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Street Fighter V - Page 50

Forum Index > General Games
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Team Liquid Player list: Add | View
trifecta
Profile Joined April 2010
United States6795 Posts
July 18 2016 05:56 GMT
#981
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.
Grettin
Profile Joined April 2010
42417 Posts
July 18 2016 10:21 GMT
#982
Grats Infiltration!
"If I had force-fields in Brood War, I'd never lose." -Bisu
Aando
Profile Joined August 2011
1304 Posts
July 18 2016 13:32 GMT
#983
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.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
July 18 2016 14:38 GMT
#984


Was kinda rooting for fuudo for being the one with the unusual character. It's always nice to see infiltration win though.
BlueLaguna on West, msg for game.
KtJ
Profile Joined October 2014
United States3514 Posts
July 18 2016 16:00 GMT
#985
Really fun finals even though they broke up james and seth commmentary.

Download complete.
"I thought I destroyed my CC but it seemed like the only thing I destroyed was Idra's mentality."
Makro
Profile Joined March 2011
France16890 Posts
July 18 2016 18:35 GMT
#986
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
Matthew 5:10 "Blessed are those who are persecuted because of shitposting, for theirs is the kingdom of heaven".
TL+ Member
mikedebo
Profile Joined December 2010
Canada4341 Posts
July 18 2016 22:16 GMT
#987
So sad Fuudo didn't win

I was really hyped to see MOV in top 8 though. Love that guy!!!!
I NEED A PHOTOSYNTHESIS! ||| 'airtoss' is an anagram of 'artosis' ||| SANGHOOOOOO ||| "No Korea? No problem. I have internet." -- Stardust
]343[
Profile Blog Joined May 2008
United States10328 Posts
July 19 2016 00:44 GMT
#988
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
Writer
mikedebo
Profile Joined December 2010
Canada4341 Posts
Last Edited: 2016-07-20 02:01:47
July 20 2016 01:58 GMT
#989
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.
I NEED A PHOTOSYNTHESIS! ||| 'airtoss' is an anagram of 'artosis' ||| SANGHOOOOOO ||| "No Korea? No problem. I have internet." -- Stardust
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
July 20 2016 05:10 GMT
#990
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 +


https://www.youtube.com/watch?v=y6CwyGuuiHk



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).
Average means I'm better than half of you.
Trumpet
Profile Blog Joined October 2007
United States1936 Posts
July 20 2016 13:30 GMT
#991
Evo was a blast
got out of my marvel pool
LI Joe the god
Artok
Profile Joined May 2011
Netherlands2219 Posts
July 20 2016 17:32 GMT
#992
Is there any way to tk neutral air legs of chun without it being completely obnoxious input like 23683?
Chun-li since ST
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
July 20 2016 18:55 GMT
#993
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.
Average means I'm better than half of you.
Artok
Profile Joined May 2011
Netherlands2219 Posts
July 20 2016 19:45 GMT
#994
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.
Chun-li since ST
Duka08
Profile Blog Joined July 2010
3391 Posts
July 20 2016 20:54 GMT
#995
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.
Artok
Profile Joined May 2011
Netherlands2219 Posts
Last Edited: 2016-07-20 21:13:52
July 20 2016 21:12 GMT
#996
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.
Chun-li since ST
Duka08
Profile Blog Joined July 2010
3391 Posts
July 20 2016 21:31 GMT
#997
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..
Artok
Profile Joined May 2011
Netherlands2219 Posts
Last Edited: 2016-07-22 01:30:14
July 20 2016 21:32 GMT
#998
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.
Chun-li since ST
Rijot
Profile Joined July 2013
137 Posts
July 22 2016 13:33 GMT
#999
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.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
Last Edited: 2016-07-22 13:38:33
July 22 2016 13:37 GMT
#1000
Are you feeling the 8 frame difference?
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
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