Maybe its still out there, Rockefeller was epic there =O
The Official Fighting Games Topic - Page 116
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myrmidon2537
Philippines2188 Posts
Maybe its still out there, Rockefeller was epic there =O | ||
Bill307
Canada9103 Posts
On February 11 2009 18:06 KOFgokuon wrote: oh of course i've watched this whole ranbat at least 5 times On February 11 2009 21:27 KOFgokuon wrote: ah fuck, i thought rockefeller did this one to be fair i haven't listened to it in a while, i knew sanchez was on it too, but i thought rockefeller was on there >< lol I got the impression that Yaqoob had seen those already, but upon re-reading his post I see he was referring to Sextaro (MA) vs Amir (RY). I always found this part really funny: *Urien gets hit by Alex's overhead* "Brain cancer!" | ||
Scooter
United States747 Posts
On February 11 2009 19:47 CharlieMurphy wrote: I am in dire need of some combo/range practice in 3rd strike solo mode. How do I activate the infinite life and shit for arcade ? My friend in the dorms wrote a script that lets you enable infinite health/timer/meter for 1st player in CPS3 Emulator. Lemme get it up on rapidshare. Warning though, the meter stays infinite even when you're in a timer super (genei-jin/Seiei-enbu) so it's useless for learning genei-jin enders, or jab short strong genei-jin. edit: here it is, http://rapidshare.com/files/196876341/Street_Fighter_III_Training_Mode.exe.html grab it before the dl's on it run out. To use it, put it in the same folder as emulator.exe for CPS3 and while the emulator is running, run training mode and press F1. It'll enable everything for player 1. Note you'll still have to hit start and select a character for player 2, just bind it to some random keys on your keyboard. | ||
anotak
United States1537 Posts
i don't notice anything in offline ggpo but mame seems to lag on 3S even on 60fps turning on multithreaded rendering kinda helped it seems like but it's still bad enough where i can't enjoy playing doesn't seem to bother me on most other games that i've tried but i don't play the other games seriously the only reason i ask is i don't play anything online on ggpo other than super turbo and so mame seems better just because of the easier to configure input and the graphics seem smoother | ||
Myrmidon
United States9452 Posts
On February 12 2009 04:17 anotak wrote: does mame have some kind of input lag? i don't notice anything in offline ggpo but mame seems to lag on 3S even on 60fps turning on multithreaded rendering kinda helped it seems like but it's still bad enough where i can't enjoy playing doesn't seem to bother me on most other games that i've tried but i don't play the other games seriously the only reason i ask is i don't play anything online on ggpo other than super turbo and so mame seems better just because of the easier to configure input and the graphics seem smoother I think I heard there was some bug that caused some input lag in older versions that has since been fixed (say, in the last couple of months/years?--relatively recently, but not sure at all). Definitely there are some graphics options in MAME and any other emulator that will incur display lag. Disable any kind of video processing, syncing, or buffering. V-sync and triple buffer are common settings that increase input lag noticeably. These options generally can improve graphics quality and eliminate tearing, incompatibilities between game refresh rate and your monitor refresh rate, etc., but they will add some lag. Now that you mention it, there's a good chance the graphics seeming smoother on MAME is not your imagination but rather is directly related to the input lag. | ||
kainzero
United States5211 Posts
On February 11 2009 11:10 Bill307 wrote: oh, they're not completely different. they're both one on one fighting games.I can tell you right now, you've made the mistake of thinking GG and AH are the same, referring to them as "those types of games" among other mistakes. But, like I wrote just a couple of days ago (which you should have read), they are completely different games. okay, sarcasm aside, there are lot of similar elements to those types of games. like super jumps, air dashing, chain combos, etc. You are completely blowing this out of proportion. i dunno, when you add a juggle system to a game it's always something to worry about to make a combo natural. like with alpha 3, when you start a VC you have to know their height and everything and i've messed up a lot of a VCs because i used the wrong strength special move based on their height or where you hit them at. In general, different characters are going to be able to combo off of random hits with varying amounts of difficulty. the same goes for GG, and that other complicated doujin game i used to play to destroy my friends at, EFZ. So you've got to learn out how to block and how to hit your opponent? How is that different from any other fighting game? because now you have to worry about all the other combo stuff. once you get an opportunity, you should punish with the most efficient damage dealt (usually in the form of a combo) and if you don't take the hours and perhaps days and weeks to get an individual combo down, you won't get very far competitively. i'm not for discarding all mechanics in fighting games but i think it has gotten a little too complex for its own good. the most illustrated example i can give regarding this is SA3 yun. playing SA2 yun is completely different from SA3. you will not get far if you don't memorize all of yun's variations of his GJ combos, which may take forever. personally i practiced the basic combo against shotos and couldn't even get it down 50% in practice, let alone real matches. the answer might be "don't play yun" but it is just an example of how his type of character is prominent in the combo heavy games. i also hate yun with a passion. The general pattern of "2A 2B 2C special-move and/or super-move" yields a 20% combo for more than half the cast. I don't know why you never tried it. Moreover, you play a game without knowing anything about it, and you feel justified in judging it afterwards? Honestly, that's just being dumb, no matter what game or what genre you're talking about. on the most elementary level, the level that encourages you to keep improving, i was distraught that neither of us did enough damage to score a kill. also, being in the arcade and having to deal with a lot of different systems like homing cancels and what not, it's kind of hard to focus on anything you're doing. i emphasize the arcade part because there are no directions on how to play, really. i've played fighting games in arcades not knowing what to do and actually enjoying them because getting better at them feels natural. not as much with arcana. it's like playing a new RTS for the first time and the first 5 matches are draws. I used to think like that too, but now that I've been learning BlazBlue, I see things differently. actually i was the opposite. i used to like crazy complex systems but after playing ST and SF:HD against real competition, it was like a revelation. everything on the surface is clear save for things like renda cancels and it's not technically complex. yet there's a really clear line between the various competitive skill levels. and it's kinda cool how there's a lot less to worry about. | ||
CharlieMurphy
United States22895 Posts
If that's not ownage I don't know what is. | ||
CharlieMurphy
United States22895 Posts
On February 12 2009 03:12 Scooter wrote: My friend in the dorms wrote a script that lets you enable infinite health/timer/meter for 1st player in CPS3 Emulator. Lemme get it up on rapidshare. Warning though, the meter stays infinite even when you're in a timer super (genei-jin/Seiei-enbu) so it's useless for learning genei-jin enders, or jab short strong genei-jin. edit: here it is, http://rapidshare.com/files/196876341/Street_Fighter_III_Training_Mode.exe.html grab it before the dl's on it run out. To use it, put it in the same folder as emulator.exe for CPS3 and while the emulator is running, run training mode and press F1. It'll enable everything for player 1. Note you'll still have to hit start and select a character for player 2, just bind it to some random keys on your keyboard. Awesome Thank you very much. edit- I can't seem to get this to work. Does it only work with the japanese rom or something? It opens the emulator but doesn't do anything. When exactly am I supposed to press F1? | ||
sung_moon
United States10110 Posts
On February 12 2009 08:10 CharlieMurphy wrote: http://www.youtube.com/watch?v=Njgia2v0BsA If that's not ownage I don't know what is. | ||
CharlieMurphy
United States22895 Posts
Parry/kara-demon. Like the youtube comment said "jiro must have a RD button in his pocket" | ||
MCMcEmcee
United States1609 Posts
All emulators have at least a few frames of input lag. It's just the nature of emulation. kainzero: People seem to over-emphasize the "complexity" of learning combos in modern fighters. Don't be lazy, it really doesn't take THAT much "memorization" to get to a competitive level. Saying you have to learn "EVERY VARIATION" makes things way more complicated than they need to be. It's very rarely the case where you need to squeeze out every last point of damage to be competitive or even a high level player. Generally speaking you learn like 2-3 variations on your B&B and you're set, which isn't really that hard to get down. Now if you want to play at the highest levels for fighting games, then maybe you need to worry about that; but let's face it, if you're not in Japan (or Korea for Tekken, or China/HK/Taiwan/Brazil for KoF) then you probably aren't playing at that level and probably won't get to play anybody at that level so why sweat it if your combo is a little bit weaker than the perfect optimal combo for your precise situation? And let's face it, you shouldn't be worrying about the point where you need to know all these variations if you're so bad at a game that you can't even finish out rounds. If you don't even know how to walk, why are you trying to run marathons? You aren't even at "the most elementary level" when you can't finish rounds in a game like AH, that's friggin' pre-school/baby daycare level. Modern fighting games are really a lot simpler than people make them out to be. If you aren't lazy and/or stupid, you can figure it out pretty quickly, especially in the age of the internet. "I'm playing in an arcade" is no excuse, I learned almost every (arcade available) fighting game I play or try to play in arcade- that list includes GG, Arcana Heart, Tekken, Marvel, etc. Start small and start basic, and the rest will build up in good time. | ||
H
New Zealand6129 Posts
I can't speak for AH, but for GG, the systems like FRCs are there, but they're designed so that you won't even need them until you're good enough to do them. Like Bill said earlier, a game might seem overwhelming, but try actually playing it and seeing how easy it can be to play. You don't have to sit in training mode memorising the exact range/priority of your pokes for hours just because the game is by someone that isn't Capcom. On a note entirely unrelated to execution being easy, I just spent about an hour learning Gilgamesh's Babylon mode bnb in F/UC. Whose bright idea was it to have every attack in Babylon mode be a link? I find that the easiest way to learn a combo (in any game) is to split it up. In this case, the combo is 5B > 2B > 2CC > 5B > 2B > 2C > 236B so I figured I'd just learn the timing on the link between 5B and 2B first, and then moved on to 2B and 2C. It took a fair while, but timing is hard to forget. I'm still dreading having to do 6239B > 2147C inside a combo though, doing it outside of one is still kind of challenging. My hands and brain just don't want to co-operate with TK cancels. | ||
SayaSP
Laos5494 Posts
This video is fucking amazing because of whats in the middle of it. | ||
Ginseng
United States268 Posts
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CharlieMurphy
United States22895 Posts
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anotak
United States1537 Posts
On February 12 2009 10:12 H wrote: You don't have to sit in training mode memorising the exact range/priority of your pokes for hours just because the game is by someone that isn't Capcom. heh my friend that beat Justin Wong at HDRemix does this and it's a capcom game i don't like the Guilty Gear/Arcana Heart/Melty Blood/etc fighters just because its my preference (really at that point i'd rather play street fighter the movie or sf2 rainbow edition but whatever) but all of the arguments here i've seen against them are plain ignorant because the people saying it don't play them. though i mean at least it's not like the guy on gamefaqs that someone linked me to that was fucking RAGING because capcom in hd remix "DECIDED TO DISABLE BLOCKING ONLINE WHAT THE FUCK". | ||
ZoW
United States3983 Posts
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SayaSP
Laos5494 Posts
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H
New Zealand6129 Posts
On February 12 2009 12:17 anotak wrote: heh my friend that beat Justin Wong at HDRemix does this and it's a capcom game I do it too, but my point was that you don't have to. | ||
Myrmidon
United States9452 Posts
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