The Official Fighting Games Topic - Page 252
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Bill307
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Canada9103 Posts
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Myrmidon
United States9452 Posts
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anotak
United States1537 Posts
i like ken on ST and 3S a lot i dont know how they turned him into retard caveman that hungers for cici's pizza on sf4 | ||
Kingkosi
United States1215 Posts
On February 13 2010 10:46 SayaSP wrote: Yeah of course edit: wheee I played this game for the first time about 6 months ago and got a 16 hit combo with Nanaya and everyone was like "whoaaa"... then I ended up losing every game after that and i haven't played since...It was pretty dope though | ||
slained
Canada966 Posts
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Bill307
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Canada9103 Posts
Makoto's SA1 and SA2 have become her two ultras, while her SA3 (Tanden Renki; powerup mode) has become her super. Apparently she can block during it. Someone on SRK said she could do hayate xx super xx SA1 ultra (for whatever that's worth ![]() | ||
Myrmidon
United States9452 Posts
So I think all the SF3 characters have two super arts as ultras and the last as their actual super? Hopefully this means that their ultra animations aren't 2 hours long like some of the new ones. | ||
anotak
United States1537 Posts
i just don't know how they'll fit in sf4's engine - dudley won't he doesn't have corkscrew blow that punish moves on hit and is unblockable if you weren't already doing so. - or those ridiculous juggles but i mean they can add that just fine there's nothing that would stop them, the engine would allow it just fine... i just somehow suspect capcom won't allow that. The damage scaling has a good chance of making that stuff non-broken so i dunno. - frame advantage 3S vs. SF4 engine. On 3S generally blockstun and hitstun were ALMOST the same... not quite exactly same like on ST (minus the jumpin weirdness), but still pretty close. And even then there aren't many moves on 3S (if any) that are -13 on hit (ryu's c.fp). Honestly there's no reason they wouldn't be able to just make the moves be equal on hit and block using the existing engine and just changing a number in whatever editor they have, I sure as hell have done it for a lot of moves on the hex editor when I've been fucking around w/ hacking the game into a broken "rainbow edition" - I wonder how good makoto will be at doing shit on wakeup. I wouldn't be surprised if they make one of her qcf punches go through fireballs (maybe all of them? doubt that though). But will she be completely free on wakeup like people like Rose? Or maybe not like rose but like blanka where sagat can optionselect him to death once he gets a knockdown. Ibuki and Dudley have good reversals (kinda) which will likely be made more reversalish to fit in SF4, but Makato's... i dunno. before she had parry but now I don't know what she has. A big thing that screws over a lot of stuff in SF4 is that hitboxes are tied to the skeleton of the actual animation. This means that art changes lead to hitbox (gameplay) changes too. (this is why a lot of those fucked up combos in sf4 combo videos are possible, like the chun jab+sbk loop on blanka/dhalsim and the abel on chun infinite. the hitboxes in hitstun animations move a little, allowing for "meaty" attacks mid-combo) so my point is I dunno how good they can make her "srk" that goes straight up without it being really weirdly ridiculous vs. really bad. the problem reminds me of gief's lariat. always either a piece of shit or stupid good. - can these characters fight against fireballers without parry? dudley yeah i'm pretty sure. he has the duck and i wouldn't be surprised if they make his ex punch thing go through fireballs. I wonder if he could cross counter them too? i wonder if cross counter will be usable this time. makoto they'll probably make some of her moves go through I guess? - i can already say lol @ makoto and dudley's matchup vs. gief. just lol. ibuki will be able to run and throw knives. but lol. i know 99% of atlanta will pick dudley at the first ssf4 tournaments and my gief friend will have an easy time i dunno they'll probably be pretty good actually they'll just feel weird at first. i always liked the 3S characters a lot more even though ever since I started playing ST i like the ST engine's gameplay a lot more. ps. hope they have pink suit ibuki w/ blonde hair like the secret costume on the ps2 version i was annoyed when purple pimp suit ken was only on the dlc on sf4 | ||
SayaSP
Laos5494 Posts
lolol vid of local tampa tourney | ||
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Bill307
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Canada9103 Posts
On February 18 2010 00:46 anotak wrote: i just don't know how they'll fit in sf4's engine - dudley won't he doesn't have corkscrew blow that punish moves on hit and is unblockable if you weren't already doing so. ...? Corkscrew blow in 3s has 2 or 3 start-up frames, which means: (a) it's no better for punishing moves on hit/block than most other supers, since most of them start up in 2-3 frames, and (b) I have no idea why you'd think it's not blockable after the super flash? Using corkscrew blow to punish attacks on hit/block was never a big part of Dudley's gameplan, anyway. One obvious big difference from 3s is that he may no longer have his beast high-low mixup game, where either a cr.lk cr.lk or an overhead could lead to a super, knockdown, and another mixup. (Similarly, he could also mix up between throws and short swing blow xx super.) You can't cancel into ultras in SF4, and they start up too slowly to link them from things like overheads. HOWEVER, there is no reason why they can't give Dudley other big-damage combos that he can use after a high/low mixup in lieu of his super/ultra. (As for short swing blow xx super, SSB itself always dealt big damage, anyway. ![]() | ||
anotak
United States1537 Posts
On February 18 2010 04:27 Bill307 wrote: Using corkscrew blow to punish attacks on hit/block was never a big part of Dudley's gameplan, anyway. wait you're right about the unblockable thing why the fuck would i think that... that's like some marvel juggernaut stuff nevermind its been so long since i've even touched that game and i was never honestly that good at it. i think i remembered one of my dumb scrub friends about a month ago he had juggernaut and he did a close headcrush he said its like corkscrew blow and I didn't think about it the punishing thing seemed ridiculous to me at the time though, Ken would do hurricane kick and on hit dudley would punish w/ his super. and I remember losing over and over and over because I kept doing hurricane kicks on accident while trying to do c.mk while holding d/b because I was just so bad. i guess it wasn't part of his gameplan at all i was just 100% being a dumbass. so about anything else i say about 3s: disclaimer I'm bad at 3s. probably worse than I am at marvel or BB at 3s and thats saying something | ||
SayaSP
Laos5494 Posts
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Bill307
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Canada9103 Posts
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anotak
United States1537 Posts
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KOFgokuon
United States14894 Posts
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Myrmidon
United States9452 Posts
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Bill307
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Canada9103 Posts
Mashing 2A alone is very effective against scrub T.Blades. As T.Blade, you need either a well-timed assist or a staggered 5B 2B chain to beat mashing, and after 2B he has very limited options against an opponent who is mashing 2A. So we figured out some blockstrings T.Blade can do that beat mashing and put the opponent in a very ambiguous 50/50 cross-up. But we haven't even tried dealing with pushblocking yet. And there's always variable counters which T.Blade has to watch out for (and Baroque if he sees one). Conversely, we haven't really explored any Baroque tricks with T.Blade, either. Such as, against opponents who can block his Falchion + assist cross-up, Falchion xx BRQ before he teleports. | ||
Trumpet
United States1935 Posts
What I did learn though is that zero has some seriously dirty mixups both off air combos into cross unders and off ground blockstrings into command dash while covered by assist or just bbq'ing the dash. Guy was using Cashan assist to be confusing and comboing off it pretty well. Who knew a captain commando assist would be good? /sarcasm =P gah so mad though I lost 100% to zero, once I get past his cashan was free. Need to somehow practice adapting on the fly like a lot of players seem to be able to. Can't let winning post tourney casuals be the story of my life lol Oddly enough, the majority of players were smash players, very few mahhvel players. Distinct side effect: nearly guaranteed placement because smash players dont know how to block. | ||
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Bill307
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Canada9103 Posts
Did you try mashing A or DPing out of Zero's mixups, or was he covered properly by his assists? I've found that most of his BS, like T.Blade's, can simply be mashed out of without careful assist timing. What team did you use, btw? Edit: actually, can you give any specific examples of mixups or setups that he did? I'm trying to learn Zero's and Yatterman-2's tricks before our own tourney 2 weeks from now. | ||
anotak
United States1537 Posts
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