Fighting Games Weekly | July 27 - Aug 2 | Beta luck next time

The prospective location for Super Arcade is a minute away from City Hall.

Is it just me or does Watson look like a chubby Rob Schneider.
 
MKX has 3D fighter symptoms, kinda want to agree 60s or 45s for the timer. Would be nice to see if it can add more viable styles of play.
 
The prospective location for Super Arcade is a minute away from City Hall.

Is it just me or does Watson look like a chubby Rob Schneider.
So now Super Arcade's customers can pee on City Hall's walls!

(Note for anyone on the Azusa City Council: No, people are not actually going to do that.)
 
The prospective location for Super Arcade is a minute away from City Hall.

Is it just me or does Watson look like a chubby Rob Schneider.

It's also right near the police station. Mando said that he thinks they can get out of having security guards because of that.
 
On the quest to level up my Millia for next year. Feels weird properly learning this character instead of just getting away with BS through so many years lol

Need a break from Melty. Learning C Kohaku character specific combos is annoying (and killing my hands). Fully charged j.C into AD j.CB is so much harder than it looks.
 
Is super turbo slow? That's what this game reminds me of.

Do you understand how powerful meaty/throw mixup is? There is no more focus backdash like before. SF4 even has focus backdash with throw tech option select in it.


The backdash change in SF5 is HUGE. It has throw invulnerability but no hit invulnerability which makes meaties very strong. You basically have to make hard reads now when you get knocked down. If you wake up mashing grab you will either get counter hit by meaties, or people will just start neutral jumping and punishing it with full combos. Rounds will end quickly for the same reason super turbo rounds end quickly.
ST had variable damage and dizzy. It also had 0f 1 button throws which is its own offensive OS and throw soften reduced damage not 0 it and return to neutral. Top it off, it was played at Turbo 3.

If it does turn out to be that good, they can add throw invul on wakeup like 3s.

Pacing might be like A2 sans CC.

Did DP fadc and FA backdash baby players too much?
 
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Kanye been playing MKX because he just did Kitana's shoryuken
 
ST had variable damage and dizzy. It also had 0f 1 button throws which is its own offensive OS and throw soften reduced damage not 0 it and return to neutral. Top it off, it was played at Turbo 3.

If it does turn out to be that good, they can add throw invul on wakeup like 3s.

Pacing might be like A2 sans CC.

Did DP fadc and FA backdash baby players too much?

And SF5 removes a lot of the OSes which means you need to make many more hard reads on things. At the same time I don't really see it becoming a vortex game since they added the ability to quick rise off everything except supers. It will most likely reward players who have the stronger neutral.

And yes, DP fadc and FA backdash babies players too much.
 
The prospective location for Super Arcade is a minute away from City Hall.

Is it just me or does Watson look like a chubby Rob Schneider.

So now Super Arcade's customers can pee on City Hall's walls!

(Note for anyone on the Azusa City Council: No, people are not actually going to do that.)

Don't give people ideas like that. Anything can happen with enough salt.

It's also right near the police station. Mando said that he thinks they can get out of having security guards because of that.

It looks like a better location. I hope he takes it. Said it was cheaper too.
 
And SF5 removes a lot of the OSes which means you need to make many more hard reads on things. At the same time I don't really see it becoming a vortex game since they added the ability to quick rise off everything except supers. It will most likely reward players who have the stronger neutral.

And yes, DP fadc and FA backdash babies players too much.
Quick rise also puts you a different position so if you time meaty attack or throw for quick rise, you're out of position if they don't. Meaty/throw won't be any better than it has in games before SF4. Stop playing it and remember how you beat it before SF4.

I feel like you're arguing it will be faster than 4 when I said it'll be slower than pre-release beta footage.
 
There is no greater feeling in life than beating a guy who taunted you in a previous round.
In Smash, once they are above 70% life or so, you can taunt every single time you knock them away instead of pursuing. Taunting 20-30 times in a match with impunity is an incredible feeling. Especially when this is your taunt:
https://www.youtube.com/watch?v=baY7zjjOcjo&t=34s

I think that actually might be the best taunt in the history of fighting games.

On the quest to level up my Millia for next year. Feels weird properly learning this character instead of just getting away with BS through so many years lol

Need a break from Melty. Learning C Kohaku character specific combos is annoying (and killing my hands). Fully charged j.C into AD j.CB is so much harder than it looks.
The worst thing in a game for me is character specific combos. Ugh.
 
Quick rise also puts you a different position so if you time meaty attack or throw for quick rise, you're out of position if they don't. Meaty/throw won't be any better than it has in games before SF4. Stop playing it and remember how you beat it before SF4.

I feel like you're arguing it will be faster than 4 when I said it'll be slower than pre-release beta footage.

If you time your meaty and they don't quick rise you just walk up and do it again. It's that simple. The point is SF5 is getting rid of the safe defensive options of SF4 which is the anomaly game in the series compared to what I've played. I think the rounds will end just as fast later on as they do now. The game is very offense oriented and it will get even crazier once people learn it. Did you watch infiltration's stream? Ryu has a denjin reset and he found that on basically day 1 of the beta.
 
Guilty Gear players, how would you recommend a series noob go about learning the game?

My fg background is predominantly Street Fighter focused but I have experience with Marvel 3 and very, very basic experience with Blazblue.

Since buying Xrd, I have completed the tutorial, gone through some trials with each character and watched a two hour intro to playing Chipp but I'm having second thoughts about maining him due to his super low health.

Are there any good beginners guide to Xrd videos that I should be watching that explain things in a manner that caters to people that haven't touched the series up until this point? It's a little daunting with so many system mechanics and how no two character s seem to be similar in any way. Any and all help is much appreciated.
 
Guilty Gear players, how would you recommend a series noob go about learning the game?

My fg background is predominantly Street Fighter focused but I have experience with Marvel 3 and very, very basic experience with Blazblue.

Since buying Xrd, I have completed the tutorial, gone through some trials with each character and watched a two hour intro to playing Chipp but I'm having second thoughts about maining him due to his super low health.

Are there any good beginners guide to Xrd videos that I should be watching that explain things in a manner that caters to people that haven't touched the series up until this point? It's a little daunting with so many system mechanics and how no two character s seem to be similar in any way. Any and all help is much appreciated.
Here is how I learned Zato, and at the very least, I am proficient with him:

1) Ask who the best person is that mains your character.
2) Look that person up on YouTube.
3) Watch the play, and write down 1-3 things you want to take from it.
4) Practice that stuff for a day.
5) Repeat from 2.

For a month, I went to bed every night watching Ogawa play Zato. I always gained something new. Now, I am past the point where I can learn much from watching Ogawa, but I still pick up snippets here and there. Most of my learning now has to come from experience and improving my weaknesses (like controlling Eddie in the neutral).
 
Guilty Gear players, how would you recommend a series noob go about learning the game?

My fg background is predominantly Street Fighter focused but I have experience with Marvel 3 and very, very basic experience with Blazblue.

Since buying Xrd, I have completed the tutorial, gone through some trials with each character and watched a two hour intro to playing Chipp but I'm having second thoughts about maining him due to his super low health.

Are there any good beginners guide to Xrd videos that I should be watching that explain things in a manner that caters to people that haven't touched the series up until this point? It's a little daunting with so many system mechanics and how no two character s seem to be similar in any way. Any and all help is much appreciated.

If you ever wanna try I-No you can practice ahead of time by playing Vampire Savior for a decade then it'll feel like second nature.
 
There is no greater feeling in life than beating a guy who taunted you in a previous round.
Yeah. Never taunt before you win (or never taunt, but that's just me).
[QUOTE="God's Beard!";173084426]If you ever wanna try I-No you can practice ahead of time by playing Vampire Savior for a decade then it'll feel like second nature.[/QUOTE]
There was an online Jojo's tourney today. You should enter next time.
 
[QUOTE="God's Beard!";173086238]This is like the time someone told me there was a GAF P4A tournament right as it ended.[/QUOTE]
Rotanibor probably knew about it too. It was announced way in advance but I forgot til today/you dont post enough for me to bring it up lol
 
So people can remember how Not Good SC2 is?

I get why people have a lot of nostalgia for the game, but at high levels the game is about as fun as watching paint dry.

This is true about a lot of our classic games. We didn't have exposure to the internet- so we don't have memories of how those games were busted.

They should ban giants from TvC and add a guard meter to street fighter 4

fake fireball in hdr was the best idea ever

Sirlin's got a prototype of a new fighting game with his characters on his patreon now- it looks like he's going the Pocket Rumble route (though I'm sure as hell not giving to a Patreon as a general rule)
 
Rotanibor probably knew about it too. It was announced way in advance but I forgot til today/you dont post enough for me to bring it up lol

I found out about it right as it was starting. And then I watched Dyne win it in super massive lag. JoJo lag matches are always hilarious (as long as I'm not the one playing). Game is infamous for lag on GGPO/FightCade, lol.

I'm going to start running locals for JoJo's again in a few months. Right now I am just trying to focus on getting the SoCal Hokuto no Ken scene off the ground and stable first.
 
It's that time again...
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Anji Mito from Guilty Gear is probably tied with Melee Ganondorf for my favorite secondary characters of all time. I'd almost go so far as to say he gets more play than Baiken.

*He has a ton of command normals layered on top of his regular moves and he can even follow them up with normal moves, so hit confirms are easy

*He has several moves with armored properties good enough that he can just force his way in like a grappler

*Some of his armored moves have autoguard properties on top of good hit boxes and armor. It's downright insane. Anji quite literally tells some characters to just sit in their corners when he gets serious

*Anji is probably one of the top five easiest characters to play in terms of execution. Normals, command normals and specials are a joke to link together. Making his actual butterfly focused gameplan work is an entirely different matter, though.

*I really enjoy his butterfly pressure. It's like giving Ryu a fireball that gives you temporary lockdown pressure in normal mode and unblockables if you spend meter for the butterfly. I'm a real simple guy and Anji's gameplan is easy to understand once you've gotten a few successful butterfly lockdowns.

*Fuujin is probably one of the most multifaceted specials in fighting games imo. He can use it for projectile pressure from above, he can follow it up with a low special, he can use it for left right mixups that leads to one of the easiest grab resets in the game, he can use an armored overhead instead or he can just fake you out by just waiting on some old street fighter ish.

*He has one of the prettiest air grabs in the game that I never ever use :(

Anji is a really strange character because it's hard to put him in a neat box like you might others. He is absolutely dependent on his shitsu/butterfly, but he has a host of armored and autoguard moves, so he isn't really trying to keep you away. Alot of his best normals are really stubby, but his command normals have good, far reaching hitboxes and he has a great grab game that gets me more grabs than most grapplers do. His specials and combos in general are some of the easiest to understand in the game, but the character himself is practically held together by a thin string. Some might say he is a gimmick character who relies solely on the butterfly, but it feels more like someone wanted to make a mixup character and tossed in all these extra weird, but mildly effective properties so we wouldn't end up with ASW's equivalent of Anakaris. It wasn't until + that he really started to shine (speaking of tier charts), but he was always interesting to watch and play nonetheless.
 
It's that time again...
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All of my backup/secondary characters were chosen due to my finding them fun to play, as opposed to their ability to fill holes in my main character's game.

That being said:
- Deejay and Hugo in SFIV
- Sin in GGXrd
- Spider-Man, Iron Fist, Hawkeye in UMVC3
- Mileena in MKX
 
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