• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Fighting Games Weekly | July 20-26 | No Gods or Kings, Only Tears

Is there any hindrance caused by a double-tap dash that a Hitbox wouldn't solve? Serious question.

I think a rightward double tap dash would be super easy, but a leftward dash would be more difficult because the ring finder isn't as dexterous as the index finder, at least in my case. I am sure that one could improve with practice, however the same could be said for left dashes on arcade stick.
 
I actually disagree, I think Combofiend made his point about proximity guard. Footsies is like chicken, you want to be at the right spot at the right time. If you were caught blocking a whiffed move, you were caught out of the moment you were backing off, instead of remaining neutral so you can whiff punish, like you would be if you confident in you position. If you could freely walk back and block you would get both the position if it whiffed (and you aren't in guard so you can whiff punish if possible) or a block if you about getting tagged, hence get their cake and eat it too statement. Proximity guard has its place in the game in manipulating the opponents movement.

He obviously understands the issue that the proximity guard box may be too wide, that is something they can adjust and he mentions that.

Edit: to kumubou about combofiend's proximity guard statement.
 
I think a rightward double tap dash would be super easy, but a leftward dash would be more difficult because the ring finder isn't as dexterous as the index finder, at least in my case. I am sure that one could improve with practice, however the same could be said for left dashes on arcade stick.
I don't even think that's necessary on a Hitbox -- can't you replicate double taps on a hit box by hitting left/right and holding it, and then by hitting and letting go of the other direction? On newer ones that should force the controller to return a neutral state.
 
I don't think the issue was with lights leading to big damage (hell, SF4 has the same problem), I think it was more that it felt like the never could decide if they wanted a chain-based combo system or a link-based one and the whole thing felt half-baked, especially with most Tekken characters having a number of target combos, to the point where they could ignore the boost chains completely if they wanted to.

I also thought their answer regarding proximity guard was kind of wack, basically saying that it is the way it is because that's how Street Fighter has been, not because it's good for the game.

What I meant with lights being too strong is the fact that they had too much utility and were able to lead into long weak combos burning a lot of time. There is a reason why people called the game Jab x Timeout. The chain system obviously compounded this particular issue and would have needed some further refinement.
The interesting thing is the "crush counter" system was already in place in SFxT, but obviously underutilized.
 
You mean my insight isn't as valuable as I thought?
I mostly looked for leaked/incorrect info on games I worked on. It was mostly wrong but some hit the nail on the head with scary accuracy. This was when I first heard about GAF on the 1upShow or GFW or something. Found the GAF community mostly great and passionate but sometimes filled with hyperbole.

You mean capcom-senpai noticed us and read our fanfic?

I dunno about Capcom people but other friends at other companies send me thread about the game they are working on. I still remember making one thread making an artist cry because of the mean comments about her artwork. Only time I get upset is people saying how easy it is to fix X or Y but then again its the internet.
 
I don't even think that's necessary on a Hitbox -- can't you replicate double taps on a hit box by hitting left/right and holding it, and then by hitting and letting go of the other direction? On newer ones that should force the controller to return a neutral state.

I don't own a hitbox so I don't really know about input tricks and such, I figured it worked just like an arcade stick. If that's true, it sounds like a much better way to input dashes than double tapping.
 
How close is Tekken Revolution to T7 considering the lack of bound combos? I hear Revolution is fucked up now thanks to the stats though.

TR is pretty good for learning for Tekken 7 since the general level of play is quite a bit lower compared to the shark pit that is TTT2 online. And it doesn't have bound and is 1v1.

The stat/unlock system is pretty borked indeed but personally i don't mind messing with it. Makes for a nice enough diversion to play Tekken grind rpg if nothing else. Not like it's costing me anything.
 
You mean my insight isn't as valuable as I thought?

I actually disagree, I think Combofiend made his point about proximity guard. Footsies is like chicken, you want to be at the right spot at the right time. If you were caught blocking a whiffed move, you were caught out of the moment you were backing off, instead of remaining neutral so you can whiff punish, like you would be if you confident in you position. If you could freely walk back and block you would get both the position if it whiffed (and you aren't in guard so you can whiff punish if possible) or a block if you about getting tagged, hence get their cake and eat it too statement. Proximity guard has its place in the game in manipulating the opponents movement.

He obviously understands the issue that the proximity guard box may be too wide, that is something they can adjust and he mentions that.

Edit: to kumubou about combofiend's proximity guard statement.

How would this affect charge characters?
 
so not tonight

Yeah.

The only thing you can do now is put in your code and download the client off of PSN.

You can also start up the game and watch the server connect error message.

I know they said online matches only but I'm hoping they include a training mode at least so I can test things out before playing other people.
 
Yeah.

The only thing you can do now is put in your code and download the client off of PSN.

You can also start up the game and watch the server connect error message.

I know they said online matches only but I'm hoping they include a training mode at least so I can test things out before playing other people.

you get put in training mode while finding matches
 
I own a hitbox and dashing is as simple as holding forward and then tapping the back button. I agree with Karst's points about dashing being easier with two buttons, so I took a more practical approach than whining at the developers :P
 
Some people have no chill.

XW5nIhw.jpg
 
I own a hitbox and dashing is as simple as holding forward and then tapping the back button. I agree with Karst's points about dashing being easier with two buttons, so I took a more practical approach than whining at the developers :P
Kind of funny how this is only possible because of SOCD cleaning.
 
I don't even think that's necessary on a Hitbox -- can't you replicate double taps on a hit box by hitting left/right and holding it, and then by hitting and letting go of the other direction? On newer ones that should force the controller to return a neutral state.

This is true.
 
they added that in usf4. you could only do arcade mode while waiting for ranked before

Glad to see it becoming standard then.


Also from the breakdown video it's stated that you start the round on whichever side you were last on.

So if you are 1P and you end up on the right side when the first round ends, second round will begin with you on the right side instead of the left side (normal 1P starting position).
 
Top Bottom