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

Their orders were different but it included luffy, bonchan, snake eyez, sako, infiltration, ryan hart, daigo, xian and gamerbee. I think the difference between their lists was that fuudo was 10th for James and 10th was Nemo for david.
Not even gamerbee himself would agree with gamerbee being on that list.
 
I love how the Japanese players actually use Tournament mode online to play with each other.

North Americans can't do it cause the connection would be turrible.

On the TopangaTV weekly stream they got: YHC Mochi, Pepedai, Nishikin, Inco and others not to mention Momochi/Mago and Tokido playing on stream.
 
CPT website just posted the entire schedule for Capcom Cup



i wonder what the special announcements will be...

on the site they said you won't want to miss this announcement. I'm saying it's a SF5 cgi trailer because it's the end of the year and you can start the hype train going into 2015.
 
on the site they said you won't want to miss this announcement. I'm saying it's a SF5 cgi trailer because it's the end of the year and you can start the hype train going into 2015.

safer bet is hes going to announce that he will announce something soon so stay tuned
 
I did something like this recently, and it's always difficult to rank players around the world, because there's very little shared context. So you do something akin to triangulation. Even for someone like me, who has access to a ton of data, you're still doing a lot of hypotetical work.

I'm slightly surprized that Pepeday isn't on there, considering how efficiently he tore through TGS. He has a *ton* of momentum right now.

I guess they want to see more of him? But that's why I'm like "heh, then why Sako and Nemo?" Fuudo is questionable too if you're talking about participation. Playing favorites is part of this list I think.


Not even gamerbee himself would agree with gamerbee being on that list.

I would put Gamerbee top 10 based on participation but I don't think he's better than say, Kazunoko or Momochi, ability wise.
 
Do you think internet speed is holding FGs back? What if remove one frame windows on combos?

If they put in an auto-turbo mechanic it would be fine.

Press and hold a button during the last ten frames of recovery for it to come out on the first frame afterwards.

Oh yeah - some UK folks are planning on going to DHW this year, so I might be going back with them. I don't think I'll compete this year, though. Casuals and support only. :)
 
Do you think internet speed is holding FGs back? What if remove one frame windows on combos?

Fighting games don't rely on speed, so no. Netplay is generally terrible because of distance, which you can't change. What we could do, is concentrate players in a central location. I think Cali is already that location in the US, which is fine.
 
Fighting games don't rely on speed, so no. Netplay is generally terrible because of distance, which you can't change. What we could do, is concentrate players in a central location. I think Cali is already that location in the US, which is fine.

The amusing thing is that California is still bigger than Japan. :V
 
The fact that its safe is even better. So many people press buttons after it that I can hit them with immediate DPS after like 50% of the time

It's funny that it's -1 on hit though, I think Chun can punish it if she's hit, but not when blocking, since it's 0.
 
Do you think internet speed is holding FGs back? What if remove one frame windows on combos?
Absolutely. A huge number of people dropped MvC3 Vanilla early on because the online was unplayable. In fact, I was about to drop the game entirely when UMvC3 was announced. I stuck around because there was the potential for improved netcode, and we lucked out. UMvC3 still has some of the worst netcode in the fighting game world, but it's a significant improvement over MvC3 Vanilla.

I stopped Smash Brawl after 1 month because of the netcode.

Smash 4 has pretty solid netcode on the 3DS, so I am expecting great things on the Wii U version.
 
Absolutely. A huge number of people dropped MvC3 Vanilla early on because the online was unplayable. In fact, I was about to drop the game entirely when UMvC3 was announced. I stuck around because there was the potential for improved netcode, and we lucked out. UMvC3 still has some of the worst netcode in the fighting game world, but it's a significant improvement over MvC3 Vanilla.

I stopped Smash Brawl after 1 month because of the netcode.

Smash 4 has pretty solid netcode on the 3DS, so I am expecting great things on the Wii U version.

Reason why I stopped playing Injustice.

I actually really liked the game.. but mix in the natural slow feel of the game with poor netcode and the constant input lag online = Useless
 
pepeday going to canada cup this weekend?

CanadaCupGaming ‏@CanadaCupGaming 25m25 minutes ago
It's the last few hours to register for #CCG2014 Did you know that @Twitch is sending a certain El Fuerte player from Japan our way?
 
If they put in an auto-turbo mechanic it would be fine.

Press and hold a button during the last ten frames of recovery for it to come out on the first frame afterwards.
Modern ArcSys fighters (like BB and P4A) do this (there's a five-frame buffer in all button inputs) and the online modes in those games still suck. It's mainly an infrastructure issue: between the games having garbage networking subsystems (which is frustrating, because it's a problem with solutions no one uses) and American Internet infrastructure being Z-tier for an industrialized country. (Never mind all of the other infrastructure issues this country has, but that's veering way too off topic).

You can't resolve the issue of distance entirely but you can do a lot to mitigate it, but it's not something most fighting games do for one reason or another. It's not easy or cheap, but it's necessary to be competitive in this market.
 
Absolutely. A huge number of people dropped MvC3 Vanilla early on because the online was unplayable. In fact, I was about to drop the game entirely when UMvC3 was announced. I stuck around because there was the potential for improved netcode, and we lucked out. UMvC3 still has some of the worst netcode in the fighting game world, but it's a significant improvement over MvC3 Vanilla.

I stopped Smash Brawl after 1 month because of the netcode.

Smash 4 has pretty solid netcode on the 3DS, so I am expecting great things on the Wii U version.
I liked getting Akuma's overhead assist to land day 1 online because people weren't pushblocking yet. :-P
 
Absolutely. A huge number of people dropped MvC3 Vanilla early on because the online was unplayable. In fact, I was about to drop the game entirely when UMvC3 was announced. I stuck around because there was the potential for improved netcode, and we lucked out. UMvC3 still has some of the worst netcode in the fighting game world, but it's a significant improvement over MvC3 Vanilla.

I stopped Smash Brawl after 1 month because of the netcode.

Smash 4 has pretty solid netcode on the 3DS, so I am expecting great things on the Wii U version.

Vanilla Lobbies didn't let the people in the queue see the match being played. That pretty much killed a lot of my old college friends interest in the game. Lag killed everyone else's interest. Same with MK9 and some strange patch issues. Once UMvC3 came out, they thought it was too fast/flashy or the skill gaps between friends made it less fun for them.
 
Modern ArcSys fighters (like BB and P4A) do this (there's a five-frame buffer in all button inputs) and the online modes in those games still suck. It's mainly an infrastructure issue: between the games having garbage networking subsystems (which is frustrating, because it's a problem with solutions no one uses) and American Internet infrastructure being Z-tier for an industrialized country. (Never mind all of the other infrastructure issues this country has, but that's veering way too off topic).

You can't resolve the issue of distance entirely but you can do a lot to mitigate it, but it's not something most fighting games do for one reason or another. It's not easy or cheap, but it's necessary to be competitive in this market.

Yeah, ASW been on this for awhile. UNiEL has a crazy ridiculous buffer system and I can't play it online even, the nature of the interactions in the game make it pretty bad.
 
Interesting that the MS-sponsored Halo tournaments will have prizes far closer in scope to Capcom Pro Tour than anything from the moba world.
 
Interesting that the MS-sponsored Halo tournaments will have prizes far closer in scope to Capcom Pro Tour than anything from the moba world.

Doesn't really make sense to spend a ludicrous amount of money for the first tournament. It'll probably serve them better if they let it grow into something bigger.

Take notes, Canada Cup.
 
What I want from the new Guilty Gear is a revival of the golden age of combo movies.
When you say "golden age of combo movies" I picture a dude flying through a window in slow motion like the intro to one of Slim X's videos lol. That's whats missing these days, footage from random obscure western movies.
 
Mike Ross ‏@ThatMikeRossGuy 53s53 seconds ago Huntington Beach, CA

Looks like its @fchampryan @SmugDaBeast and myself in the 3v3 at Canada Cup! Go team USA! Time to dust off the ol' handa :(
 
When you say "golden age of combo movies" I picture a dude flying through a window in slow motion like the intro to one of Slim X's videos lol. That's whats missing these days, footage from random obscure western movies.

Katsu_fly.jpg
 
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