On July 28 2016 10:19 Duka08 wrote: Here's some AiAi Juri as well, to add to the pile. He was a great Juri player in SF4, was in top 8 at evo 2015 I believe?
Did Lap Chi seriously accuse Infiltration of taking Adderall? Lmao? Really? I guess he is really butthurt that Infiltration hasn't travelled to Canada cup in ages... Anyone else hear about this story?
Thanks for the input, but I think it's neither of these
1) I tried different spacings. Even if I do it in the corner directly next to Ken I get DPed with cr.mk but not without. If I remove Guard ALL I get all 3 hits on Attack Data. I also see and hear 3 block animations. I think all 3 hits connect.
2) Ken's DP definately comes out after the pinwheel. I also don't get a "counter" hit indacator, just a normal reversal. So I guess it's a true blockstring.
I might just be missing something (since I'm kinda new to this whole FG stuff) but right now I'm totaly confused :D
Definitely weird then. What does the pushback look like after each l.DP? You might end up further away with just the l.DP, and closer with the cr.MK -> l.DP, which might make the difference in recovery time.
On August 05 2016 23:43 Toolshed wrote: can someone please explain this to me:
In training mode I do the following setup:
P1 Juri P2 Ken
Ken = guard all Kens guard recovery action = mp DP (= 4 frames startup)
Now as Juri I perform two actions: 1. lp DP (-3 on block) -> Distance doesn't matter because Juri is -3 on block so she won't get hit by Ken's mp DP
2. cr.mk -> lp DP -> in this case Juri gets hit by Ken's DP every time, although it should be -3 on block (?!)
Why do I get hit by Ken's DP with cr.mk but not if I do Juri's lp DP on its own (without starting with cr.mk).
Do properties change or something if I do a combo? I end my action with the same move. Why does it behave differently on block?
When you do cr.mk lp DP, is Ken crouchblocking the DP too? Crouching hurtboxes are wider and shorter than standing, so the spacing and height will be a little bit different. Does Ken's DP always hit when you do raw lp DP if he is set to crouch block?
On August 05 2016 23:43 Toolshed wrote: can someone please explain this to me:
In training mode I do the following setup:
P1 Juri P2 Ken
Ken = guard all Kens guard recovery action = mp DP (= 4 frames startup)
Now as Juri I perform two actions: 1. lp DP (-3 on block) -> Distance doesn't matter because Juri is -3 on block so she won't get hit by Ken's mp DP
2. cr.mk -> lp DP -> in this case Juri gets hit by Ken's DP every time, although it should be -3 on block (?!)
Why do I get hit by Ken's DP with cr.mk but not if I do Juri's lp DP on its own (without starting with cr.mk).
Do properties change or something if I do a combo? I end my action with the same move. Why does it behave differently on block?
When you do cr.mk lp DP, is Ken crouchblocking the DP too? Crouching hurtboxes are wider and shorter than standing, so the spacing and height will be a little bit different. Does Ken's DP always hit when you do raw lp DP if he is set to crouch block?
This is it!
If I set Ken to always crouch I get hit even if I do raw lp DP. Why would they do that, though?!
I don't understand who's frame data is changed if Ken crouchblocks. Is Juri's lp DP changed to (let's say) -10 on block or is Ken's DP changed so it has faster startup?
Also why is there no frame data available in general for crouching opponents then?
Doesn't that also mean that I would be better off crouchblocking all the time instead of standblocking?
Actually that makes even less sense because usually crouch blocking something gives the attacker the advantage. It's like two extra frames or something. There were things in SF4 that were way better to stand block because it didn't give the opponent as much time to pressure you. I think the same 2 frame thing was kept in SFV?
So the fact that Ken actually can punish when he DOES crouch block and NOT with stand block leads me to believe it's probably hitbox fuckery. I might try it out myself later.
Frame data is insanely complicated, especially for multi-hit attacks. With Zangief in SF4, his EX green hand move hit twice and knocked down. However, the hitbox and properties of the second hit were different: the second hit stretched a little bit further than the first, but more importantly, the second hit didn't knock down. In fact, the second hit was insanely unsafe even on hit, like -8 or worse. You almost never saw only the second hit connect in a real match, but when it did happen it was disastrous.
What happens in fighting games is that each hit of each move has a certain amount of blockstun and hitstun when it interacts with the opponent. Each move has an animation that takes a certain amount of time in frames, and the length of time that the opponent cannot interact with the game differs when hitting or being blocked.
Let's say I use a move similar to Ryu's Solar Plexus Strike (f+hp). If hit #1 has blockstun of 20 frames and hitstun of 23 frames and has 21 frames of recovery and 3 active frames, then if it connects on the first active frame it would be +2 on hit, -1 on block. If it connects on the second active frame it would be +3 on hit, 0 on block. If it connects on the third active frame, it would be +4 on hit, +1 on block.
If hit #2 has blockstun of 15, hitstun of 20, recovery of 20 and 2 active frames, then connecting on the first active frame would make it -5 on block, 0 on hit. Connecting on the second active frame would make it -4 on block, +1 on hit.
What happens with multi-hit moves is that only the last hit's frame data applies. They don't stack. If you had a multi-hit move that's +100 on block for the first hit and -100 on block for the second, then the end result is that it's -100 on block. The frame data for the move doesn't change, it remains constant throughout.
I can only guess what's happening in this specific case though. It sounds like the wider crouching hurtbox makes the last hit connect slightly earlier (if it's actually connecting at all and not whiffing?), which makes it less safe.
I bought an arcade stick. Used pad my entire life before this.
Man I'm sure sucking. I can do things well when facing left but facing right it's a totally different story. I can do fireballs and DPs ok but 2XQCF motions I'm literally finding impossible to do. Really odd that the two different sides with stick use basically totally difffernt motions and muscles, unlike pad.
As frustrating as it is though I'm having fun with it. That was the main point of getting a stick. I sure as shit knew it wouldn't make me better, quite the opposite, and I think it will be fun slowly improving. On pad I kind of plateaued in the mid gold area and I really don't have the time or ambition to make the next step. Now I've kind of reset my goals. I think for a while ill struggle beating bronzes when facing right...
On August 08 2016 16:32 DannyJ wrote: I bought an arcade stick. Used pad my entire life before this.
Man I'm sure sucking. I can do things well when facing left but facing right it's a totally different story. I can do fireballs and DPs ok but 2XQCF motions I'm literally finding impossible to do. Really hard to get used to that the two different sides with stick use basically totally difffernt motions and muscles, unlike pad.
As frustrating as it is though I'm having fun with it. That was the main point of getting a stick. I sure as shit knew it wouldn't make me better, quite the opposite, and I think it will be fun slowly improving. On pad I kind of plateaued in the mid gold area and I really don't have the time or ambition to make the next step. Now I've kind of reset my goals. I think for a while ill struggle beating bronzes when facing right...
You're wrong . Facing right is fine, facing left is what's the problem, haha.
On August 08 2016 16:32 DannyJ wrote: I bought an arcade stick. Used pad my entire life before this.
Man I'm sure sucking. I can do things well when facing left but facing right it's a totally different story. I can do fireballs and DPs ok but 2XQCF motions I'm literally finding impossible to do. Really hard to get used to that the two different sides with stick use basically totally difffernt motions and muscles, unlike pad.
As frustrating as it is though I'm having fun with it. That was the main point of getting a stick. I sure as shit knew it wouldn't make me better, quite the opposite, and I think it will be fun slowly improving. On pad I kind of plateaued in the mid gold area and I really don't have the time or ambition to make the next step. Now I've kind of reset my goals. I think for a while ill struggle beating bronzes when facing right...
You're wrong . Facing right is fine, facing left is what's the problem, haha.
Actually I'm the opposite as well. I have more consistency and speed doing some motions, especially QCFQCF, facing left than I do facing right. It's so interesting how everyone picks it up differently! Lots of times I might get stuck or frustrated on a weird set of specials in trial mode or something (in several games, not really SFV..) and switch to the 2P side and have better luck. FADC in SF4 was tricky though because dashing right is easier, so 1P side easier to FADC but 2P side easier to do motions for me D: so many dropped ultras....
I remember when I first got my stick, even moving around was hard as I would randomly jump when I tried to dash. Or I would neutral jump when I mean to jump back.
I felt like selling the stick after an hour of so of frustration lol. Just stuck with it cause I really wanted to be able to play at the local arcade.
Took me a while to get a comfortable grip even. My wrists used to hurt after a couple of hours using the stick because I was doing it all wrong.
I wanted to get this game, but it's sell structure is retarded. Game is like 60$ and then you have to pay 20$ every couple of months for new characters? I'd rather just wait until the game is finished. Especially considering all the complaints I read about the lag and the menu and timesinks between matches and shit.
Yeah, I bought this game when it came out and regretted it. I fell for their "we won't force you to buy the game multiple times again" marketing bullshit. The game was on Steam's summer sale for the PC for $40 this year. Unless you are a super hardcore player, I'd recommend you wait for Steam's summer sale in 2018 or 2019 to pick up the game.
I preordered and kinda regret it too tbh. Could have waited to make the purchase till the game was a bit cheaper and just play the game at the local PS4 gaming lounges that regularly host SF5 casuals (and tbh, I've played there more than on my own PC, as I can't really play online too often given how bad our internet is)