Fighting Games Weekly | Nov 10-16 | Frauds Among Us

[QUOTE="God's Beard!";138744871]The problem with picking those guys is that they aren't I-No.[/QUOTE]

Boneitis.jpg

I remember seeing a guy play I-No at a local event. I don't want my hands to face that
 
Streaming yourself learning is completely different and I think that's a wonderful idea

Branding it as a tutorial seems a little over ambitious though. That's something best left to people who already know I feel.(know the games and how to capture and edit video footage in a professional way. Rarely are good tutorials one man jobs)

I wanted to do this (the watch as I learn a game thing), but never had the time. Was planning on doing a "Miku the Scrub" show where people could watch, point, and laugh as I made pathetic attempts at learning how to jump cancel with Millia...

As for tutorials, something I'd personally like to see are ones that explain HOW combos work in games. A lot of tutorials focus on how to do specific combos, but spend no time on why certain moves will lead to combos while others don't. For example, why can I combo off of "Attack A" and not "Attack B"?

I'm probably not explaining myself very well, but I really don't know all that much about how fighting games work beyond a slightly more than casual level. And there are probably videos like this out there that I don't know of.
 
I remember seeing a guy play I-No at a local event. I don't want my hands to face that

xrd ino is significantly easier to play (regarding left/right hand dexterity and execution) compared to +r or past iterations

Im just gonna scumbag and play ramlethal

fantastic choice actually. ppl kind of realize it already, but that character is the real gorilla of this game
 
I actually have the opposite problem with GG that no did with uniel. Everyone looks fun to play and Icould see myself playing anyone in the game.

Ram is the character I want to focus on competing with, but I want to lab every one to find a secondary
 
I remember seeing a guy play I-No at a local event. I don't want my hands to face that

RIP finger joints

Im just gonna scumbag and play ramlethal

Hard combos + online, but at least you can spam sword calls!

I wanted to do this (the watch as I learn a game thing), but never had the time. Was planning on doing a "Miku the Scrub" show where people could watch, point, and laugh as I made pathetic attempts at learning how to jump cancel with Millia...

As for tutorials, something I'd personally like to see are ones that explain HOW combos work in games. A lot of tutorials focus on how to do specific combos, but spend no time on why certain moves will lead to combos while others don't. For example, why can I combo off of "Attack A" and not "Attack B"?

I'm probably not explaining myself very well, but I really don't know all that much about how fighting games work beyond a slightly more than casual level. And there are probably videos like this out there that I don't know of.

I think the reason why you don't see that for certain games like Xrd is because the way certain moves chain and juggle into each other is character specific; unlike Marvel, where A B C works with almost every character.

Rather than write down all the potential chains, links or juggles off moves, which could take ages, it's best to visually confirm what's being done from the video of combos/tutorials being shown and accept the optimal strategies.

That being said it would be best if you learned these terms to help with understanding almost all anime fighting games:
Gatling
Reverse Gatling
Linking
Chaining

I would type more but I'm intermittently posting at work ('@')
 
I hope people stick with Xrd. I mean obviously the people will keep playing it but I just want it's scene to be bigger the the average airdasher scene.
 
I think I am going to plunk down the money to start making fighting game tutorials on Youtube. Is there a guide anywhere on the kind of equipment/software you need to make something good?

I've been dipping my toes into the youtube tutorial-making stuff, and it's not too difficult. Having a teaching background is honestly very helpful- there are lots of videos showing tech without ever telling you how/why/etc. I use an LGP and it works for anything that doesn't have HDCP (it works with all last gen stuff as well as PS4). Not sure if WiiU had HDCP, but HDCP strippers exist, so you can deal with it one way or another.
 
XRD has all of the makings of it being the SF4 of anime games.

-return of the king mentality (the king of anime games)
-mostly reverts back to a previous, simple, and arguably more popular version of the game (#R)
-implements changes to make the game easier and more accessible
-adds new mechanics that aren't too difficult to wrap your mind / hands around
-amazingly striking and groundbreaking art style that has garnered outside attention

Only thing it's missing is press enthusiasm and the audience of people who have nostalgia for GG.
 
XRD has all of the makings of it being the SF4 of anime games.

-return of the king mentality (the king of anime games)
-mostly reverts back to a previous, simple, and arguably more popular version of the game (#R)
-implements changes to make the game easier and more accessible
-adds new mechanics that aren't too difficult to wrap your mind / hands around
-amazingly striking and groundbreaking art style that has garnered outside attention

Only thing it's missing is press enthusiasm and the audience of people who have nostalgia for GG.

I really hope for this the most. This will be my first GG.
 
Would like to see some consistent weekly streams for Xrd as well. I can't play the shit when it launches but I would watch the game, community, and competition develop on the outside looking in.
 
I really hope ArcSys steps up the netcode for Xrd. All of those added features (and they do sound nice!) aren't going to mean anything if the online play is as bad as BBCP or P4AU are online.

I find the non-confirmation of the PS3 HID drivers in Xrd amusing... but of course a JP developer will never actually say no. Then again, I'm surprised they even acknowledged it. Hopefully they can slide support for it in, even though it's really late into production.
 
As for tutorials, something I'd personally like to see are ones that explain HOW combos work in games. A lot of tutorials focus on how to do specific combos, but spend no time on why certain moves will lead to combos while others don't. For example, why can I combo off of "Attack A" and not "Attack B"?

Although it's not a video, there's this for starters: http://thirdpersonblog.wordpress.co...erstanding-combo-systems-part-1-the-elements/

At a most universal level, combos work the same way in every game: a move combos when the attack used starts up and connects before the opponent recovers from the previous hit. Anything beyond that is very game- or character-specific, in terms of different ways that the game / character allows you to connect that next attack in time.

The reasons why something doesn't seem to combo could boil down to one (or a combination) of a few universal reasons:
- The opponent isn't stunned long enough from the previous attack.
- The attack used to follow up isn't fast enough.
- Your recovery from the previous attack is too long to be able to do anything afterwards.
- You did it wrong.

It would be helpful to know more about what a good explanation for "how a combo works" would be. Would an answer like "You can combo into Attack C off Attack A but not Attack B because Attack B doesn't stun the opponent long enough" be useful? That seems like a uselessly obvious answer though. Or how about "Attack D can connect in time after Attack A because you can cancel into it out of Attack A's recovery, whereas Attack B's recovery can't be canceled at all"?

It would also be very time-consuming to iterate through every possible connecting combo parts, so it seems like games and video guides tend to focus more on notifying players that a particular mechanic exists and letting players connect the dots from there. When entering a fresh game, a lot of it really is trial and error to see what is allowed, and seeing how far it can take you.
 
I've been dipping my toes into the youtube tutorial-making stuff, and it's not too difficult. Having a teaching background is honestly very helpful- there are lots of videos showing tech without ever telling you how/why/etc. I use an LGP and it works for anything that doesn't have HDCP (it works with all last gen stuff as well as PS4). Not sure if WiiU had HDCP, but HDCP strippers exist, so you can deal with it one way or another.
Translate that for me?

I really hope ArcSys steps up the netcode for Xrd. All of those added features (and they do sound nice!) aren't going to mean anything if the online play is as bad as BBCP or P4AU are online.

I find the non-confirmation of the PS3 HID drivers in Xrd amusing... but of course a JP developer will never actually say no. Then again, I'm surprised they even acknowledged it. Hopefully they can slide support for it in, even though it's really late into production.
Isn't BB known for having good netcode? Did it downgrade in BBCP?

This looks useful for capture cards. And maybe this.

Any free video editor you find online would probably be enough for editing unless you want to be super professional. Mics, no idea. Maybe ask here.

SRK might also have stuff on streaming.

Oh, and 6:45 streams. Maybe shoot him a pm. That's all I can think of.

This is probably way too much, but check out this guide. Part 1 and 2 are more what you need, I think, and that post links it as well. Part 1 covers capture cards, part 2 recording audio.

As far as editing goes there are a lot of decent to good free options. Adobe Premier Elements is $99 and should do everything you would need. iMovie is also a nice simple paid editing program if you're on Mac. Corel VideoStudio is also very good and only $50.

The AVerMedia Live Gamer portable is good and simple to use capture card. It can be used on PS4, I believe. Here's a tutorial.

You can pick up a decent USb microphone for around $40 A desk stand should un under $10.
Thanks gents.

You should try collaborating with others on resources already out there before making your own series of tutorials

Because, no offense but isn't this your first guilty gear? Why would you be thinking about making tutorial vids for a game you don't even actively play yet?
I plan on playing it before I make videos...

Streaming yourself learning is completely different and I think that's a wonderful idea

Branding it as a tutorial seems a little over ambitious though. That's something best left to people who already know I feel.(know the games and how to capture and edit video footage in a professional way. Rarely are good tutorials one man jobs)
Maybe you think a tutorial has to be some massive, comprehensive task. I am actually planning on going in the other direction: bite-sized videos discussing small aspects of each game. I think that part of what turns people off from learning fighting games is coming in to a tutorial that is 20 minutes long and getting bombarded with information.

Maybe it's over-ambitious and won't work out, but if you've ever seen my Dormammu guide, you know that I'm willing to put a lot of effort into a project I start.
 
Isn't BB known for having good netcode?

BB's netcode is overrated (although the featureset in later games is nice) -- people think it's good mainly because it's better than Capcom's weak efforts. It still's delay based and does dumb things (like transmit all of the BG data that never needs to be synced) and it handles dropped packets and other blips really badly (and given the number of people on PS3 and PS4 on wireless... yeah).
 
Again, not trying to discourage you

It just seemed odd to me that one would be looking to spend money in an effort to teach people how to run before they even learn to walk themselves
 
@Karst- I have an avermedia live gamer portable (abbrev. LGP) which cost me 100 bucks and is a very decent and easy to use external capture device. I use one to capture all my game footage for my youtube stuff. We also use ab LGP at my weekly to stream, so it's definitely a capable device for capture and streaming.

HDCP is a security feature when using HDMI to make it more difficult to capture footage (to prevent movie piracy, etc.). Usually game systems don't have it active during games (only movies and stuff like that), but on some systems (like ps4), you may have to disable it manually.
 
Again, not trying to discourage you

It just seemed odd to me that one would be looking to spend money in an effort to teach people how to run before they even learn to walk themselves
I really am confused as to why you think I don't know how to walk or run.

@Karst- I have an avermedia live gamer portable (abbrev. LGP) which cost me 100 bucks and is a very decent and easy to use external capture device. I use one to capture all my game footage for my youtube stuff. We also use ab LGP at my weekly to stream, so it's definitely a capable device for capture and streaming.

HDCP is a security feature when using HDMI to make it more difficult to capture footage (to prevent movie piracy, etc.). Usually game systems don't have it active during games (only movies and stuff like that), but on some systems (like ps4), you may have to disable it manually.
Thank you for breaking that down!
 
I really am confused as to why you think I don't know how to walk or run.

I think what he's getting at is something like wondering if you know optimal uses for a YRC and comfortable ways to execute them in a match. If so how comfortable are you to explain it. I don't think he's trying to be a jerk to you here or anything, but there's some validity to what he's trying to say.

Essentially what will make your tutorials valuable to someone who is as new to the game as yourself. Obviously having some experience with other fighting games will put you at a place where you might learn faster than someone entirely new, but how much value would you be able to offer in contrast to someone already experienced with GG.

Again, these aren't meant to be deterrents or insults. If anything, I hope you can take these questions and use them as jump off points for a direction to provide something unique and valuable to your tutorials.
 
I think what he's getting at is something like wondering if you know optimal uses for a YRC and comfortable ways to execute them in a match. If so how comfortable are you to explain it. I don't think he's trying to be a jerk to you here or anything, but there's some validity to what he's trying to say.

Essentially what will make your tutorials valuable to someone who is as new to the game as yourself. Obviously having some experience with other fighting games will put you at a place where you might learn faster than someone entirely new, but how much value would you be able to offer in contrast to someone already experienced with GG.

Again, these aren't meant to be deterrents or insults. If anything, I hope you can take these questions and use them as jump off points for a direction to provide something unique and valuable to your tutorials.
Well, I was planning on starting with Smash stuff, since I am playing that right now. Obviously, I wouldn't be making tutorials about things I don't understand. I would probably play Xrd for a month or so before venturing to make a video about it.
 
I think what he's getting at is something like wondering if you know optimal uses for a YRC and comfortable ways to execute them in a match. If so how comfortable are you to explain it. I don't think he's trying to be a jerk to you here or anything, but there's some validity to what he's trying to say.

Essentially what will make your tutorials valuable to someone who is as new to the game as yourself. Obviously having some experience with other fighting games will put you at a place where you might learn faster than someone entirely new, but how much value would you be able to offer in contrast to someone already experienced with GG.

Again, these aren't meant to be deterrents or insults. If anything, I hope you can take these questions and use them as jump off points for a direction to provide something unique and valuable to your tutorials.

I feel there's value in having someone just learning a game also explaining what they've learned to others. Aside from checking their own understanding, they're also more likely to come from a perspective that others new to the game share.

Vulva so much more articulate than I am

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I'm going to have to super mega holy shit what the fuck I couldn't disagree with you anymore on this.

BBCP is the biggest piece of grabage ASW has ever crapped out. BBCP is a great game but it is honestly unplayable online. It probably has more to do with the actual game itself than the netcode though :v
 
BBCP is the biggest piece of grabage ASW has ever crapped out. BBCP is a great game but it is honestly unplayable online. It probably has mroe to do with the actual game itself than the netcode though :v

Yeah no, I've played more than enough games online to call BS on this.

If I can instant block whole chains of crap and do all of Mak's combos online then it's fine.
 
I feel there's value in having someone just learning a game also explaining what they've learned to others. Aside from checking their own understanding, they're also more likely to come from a perspective that others new to the game share.



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Also, I look forward to learning how all this works. Part of this is enjoying the learning process for a new skill. :-)

I'm going to have to super mega holy shit what the fuck I couldn't disagree with you anymore on this.

BBCP is the biggest piece of grabage ASW has ever crapped out. BBCP is a great game but it is honestly unplayable online. It probably has more to do with the actual game itself than the netcode though :v
Simple question: has the netcode dropped in quality between titles? Because BBCT felt fantastic.
 
Also, I look forward to learning how all this works. Part of this is enjoying the learning process for a new skill. :-)




Simple question: has the netcode dropped in quality between titles? Because BBCT felt fantastic.

It's the same, they removed some hitstop so it suffers a bit on worst connections.

But I've had had great matches on even 2 bars at times.
 
I'd rather play SF4 online than BBCP online.

CRAZY. I would swear a blood pact that BBCP's online is so much better. Part of the reason I quit USF4 is because of the damned netcode.

It's the same, they removed some hitstop so it suffers a bit on worst connections.

But I've had had great matches on even 2 bars at times.

I actually do miss the hitstop in BBCT a little bit. Like UNIEL, I like the feel like I'm cracking out hits.

I also miss the blocking and hitstun sounds from BBCT. :(
 
Well, I was planning on starting with Smash stuff, since I am playing that right now. Obviously, I wouldn't be making tutorials about things I don't understand. I would probably play Xrd for a month or so before venturing to make a video about it.

I wouldn't expect you to make tutorials about something you don't understand, but the bigger concern then becomes making tutorials that offer value.

You teach which is a long and tiring job. After the month of playing Xrd there's a chance that because of real life obligations and diving in to a new world of fighting game (GG always felt pretty unique and intimidating to me, but that's just me of course) the concern is how much of what you learned in that time period would truly be worth teaching. Someone earlier mentioned that at this stage, a tutorial on how to execute an FADC Ultra in SF4 is pretty much useless due to the flood of tutorials available. In the first few months of SF4's life, however, that information would be huge.

What I'm getting at is that to offer a helpful tutorial there are several factors to consider. Your level of knowledge and comfort with the game, the resources that are readily available, how flooded the channel is, what you can do that's unique, sample size of potential viewers and so on.

If you're doing this for your own sake and for fun, then of course you should do it. If you're doing this with hopes of teaching or providing value to an audience, then there's a lot to examine.

Now, with all of this said, lets just say you make these tutorials and you get very few viewers but have a great time making them. Then that's a legitimate gain in itself. You can continue to refine those skills so that maybe when the next game that you want to make tutorials for comes out, you'll have much more experience in presentation and execution.

The other side is that you might get viewers and you're quite successful which I sincerely hope to be the final result. Regardless, I think it's great that you're doing this if it's something you truly want to do. You just have to be aware of as many influences and factors that can affect your success and work with them.
 
I wouldn't expect you to make tutorials about something you don't understand, but the bigger concern then becomes making tutorials that offer value.

You teach which is a long and tiring job. After the month of playing Xrd there's a chance that because of real life obligations and diving in to a new world of fighting game (GG always felt pretty unique and intimidating to me, but that's just me of course) the concern is how much of what you learned in that time period would truly be worth teaching. Someone earlier mentioned that at this stage, a tutorial on how to execute an FADC Ultra in SF4 is pretty much useless due to the flood of tutorials available. In the first few months of SF4's life, however, that information would be huge.

What I'm getting at is that to offer a helpful tutorial there are several factors to consider. Your level of knowledge and comfort with the game, the resources that are readily available, how flooded the channel is, what you can do that's unique, sample size of potential viewers and so on.

If you're doing this for your own sake and for fun, then of course you should do it. If you're doing this with hopes of teaching or providing value to an audience, then there's a lot to examine.

Now, with all of this said, lets just say you make these tutorials and you get very few viewers but have a great time making them. Then that's a legitimate gain in itself. You can continue to refine those skills so that maybe when the next game that you want to make tutorials for comes out, you'll have much more experience in presentation and execution.

The other side is that you might get viewers and you're quite successful which I sincerely hope to be the final result. Regardless, I think it's great that you're doing this if it's something you truly want to do. You just have to be aware of as many influences and factors that can affect your success and work with them.
Your penultimate paragraph describes my situation well.

Also, I think it is worthwhile to note that a huge number of people have told me my Dormammu guide helped them a lot over the years, and that was my first serious fighting game. I think there are a large number of people who don't even know where to begin when it comes to learning a fighting game. That group is kind of my target audience. Not intermediate or advanced players, but beginners. I really don't think there is enough media out there for beginners, even in massive games like Street Fighter and Marvel. For example, is there even a tutorial yet for how to build a solid team in Marvel yet? To the best of my knowledge, my own typed guide is the only resource out there on how to go through the team-building process. Those are the sorts of things I am looking to explore.

Even a year after its release, I have still seen people pick up Marvel and post on a forum looking for team advice. My guide, which was made roughly six months into Vanilla's life, was still relevant to them. Now, with GG, there will definitely be less broad appeal, so maybe my idea won't work out so well for it. Regardless, I plan to have a lot of fun doing it, just as I have for the other few things I have done.
 
Your penultimate paragraph describes my situation well.

Also, I think it is worthwhile to note that a huge number of people have told me my Dormammu guide helped them a lot over the years, and that was my first serious fighting game. I think there are a large number of people who don't even know where to begin when it comes to learning a fighting game. That group is kind of my target audience. Not intermediate or advanced players, but beginners. I really don't think there is enough media out there for beginners, even in massive games like Street Fighter and Marvel. For example, is there even a tutorial yet for how to build a solid team in Marvel yet? To the best of my knowledge, my own typed guide is the only resource out there on how to go through the team-building process. Those are the sorts of things I am looking to explore.

Even a year after its release, I have still seen people pick up Marvel and post on a forum looking for team advice. My guide, which was made roughly six months into Vanilla's life, was still relevant to them. Now, with GG, there will definitely be less broad appeal, so maybe my idea won't work out so well for it. Regardless, I plan to have a lot of fun doing it, just as I have for the other few things I have done.
Awesome, I wish you the best of luck then. I wouldn't write all of that out unless I was hoping to provide some constructive advice or perspective. I really do hope this goes well for you :)
 
The online experience in Blazblue games has always been good for me aside from the connection quality icon taking forever to pop up when searching for rooms.

2 bar is the lowest I'll go with random people. Anything lower and I'll refuse the match unless it's someone from GAF which I'd be willing to test the connection with because it sometimes analyzes the quality improperly.

3 and 4 are pretty much perfect.

Are the people saying the netcode is bad getting laggy matches even at 3-4 bars? If so then there's likely something else at work, could be due to idiosyncrasies with your ISP, router settings, ports, etc.
 
The online experience in Blazblue games has always been good for me aside from the connection quality icon taking forever to pop up when searching for rooms.

2 bar is the lowest I'll go with random people. Anything lower and I'll refuse the match unless it's someone from GAF which I'd be willing to test the connection with because it sometimes analyzes the quality improperly.

3 and 4 are pretty much perfect.

Are the people saying the netcode is bad getting laggy matches even at 3-4 bars? If so then there's likely something else at work, could be due to idiosyncrasies with your ISP, router settings, ports, etc.

This is my exact philosophy regarding these online games.

And yeah, I really wish the connection quality would show up faster on a search, and that we got NUMERICAL PING, not this color-coded nonsense.
 
Are the people saying the netcode is bad getting laggy matches even at 3-4 bars? If so then there's likely something else at work, could be due to idiosyncrasies with your ISP, router settings, ports, etc.
What I've noticed is that sometimes even with 3-4 bar connections, the game blips out for a second and then just stays lagging... and the couple of times I've bugged people about it, they were on wireless. Of course. It feels like the netcode adjusts to the lag spike and never fixes itself. Whereas in something like TTT2 or TRevo, you could see this behavior for a split second and then the connection would go back to normal, as it should.

This is my exact philosophy regarding these online games.

And yeah, I really wish the connection quality would show up faster on a search, and that we got NUMERICAL PING, not this color-coded nonsense.
I think the first is a limitation of PSN (I know that in VF5:FS the connection quality reports instantly on XBL but takes its sweet ass time on PSN) and the second one is just platform owners being hopped up on goofballs.
 
BBCP is the biggest piece of grabage ASW has ever crapped out. BBCP is a great game but it is honestly unplayable online. It probably has more to do with the actual game itself than the netcode though :v

I actually don't like BBCP netcode either. It's doable here and there, but the majority of connections I'd rather not touch it.
Any overhead or throw can be near impossible at times on the average connection.

As for SF4 though? I can't stand that the netcode for that one.
 
BBCP is the biggest piece of grabage ASW has ever crapped out. BBCP is a great game but it is honestly unplayable online. It probably has more to do with the actual game itself than the netcode though :v

Huh? How much do you play online? Haven't you been saying that practically any game is unplayable for you online so you avoid it in the first place?

As someone who only plays online, BBCP is absolutely fine while SF4 was atrocious. P4AU is absolutely fine, too. Xrd will probably be as well.
 
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