Fighting Games Weekly | Nov 3-9 | Tekken Our Jobs

i just saw nightcrawler
dan gilroy might be a better filmmaker than his brother :T

michael clayton is gr8 though
 
VF has a block button too and guarding is instant (except when side turned) but if you're -12 a 12f move is unblockable
so confused
 
VF has a block button too and guarding is instant (except when side turned) but if you're -12 a 12f move is unblockable
so confused

Pretty sure in BB and P4A, a +12f move would mean that an opponent is forcibly stuck blocking for that many frames before they can do anything else, but they could still block any other move from the opponent that would be 12f or faster.

Example (P4AU): Adachi's 214AB is +13, but a follow-up 5A (with 6f startup) wouldn't hit the opponent no matter what; they'd just be forced to sit there and block it. Guessing it's the same thing in MK, despite the block button?
 
If that move is +25 on block then what's causing the block string infinite is that the overhead is starting up at 25 frames or faster.

The real culprit is obviously the move being +25 on block, that is obviously not correct.
 
Pretty sure in BB and P4A, a +12f move would mean that an opponent is forcibly stuck blocking for that many frames before they can do anything else, but they could still block any other move from the opponent that would be 12f or faster.

Example (P4AU): Adachi's 214AB is +13, but a follow-up 5A (with 6f startup) wouldn't hit the opponent no matter what; they'd just be forced to sit there and block it. Guessing it's the same thing in MK, despite the block button?



Correct.
 
comment says its +25 on block? how does MK frame data work if that doesn't mean moves with less than 25f startup will connect? you can block at -25?

VF has a block button too and guarding is instant (except when side turned) but if you're -12 a 12f move is unblockable
so confused

You're switching the positions around. The advantage is from the attacker's position.

If the attack is +25 on block, then the defender has in block stun for 25 frames after the attacker is back to neutral. But block stun is still blocking.

If the attack is -12 on block, then the defender has 12 frames to punish the attack while the attacker is still recovering.

Only think about the following attack being unblockable when moves are negative on hit, not positive
 
In that case the attack wouldn't be unblockable, it would be a combo.

Seems like there was some misunderstanding between advantage on hit vs advantage on block. I am sure the guy in the YT was talking about +25 on block for the move.
 
Speaking of smash
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Totally deserved.

smashed
 
It's an absurd amount of advantage in any case. Don't know why they thought it had to be that high. Although I think 3D games generally have higher startup frames
 
It's an absurd amount of advantage in any case. Don't know why they thought it had to be that high. Although I think 3D games generally have higher startup frames


Yeah they do. The fastest moves are like 6-7 frames. Still, +25 is not normal and won't be like that for real. At this point in development there's all kinds of wonky frame data.
 
At least NRS patches like a PC dev so that sort of thing gets fixed. I know FGC whines and complains about people actually fixing their games (even Skullgirls gets this sort of whining)- but at least those devs understand how to support games.

As for the animations, to me that's no worse than an anime fighter. Same level of jankiness. This isn't SG or 3S.

Not to mention we get into the how "creators intention" debate too. They look janky... compared to what?
The only time this works, is when have a game where a certain character doesn't fit the rest of the game (see Maya in KI Season 2)
 
At least NRS patches like a PC dev so that sort of thing gets fixed.
???

they started patching MK9 after 1 year from launch, i guess to somehow appease the barrage of negative reviews with the aproach of MKX launch
they haven't fixed shit though, just made the game playable for people having trouble to launch it and basic technical issues like that.

netcode is still hot garbage with lag even at 2-5ms pings playing people less than 5 kilometers away.. but then again, Ultra in ranked is plagued with issues too.

fighting game devs are disgustingly incompetent, negligent.
 
???

they started patching MK9 after 1 year from launch, i guess to somehow appease the barrage of negative reviews with the aproach of MKX launch
Pretty sure this isn't the case, I didn't play the game competitively(thanks to unplayable online) or follow it much. But I remember stuff like Kabal blockstun infinite and Cyrax vortex being patched out within a few weeks. Certainly before the first year.
 
In contrast, Samus' skimpy outfit thread gets likes 2000 posts of discussion out of nowhere. I will never let go of that thread example because it replicates what people really care about.

Probably the same people that get into Tekken customization
 
oh my bad, i thought you were talking about the PC version when you said "At least NRS patches like a PC dev"
Oh, not me, I didn't say that. ;p

Not sure what happened with the PC version, but the discussion was mainly about character balance patches, not game fixes/stability which I assume what the PC version patches were(it already came out after NRS was done patching the game for competitive balance).
 
ha, even the Smash OTs themselves fizzled out just like I thought they would, all that pre-release hype was just that
They were discussing the same garbage when all that was announced was a title and the fact that one would also be on 3ds. Voting for Nintendo congress is over but the same exact crap will come up next time.
 
if you're at -8 then I'm +8. advantage can be looked at from both ends and it means the same thing.
It can be, but why complicate things? Talking about frame data from defending character position doesn't make much sense, since they're tied to the attacking character's moves, ie, this move is +3 on hit, -2 on block for the attacking character is the standard way of looking at frames advantage.
 
Really bizarre that the COD review thread seemed to get no traction. Wonder what that means.

Was looking forward to the bedlam.
 
Really bizarre that the COD review thread seemed to get no traction. Wonder what that means.

Early impressions I am seeing do not seem too excited about multiplayer and that seems to be the bread and butter of the franchise. Maybe it's finally gotten too stale for people.
 
It can be, but why complicate things? Talking about frame data from defending character position doesn't make much sense, since they're tied to the attacking character's moves, ie, this move is +3 on hit, -2 on block for the attacking character is the standard way of looking at frames advantage.
I guess because I don't think it's very complicated
and it makes total sense to talk about it from the defenders perspective because I was asking why they can block at -25
 
Really bizarre that the COD review thread seemed to get no traction. Wonder what that means.

Was looking forward to the bedlam.
Isn't it getting mostly good reviews? I assume most of the people around here are disappointed and don't feel like posting in the thread because of it. ;p

I guess because I don't think it's very complicated
Complicate things as in it could leads to confusions, like what happened here, with each talking about advantage from a different perspective.
 
Really bizarre that the COD review thread seemed to get no traction. Wonder what that means.

Was looking forward to the bedlam.

Just shows how dead the franchise is when people can't get angry enough to bash a game or circlejerk about how unanimous the reviews are.
 
I guess because I don't think it's very complicated
and it makes total sense to talk about it from the defenders perspective because I was asking why they can block at -25

I'm confused about your previous example of why a 12f move hitting a -12 defender unblockable? He would still just be blocking because he didn't leave block stun (or course if he let go guard in a game with a block button he would be hit). The Scorpion move is just a block infinite because the startup of the next move is shorter than the block stun of the move that hit the block. I believe CE Bison had something very similar, where he can scissor kick you into a block infinite, I think Watson mentioned pulling it out on people.

IMO block infinites are worse than regular infinites. The reason because the person managed to block an attack, but they are rewarded with basically losing by getting stuck in a disadvantageous position or letting go to get hit by a full combo, so it's a lose lose situation where if you block you are screwed but if you get hit, you are screwed. A normal infinite the person at least had to get opened up and get confirmed into the combo.
 
because that's how it works in the game ive mained for like 3 years.
I don't know how blocking work in VF, but shouldn't you say: 12f move hitting a -12 attacking character is unblock-able

As a "-12 defending character" is being stuck in block stun for 12 frames, why would a move hitting him while he's in block stun be unblock-able? Unless that's how it works in VF, of course!
 
But it's on block, not a hit. If he is still in blockstun and holding block he will still block it, unless that move was a guard break or something.
no, VF does not differentiate frame data like that. if you're -12 you're -12 regardless of how you got there and you can't block until the 13th frame. it's how some sideturned stuff works because when ST it takes 3f to block so -9 is guaranteed P,K.
 
basically by not differentiating how blocking works on block vs on hit +25 would actually mean something in VF while unless your frame traps involve moves that are 25f slower than your opponents fastest attack, it might as well be +4 or something. which is probably what they wanted anyway.

but yeah +25 made me double take. in VF you can pretty much do anything you want at that point, free of charge.
 
no, VF does not differentiate frame data like that.

That's rather unique then. From what I understand in most games once you enter block state you won't leave it until block stun ends. Some games might even distinguish crouching/standing block recovery, or not.
 
no, VF does not differentiate frame data like that. if you're -12 you're -12 regardless of how you got there and you can't block until the 13th frame. it's how some sideturned stuff works because when ST it takes 3f to block so -9 is guaranteed P,K.
Oh I see now, there are some instances like that in Tekken too. Moves that end up with you facing the other way, so while the move is, say, -7(you can move again after 7 frames), you can only block after turning forward, so it's -7 + -[what ever number of frames it take you to turn forward in Tekken].
 
That's rather unique then. From what I understand in most games once you enter block state you won't leave it until block recovery ends. Some games might even distinguish crouching/standing block recovery, or not.
frame advantage counts the difference in time between when block stun ends for the defender and the recovery frames of a move used by the attacker.
 
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