fundamentals like footsies are obviously very important in this game, just look at birdie, jab to headbutt to super deals like 40-50% of your health
It was cheese for chip damage (in SFA1 and SFA2). In SFA3 it changed to a C.Wasn't it called "cheap finish" when it was introduced in Alpha or am I remembering that wrong?
dammit no beta on the night i can stay up late fuuuuck
Headbutt is punishable, so...yeah, you're right.
Only good confirms and whiff punishes are going to get you that 40+ percent.
dammit no beta on the night i can stay up late fuuuuck
Gootecks also thinks Norcal is strongest region in the world right nowDidn't gootecks and Ross say they would do good in v because it's pure fundamentals? Remember hearing that in one of their videos
Just add another jab for easier confirm, pretty sure it still deals tonnes of damage
Maybe because illuminati has the gameGootecks also thinks Norcal is strongest region in the world right now
Funny thing is, I bet a bunch of people are going to try and build meter with Birde all round when there are far better usages of his time. Like after a while, only casual players are gonna be caught with that shit.
During the second beta, that's all I'd do (because I'm a scrub lord), and got my ass reamed for trying to put in any work getting meter without using it and doing jabs all day. Plus, aren't you fucked if someone throws out a heavy before your light due to the priority system?
Only matters if it was going to be a trade. One trade, stronger normals beat weaker normals, but if the light hits a frame sooner, it still wins. The priority system isn't as big of a deal as some make it out to be (it'll still have some impact though).
Only matters if it was going to be a trade. One trade, stronger normals beat weaker normals, but if the light hits a frame sooner, it still wins. The priority system isn't as big of a deal as some make it out to be (it'll still have some impact though).
At this very moment no...at least not on ps4Is there another beta out right now?
It looks like there's a bit of gray health left over from attacks that would normally KO you. I'm not exactly sure how much extra health it is, but I've found it really noticeable.
it feels like a defensive character archetype like Dhalsim or (and potentially Guile depending on how he plays) is a bit negatively affected by this mechanic.
Magic Pixel means you have a bit of health behind the life bar. So the life bar might look 100% empty, but you actually have 20 HP left or something.
I am cool with no chip kills. However, I am concerned about Bison. He's the only character in the game with no overhead AND no command grab except for (maybe?) FANG. I thought Capcom's tradeoff was that he would have good pressure and chip to wear people down, but struggle at the end, but now he's bad at both...No chip kills feel honest.
If you don't want to worry about your opponent making a come back make use of the ex meter/ super/vskill at the right time in your combos or hit confirms.
i.e I see Nash players do it often where a hit confirmed combo turns into a teleport chain or super for that extra damage finisher.
An example of saving your resources for the right time. If your opponent forced you to use meter or vreversal to escape, we'll darn, you just might of lost a great tool to close the match later on.
Eh. I played Dormammu throughout vanilla Marvel, and that game had a magic pixel system (removed in Ultimate). You learn to account for it in your play, and you adjust your damage and gameplan as you adjust to the life bar. Ultimate actually threw me off by removing it, and I had to re-acclimate.This is my issue with it. It especially hurts a character like Dhalsim, I think.
It's not a bug, it's a design decision to create hype. "Oh man, he has no health left! Anything will kill him!"I see, wouldn't a visual bug fix address this? It seems like while playing you just need to keep in mind everyone has a hair of health more than it looks like.
Or is there a design decision I'm still not getting?
GAF help.
I'm broke as a joke due to saving up for a new home, but I tucked away some funds for next month for possibly a Fight Stick Alpha from MadCatz.
I have a old 360 TE that still has buttons and a stick I could, hopefully, put into the alpha.
Anyone know how hard this process is? I'm worried I'll pay 80 bucks, not be able to transfer correctly or at all, and have a $80.00 dust collector.
Eh. I played Dormammu throughout vanilla Marvel, and that game had a magic pixel system (removed in Ultimate). You learn to account for it in your play, and you adjust your damage and gameplan as you adjust to the life bar. Ultimate actually threw me off by removing it, and I had to re-acclimate.
That said, I am really not a fan of variable damage based on remaining health %. That messes with my head all the time in Street Fighter..
Which makes me wonder if they're keeping stuff like the destructible walls on some stages. That could actually become your disadvantage if you switch sides later.
I believe they confirmed a while back that ps4 and pc will be separate accounts, nothing shared. Maybe I misunderstood
If it doesn't kill then you haven't earned the last hit.
Eh. I played Dormammu throughout vanilla Marvel, and that game had a magic pixel system (removed in Ultimate). You learn to account for it in your play, and you adjust your damage and gameplan as you adjust to the life bar. Ultimate actually threw me off by removing it, and I had to re-acclimate.
That said, I am really not a fan of variable damage based on remaining health %. That messes with my head all the time in Street Fighter.
Say if you're Dhalsim. The opponent seems to have 100HP left, you hit him with a st.HP which does 100 damage. This should KO him.
Oh but wait, there's now a bit of grey health that'll keep him alive for one more hit and now you have to re-earn your last hit and open them up again which can be difficult for Sim without chip kills
Wouldn't you say that you earned the kill with the first st.HP?.
Wait, really? Guess I got that wrong, since you literally get kicked through a wall on the Hong Kong stage.The broken walls don't expand stages. The left and right corners simply change when a wall comes down. It's completely visual with no impact on gameplay.
Xrd makes SF's scaling looks tame.
Wait, really? Guess I got that wrong, since you literally get kicked through a wall on the Hong Kong stage.
Say if you're Dhalsim. The opponent seems to have 100HP left, you hit him with a st.HP which does 100 damage. This should KO him.
Oh but wait, there's now a bit of grey health that'll keep him alive for one more hit and now you have to re-earn your last hit and open them up again which can be difficult for Sim without chip kills
Wouldn't you say that you earned the kill with the first st.HP?.
It seems to promote offensive play (which is the direction the game has been going in) but I think it'll overall negatively affect a character like Dhalsim. Say you're in a situation where you already earned your last hit but it doesn't kill, fireballs won't chip kill them and you either don't have the meter for a CA or don't want to spend all your meter on a CA to end the round. So now you're in a position where you have to earn (again) that last hit. The opponent can just keep walking forward without fear of being chipped. Sim can't do a regular fireball trap because the opponent is no longer forced to jump out of the way of a fireball.
It didn't really gimp Dhalsim's playstyle I found, partially because he's not combo-oriented enough for the magic pixel to kick into effect as much as it does with other characters and with his EX special move options being more valuable to his game plan than the Critical Art, low health damage scaling won't be as prevalent either. The magic pixel 'mechanic' also doesn't really undo his space control if he's already in a position to poke from afar, so eh.This is my issue with it. It especially hurts a character like Dhalsim, I think.
SF4 has combo scaling and vitality scalling.
51-100% life, your attacks do full damage
16-50% life, your attacks do 90% damage
1-15% life, your attacks do 75% damage
I'm sure SFV has something similar.
I don't think you understand how 'magic pixel' works. You're not ACTUALLY getting more life than you should. It's just a graphical representation of less than whatever one 'blip' of life is. So let's say one 'blip' of health is 100, and you have a magic pixel you just have less than 100 health.
So in your example the person likely had 110 health or something but the graphical representation only shows 100 health.
In SF4 I believe the damage scaling is more severe at lower health but I think that only kicks in during combos. Raw hits don't scale more to the best of my knowledge which would mean a character like Sim doesn't really suffer badly from it.
Althought I suppose it's entirely possible that *I* don't understand how any of this works.
Hitting someone with Sin's Beak Driver follow up 'I gotta hit something' (or something) and praying that they actually die from it when they have no health.
I just start mashing HS like plsplsplsplsplsplsplsplspls
No, that one is misinformation by devs that ought to find better excuses. Keep in mind the way it works is completely unrelated to graphics, only the game state. Rollback-based networking actually finds its origin in Quakeworld, which was as 3d as you can get.b) GGPO and 3D engines apparently causes a lot of resource issues due to the way GGPO is implemented.
No, that one is misinformation by devs that ought to find better excuses. Keep in mind the way it works is completely unrelated to graphics, only the game state. Rollback-based networking actually finds its origin in Quakeworld, which was as 3d as you can get.
Yo that Mike Ross Combofiend team tourny was hype, Combofiend's Laura is ridiculous. Mike actually looks really good. SFV looks so much hyper than it did a month ago.