Fighting Games Weekly | April 8-14 | Cena-Factor validated, WWEsports remain stAGEd

We are doing a charity tournament in Kuwait that will be Dead or Alive 5 and Ultimate Marvel vs. Capcom 3

The idea of the tournament is to put the Kuwaiti gaming community in a good light locally and help raise money for a cause.

I would appreciate it if you guys could tune in to www.twitchtv.com/fikrakw on Thursday April 11th at 6PM Kuwait time and donate at the following link http://www.youcaring.com/medical-fundraiser/k4k-charity-fund/52184

The cause is K4K (Kuwait for Kenya) and all the info can be found at the youcaring link about what K4K is

There will also be a cosplay contest half way through the event :p
 
I saw some harley gameplay, and now on the fence. I just need online impressions.

Even Superman combos are looking good...and yeah, I'm waiting for those online impressions, I wonder if Arturo can tell us something about it.
Based Art? =D
 
If I do get Injustice, I'll wait a few weeks to see if the gameplay is anything I would really want to get into, considering DC characters generally don't appeal to me, especially in that art style.

Hopefully Art and Joe really show off the game well when it officially releases.
 
This is what I drink, straight from my garden.

Jus_d_orange_pre_49696f97b0914.jpg


Stay free.
Damn. You really grow 'em?

This man just gave all of you other suckers the 2 golden letters.

OJ >>>> *
 
Even Superman combos are looking good...and yeah, I'm waiting for those online impressions, I wonder if Arturo can tell us something about it.
Based Art? =D

He's not gonna be able to tell you how well the netcode works more than anyone else at this point, even if he did test that part of the game. An office with T1 lines is a way different environment than what most people are gonna have access to.
 
You guys made me look up a gameplay video, and I have no idea what you're seeing that I'm not. Those background interactions are especially annoying and disrupt the flow of the battle.

I like the idea of having strings instead of the classic SF low, low, medium xx special (one of the reasons I love SfxT, it has both), and you can turn off the background interactions.
I still think the game is ugly, the characters are kinda slow, but I'm liking the way the game flows
 
He's not gonna be able to tell you how well the netcode works more than anyone else at this point, even if he did test that part of the game. An office with T1 lines is a way different environment than what most people are gonna have access to.

This is true. However I'm interested in how the game searches for other players and how it indicates connection quality.

Does Injustice show numerical ping?
 
You guys made me look up a gameplay video, and I have no idea what you're seeing that I'm not. Those background interactions are especially annoying and disrupt the flow of the battle.

I'd be curious who loved SF x TK when it first came out and who now likes the look of this.

For purely scientific reasons, obviously (I have Injustice pre-ordered).
 
This is true. However I'm interested in how the game searches for other players and how it indicates connection quality.

Does Injustice show numerical ping?

Nothing is known about the online. NOTHING. King of the hill mode is back, but no mention anywhere about them improving it, dropping gamespy(gamespy is dead), improving matchmaking (shit did not work in mk9 period), or even mentioning that MK9's had it's fair share of problems, and them recognizing what needs to be done to make the online BETTER.

For all we know they could make the same mistake again. Capcom did, SNK did, why not NRS?

I remember people talking wonders about TTT2's netcode weeks before the release date

It was based off SCV, which was mistakes learned from T6's disastrous netcode. Harada knew it was shit, and admitted it wasn't good. He wasn't going to make the same mistake. Companies actually aiming to improve their online actually do, while companies like Capcom never admit their online is bad rarely improve it. They tried with SFXT, but it came with mixed results. It was rushed.

Also, they were allowing people to test the online out before the game came out in the expo. Granted it wasn't a real world example of NY vs CA, but one side of the room to the other in a big convention center is better than hearing nothing about it.
 
Beauty is in the eye of the beholder.

Naw, not always true. I know it's the trend that "everything is subjective!" nowadays, but I'm not willing to go there yet.

What Karst is saying is right and just comes to how the characters move and extrapolates to the background objects. It's very herky-jerky and .... abrupt, for lack of a better term.

Doesn't mean it won't be fun. Marvel is undeniably unfair, but it's also fun to play and watch for those who accept it. I imagine the same'll go for this in terms of how the characters move. Some will be okay with it, for some that reason alone is enough not to touch it. But, specifically what he said, it doesn't feel smooth when watching or playing (demo).

Separately, I'd also be curious to see what the average length of their cinematic supers are compared to say an Ultra or Hyper.
 
I think we'll see an improvement, but the matchmaking for ranked/player matches will be the crappy model of "sit here for five minutes, whilst we match you up with the first possible connection we try each time!"

It's sad that only the SF4 series gets that right. When I'm playing ranked, give me a list of people for me to attempt to connect to so I am actually doing something.

BTW the only annoying interactions are the "I throw this robot at you for 30%!" - the combo extensions are nice, and the only thing I'd like to see with the stage transtions is a way of skipping the animation.
 
It's sad that only the SF4 series gets that right. When I'm playing ranked, give me a list of people for me to attempt to connect to so I am actually doing something.

It barely gets it right. Vanilla was down right laughable. However, yes I would rather know im actually trying to connect to people, and not stare at a finding match screen for an hour.
 
Think about this - in SSF4's matchmaking, I can see that, I don't know, WorstGiefEVER is looking for matches, and I can try and fight him. Suddenly, hunting for matches is involved.

But instead of that, what happens with something like SFxT is that it does exactly what SF4 does, but invisible and stupidly. You know all those failures you get trying to play someone in SF4? Imagine that but you automatically picking the first person on the list each time, even if you failed connecting to them before. That netcode is coded for simplicity over power and it ends up being totally counter-intuitive.
 
Naw, not always true. I know it's the trend that "everything is subjective!" nowadays, but I'm not willing to go there yet.

What Karst is saying is right and just comes to how the characters move and extrapolates to the background objects. It's very herky-jerky and .... abrupt, for lack of a better term.

Doesn't mean it won't be fun. Marvel is undeniably unfair, but it's also fun to play and watch for those who accept it. I imagine the same'll go for this in terms of how the characters move. Some will be okay with it, for some that reason alone is enough not to touch it. But, specifically what he said, it doesn't feel smooth when watching or playing (demo).

Separately, I'd also be curious to see what the average length of their cinematic supers are compared to say an Ultra or Hyper.

I feel the same way, luckily they're including the option to turn them off.

Beauty is in the eye of the beholder.

I'd be curious who loved SF x TK when it first came out and who now likes the look of this.

For purely scientific reasons, obviously (I have Injustice pre-ordered).
It's good that they can be turned off, because fighting games (should) have limited space for QTE stuff. Marvel 3 and SFIV are fine because you'll probably see the cinematic screen once a match at most. What I saw (Wonder Woman vs. Harle) had a cutscene every 5-10 seconds. And they're the kind of cutscenes that you say "Cool!" to once, and then afterward you just want to skip them.

Beauty is in the eye of the beholder, but most eyes seek a similar kind of beauty. It's rare that you come across someone who likes watching the same QTE 10-20 times in a day.
 
I prefer the way TTT2 handled it in ranked (or quick player matches). Connexion filter, and you can't see the name of the opponent.
 
Will tournaments turn them off, I wonder? And does that turn off stage transitions or just stuff like I throw a car at you?
 
Nothing is known about the online. NOTHING. King of the hill mode is back, but no mention anywhere about them improving it, dropping gamespy(gamespy is dead), improving matchmaking (shit did not work in mk9 period), or even mentioning that MK9's had it's fair share of problems, and them recognizing what needs to be done to make the online BETTER.

For all we know they could make the same mistake again. Capcom did, SNK did, why not NRS?



It was based off SCV, which was mistakes learned from T6's disastrous netcode. Harada knew it was shit, and admitted it wasn't good. He wasn't going to make the same mistake. Companies actually aiming to improve their online actually do, while companies like Capcom never admit their online is bad rarely improve it. They tried with SFXT, but it came with mixed results. It was rushed.

Also, they were allowing people to test the online out before the game came out in the expo. Granted it wasn't a real world example of NY vs CA, but one side of the room to the other in a big convention center is better than hearing nothing about it.

KOFXIII did LA vs SF online, and that turned out shit.
 
I don't like the level transitions/hitting through walls stuff.

I like the things in the background that you can grab and hit your opponent with though.
 
I hope the community gives stage interactables a fair shot. If it ends up being broken, then yeah, ban them, but I hope we wait until it's proven to be broken first. I mean yeah, it's kind of a new concept that's never really been done before so it could easily be broken in ways that nobody can really conceive at this point, but on the other hand, it has the potential to add a very unique and fresh flair to the general spacing game as well.
 
I hope the community gives stage interactables a fair shot. If it ends up being broken, then yeah, ban them, but I hope we wait until it's proven to be broken first. I mean yeah, it's kind of a new concept that's never really been done before so it could easily be super broken, but on the other hand, it has the potential to add a very unique and fresh flair to the general spacing game as well.

The fact that some of them can be used in a combo is cool. I'm interested to see the other ones and how they affect certain dynamics/matchups. I'm always down to see new mechanics in any kind of game as long as they aren't executed poorly like gems were.
 
I hope the community gives stage interactables a fair shot. If it ends up being broken, then yeah, ban them, but I hope we wait until it's proven to be broken first. I mean yeah, it's kind of a new concept that's never really been done before so it could easily be broken in ways that nobody can really conceive at this point, but on the other hand, it has the potential to add a very unique and fresh flair to the general spacing game as well.
The fact that some of them can be used in a combo is cool. I'm interested to see the other ones and how they affect certain dynamics/matchups. I'm always down to see new mechanics in any kind of game as long as they aren't executed poorly like gems were.

100% agree, let's see how it can work, like people choosing one stage over another in his favor, like in Tekken, where dudes pick no-walls stages sometimes, or stages with walls and other stuff
 
I hope the community gives stage interactables a fair shot. If it ends up being broken, then yeah, ban them, but I hope we wait until it's proven to be broken first. I mean yeah, it's kind of a new concept that's never really been done before so it could easily be broken in ways that nobody can really conceive at this point, but on the other hand, it has the potential to add a very unique and fresh flair to the general spacing game as well.

I agree. They seem to have spent a lot of time thinking about them and working them into the balance of the game, so I hope they are give a fair shake.
 
Interactables are awesome and I hope they don't get banned. I will be a community voice in favor of keeping them legal for a while at a minimum.
 
Catching up on the thread. Still think I missed stuff because FF is being really weird.

Special event worth mentioning:

NYU Spring Fighter 2013 with Daigo Umehara and Seth Killian [ Saturday ] [ 10AM EDT | 7AM PDT ]

Poster by the same artist from last year, Rachel E Morris. Website Tumblr Twitter
Thanks. Will add to OP.

Everyone is doing those Polygon-esque sites now huh? I ain't even mad.

Actually this one is called the Tuesday Show because we were too lazy to ever come up with a real name. Thanks for the post though.
Thanks, will update.
 
Happy Medicine is dumb.

Skillwise, I think he's definitely deserving of having a legit sponsor, but this isn't the way you go about it.

He should try making friends with Justin Wong instead.
 
Tonight's CCLive:

  • Gootecks interviews Ryan Hart on Final Round XVI and how to defeat Infiltration.
  • We get a quick update on Marn and his League of Legends team TEAM MRN.
  • Final Round XVI Roundup.

SMH @ 2nd point.
 
So I clicked this thread about GI.biz's defense of always online, and got smacked in the face by this gem from Sven.

As an industry, we needed [SimCity] to get it right," says Christian Svensson, Senior Vice President at Capcom Entertainment. "We needed Blizzard to get it right. And there are reasons that needed to happen for the sanctity of our revenue streams. ... Network based service models are crucial to our business moving forward. If we cannot provide the level of service appropriate and we continuously disappoint, we create continued ill will from customers. Even when there's a huge value to consumers ... every single time, it's going to be viewed with skepticism and waiting for people to get burnt.

---------------------------------------------------------------

[*]Gootecks interviews Ryan Hart on Final Round XVI and how to defeat Infiltration.

Step one: hire Shawn Ekhart.
 
Tonight's CCLive:

  • Gootecks interviews Ryan Hart on Final Round XVI and how to defeat Infiltration.
  • We get a quick update on Marn and his League of Legends team TEAM MRN.
  • Final Round XVI Roundup.

SMH @ 2nd point.

I don't think it's a bad thing that we're still getting updated about someone who used to be a prominent member of the community, even if what he's doing now isn't directly related to fighting games.
 
Sven says a lot of things. Capcom disappointing the customers by not giving them what they want, and giving them what they dont need. Next gen is going to be a mess.
 
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