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

Maybe ya'll talked about it but I saw some potential mkx block infinite on eventhubs. What's up with early nrs games and block infinites? I know kabal had one but wasn't there one early on in injustice as well?


In development before the properties of moves are decided there will be placeholder or wacky numbers that are not indicative of the final product.

These builds at trade shows are often quite old as well.
 
Numbers for buttons makes perfect sense for Tekken and like we have already shown using the numpad method for Tekken results in a cluster fuck when it comes to listing moves or talking about moves with various status effects in the game.

Yeah but fuck tekken imo
 
FGW | Press F for +12 Blockable Unblockable

FGW | Press 'F' to Block Tekken

FGW | Press 'F' to Adequately Notate

FGW | Press 'F' to Action-Based Game

FGW | Press 'F' to Ignore Blackule
 
What's all this "press f" stuff I've been seeing from?

RezI3QU.jpg

What happens if you don't press F?
 
What's all this "press f" stuff I've been seeing from?

It's about a tone-deaf tutorial prompt at a funeral, where you can Press F to Pay Respects, with an extra prompt on the coffin. It's funny because it sums up how weird COD and other big-budget games can get when they try to balance between standard game design and standard storytelling spots in films.
It's also getting some buzz because it might be offensive to servicepersons. And it's already turned into a hi-larious meme.
 
numbers are garbage in any form in fighting game notation

just use English alphabet letters representing English words like American Jesus intended

L M H
S

LP MP HP
LK MK HK

QCF

HCB

D, DB, B
 
Anyone wondering what a +12 on block move would look like in a 2D fighter, think about aegis reflector, yagyou or sim's ultra in SF4. A lot of slow moving projectiles can have any amount of frame advantage depending on how far they can travel across the screen, and how free you are to move while they're active.

Actually any assist in Marvel would be similar.
 
Apologies if some are repeats

Who wants to watch an arcade playthrough of Mr. Driller?!
YOU DO!

http://www.youtube.com/watch?v=L-h84rpHdqw&list=UUCfnriDcUslGMUMX4Ctkyjg

90+ mins. of Street Fighter EX2
http://www.youtube.com/watch?v=eLuJvgxi7WQ&list=UUCfnriDcUslGMUMX4Ctkyjg

3 Hours of Garou MotW
http://www.youtube.com/watch?v=Oo_d_M_2MqI&list=UUCfnriDcUslGMUMX4Ctkyjg

1 Hour of Hokuto no Ken
http://www.youtube.com/watch?v=PkfmSSIkovo&list=UUCfnriDcUslGMUMX4Ctkyjg

90 mins. of Street Fighter Zero/Alpha 3
http://www.youtube.com/watch?v=I-OR9KC-rfg&list=UUCfnriDcUslGMUMX4Ctkyjg

Street Fighter III 3rd Strike matches
http://www.youtube.com/watch?v=lApH5joNSG0&list=UUSg9kalJ68NKCKZ38KAYm8g

2 hours of Classic Guilty Gear X(X)
http://www.youtube.com/watch?v=GbO4y-RFSTc&list=UUkXtcsyQ6g8coNrclPvt29w
http://www.youtube.com/watch?v=V5CUaGAXtAY&list=UUkXtcsyQ6g8coNrclPvt29w
http://www.youtube.com/watch?v=IEZwn0ziqF4&list=UUkXtcsyQ6g8coNrclPvt29w

1 Hour of Puyo Puyo 2
http://www.youtube.com/watch?v=mH7K8PNVuoQ&list=UUkXtcsyQ6g8coNrclPvt29w

5+ Hours of BlazBlue CP
http://www.youtube.com/watch?v=xu69CkcJOWU&list=UUCfnriDcUslGMUMX4Ctkyjg
http://www.youtube.com/watch?v=UBE9s_b31Lg&list=UUCfnriDcUslGMUMX4Ctkyjg
http://www.youtube.com/watch?v=0PHnqQJ3dZs&list=UUCfnriDcUslGMUMX4Ctkyjg
http://www.youtube.com/watch?v=_wFVHj5pr6Y&list=UUCfnriDcUslGMUMX4Ctkyjg

3 Hours of Tekken Tag 2
http://www.youtube.com/watch?v=DrFTcDANPns&list=UUCfnriDcUslGMUMX4Ctkyjg
http://www.youtube.com/watch?v=w-Qby58zx5U&list=UUCfnriDcUslGMUMX4Ctkyjg

An extra 90 mins. of Puyo Puyo 2
http://www.youtube.com/watch?v=c9b2A9HO6q4&list=UUCfnriDcUslGMUMX4Ctkyjg

90 mins. of USF4 matches
http://www.youtube.com/watch?v=NfXhugp-oVk&list=UUCfnriDcUslGMUMX4Ctkyjg
 
Anyone wondering what a +12 on block move would look like in a 2D fighter, think about aegis reflector, yagyou or sim's ultra in SF4. A lot of slow moving projectiles can have any amount of frame advantage depending on how far they can travel across the screen, and how free you are to move while they're active.
There a bunch of extremely + on block moves in MVC3.

Mag Blast is super + on block. Weasel Shot is like + 13. The Hammer is +16.

Eye of Agomotto is +52. Round Trip is +79.

Having Push block in the game makes these +ve moves not as absurdly powerful as they would normally be.
 
I'm a bit late to the party but I would like to clarify some things (if possible) about the whole "guard break" and +12 thing. Actually I'd like to get away from the term "guard break" and go with the term "guard punish" for a moment...

Someone made a point that if you use akira's 2p+k+g, you can still block... this is true. After 2p+k+g hits on block, you will be at +12 frame advantage which gives you a big enough window to do akira's pk (since it fits in the 12 frame window) but you couldn't do 66p (which comes out in 13 frames)

using the move provides you with a guaranteed instance, but the recovery window is a lot smaller than say a guard break in King of Fighters or whatever.

Also, I should mention that you can not throw the opponent when a character is in this "guard punish/break" state.. if that matters

The problem with this discussion is probably an issue where nobody has agreed on a clear definition of the term "guard break"
 
Other than that alpha block infinite Place holder.

is there any Capcom heads looking to turn to the Dark side this time around, some always say they do but most dont stick

MKX im talking about
 
You get used to numpad notation pretty quickly when you need to. It would probably have helped people new to the notation if whomever decided back in the day to start using numbers used a telephone's number layout, since everyone has a cellphone nowadays and is more familiar with it, but back then I guess the numpad made more sense.

Letters for buttons > *

I liked that about Soul Calibur when I was kid. Made everything simpler.

The Fall Classic is literally anime
manga
.
?
 
SCV has the same thing with break attacks. Blocking them in certain situations leads to enough advantage that a quick move will be guaranteed.

And yeah, Rival Scenes was interesting.

Probably because FGW consists of like 3 (maybe) Europeans, I ended up watching at work.
Sorry.

Tekken notation is dreadful.

Old Guilty gear notation is terrible. Using the names of the moves, and abbreviating them when ever see fit. Nuke that shit to orbit.

FGW | Press 'F'+1+2, d/f+2, d/b+2,1, f,b+2,1~5, TA!, [d+2,2,3], WR+2+4 (98 DMG) (As Lars)


BRILLIANT!
 
Notation discussion is always the stupidest shit ever. Every game has it's own style and it generally makes sense for the move lists and button layouts.

You have to have a really big stick up your ass to complain about spending 1 minute to adjust to the notation style a game uses, imo.
 
I'm a bit late to the party but I would like to clarify some things (if possible) about the whole "guard break" and +12 thing. Actually I'd like to get away from the term "guard break" and go with the term "guard punish" for a moment...

Someone made a point that if you use akira's 2p+k+g, you can still block... this is true. After 2p+k+g hits on block, you will be at +12 frame advantage which gives you a big enough window to do akira's pk (since it fits in the 12 frame window) but you couldn't do 66p (which comes out in 13 frames)

using the move provides you with a guaranteed instance, but the recovery window is a lot smaller than say a guard break in King of Fighters or whatever.

Also, I should mention that you can not throw the opponent when a character is in this "guard punish/break" state.. if that matters

The problem with this discussion is probably an issue where nobody has agreed on a clear definition of the term "guard break"

Wouldn't that just be the hitstun wearing out? Or is it like: Get hit with 2p+k+g => period where Akira can hit you with pk => some length of normal blockstun?

The window being a lot smaller than KOF or something wasn't the issue here. We just have issues with the wordings and at least I have trouble believing AM2 would tie the guard breaking to frame advantage instead of just flagging the moves given VF5 already uses flags extensively (AFAIK).

Also I trawled VFDC wiki for examples of high frame advantage moves. Pai 66K+G first hit probably isn't +18 on block? :D
 
What is so hard to understand about "quarter circle forward" that you have to use "236" instead?!

Numpad notation is an international standard that isn't limited by language.

It's also faster to write and easier to understand if you take 30 seconds out of your day to do so.

Now the worst thing I ever heard as an argument against numpad notation was "it doesn't work when not on 1P side". I facepalmed so hard that I altered Earth's trajectory.
 
Wouldn't that just be the hitstun wearing out? Or is it like: Get hit with 2p+k+g => period where Akira can hit you with pk => some length of normal blockstun?

The window being a lot smaller than KOF or something wasn't the issue here. We just have issues with the wordings and at least I have trouble believing AM2 would tie the guard breaking to frame advantage instead of just flagging the moves given VF5 already uses flags extensively (AFAIK).

Also I trawled VFDC wiki for examples of high frame advantage moves. Pai 66K+G first hit probably isn't +18 on block? :D

Yea I agree, this is the thing I'm curious and questioning about because I would think that these moves have a special property and the frame advantage is a consequence of the move interacting upon the guard instead of the guard break or punish is a consequence of the frame advantage. Because to me the implication of the second makes it sound like if a move every connects within a guard stun, it would hit them, which doesn't seem right to me. I know from playing the older Soul Caliburs they have moves with a guard break property and you can even soul charge to add GB to some moves, and the window to hit them after connecting one to a block varies.
 
Isn't there a SFxT version of this gif?

Nothing can bring SFXT back from the dead.

66 5C > 6C > 66 5C > 2C is way more civilized than dash st.c xx f+c dash st.c xx cr.c

That's how I feel too


You ever read those MVC3 SRK combo threads with the buttons from the wiki?

Man go write down the tac infinites with that shit. See if you have a good time.


Here's a good one from the MVC2 wiki.

variant of the rom infinite.

[sj.lk ad df lk lk] [sj.lp ad df lk lk] [sj lp lk ad df lk lk] [sj. lp lp ad df lk lk]

7838536.gif
 
Number notation is more efficient.

Anways, I was watching recent high level JP UNiEL footage and holy crap did they optimize some things.
 
What is so hard to understand about "quarter circle forward" that you have to use "236" instead?!

Like others have said, international standard not bound by language and it's straight up just cleaner and more efficient.

and I....like that. Kinda like how Chess has its own universal notation for matchlogs, allowing them to communicate moves to players all around the world regardless of language in a clear and concise way.

I mean if you want to use QCF and fierce and roundhouse in forum or offline conversations that's fine, but numpad notation should absolutely be the standard for any wiki or other resource. At least for 2D games. (Seems like it makes sense for 3D games too sans Tekken apparently for some reason.)

There's literally no benefit to QCF over numpad other than it's what street fighter players are used to and they're too lazy to remember what a numpad looks like/how a numpad works when one is right in front of them while they're typing combos out. :x
 
What is so hard to understand about "quarter circle forward" that you have to use "236" instead?!

It's not that it's hard, it's just rigid. Circle-shaped command notation works great for commands that are, well, circle shaped - but single direction commands, neutral commands, horizontal and vertical tapping commands and other nitpicky commands don't have notations that are as standardized as the circular ones. Descriptive notation for stuff like that is a no-man's land - one person says 'tap up, then down', another person says 'hold up, then press down', and suddenly it's bedlam!

I'm hesitant to bring up the fact that it's an English phrase as well - because I've seen people use other people who don't speak English as a cudgel for this sort of thing - but numbers ARE more universal. Some games can't use either of those, too - the Tekken series was brought up many times in the last couple of posts, but really, any game that's cut from bigger cloth than the norm might need its own notation. Plus, if you've got to break down the meaning for quarter-circle forward or QCF anyway, then the differences become arbitrary.
 
It is so hard to find the right damn GIF on Google. It took me about fifteen minutes.

And yeah, like I said on FB, I don't really mind losing to Clangers (Chris Walter) - he has played Hawk for a long ass time and I was playing really disrespectfully.

And like I always say about numpad notation: any notation that doesn't reflect there is a 2p side is bad notation.
 
Old Guilty gear notation is terrible. Using the names of the moves, and abbreviating them when ever see fit. Nuke that shit to orbit.

Best notation

Straight Kick > Mind Games > Roundhouse > Enhanced Sky Grapple > Flying Kick > Flip Kick > Stay Down > Release the Bats > Enhanced Grapple > Straight Kick > Injustice > Straight Grapple

Someone got paid to write those puns for the combo string names, damn it!
 
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