Fighting Games Weekly | Jul 6-12 | Freuds Among Us

I'm listening to an old ep of Retronauts where they cover Street Fighter (up to 3S) before SFIV officially came out. At one point they said people are scared of IV because it won't play like 3S, but they shouldn't. One reason is that IV was super offensive and fast, and 3S was defensive because of parries.

Put things in perspective, at least with they SFV hype and how offensive it is supposed to be.
 
I foresee gifs and vids...
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Nothing is quite as satisfying and Iconic as an Uppercut in mk.
 
The CPU reacts to actions with it. So stay grounded further than 50% screen distance away and whiff jabs when he has full meter. He'll invariably throw one out randomly which you can block and punish. You can usually kill him before he builds another level 3 again.

Thanks, though it's kinda late for that tip now. I just remember how that even if you block you'll still lose a lot of health due to chip.

Sacchin's Arm Chasing The Unreachable Dream, from Melty Blood:

DXoNazN.png


And look at her face -- she's pumped and jacked to body a fool who decided to jump.

(Also shoutouts to French Bread for always having the ridiculous Engrish on deck.)

OK, this is kinda much. Like, seriously. Wha?

ROFL!

I respect the hustle though.

I don't know if I'd call that hustle. What they're offering is stuff they'd be willing to do if you pay them. What's the rate now, anyway? Or did they stop teaching altogether?
 
Sacchin's Arm Chasing The Unreachable Dream, from Melty Blood:

DXoNazN.png


In a game where air movement is so important, this move shuts down so much space it's kind of nuts. And this is the hitbox from the current version of the game, after it was nerfed 5-6 times! Back in MBR, that hitbox basically covered the whole screen in front of and above her.

And look at her face -- she's pumped and jacked to body a fool who decided to jump.

(Also shoutouts to French Bread for always having the ridiculous Engrish on deck.)

Okay what
 
I do believe Justin has the best intentions, but c'mon....$10k?! $2k for a hour lesson with Champ?!?!?! If he did some TeeSpring shit he would have better chances of getting something
 
Sacchin's Arm Chasing The Unreachable Dream, from Melty Blood:

DXoNazN.png


In a game where air movement is so important, this move shuts down so much space it's kind of nuts. And this is the hitbox from the current version of the game, after it was nerfed 5-6 times! Back in MBR, that hitbox basically covered the whole screen in front of and above her.

And look at her face -- she's pumped and jacked to body a fool who decided to jump.

(Also shoutouts to French Bread for always having the ridiculous Engrish on deck.)
Man...makes me wish I'd have dipped for Love Max instead of just Arcana 3 on PSN sales. My reasoning was I didn't play 3 so why buy Love Max? Apparently I may need to go in and spend some time on this title. I already enjoyed the concept of homing dash buttons.
 
Okay what

OK, this is kinda much. Like, seriously. Wha


This move isn't as insane as it looks (although it's still ridiculous), and there's a few reasons for that.

1) It's an EX move, so it costs one stock (out of either 2 or 3 stocks, depending on the variation). So people can't just throw it out there constantly. With that said, she does get a full combo follow-up on hit (which I should have noted before, heh) which is going to do about 30% damage.

2) Air movement in Melty Blood is super loose. Every character has an air jump and an air dash, and unlike ArcSys games there's no restriction on when you can use them or the order. So if you jump and dash in and she does that, depending on your height and position you can actually double jump out of the move on reaction to the flash.

Man...makes me wish I'd have dipped for Love Max instead of just Arcana 3 on PSN sales. My reasoning was I didn't play 3 so why buy Love Max? Apparently I may need to go in and spend some time on this title. I already enjoyed the concept of homing dash buttons.

This is from Melty Blood, not Arcana Heart. Don't get your anime fighters full of schoolgirls with magical powers mixed up. :V
 
*UMvC3 gets best timeslot for evo finals*
"REAL MONEY CAN'T BUY HYPE!"
*Justin Wong starts pot bonus crowdfunding campaign*
"ADD MONEY SO MAHVEL CAN BE HYPE!"
 
This was my optimistic prediction for what the schedule on stream 1 would look like:

friday
8 am - 2 pm smash wii U/Melee pools(SF4 will be on capcom fighters)
Xrd pools 2 pm - 6pm
P4U2 top 8 6pm - 8pm
SF4 semi finals 8 pm - end

saturday
who knows 8 am - 10 am
smash wii u top 8 10 am - 12 pm
mkx pools 12 pm -4 pm
ki top 8 4 pm - 6 pm
tekken top 8 6 pm - 8 pm
umvc3 semi finals 8 pm - end


Smash wii u top 8 was off. Also I switched the places of tekken 7 and killer instinct.

I guess Tekken 7 will take longer than they initially expected because they're now taking into account how many people signed up and how many arcade setups they'll have.
 
Here's another entry for best/worst anti-air (and this time in the correct thread!), straight from Waifu Blasters (and @kamoihito):

https://video.twimg.com/ext_tw_video/618048098200260609/pu/vid/640x360/Xl6bN3HR2l3H8q-7.webm

#fair

It's still a workday, after all.
I would laugh if I made it out of pools in T7 because no one else could show up because they were all too busy at work.

That's how you know I'm a fraudulent Tekken player -- I actually took the day off to make it to Evo.
 
This move isn't as insane as it looks (although it's still ridiculous), and there's a few reasons for that.

1) It's an EX move, so it costs one stock (out of either 2 or 3 stocks, depending on the variation). So people can't just throw it out there constantly. With that said, she does get a full combo follow-up on hit (which I should have noted before, heh) which is going to do about 30% damage.

2) Air movement in Melty Blood is super loose. Every character has an air jump and an air dash, and unlike ArcSys games there's no restriction on when you can use them or the order. So if you jump and dash in and she does that, depending on your height and position you can actually double jump out of the move on reaction to the flash.



This is from Melty Blood, not Arcana Heart. Don't get your anime fighters full of schoolgirls with magical powers mixed up. :V
Sure did lol!

Sorry, but when your outfit is just "schoolgirl" I can never tell em apart. I never got to play Melty Blood...couldn't even find out how to get a paid copy anywhere. I know so little about it that I'm not even certain if it was a free online thing, PC digital paid release, or if it had a physical copy. I hear it was pretty amazing though, but its character designs and Arcana Heart's all look alike to me. Too basic...I like em pretty heavy on distinction in silhouette tests.

Could you clear up some Melty Blood history for me here? Hell I figure I can't be the only one so it'd be neat if a Melty Blood player could break down a little on the game, where to get it and how it works. Especially since Under Night in Birth is so well received.
 
I respect trying to get some pot bonuses for the game. If shows continued interest and hey, if people are willing to shell out the money for it more power to them.
 
Lots of stuff beats Foot Dive after that 1 frame of hit box bull shittery is over but not during it. It's why Doom can hit stuff that is above his head (ie. he will hit Vergil out of his Helm Breaker even if Vergil is on top of him).

A lot of the time certain characters are always going to be in a position where Foot Dive might cross up. Wolverine, X23, Hulk etc characters who have to rushdown. Doom players basically play a very similar way which is hug the far corner of the map, spam Photon Shots and then come down with Foot Dive or j.M. These characters can't get above Doom so they have to pick spots to get in underneath Doom and that's where Foot Dive is a real threat.

Foot Dive's biggest value is during scramble situations and that's why it hits so often. And no matter the level of play, scramble situations happen a lot in Marvel 3. This is why these beefy moves are so dominant in the game, they win in these situations.

I'm talking more about getting stuffed out of start-up than getting beat during active frames, though that happens all the time too. It's funny that you bring up Hulk who is going to armor through 90% of footdives anyway- I mean, Hulk quite possibly has the best answers to footdive in the game, so it's funny you bring it up, haha. You can't even look to bait things by cancelling footdive with fly- you can't unfly fast enough to avoid space rock super. Either way, only a fool would claim footdive isn't a great move, but I think you overestimate its importance in the neutral game in high level play.
 
It's worth noting that the tournament in Arizona this last weekend had a crowdfunded pot bonus of about $700 raised by r/mvc3, and they were already talking about setting up one for Evo as well. I don't know if Justin coordinated with r/mvc3 in setting this up - I'm guessing he didn't - but it looks like they are going to use his gofundme instead of creating their own.
 
Tekken 7 is on Unreal Engine 4.
From what I've heard, it would require a lot of extra work to get it running on PS3 so I'm thinking it's fake.

It says "for PS3" but the screen he's capturing is from a PS4, hence the MKX logo

EDIT: oh forget it, he's looking at a PS3 player profile
 
I foresee gifs and vids...
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This duo was all I needed in the GGXX games:

I-No 5P:
173px-GGAC_Ino_5P.png


I-No 6P
GGAC_Ino_6P.png


Both recovered so fast that double-jumping was not a valid bait for them. 5P's speed+range and 6P's ridiculously-low hurtbox meant 95% of air-approaches could be punished on correct reaction. Straight-up god-normals, if I may be so blunt.

They're still good in Xrd, but a subtle nerf to 6P's hurtbox and/or some characters having taller hitboxes on their air normals means she has to vary things up a little more.
 
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