Fighting Games Weekly | Oct 13-19 | The World Ends Ryu

Like long sets way more than tournament formats. Mind games in long sets are much more satisfying to play, and one of the most satisfying parts of playing fighting games TBH. Also in long sets I can switch between different characters and stuff freely and see how those changes play out both in a short term and long term.

Love playing long sets of Marvel where me and my friend just make small and big changes to our teams over the course of hours. Makes it feel very organic and highly varied, even if your not playing different people entirely.
 
So how many people here actually do not like long sets? I despise them myself, but I know that friends like them so I gut it out. This is also the reason so many of you see me switch characters so often when we play; it's to keep myself from getting bored.

I can go on pretty long crack sessions, especially if I'm either caught in the "I am this close to a breakthrough/consistently beating X person" vortex or if I'm just having fun in general and the other person has no other obligation to keep them away from the game. This however depends on how much I enjoy the game I'm playing.

The worst though is when someone hits you with the "win 'n dip" right as you're on the cusp of getting wins consistently or understanding a certain matchup. :lol
 
So how many people here actually do not like long sets? I despise them myself, but I know that friends like them so I gut it out. This is also the reason so many of you see me switch characters so often when we play; it's to keep myself from getting bored.

I'm the opposite, I enjoy long sets with fixed characters/teams but my friends would rather ft1 winner stays on. We do end up playing a lot when we gather but I don't think that's the most time efficient method for learning purposes.
 
I'm the opposite, I enjoy long sets with fixed characters/teams but my friends would rather ft1 winner stays on. We do end up playing a lot when we gather but I don't think that's the most time efficient method for learning purposes.
If a group of friends and I are sharing a setup, we usually just do ft3 or ft5 winner stays on.
 
I can go on pretty long crack sessions, especially if I'm either caught in the "I am this close to a breakthrough/consistently beating X person" vortex or if I'm just having fun in general and the other person has no other obligation to keep them away from the game. This however depends on how much I enjoy the game I'm playing.

The worst though is when someone hits you with the "win 'n dip" right as you're on the cusp of getting wins consistently or understanding a certain matchup. :lol
Normally when I'm beating someone in a long set, I get bored so I'll switch to a character I don't normally use to give them a chance, or so I can practice on them. One person got mad at me and claimed I was getting scared of him beating my character, lol
 
Like long sets way more than tournament formats. Mind games in long sets are much more satisfying to play, and one of the most satisfying parts of playing fighting games TBH. Also in long sets I can switch between different characters and stuff freely and see how those changes play out both in a short term and long term.

Love playing long sets of Marvel where me and my friend just make small and big changes to our teams over the course of hours. Makes it feel very organic and highly varied, even if your not playing different people entirely.
Longer sets are great up until the point everyone goes on autopilot. Then it's just useless and not very interesting. FT7 or FT10? Sure. FT50? Fuck that. I used to run FT100s back when I was grinding out games and by about game 100 your brain is just cooked.

When I used to run sessions here more frequently I would run either timed sets (so that two people would play for a half hour or an hour and then everyone would rotate) or a fixed number of games (usually 11) before rotating in a semi-set pattern. Winner stays is wack in a more casual environment unless you can't avoid it.
 
All done with dental work! Everything else after this is just denture adjustments. These last 2 months have been hell. Maybe I'll have energy to finally play fighting games again soon
 
I like shorter sets. FT10-20. Usually any longer and I start going autopilot and I need a break. Even when focusing there's only so many layers of yomi before my brain is done with making adjustments. I think it's typically a waste of time in grinding out MU too, since at least for me it's better to take breaks to think about it. I can play the same few MU all night, as long as there's breaks inbtween. I don't like switching characters much either. My alts are terrible and I think playing them or leveling them up is boring/waste of time. I'd rather play serious or not at all.
 
I like shorter sets. FT10-20. Usually any longer and I start going autopilot and I need a break. Even when focusing there's only so many layers of yomi before my brain is done with making adjustments. I think it's typically a waste of time in grinding out MU too, since at least for me it's better to take breaks to think about it. I can play the same few MU all night, as long as there's breaks inbtween.
I consider small 10-15 min breaks still part of playing straight. It's good to get food, drinks and stretch
 
nEe3KPO.jpg

Dead
 
Well, the game has a pretty liberal input buffer and what it's looking for to SRK is [any forward], [any down], [any forward]. You can literally do 360's and just about anything ever and you get a DP. Can't be overridden, so there's a period after walking forward where you just can't throw fireballs because they get interpreted as DPs and send your character skyhigh. Add a bit of lag and...

Seeing Eita get fucked over by input shortcuts at Thaiger Uppercut and the commentary not recognizing the telltale signs was painful.

Well I knew about the walking forward part. But sometimes I'm walking backwards and I throw a fireball and it becomes heavy shoryuken. I really don't know.
 
I like tournament format better because I'm gimmicky and I get figured out quickly. In a 2/3 setting I can usually scum out a couple undeserving wins.
 
Long sets are great. Especially in person ones. Endless matches, not so much, depends on a lot of things. Time, lag, etc. I play ranked most of the time.
 
I got 53 KOs in Rival Smash and it didn't give me the challenge WTF
There is a typo. You need a score of 50 or higher, which you get by having 50 more kills than the rival. Be aggressive in knocking the rival off the ledge without killing to help keep the rival's number down.
 
There is a typo. You need a score of 50 or higher, which you get by having 50 more kills than the rival. Be aggressive in knocking the rival off the ledge without killing to help keep the rival's number down.

That's not really necessary, just run around with Bowser lol
 
Surprisingly, at this point, it's not even in the top 5.

Some cards like Painful choice can make certain decks win in the first turn if they draw it.
Not even touching shit like Makyura the Destructor. All raigeki did is make some people consider running cards like Dark Bribe more instead of Wiretap

Painful choice was the way to go with my friend's old exodia deck. That and waboku mixed with sangan and that stupid tomato....

USF4 netcode fix is a fucking lie.

As expected from fucking Capcom.

GG. I wasted my money for nothing.

For folks wanting to know exactly what is up with the USF4 PC version now:

1) There is now far less Waiting For Opponents message spam and stutter in general.
2) However, the "fix" for this was to simply make it harder for those messages to pop up - i.e. they made the game more willing to lag before it throws a red flag and tries to sort out the connection.
3) When searching for lobbies, the game will freeze several times.

There has been no netcode fix. There has been a number modified in the netcode to make the game happier about the lag. And there are now new issues to make online on PC even more unpleasent than it was pre-patch - issues that were in the PC Beta and widely reported.

Seriously, fuck Capcom.

Not for my team lol

Your team is annoying. Viewtiful Joe voomerang spam for days with doom missiles... Its like a mini morrigan team for my wolverine. Plus online lag on PS3 makes it too difficult to execute anything properly.
 
There is a typo. You need a score of 50 or higher, which you get by having 50 more kills than the rival. Be aggressive in knocking the rival off the ledge without killing to help keep the rival's number down.

Yeah that challenge is wack.

And the Streetsmash ones too. Fuck those challenges
 
I am at 96/105 challenges. A few will come in time, like getting 1000 KOs and 50 hours of play.

Then I have to make the miserable decision:
All-Star Mode with everyone?
All-Star Mode with 15 characters?
100-Man Smash with everyone?
Get all custom parts?
Get all Smash Run powers?

I have already cleared Classic and Smash Run with everyone (NEVER AGAIN).
 
just do All-Star/100-Man Smash with everyone, then hammer the rest if you're not patient (although I would think you would want to unlock all custom moves anyway)
 
I like long sets up to a certain point and when the difference in skill isn't too wide between the players. FT15 and up I'm going to start need breaks in between to let my brain recharge otherwise it becomes auto pilot city.

Which post in the thread starts the targeting of other threads not OT related?
Well, there's an undercurrent throughout the whole thread talking about so-called "Hype" threads and review threads and what are their place in the scheme of things. Posts I linked are where they first really start talking non-game specific mega threads. That's not what FGW is, but I could still see things tipping in this direction eventually.
I'm more concerned about tourney OTs, tbh. Those actually ARE like chatrooms once the action starts.
That's not to say I think the idea of Weekly news threads is safe, mind. It's presumptuous to think they're safe - if changes are coming, they'll probably be spread all over the board.
I don't know, I don't think we have to worry too much about tournament/event threads. Other mods mention how those are treated differently on a case-by-case basis because of their temporary nature.
 
Damn I thought my execution was getting worse but apparently the lower half of my d-pad inconsistently works (probably been like that for a while). I guess when those srks weren't coming out it wasn't my bad execution or lag....
 
Saw this tweet and wanted to reply to UltraDavid

https://twitter.com/ultradavid/status/522561341358235648

Let me preface that I stopped playing at SF4AE which I think I stopping playing around the time AE2012 was announced

In Super, Dudley only had explosive damage and dizzy to carry him. His normals sucked, he would die horribly to far reaching lows like Ryu crMK, Chun crMK, Guile crMK. He has like nothing more to do that the basic for wakeup. His oki game was useless outside the corner, crMK sweep was pretty slow. So he just died to Cammy, Ibuki, Fei, Akuma, Sakura, Chun, Guile, Ryu, etc.

In AE, they added pushback on sHK so he lost CH sHK links, they made sHK xx duck worse on block (it was really safe in Super), sped up crMK and gave EX Duck (which added more to his damage and dizzy output along with punishing more moves that LP/MP didn't reach). I think some things had extended hitboxes and something changed with Jet Upper making antiair trades with it something you want to do.

In AE2012, I think this is where he gained FA Forward Dash better on block, improve his fMP which actually hit low enough to counterpoke some crouching normals and did enough on CH to link into sHP, I think something changed about sHK that was good, LP MGB was safe on block. Best thing was nerfs to everyone else.

USF4 nerfed a lot of problematic characters IIRC. He got improvements but the best thing to happen was nerfs to everyone else.

Dudley was not solid. He suffered in the safe jump, cross up nature of SF4's system since he wanted to do low/throw/overhead which means just backdash vs Dudley, luckily it wasn't hard to corner carry with him where he could shine. If you liked the way Dudley played, you were better of with Sakura, she did everything + more. Or Cody, he had way more + on block normals making his frame traps game scary and better normals for neutral (crLK, sMK, fHK). Playing opponents that aren't scared to push buttons (like Xian) makes Dudley's life hell since fMK is stubby and his other great + on block moves (sMP and sLP) whiff on crouchers. crMK sucked for a while as a poke to challenge other crouching lows.

Dudley also has weird issues like Chun/Rose reelback making fHK sHK on wakeup whiff if done too quickly, crLK crLP sHK whiffing on Rog's wakeup. fMK sMP sHK whiffing on some standing characters forcing the fMK crMP sHK (2 1f links). And characters falling out of Thunderbolt on hit.

Dudley's damage and dizzy always keeps him in a match. His target combos give some easy safe blockstrings. Not sure if they fixed Short Swing Blow in USF4 but it's a terrible move if you don't EX it. He makes great meter.

tl;dr Smug is a strong and smart player, he is beating the players not Dudley IMO. Dudley does suck less than he did in previous versions because he was bottom 10 easily in SSF4 and SF4AE. If he wasn't bottom 10 in AE, then all his bad matchups were the ones getting played.

Note: I probably screwed up which patch the changes happened in but if you look at them all, you'll see he gained a lot since Super.
 
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