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

Fighting Games Weekly | June 24-30 | Twitch, pay your paaAAAaartners for god's sake!

Idk this just helps prove my point for me. I dont have issues with stuff like this. I've been playing the game for ages now I just tap back on the first frame I see of her going into those overhead positions.

For example BB throw techs are 13 frames, those get teched all the time.

And they also are successful a lot of the time, too. That's because it's more about situational anticipation than raw reaction. At no time did I even remotely suggest that those things were not blockable, or that throws were not techable. You're just not doing it strictly off reaction. You're reading patterns or making a situational read, plus reacting.
 
Too late for Evo since they're not allowing Zod. Unless they're only disallowing brand new characters at that date and not changes to existing content or something.

They've done that before by ensuring they don't have the latest version of the game at Evo, but it's pretty tough when so many players will have gotten and practiced with the update and considering how many people want Scorpion nerfed. I'm not sure what they're gonna do.
 
I'm hesitant to call anything that players can consistently block on reaction a legitimate mixup. I've always thought of a real mixup as a situation in which players have to make an educated guess.

On this topic though, it's interesting (and a little weird) that the speed of a "slow" overhead is often the same as a "fast" low in 3D games. Top Tekken/VF/SC players get hit by 17-20f lows quite a bit, and yet the ones that do also play 2D games seem to block pretty well in those. I've wondered if it's because the startup animations for lows in 3D games can look similar to other moves at times.

Animation absolutely plays a part in it. See moves like Miguel's db+1 in Tekken, that's a 23 frame low that hits everyone unless they are looking for it, mainly because of the way it's animated.
 
I don't know why, but I'm better at teching throws in everything that isn't BlazBlue. They're so slow that I actually overreact. GGPO makes teching just fine. Nothing will ever make Guilty Gear throw techs viable. Them shits are so fast Kenshiro couldn't tech them if he tried.

isn't gg throw techs like 3 frames or something?

Also I fail to tech throws because when ever I get air grabbed my rachel I always think, "GOD DAMN HER AIR THROW RANGE IS SO FUCKING STUPID"
rc320_02.png

then I go oh I should tech :P

You're reading patterns or making a situation read, plus reacting.
In the end though it still falls upon a players ability to react more than any other thing. Someone could know every move a player will do, but if their reaction speeds are crap it wont matter.
 
scorps teleport has no telegraphed startup that cant be faked by something else. and any of the screen effects happen when its too late. animation is more important than frames. he can also do it in virtually any situation and any position.

the animation is sometimes way more of a factor than the speed. hellsweeps are close to 20 frames and not a player on this planet can see them
 
Hey Pretty Panda if you need any details don't be afraid to hit me up. Also how do I get a gold of Enzo-gt? Couple of those stream links are wrong on the OP.
 
Hey Pretty Panda if you need any details don't be afraid to hit me up. Also how do I get a gold of Enzo-gt? Couple of those stream links are wrong on the OP.

you can PM him on these boards or just post something negative about Kanye, followed by your fixed links
 
And they also are successful a lot of the time, too. That's because it's more about situational anticipation than raw reaction. At no time did I even remotely suggest that those things were not blockable, or that throws were not techable. You're just not doing it strictly off reaction. You're reading patterns or making a situational read, plus reacting.

yep: blazblue's game engine disables throw breaks for a while after you attempt a throw break. in fact advanced players take advantage of this by pretending to go for a throw, trick the opponent into entering a throw break, then throw them for reals!

http://www.dustloop.com/wiki/index.php?title=Defense_(BBCP)#Throw_Reject_Miss
 
Animation absolutely plays a part in it. See moves like Miguel's db+1 in Tekken, that's a 23 frame low that hits everyone unless they are looking for it, mainly because of the way it's animated.

That's because it's not just twitch reaction to any stimulus; you are reacting to one option of at least two. The starting point is irrelevant for the purpose of determining which branch is being taken; the only thing that matters for reaction purposes is the point of differentiation.

In the end though it still falls upon a players ability to react more than any other thing. Someone could know every move a player will do, but if their reaction speeds are crap it wont matter.

If you're perpetually putting yourself in situations where reaction time is the most important thing, you're a bad player.
 
I was in surgery the whole day and we are still talking about Scorpion.

I agree with FChamp/PRRog that 20 frames are around what can be reasonably reacted to. 15 frame is probably the threshold and anything below is extremely difficult to react to.

That said the animation has to be very clear and you can only use overheads close up... not from anywhere on the screen. You cannot fucking tell me that a full screen overhead in SF4 won't be cheap as fuck that also teleports the character. If only the start up was the sole problem with Scorpion but its not.
 
If you're perpetually putting yourself in situations where reaction time is the most important thing, you're a bad player.
This is pretty false as well. I thrived off of punishing with vapor thrust in GGXX#reload. I even had some dust loop post saying they felt like they couldnt ever attack me
 
http://www.injustice.com/en/news/injustice-patch-v105-release-notes

Nightwing

Staff Stance Down+Light is now +3 on block (down from +6).

Oh fuck me

BOO BOON

BOO

oh and also

Scorpion

Shroud of Flames (Character Power)no longer starts it’s cooldown if it gets interrupted before it is activated.
Flip Kick (Down + Forward + 2) is now -10 on block (up from -1).
Teleport Punch (Down + Back + 3) now has more recovery time when blocked.
Slightly adjusted the Teleport Punch (Down+Back+3) speed
The Teleport Punch is now a High attack and has slightly more recovery when it misses.
Increased Welcome to the Netherrealm (Supermove) damage to 37 (from33.75)
Slightly adjusted his Jumping Light and Jumping Hard hit-boxes.
The Teleport Punch (Down + Back + 3) on block is now -8 and slightly pushes back farther.
 
Turns out the low Tekken numbers might be due to a boycott of Evo by the Tekken community over Wiz banning DS3's (Even without batteries) from EVO. I understand why it's being done, but I understand why the Tekken community is revolting.
People remember why that ban was instantiated in the first place, right?

I don't see the big deal with battery-less DS3s though. That solves the issue but I guess Evo doesn't want to do the work of checking it.
It's probably unreasonable to expect them to thoroughly check every controller. And a rule that can't be enforced properly is no better than having no rule at all, so a blanket ban makes more sense.

I guess I could have used a better example than Vergil, I forgot the U.S. didn't use him during the early days of marvel. It would be like putting Wolverine or Dark Phoenix in Vanilla a month before Evo would be a better comparison.
Phoenix didn't win a major for months, and though she was a somewhat popular character out of the gate, a lot of the early conventional wisdom was that she was too high risk to rely on for tournament wins.

scorps teleport has no telegraphed startup that cant be faked by something else. and any of the screen effects happen when its too late. animation is more important than frames. he can also do it in virtually any situation and any position.

the animation is sometimes way more of a factor than the speed. hellsweeps are close to 20 frames and not a player on this planet can see them
Yup. I get hit by slow ass shit all the time simply because it tends to look like something else at first.
 
Lex mines now take a bar of meter.

I don't even

Edit: I can't read. It's the explosion that apparently took no meter? It's useless anyway.
 
that doesn't make my statement false at all...
Sure it does
you're a bad player.
That part^ becomes false. There are some match ups and situations where it just happens and the other player can't do much about it once it starts. At that point they must rely on reaction to get out of the situation. This is true for almost every match in every fighting game. This does not make them bad players.
 
Sure it does

That part^ becomes false. There are some match ups and situations where it just happens and the other player can't do much about it once it starts. At that point they must rely on reaction to get out of the situation. This is true for almost every match in every fighting game. This does not make them bad players.

this conversation doesn't work because you don't understand words.
 
[QUOTE="God's Beard!";66295621]I thought everybody just used hitboxes.



What's wrong, is someone thinks that Scorpion's teleport is a 50/50.[/QUOTE]

I wasn't going to chime in, but after seeing that vid it's definitely a guess, no one can react to that.

Side note on frame data, it can be misleading with regards to how hard it is to react to a move. You're reacting to the visual stimulus of anoverhead, so even if a move is say, 100 frames, if you dont actually see the move until the 95'th frame, then it's still impossible to block. So why scorpion's teleport is 23 frames total or whatever, half of that is scorpion leaving, and the remaining frames is when he's actually attacking, definitely less than 10.

Anyways watch the move, you can't block that on reaction. Not tooting my horn, but I have pretty crazy reactions, and there's no way I'd be able to do that.
 
I wasn't going to chime in, but after seeing that vid it's definitely a guess, no one can react to that.

Side note on frame data, it can be misleading with regards to how hard it is to react to a move. You're reacting to the visual stimulus of anoverhead, so even if a move is say, 100 frames, if you dont actually see the move until the 95'th frame, then it's still impossible to block. So why scorpion's teleport is 23 frames total or whatever, half of that is scorpion leaving, and the remaining frames is when he's actually attacking, definitely less than 10.

Anyways watch the move, you can't block that on reaction. Not tooting my horn, but I have pretty crazy reactions, and there's no way I'd be able to do that.

Yup it's not 23 frames, it's closer to about 10 or so. 23 frames is slow as fuck.
 
I understand words just fine. You seem to have some weird ass view of how fighting game matches get played out.

No, you just can't, or don't, read.

If you're perpetually putting yourself in situations where reaction time is the most important thing, you're a bad player.

Do you understand what these words mean? Obviously people get in situations where reactions matter. No shit. But if being in those situations is all you ever do, you suck. Smart players play to minimize those situations as much as possible and to leverage those situations for themselves. Players with inferior reactions beat players with faster reactions all the time. Nobody said reactions don't matter; clearly they do, because it's not a turn-based game (Hell, even in turn-based games, the most important thing is to have your opponent react to you instead of the other way around). But if you depend on raw reaction time more than anything else, you're a bad player.

I don't understand. Are you saying that you don't react in fighting games? As in, you trust in yourself and your moves alone?

See above.
 
Top Bottom