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On July 18 2016 14:43 stuchiu wrote: smash is easy since nintendo dont add to prize pools like other games.
SFV has capcom support, but the big one is capcom cup where they put mot of it.
I always think back to that interview with gaben where he explained how Valve's esports philosophy was centered on transferring as much of the value (as possible) that pro's bring to the game back to them. I guess fighting games are so niche playerbase-wise that the companies can't be bothered... Twitch is experimenting with the 'bits' thing. I just get the sense that much of the hype in fighting game esports isn't benefiting the players that generate it enough.
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Good shit to Infiltration!
This felt like the worst Sunday in a couple of years though? And I guess it also confirmed that SfV really isnt my game. I sadly feel zero hype for it.
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Was kinda rooting for fuudo for being the one with the unusual character. It's always nice to see infiltration win though.
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Really fun finals even though they broke up james and seth commmentary.
Download complete.
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i didn't get spoiled, i'm quite happy about that so i could watch the top 8 just after work
i have the feeling fuudo just tilted so hard and couldn't handle the pressure, but infiltration read him like an open book
what a final
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So sad Fuudo didn't win 
I was really hyped to see MOV in top 8 though. Love that guy!!!!
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United States10328 Posts
I was in floor seating during SFV finals
I know basically nothing about the game, but it was damn fun to watch, esp Fuudo vs Infiltration... Fuudo hitting the command grab mixup like a million times in a row was great
grats to Infiltration! and GO1 (apparently the king of anime fighters?) placing 4th was pretty ridiculous
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I was looking around at SFV Ibuki videos when I came across this USF4 gem:
+ Show Spoiler +
I really like SFV, but god USF4 is a beautiful game.
On topic: Something I noticed with Ibuki recently is that it seems like if someone sweeps close and you block, you can actually hit with stand roundhouse and it often gives a crush counter -> full combo?!?!? She's so short that her standing HK still hits a crouching opponent. I have to actually try this in training mode, for all I know the other guy is sitting there mashing c.HK instead of just hitting it once, but if this is real it seems kinda neat.
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On July 20 2016 10:58 mikedebo wrote:I was looking around at SFV Ibuki videos when I came across this USF4 gem: + Show Spoiler +I really like SFV, but god USF4 is a beautiful game. On topic: Something I noticed with Ibuki recently is that it seems like if someone sweeps close and you block, you can actually hit with stand roundhouse and it often gives a crush counter -> full combo?!?!? She's so short that her standing HK still hits a crouching opponent. I have to actually try this in training mode, for all I know the other guy is sitting there mashing c.HK instead of just hitting it once, but if this is real it seems kinda neat. As far as I know, most character's standing HK's hit crouching opponents, with only a few exceptions like Cammy (no crouching Crush Counter at all).
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Evo was a blast got out of my marvel pool LI Joe the god
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Is there any way to tk neutral air legs of chun without it being completely obnoxious input like 23683?
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On July 21 2016 02:32 Artok wrote: Is there any way to tk neutral air legs of chun without it being completely obnoxious input like 23683? Not much reason to TK it since you have a height restriction, is there? So basically do whatever lets you time it consistently, like just 9236 or a full 98741236.
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On July 21 2016 03:55 WolfintheSheep wrote:Show nested quote +On July 21 2016 02:32 Artok wrote: Is there any way to tk neutral air legs of chun without it being completely obnoxious input like 23683? Not much reason to TK it since you have a height restriction, is there? So basically do whatever lets you time it consistently, like just 9236 or a full 98741236.
TKing gives perfect timing, without it youre gonna get so many frame disadvantage legs. And i know how to tk forward jump legs (23693), but to get air legs after sbk oki to shimmy you have to dash dash then neutral jump legs, with forward ones you fly over.
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On July 21 2016 04:45 Artok wrote:Show nested quote +On July 21 2016 03:55 WolfintheSheep wrote:On July 21 2016 02:32 Artok wrote: Is there any way to tk neutral air legs of chun without it being completely obnoxious input like 23683? Not much reason to TK it since you have a height restriction, is there? So basically do whatever lets you time it consistently, like just 9236 or a full 98741236. TKing gives perfect timing, without it youre gonna get so many frame disadvantage legs. And i know how to tk forward jump legs (23693), but to get air legs after sbk oki to shimmy you have to dash dash then neutral jump legs, with forward ones you fly over. Is there a reason you're ending in down-forward?
With burn kicks in SF4 I practiced TKing them, doing the awkward "through neutral" motion like 2149, and just jumping and burning (963214). The first two are slightly faster of course but the latter was much more consistent at the cost of just 1-2 frames with practice. Is chun's height restriction really low enough that just doing 8236 or 8741236 is too slow? I thought the height you needed was pretty decent.
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On July 21 2016 05:54 Duka08 wrote:Show nested quote +On July 21 2016 04:45 Artok wrote:On July 21 2016 03:55 WolfintheSheep wrote:On July 21 2016 02:32 Artok wrote: Is there any way to tk neutral air legs of chun without it being completely obnoxious input like 23683? Not much reason to TK it since you have a height restriction, is there? So basically do whatever lets you time it consistently, like just 9236 or a full 98741236. TKing gives perfect timing, without it youre gonna get so many frame disadvantage legs. And i know how to tk forward jump legs (23693), but to get air legs after sbk oki to shimmy you have to dash dash then neutral jump legs, with forward ones you fly over. Is there a reason you're ending in down-forward? With burn kicks in SF4 I practiced TKing them, doing the awkward "through neutral" motion like 2149, and just jumping and burning (963214). The first two are slightly faster of course but the latter was much more consistent at the cost of just 1-2 frames with practice. Is chun's height restriction really low enough that just doing 8236 or 8741236 is too slow? I thought the height you needed was pretty decent.
there is, usual tk 2369 doesnt work in sfv (by design from what i know), but if you move to any downwards position you can tk again.
Its very annoying to time with 8 starter and missing even a frame leaves you neutral or missing 2 leaves you minus, also becomes way easier to punish, thats why im trying to figure out if theres a good tk way 
Also if conventional tks worked (2369 or 2149) you wouldnt see anyone ever drop em.
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On July 21 2016 06:12 Artok wrote:Show nested quote +On July 21 2016 05:54 Duka08 wrote:On July 21 2016 04:45 Artok wrote:On July 21 2016 03:55 WolfintheSheep wrote:On July 21 2016 02:32 Artok wrote: Is there any way to tk neutral air legs of chun without it being completely obnoxious input like 23683? Not much reason to TK it since you have a height restriction, is there? So basically do whatever lets you time it consistently, like just 9236 or a full 98741236. TKing gives perfect timing, without it youre gonna get so many frame disadvantage legs. And i know how to tk forward jump legs (23693), but to get air legs after sbk oki to shimmy you have to dash dash then neutral jump legs, with forward ones you fly over. Is there a reason you're ending in down-forward? With burn kicks in SF4 I practiced TKing them, doing the awkward "through neutral" motion like 2149, and just jumping and burning (963214). The first two are slightly faster of course but the latter was much more consistent at the cost of just 1-2 frames with practice. Is chun's height restriction really low enough that just doing 8236 or 8741236 is too slow? I thought the height you needed was pretty decent. there is, usual tk 2369 doesnt work in sfv (by design from what i know), but if you move to any downwards position you can tk again.
Huh, that's annoying. Wonder why that's the case. Seems like if they wanted to ditch TK in general they could just do that, the fact that it still works when you finish with a down motion seems like a bug rather than intentional. Maybe that's why it's been so inconsistent the few times I've tried Chun..
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On July 21 2016 06:31 Duka08 wrote:Show nested quote +On July 21 2016 06:12 Artok wrote:On July 21 2016 05:54 Duka08 wrote:On July 21 2016 04:45 Artok wrote:On July 21 2016 03:55 WolfintheSheep wrote:On July 21 2016 02:32 Artok wrote: Is there any way to tk neutral air legs of chun without it being completely obnoxious input like 23683? Not much reason to TK it since you have a height restriction, is there? So basically do whatever lets you time it consistently, like just 9236 or a full 98741236. TKing gives perfect timing, without it youre gonna get so many frame disadvantage legs. And i know how to tk forward jump legs (23693), but to get air legs after sbk oki to shimmy you have to dash dash then neutral jump legs, with forward ones you fly over. Is there a reason you're ending in down-forward? With burn kicks in SF4 I practiced TKing them, doing the awkward "through neutral" motion like 2149, and just jumping and burning (963214). The first two are slightly faster of course but the latter was much more consistent at the cost of just 1-2 frames with practice. Is chun's height restriction really low enough that just doing 8236 or 8741236 is too slow? I thought the height you needed was pretty decent. there is, usual tk 2369 doesnt work in sfv (by design from what i know), but if you move to any downwards position you can tk again. Huh, that's annoying. Wonder why that's the case. Seems like if they wanted to ditch TK in general they could just do that, the fact that it still works when you finish with a down motion seems like a bug rather than intentional. Maybe that's why it's been so inconsistent the few times I've tried Chun..
it was that way since betas, so it really seems intentional, but hey, the stupid jump short tech still exists, maybe capcom is just incapable of fixing both of those. In the end, if they remove the tk chun's gonna be a dead character.
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I wonder why it's so hard for Capcom to do anything properly. I picked up the game for PC too now since I barely use my PS4. It doesn't take a genius to understand that MMR should be increased a lot for wins at the beginning of an account. If you keep winning then you should face increasingly better opponents so you get more points and get placed where you belong faster. But nah, let's force people to get a good 150 wins against opponents that slooooooowly gets better instead. I don't have fun and my opponents certainly don't have fun.
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Are you feeling the 8 frame difference?
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