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

Shidosha, does blocking have a start up in VF? Or was it instant frame-wise. I don't actually recall. That would make this easier to layout properly.

Going to guard is instant.
Going from stand to crouch isn't.
Does Shidosha even come here anymore?
 
Aren't 360s usually the other way though

Tangentially related, I remember seeing an SF4 player on Twitter mention how he didn't like that Potemkin's grab was HCB because it made it harder to do an SPD from blocking compared to SF4. I had never thought of that before I saw it mentioned, probably because I don't play grapplers.
 
The only time blocking has any start-up is in side turn or back turn situations, and that's because you can't block in those situation normally and you need N frames (3 for side turn and 6 for back turned, iirc) to go into a valid blocking state. It's why jabs at +10 sideturned can't be blocked but can be ducked.

That's what I thought.

So i went and looked up Akira's 2 P+K+G (because I only know El Blaze lol) and as I recall that's an actual guard break with 12 frames of advantage to let you do a combo afterwards.

The key point to remember, assuming my understanding of frames and how they work is correct. If a move is say +12 on block it should mean that the person attacking gets 12 frames of advantage to do something that they want. However, this does not mean that the player that is at disadvantage cannot do anything. If they tried to hit a button then they'd get counterhit (for the frame trap) but if they just blocked it, then they should be able to continue blocking the attack. A guard break destroys your guard when you block it and there's a free window of attack for the player who landed it to follow-up afterwards, at least until you recovery from the reel.

If you block Akira's 2 P+K+G, you can't block for 12 frames after blocking it. This would be a guard break because you enter a state where whatever you're doing does not work. Why is the case? If guarding in this is does not have start and this move wasn't an actual guard break, then as soon as they blocked it, they should still be able to block the follow-ups. But the fact that a 12f punch connects after your opponent blocks it, shows that the move actually breaks your guard all the way and not just a matter of frame advantage.

I think i wrote that right. After lunch sleepiness is kicking in. So that might not make sense.

Going to guard is instant.
Going from stand to crouch isn't.
Does Shidosha even come here anymore?

Shidosha just posted on the last page, lol.
 
What select button? :)

Actually, the move list screen tells you the exact button =P

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I got your joke, anyway.
 
That's what I thought.

So i went and looked up Akira's 2 P+K+G (because I only know El Blaze lol) and as I recall that's an actual guard break with 12 frames of advantage to let you do a combo afterwards.

The key point to remember, assuming my understanding of frames and how they work is correct. If a move is say +12 on block it should mean that the person attacking gets 12 frames of advantage to do something that they want. However, this does not mean that the player that is at disadvantage cannot do anything. If they tried to hit a button then they'd get counterhit (for the frame trap) but if they just blocked it, then they should be able to continue blocking the attack. A guard break destroys your guard when you block it and there's a free window of attack for the player who landed it to follow-up afterwards, at least until you recovery from the reel.

If you block Akira's 2 P+K+G, you can't block for 12 frames after blocking it. This would be a guard break because you enter a state where whatever you're doing does not work. Why is the case? If guarding in this is does not have start and this move wasn't an actual guard break, then as soon as they blocked it, they should still be able to block the follow-ups. But the fact that a 12f punch connects after your opponent blocks it, shows that the move actually breaks your guard all the way and not just a matter of frame advantage.

I figured it was like this, to me it wouldn't make sense to tie guard breaking to your frame advantage, so there must be a guard break property. Rather the frame advantage is what happens after you break the guard, because the other way just doesn't sound right with the implications about the system.
 
the arrows for moves in the movelist switch to match your side in NRS games and it sucks

it also sucks that it displays controller buttons in the menu instead of attack strength/type icons

It does suck but I think it's helpful for the type of people who will play those games only for their story modes.
 
Man I was so angry at SCII's movelists back in the day cause they used ABKG instead of the buttons they corresponded to on the gcn controller

Namco's movelists and how terrible they are is one of the biggest knocks against the company. I blame patents, but it's an area where they should just pay up to copy VF.
 
Numpad notation is perhaps the stupidest thing of all things. I don't think for a second there is any pragmatic or legibility advantage as opposed to just using QCF etc. It really does sound to me like something someone made up just so they can make something seem more complicated for the sake of doing so, especially considering you can express the same still with the same number of meaningful letter characters as well.
 
Bit late but I prefer numbers for attacks and abbreviations for actions, it just looks the cleanest.


B213 looks a lot better than BHP, LP, LK. Long combos tend to just look horrendous at times with most fighters and I think anime is too extreme in the numerical direction.
 
Numpad notation is perhaps the stupidest thing of all things. I don't think for a second there is any pragmatic or legibility advantage as opposed to just using QCF etc. It really does sound to me like something someone made up just so they can make something seem more complicated for the sake of doing so, especially considering you can express the same still with the same number of meaningful letter characters as well.

Okay why don't you try and talk to japanese players using QCF
 
Numpad notation is perhaps the stupidest thing of all things. I don't think for a second there is any pragmatic or legibility advantage as opposed to just using QCF etc. It really does sound to me like something someone made up just so they can make something seem more complicated for the sake of doing so, especially considering you can express the same still with the same number of meaningful letter characters as well.

It's the exact opposite of making something complicated.

You did not read my post about international communication. Perhaps you've never watched a JP combo video?

Please tell me you are trolling like Busaiku was earlier.
 
Numpad notation is perhaps the stupidest thing of all things. I don't think for a second there is any pragmatic or legibility advantage as opposed to just using QCF etc. It really does sound to me like something someone made up just so they can make something seem more complicated for the sake of doing so, especially considering you can express the same still with the same number of meaningful letter characters as well.

It exists to more clearly express certain types of motions and directions quickly and easily. Melty Blood IABD is a good example, it uses 496 as its notation because it's a very specific motion. There are other things like this and just basic stuff that make it easier to have a shorthand for stick directions. Explaining things like 1 > 7 > 1 OS is way easier since I can just say "1 > 7C+D > 1" to notate all the inputs and when they happen.

I don't know why I bother explaining this though, because people just don't wanna learn numbers and will say whatever they want to justify it.

Universal language is a big plus. I read a lot of JP docs and BBS and things, and I can instantly read a set of inputs and know what's going on.
 
Guys, I am just getting into fighting games and started playing Skullgirls with a friend regularly. Which site would you recommend me to read up some combos or character tips?
 
People beefing over notations like it's Tupac & Biggie. It's not that serious. Just use what works for the game that you are playing.

Number notation works well for 3D games and it's international.

Man I was so angry at SCII's movelists back in the day cause they used ABKG instead of the buttons they corresponded to on the gcn controller

The game tells you which actions correspond to which buttons that are mapped to your controller.

Because I didn't use a keyboard to play fighters like a nerd

Playing fighting games is for nerds anyway.

For arcade, Tekken only has four buttons. Five with the obvious tag button that sticks out from the rest for TTT2. It's not that confusing in that context.

It is when you talk about games other than Tekken, and when communicating what's going on to people who don't play Tekken.
 
Guys, I am just getting into fighting games and started playing Skullgirls with a friend regularly. Which site would you recommend me to read up some combos or character tips?

Seconding Skullheart, just quoting you so you see it.

I feel like we're all just getting trolled cause ANIME

Sorry, after teaching people anime stuff for awhile and hearing "I don't want to learn this notation" over and over again I get grumpy pants -_- It will never get as bad as Fanatic though.
 
Fun fact about number notation: it confused the hell out of me for a brief moment as, at first, I always visualized a telephone number pad as opposed to a keyboard one...

As for QCF, et al; the problem is that is assumes a familiarity with not only English, but also Street Fighter, especially when you go beyond the circles and into DP/Z motions.

Just $.02 from a functioning Scrub...
 
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