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Fighting Games Weekly | April 21-27 | Easter EG Hunting

I heard it was confirmed that USF4 had new trials for all the characters.

A lot of right moves were made. But Balrog is still in the game. I really hate that guy.
 
Is it really such a big deal though? In KOFXIII a lot of characters don't have options to beat safe jumps (including Karate and Iori) but its no big deal.

Heck, King is the only character in the game with a zero frame move and that still doesn't break the balance.

Though then again I guess KOF isn't nearly as set up or vortex heavy.

KOF has way more mobility than SF so the type of pressure you can apply is pretty different, it also has way more defensive options. It's not even about setup or vortex but the usage of buttons to get into position and the like. The T.Hawk example I mentioned is one. Rog's Dash Punch is another that someone else posted.

SF is really volatile in regards to these small little changes and the like. T.hawk vs Blanka is really bad for T.hawk due in large part to the fact that Hawk can't punish a blanka ball, for example. Imagine if Rog's turn-punch was punished every time, Rog players wouldn't want to use it and they'd lose out on a tool.
 
I was playing Shootmania, and one of the cool things is that there are individual rankings for country and your state. That would be kind of cool feature to have for a fighting game. It might bring back some of the local feel people keep talking about.
 
KOF has way more mobility than SF so the type of pressure you can apply is pretty different, it also has way more defensive options. It's not even about setup or vortex but the usage of buttons to get into position and the like. The T.Hawk example I mentioned is one. Rog's Dash Punch is another that someone else posted.

SF is really volatile in regards to these small little changes and the like. T.hawk vs Blanka is really bad for T.hawk due in large part to the fact that Hawk can't punish a blanka ball, for example. Imagine if Rog's turn-punch was punished every time, Rog players wouldn't want to use it and they'd lose out on a tool.

Its just one character and he needs meter to do it. Heck, Xian was punishing and interrupting plenty of PR Rogs dash punches at the last Topanga cup.

And like I mentioned, not everyone has tools to punish various moves. For example there are many characters that cannot punish Duolon's teleport after blocked rekkas while others can do it easily even without meter. So he is either safe or screwed based on who his opponent is. Same with Raiden and his shoulder tackle, Andy with his dashing elbow and many more.
 
Who all from GAF is making it out to Sega Cup this weekend?
I originally wanted to go... and I really like the game, but I've lost most motivation to play fighting games recently, and none of the locals who played VF last year (and even traveled out to the event) play anymore. The sad thing is, I could go... I just don't care enough. :|
 
I just remembered that I forgot to add "no more negative on hit moves pls" to the "future of fighting games" sections. How that exists in the first place is beyond me.

Nice Interview Frantic. Don't feel bad about that simple mode firebrand loss. UMVC3 is downright terrible to play online when someone has a bad connection. My friend moved to another state and now our connection is terrible. That feeling of having ABC combos and Hadoken motions drop due to lag. :(
Frankly, I wasn't even salty at the time. It was pretty hilarious overall.

A lot of times it might not even be lag - umvc3 drops inputs - period. Some of the coding in this game is junk.
This is true. In training mode with inputs on, I've seen a DP move come out with a perfect QCF and vice versa, and I once got Ouroboros when I clearly input Ragnarok vs a XFC. It was a real "wtf is this shit" moment. Admittedly, I was testing Vajra H canceled into Ragnarok vs XFC so maybe it was because he had yet to land, and somehow the game read Strider as being on the other side. I wouldn't put it past the game.

Great read, Frantic.
Thank you, and thank you for nominating me! I hardly post in here, so it was a bit of a surprise, heh.
 
Is it just me or is it rather difficult for international players to get points for the Capcom Cup
I know there's Evo with its 4x points, but...
 
I just remembered that I forgot to add "no more negative on hit moves pls" to the "future of fighting games" sections. How that exists in the first place is beyond me.
There's a place for it -- in 3D fighters, anyway. Generally fast lows with decent range (moves like 2K in Soul Calibur or VF, or d+4 in Tekken) are negative on normal hit and are only positive on counter hit. If they were positive on normal hit, shit would get silly with people poking, even if they did low damage (see something like Alisa's d/b+3 in T6/TTT2 for an annoying ass example). Certain other moves (like launchers that lead to big damage on counter hit and are safe on block) also tend to be negative on normal hit.

It also makes some sense in 2D fighters, mainly on normals meant to be anti-airs or normals with other special properties. Air normals used as instant overheads would technically be --------frames on block, but they're also unreactable overheads.
 
Is it just me or is it rather difficult for international players to get points for the Capcom Cup
I know there's Evo with its 4x points, but...

there are some majors/regionals in Asia that give points as well. Shadowloo is the big one. There one more big one, I think SEA majors
 
Its just one character and he needs meter to do it. Heck, Xian was punishing and interrupting plenty of PR Rogs dash punches at the last Topanga cup.

And like I mentioned, not everyone has tools to punish various moves. For example there are many characters that cannot punish Duolon's teleport after blocked rekkas while others can do it easily even without meter. So he is either safe or screwed based on who his opponent is. Same with Raiden and his shoulder tackle, Andy with his dashing elbow and many more.

Rog's is just an example. It basically gives Guy a get out of jail free card that nobody else has. Even considering the meter it costs, it's really good. Guy also gets a lot of meter too in his general play style as well. It's invincible and it punishes more than Ryu's DP, that makes it really hard to get anything started against him at all.

Stuff in KOF isn't the same though because the game is way different as I mentioned. So drawing parallels isn't really good.
 
There's a place for it -- in 3D fighters, anyway. Generally fast lows with decent range (moves like 2K in Soul Calibur or VF, or d+4 in Tekken) are negative on normal hit and are only positive on counter hit. If they were positive on normal hit, shit would get silly with people poking, even if they did low damage (see something like Alisa's d/b+3 in T6/TTT2 for an annoying ass example). Certain other moves (like launchers that lead to big damage on counter hit and are safe on block) also tend to be negative on normal hit.

It also makes some sense in 2D fighters, mainly on normals meant to be anti-airs or normals with other special properties. Air normals used as instant overheads would technically be --------frames on block, but they're also unreactable overheads.
Pretty much this. Lows with disadvantage on hit make a lot of sense in 3D fighters because many of them are too fast to react to. If every low gave neutral or advantage on hit, there'd be almost no incentive to do anything but standard low/mid mixups. Giving them negative frames on hit makes fast lows a kind of calculated risk because in many cases you're sacrificing momentum for a little bit of damage.

That said, there are some situations where the disadvantage is patently ridiculous, such as moves that are launch punishable on hit.
 
There's a place for it -- in 3D fighters, anyway. Generally fast lows with decent range (moves like 2K in Soul Calibur or VF, or d+4 in Tekken) are negative on normal hit and are only positive on counter hit. If they were positive on normal hit, shit would get silly with people poking, even if they did low damage (see something like Alisa's d/b+3 in T6/TTT2 for an annoying ass example). Certain other moves (like launchers that lead to big damage on counter hit and are safe on block) also tend to be negative on normal hit.

It also makes some sense in 2D fighters, mainly on normals meant to be anti-airs or normals with other special properties. Air normals used as instant overheads would technically be --------frames on block, but they're also unreactable overheads.
Yeah, I was mainly talking about in respect to 2D fighters(I have only a slight understanding of 3D fighters), and there are certainly spots where they should like the ones you mention, but stuff like supers/specials being punishable on hit is dumb, and that seems relatively common in Capcom games.
 
Rog's is just an example. It basically gives Guy a get out of jail free card that nobody else has. Even considering the meter it costs, it's really good. Guy also gets a lot of meter too in his general play style as well. It's invincible and it punishes more than Ryu's DP, that makes it really hard to get anything started against him at all.

Stuff in KOF isn't the same though because the game is way different as I mentioned. So drawing parallels isn't really good.

Fair enough :)
 
Daigo mentioned that during the Topanga World League his 'prime target' was the EVO 2013 champion, RZR|Xian. According to The Beast, his reason for focusing on Xian was because of something said to him at the Mad Catz Unveiled event last year, where Daigo won the exhibition against Xian with a convincing 10-0.

After taking his lumps, the EVO 2013 champion told Daigo, "it's not over yet," so it seems that The Beast may have wanted to prove even more of a point this time around. Daigo went on to defeat Xian once again at the Topanga World League with a score of 7-5.

Source.

#rarefootageofDaigo
 
again, not saying hugo doesn't lose this matchup, just saying we should wait a while before coming to any conclusions on just how bad it is.

Pushing hard for broken sim to make it to the console release ;)

seriously though thanks for taking the time. I'm really keen to try out Hugo
 
Did we know about this Soul Calibur Lost Swords F2P thing before? Just saw that OT go up, first I've ever heard of it. Haven't played a SC game since 2, might check it out but I don't have a pad or stick for PS3 :/
 
Did we know about this Soul Calibur Lost Swords F2P thing before? Just saw that OT go up, first I've ever heard of it. Haven't played a SC game since 2, might check it out but I don't have a pad or stick for PS3 :/
The JP version has been out for a month or two, it looks super wack, even forgoing the fact that it's a F2P fighting game with no multiplayer. (Really???) I'll give it a shot because it's free but the odds of me dropping any money on the game is absolutely nill. At least in online F2P games the players who never spend a time are providing some value to the game at large.
 
being able to punish M. Bisons scissor kicks is a dream come true no matter how many meter it cost

Uh, you can't though.
Bison's scissors now are +0 on block. In Ultra they're still only -1, and can be spaced pretty far too. I checked, and you can't punish 2 ex rekkas either, sadly.
 
I ran into some poor Hakan online and he didn't know about the taunt set up :< I can't keep playing this game online, I'm going to get lazy.
 
Uh, you can't though.
Bison's scissors now are +0 on block. In Ultra they're still only -1, and can be spaced pretty far too. I checked, and you can't punish 2 ex rekkas either, sadly.
Chun with full bar can, technically, but yeah, if it's spaced out then it may hit meaty.
 
Rog's is just an example. It basically gives Guy a get out of jail free card that nobody else has. Even considering the meter it costs, it's really good. Guy also gets a lot of meter too in his general play style as well. It's invincible and it punishes more than Ryu's DP, that makes it really hard to get anything started against him at all.

Stuff in KOF isn't the same though because the game is way different as I mentioned. So drawing parallels isn't really good.

Being 2 frames is not a problem. Guy has never been a power house character in SFIV & giving him a 2 frame reversal doesn't fix his real problems. The 2 frame combined with the glitch is a problem because it turns into a 1 to 2 bar FDC on a 2 frame DP and that's silly. As far as I see it Capcom should choose one or the other. Keep it 2 frames and remove the cancel properties, increase the the start up to 3 or 4 frames but keep the cancel properties(except always costs 2 bars).

Considering the damage done to Guy's pressure with DWU, the latter option seems like the most logical choice as it would now give guy the ability to do neutral air resets.
 
I kinda wish more chars had instant or 2f non-FADC'able reversals. Might have been good for busting set play than DWU.

I ran into some poor Hakan online and he didn't know about the taunt set up :< I can't keep playing this game online, I'm going to get lazy.

what setup? I'm in char crisis mode right now.
 
I kinda wish more chars had instant or 2f non-FADC'able reversals. Might have been good for busting set play than DWU.



what setup? I'm in char crisis mode right now.

Sakura can time an unblock using taunt. She can adjust it a tiny bit to bait U2 and it's really hard to see the difference.
 
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