjective question, but watch Super Turbo tonight and see if you like that.