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On May 06 2015 09:35 Cixah wrote:Show nested quote +On May 06 2015 08:44 sung_moon wrote: You would think the Knicks would be a much more competent team than they've been the last decades considering they're in NYC, and had Amare/Melo/Smith.
I can make fun of the Browns all I want, but the Knicks are pretty lmfao. Don't know who's the laughing stock of the Nhl/Mlb. I was going to say the astros, but then I remembered we have the 2nd best record in baseball right now and aren't in the same division as the cards any more. Life's looking pretty good. Fuck your Astros and fuck you
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Do we mean like, current laughing stock, or recent history, or a more complete history?
Cubs have 2 out of 3 of those on lock down for MLB.
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On May 06 2015 09:13 Eppa! wrote:Show nested quote +On May 06 2015 08:59 AlterKot wrote: Really? I was always under impression that you generally have to cancel stuff at very specific timing (like in other anime games). Its not SF4+ buffering; it is not particularly challenging to do stuff buffering. It depends on what you're trying to do. Stuff like pushblock guard cancel is fairly difficult. Queueing up regular moves, no (not that I'm any good or anything).
Ingame lag depends on a few things but overall the system SG uses is really good. I can play most games against Holyflare in EU without any stuttering for example.
The copy I have is just the basic one I think, no DLC (though Beowulf is free atm). Means you'd be missing three characters, Squigly Big Band and Eliza, but Fukua is free as will be Robo Fortune when she comes out.
And Jerff the only reason I'm hesitant to give it to you is because I'd rather give it to someone who isn't likely to play it once and then stop. Practice partners are a good thing.
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On May 06 2015 09:51 WaveofShadow wrote:Show nested quote +On May 06 2015 09:13 Eppa! wrote:On May 06 2015 08:59 AlterKot wrote: Really? I was always under impression that you generally have to cancel stuff at very specific timing (like in other anime games). Its not SF4+ buffering; it is not particularly challenging to do stuff buffering. It depends on what you're trying to do. Stuff like pushblock guard cancel is fairly difficult. Queueing up regular moves, no (not that I'm any good or anything). Ingame lag depends on a few things but overall the system SG uses is really good. I can play most games against Holyflare in EU without any stuttering for example. The copy I have is just the basic one I think, no DLC (though Beowulf is free atm). Means you'd be missing three characters, Squigly Big Band and Eliza, but Fukua is free as will be Robo Fortune when she comes out. And Jerff the only reason I'm hesitant to give it to you is because I'd rather give it to someone who isn't likely to play it once and then stop. Practice partners are a good thing. I wont play it much for a couple months, but come Summer I'd likely spam it. I have a habit of getting pretty deep into fighting games.
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Does SG have a lot of "queueing up regular moves"? From what I remember it works like chains in other anime games, which means that you can cancel moves into others during most of the active and recovery frames, but like I said you want to cancel the moves at specific timing to pull off combos (especially once your opponent or you is airborne).
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i never understood how traditional fighters work exactly. aren't your options fairly limited between high/low attack & block?
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On May 06 2015 09:11 Alaric wrote: Ooooh, no. After having "played" KoF XIII, SkullGirls is extremely forgiving. kof 13 on a ps3 controller makes me hate life how do you do anything in that game
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On May 06 2015 12:03 Frolossus wrote: i never understood how traditional fighters work exactly. aren't your options fairly limited between high/low attack & block? 'Normals' each have different range, speed and hitboxes for different characters. There are standing H/M/L punch, H/M/L kick, crouching H/M/L punch/kick, jumping H/M/L punch/kick, plus throws, plus specials, plus any command normals or unique normals, plus supers.
Your options are not 'limited.'
We're going to play again tomorrow night a whole bunch; I'd recommend anyone who is interested in fighters (or learning about them ^.^ ) to come hang out with us, at the very least in Skype/TS even if you don't want to play. All yous guys who bought the game with us originally: HF/sunaj/Alaric and I forget who else, you HAVE to play.
Still up to give away the copy I have to anyone wanting to learn, otherwise I've made Jeff wait long enough :D
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On May 06 2015 12:03 Frolossus wrote: i never understood how traditional fighters work exactly. aren't your options fairly limited between high/low attack & block?
There's also crossups, throws, command grabs in terms "mixups".
Traditional fighters like SF2/older KoF's, yes the mixups were limited. However, there's so many ways to approach the game, where sometimes the matches aren't decided by simple "options".
In SF2, games can come down to a slow grindy projectile war, a battle of footsies (where normals are primarily used to control space), or matches where both characters have limited options in neutral position and pray to land a knockdown and begin their mixups/setplay. These are just some examples what several matches play out like, even if its always the same characters used.
Options in SF2 aren't also limited to what crosses up, or whats an overhead. A grossly simplified gameplan of SF2 Ken's game is literally neutral, until you land a throw/knockdown, in which case your mixup is a) throw, b) LP dragon punch, c) more footsie pressure. The throw beats simply blocking, LP Dragon punch beats jumping away/your normal attacks/your reversals (since its the best DP in the game), and more footsie pressure keeps you in blockstun (where you do nothing but block) and lets Ken decide how to dictate the match.
KoF increases both offensive and defensive options, with stuff like short/hyper hops, run, rolls, blowbacks etc. The simple high/low mixup game is much more layered in KoF, as things such as hyperhopping can allow for crossups, hop into low attack (because opponent sees you hop, they stand up in anticipation for the high attack), empty jump/hop throw. Once you layer these options, the mixup game becomes increasingly layered. There is of course, zoning relevant in KoF (more so in older games), and footsies are more "air" based in KoF (especially 13).
This is a really simplified explanation of how I think the system of traditional fighters work, even though the options back then are much more limited compared to anime fighters/Marvel. This isn't even touching the tip of teh iceberg in terms of every individual character. There's a reason SF2 and KoF98 still get played to this day, and some call them the greatest competitive iterations of the series.
edit: Yea, I'm terrible at explaining things. Wave literally did it, much more concise, simpler, and shorter than I just did.
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I feel like Wave's last-resort date to the prom. All the cute chicks he wanted to ask either said no or got dates, so I guess he has to go with me "as a friend."
Why can't you love me Wave?
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On May 06 2015 13:06 sung_moon wrote:Show nested quote +On May 06 2015 12:03 Frolossus wrote: i never understood how traditional fighters work exactly. aren't your options fairly limited between high/low attack & block? There's also crossups, throws, command grabs in terms "mixups". Traditional fighters like SF2/older KoF's, yes the mixups were limited. However, there's so many ways to approach the game, where sometimes the matches aren't decided by simple "options". In SF2, games can come down to a slow grindy projectile war, a battle of footsies (where normals are primarily used to control space), or matches where both characters have limited options in neutral position and pray to land a knockdown and begin their mixups/setplay. These are just some examples what several matches play out like, even if its always the same characters used. Options in SF2 aren't also limited to what crosses up, or whats an overhead. A grossly simplified gameplan of SF2 Ken's game is literally neutral, until you land a throw/knockdown, in which case your mixup is a) throw, b) LP dragon punch, c) more footsie pressure. The throw beats simply blocking, LP Dragon punch beats jumping away/your normal attacks/your reversals (since its the best DP in the game), and more footsie pressure keeps you in blockstun (where you do nothing but block) and lets Ken decide how to dictate the match. KoF increases both offensive and defensive options, with stuff like short/hyper hops, run, rolls, blowbacks etc. The simple high/low mixup game is much more layered in KoF, as things such as hyperhopping can allow for crossups, hop into low attack (because opponent sees you hop, they stand up in anticipation for the high attack), empty jump/hop throw. Once you layer these options, the mixup game becomes increasingly layered. There is of course, zoning relevant in KoF (more so in older games), and footsies are more "air" based in KoF (especially 13). This is a really simplified explanation of how I think the system of traditional fighters work, even though the options back then are much more limited compared to anime fighters/Marvel. This isn't even touching the tip of teh iceberg in terms of every individual character. There's a reason SF2 and KoF98 still get played to this day, and some call them the greatest competitive iterations of the series. edit: Yea, I'm terrible at explaining things. Wave literally did it, much more concise, simpler, and shorter than I just did. I mean, I was just gonna say that you did a really great job of explaining stuff but maybe that's coming from a guy who understands fighting games a little.
Sung moon y u no play with us
Also I've said this once and I'll say it again: Mike Z is a fucking god + Show Spoiler +
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Super tempted to ask for Skull Girls just so that Jeff doesn't get it.
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I've been playing some MKX on PS4, getting into the fighting game rhythm a bit, but SG has the 6 button layout which feels like it'd be rougher to learn on gamepad(my PC gamepad is a ps3 controller). MKX technically uses more but the shoulder buttons aren't used in nearly the regularity as the normals. I should like go get a random 6 button fighter on an emulator and see how I like it.
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On May 06 2015 13:00 WaveofShadow wrote:Show nested quote +On May 06 2015 12:03 Frolossus wrote: i never understood how traditional fighters work exactly. aren't your options fairly limited between high/low attack & block? 'Normals' each have different range, speed and hitboxes for different characters. There are standing H/M/L punch, H/M/L kick, crouching H/M/L punch/kick, jumping H/M/L punch/kick, plus throws, plus specials, plus any command normals or unique normals, plus supers. Your options are not 'limited.' We're going to play again tomorrow night a whole bunch; I'd recommend anyone who is interested in fighters (or learning about them ^.^ ) to come hang out with us, at the very least in Skype/TS even if you don't want to play. All yous guys who bought the game with us originally: HF/sunaj/Alaric and I forget who else, you HAVE to play. Still up to give away the copy I have to anyone wanting to learn, otherwise I've made Jeff wait long enough :D do stages matter at all or is it just cosmetic? character movement in particular seems very restricted. are there positional advantages short of locking someone in a corner?
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What do you call "traditional/anime" fighters, and what's the difference? That you can cancel stuff in "anime" fighters for big combos off of poke instead of aiming at landing big blows one at a time?
Afaik the only things affecting the stages are the corners and Squigly's Center Stage special (which is as meta as it is cool in application). I guess you can talk about positional advantages for characters with different neutral/ 1/3rd of the screen / corner combos, but that's not specific to SG.
On May 06 2015 12:41 Nos- wrote:Show nested quote +On May 06 2015 09:11 Alaric wrote: Ooooh, no. After having "played" KoF XIII, SkullGirls is extremely forgiving. kof 13 on a ps3 controller makes me hate life how do you do anything in that game I played it on keyboard because I didn't have a controller at the time (last time we played was my 2-18 against my friend, even when we randomed everything ), I think it makes my inputs more precise anyway. The combos are so precise that the difference between pulling one off 2/3rd of the time in practice mode and chaining it even just from a light jab in a real game is huge. You've got to be reactive if you aren't expecting to connect and start, and then it's clockwork. Even a "simple" Shen combo (3-4 specials started/chained with a handful of normals and a super to wrap it up) in the tutorial took me something like half an hour just to manage once.
And don't get me started on chaining a half-circle forward command throw into a normals combo, although that kind of input is hell for me even on SkullGirls (Cerebella why do you have such a cool moveset to then be a grappler T_T).
On May 06 2015 15:41 red_ wrote: I've been playing some MKX on PS4, getting into the fighting game rhythm a bit, but SG has the 6 button layout which feels like it'd be rougher to learn on gamepad(my PC gamepad is a ps3 controller). MKX technically uses more but the shoulder buttons aren't used in nearly the regularity as the normals. I should like go get a random 6 button fighter on an emulator and see how I like it. I don't think it'd feel that different for me on keyboard, with shoulder buttons, or "normal" 6-buttons layout. Well a bit more getting used to for shoulder buttons, but the main issue becomes glaring when I'm playing on the keyboard: my brain can't handle mixing 6 buttons at once, it's just too much and I'll always zap 1-2 of these.
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Stuff characteristic for anime fighters: - You can cancel multiple moves into one another (unlike in MK/Tekken were you have "strings" of moves, which means you can only cancel them in that order and the timing is less variable if at all), - Airdashes/airblock (some games such as Alpha 2 had airblock but no airdashes and Injustice had airdashes but noone sane would call it an anime fighter), - Long combos (not exclusive, see KoF, but characteristic), - Fast tempo (not exclusive but characteristic).
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The closest approximation to SG is apparently marvel v capcom, but as far as your description of anime fighters, I doubt it's as simple as having all those characteristics. In SG certain moves can be cancelled but like you said only some can be cancelled unto others;the variety doesn't seem to be quite as massive as KoF from what I'm reading, but I don't see why that wouldn't make SG similar to what you call an anime fighter.
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I played very little KoF so I don't remember atm, but actually games like Skullgirls and MvC are the ones that offer the most variety in terms of which moves you can cancel into which (most characters can cancel moves into other moves or equal or higher strength, right?)... which is why I'm saying, that SG IS an anime fighter, not sure if you're implying that I sad the opposite or what.
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On May 06 2015 19:52 AlterKot wrote: I played very little KoF so I don't remember atm, but actually games like Skullgirls and MvC are the ones that offer the most variety in terms of which moves you can cancel into which (most characters can cancel moves into other moves or equal or higher strength, right?)... which is why I'm saying, that SG IS an anime fighter, not sure if you're implying that I sad the opposite or what. Well I'm not sure what the restrictions are like in other games but not every move is cancelable in SG.
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