There's this old video about his daily life and if I remember this correctly, he would got to another place of his that's full of gaming hardware to play.Didn't Daigo say he doesn't have gaming consoles in his apartment because he would never stop playing?
There's this old video about his daily life and if I remember this correctly, he would got to another place of his that's full of gaming hardware to play.
https://www.youtube.com/watch?v=E8nJpwg7cFU
edit: Great moment at 5:25 in the video
Why not just get a bigger apartment with an extra room for all that gaming stuff? I know it's Tokyo rent, but it's gotta be cheaper than having two places.
Is that why Logansama tore up his placard?
I want to do catherine commentaryFinal registrants for CEOtaku:
I'm also down for commentary, hopefully I get in.
I want to do catherine commentary
Trump was mad fray tonite
To add to that, you actually get the character for free. If you want her story mode and BGM there's a (small) fee.
I'm quite taken with Flandre. She seems really buff, kinda feels like a halfway point in between Remilia and Sakuya with how her bullets come from the side but have sort of Remi's spread and shape.
First time I'm hearing this! Are you trying to time meaties by reaction based on their wake up animation or doing proper meaties set up? Never had a problem with this and the generous frame buffer make set ups much easier. Characters who can do LP > VT activation combos are bullshit though.I have been playing some SFV this week and I have been enjoying my time with it but I feel like the following issues should be resolved after Capcom Cup with that balance patch:
*3 frame wake up jab into V Trigger. There is something pretty inconsistent about the game engine where even though you have a frame trap to beat a 3 frame wake up jab it doesn't always work.. even in training mode and especially not online. Almost like some moves are 2.5 frames fast. I don't know how they can fix this though without making every 3 frame jab into 4 frame. At least make it so that you can't wake up 3 frame jab cancel into V trigger, that's just annoying.
Urien have excellent air to air buttons but his jump in normals are some of the worst in the game. In all of them his hurt box extend generously under the hit box while not having any deep hitting normals(like say, Chun's diagonal j.HK or Birdie/Gief j.MK) to change his jump in timing, between this and the no cross up thing, he's one of the most consistent characters to anti-air.*Not only are anti air moves bad but some air moves are way too good and even difficult to anti air with traditionally "good" non invincible anti airs. There's the notorious Ken Tatsu kick, Ryu's jump light and now Urien's j.HK. Some of these need to dialed back.
Final registrants for CEOtaku:
I'm also down for commentary, hopefully I get in.
I have been playing some SFV this week and I have been enjoying my time with it but I feel like the following issues should be resolved after Capcom Cup with that balance patch:
*3 frame wake up jab into V Trigger. There is something pretty inconsistent about the game engine where even though you have a frame trap to beat a 3 frame wake up jab it doesn't always work.. even in training mode and especially not online. Almost like some moves are 2.5 frames fast. I don't know how they can fix this though without making every 3 frame jab into 4 frame. At least make it so that you can't wake up 3 frame jab cancel into V trigger, that's just annoying.
*A lot of anti air moves are pretty bad/mediocre. This results in Jump Fighter V.
*Not only are anti air moves bad but some air moves are way too good and even difficult to anti air with traditionally "good" non invincible anti airs. There's the notorious Ken Tatsu kick, Ryu's jump light and now Urien's j.HK. Some of these need to dialed back.
*Stun game is still too strong, it leads to a very heavy snowball style game play. I am fine with high damage but getting punished because you got hit by a light/throw into a full combo off of stun is not my idea of a fun time.
*A lot of moves need to have their hurt boxes extended on the ground along with their hit boxes. They made this change to Guile's cr.MK in SF4 going from 2012 to Ultra and it was a balanced/good change. This means that the move actually hits like it shows on screen (as opposed to clipping through and still not hitting) and it's easier to whiff punish it. This will make whiff punishment in the neutral easier, more viable. Maybe it was their intended design to make the game play at a closer range.
*Rest are character specific balance changes. Necalli infinite V trigger, Chun Li air legs, R Mike vortex... Most of these things are just not fun to fight against.
Also I am close to getting all the characters without spending a single dime. I also bought the Air Force Base stage because America.
The wake up timing isn't an issue as I can meaty with st.MP as Cammy and that always work. Provided it's after the Cannon Drill, other stuff doesn't work (so not off of throws for example).
I am talking about a basic frame trap from st.MP to cr.MP on block. That should work against a 3 frame normal but it sometimes doesn't even in training mode. It's not like it's a matter of perfect timing either, you can just mash on the cr.MP as fast as possible to make it come out fast.
I can't anti air Urien's jump kick with Cammy st.HK without trading. I would just rather use the DP if I can. Something about that move is off, maybe the timing is weird.
I've never had this problem. Every meaty I've done to beat 3 frames has never lost to a 3 frame jab. Maybe I've been getting lucky? Who knows, but I can't recall this.I have been playing some SFV this week and I have been enjoying my time with it but I feel like the following issues should be resolved after Capcom Cup with that balance patch:
*3 frame wake up jab into V Trigger. There is something pretty inconsistent about the game engine where even though you have a frame trap to beat a 3 frame wake up jab it doesn't always work.. even in training mode and especially not online. Almost like some moves are 2.5 frames fast. I don't know how they can fix this though without making every 3 frame jab into 4 frame. At least make it so that you can't wake up 3 frame jab cancel into V trigger, that's just annoying.
I don't think all characters really need to have equal and great anti air moves, personally. I hear a lot of people say that they're too weak. I feel like they wanted players to also utilize jump normals to prevent jump ins as well and not be fixated on anti air ground normals. If they're not dealing with jump short, EX tatsu, or whatever, I feel like the problem is more because of lag for me.*A lot of anti air moves are pretty bad/mediocre. This results in Jump Fighter V.
I'll agree that they need to fix some of these. I still think I'd rather have some of these changed than the anti-air buttons themselves being buffed. I also think they should also tone down anti-air lights for some characters instead.*Not only are anti air moves bad but some air moves are way too good and even difficult to anti air with traditionally "good" non invincible anti airs. There's the notorious Ken Tatsu kick, Ryu's jump light and now Urien's j.HK. Some of these need to dialed back.
I suppose this is personal preference. I sort of like the stun as it is. It's made it a lot more interesting than SF4 to me regarding pressure, and I do like how spending resources for a V Reversal is one way to lessen it. But at the same time I feel like the game might need some extra/buffed defensive option. What that option or change should be, I don't know.*Stun game is still too strong, it leads to a very heavy snowball style game play. I am fine with high damage but getting punished because you got hit by a light/throw into a full combo off of stun is not my idea of a fun time.
Probably intended design decision, but the lag really doesn't help the outcome which can lead to some flailing a lot of the times. Because of this, I've been using Ibuki stLK OS confirm into Raida for any attempted low whiffs I can see. Mids vary on which character I'm using.*A lot of moves need to have their hurt boxes extended on the ground along with their hit boxes. They made this change to Guile's cr.MK in SF4 going from 2012 to Ultra and it was a balanced/good change. This means that the move actually hits like it shows on screen (as opposed to clipping through and still not hitting) and it's easier to whiff punish it. This will make whiff punishment in the neutral easier, more viable. Maybe it was their intended design to make the game play at a closer range
The wake up timing isn't an issue as I can meaty with st.MP as Cammy and that always work. Provided it's after the Cannon Drill, other stuff doesn't work (so not off of throws for example).
I am talking about a basic frame trap from st.MP to cr.MP on block. That should work against a 3 frame normal but it sometimes doesn't even in training mode. It's not like it's a matter of perfect timing either, you can just mash on the cr.MP as fast as possible to make it come out fast.
I can't anti air Urien's jump kick with Cammy st.HK without trading. I would just rather use the DP if I can. Something about that move is off, maybe the timing is weird.
I don't think all characters really need to have equal and great anti air moves, personally. I hear a lot of people say that they're too weak. I feel like they wanted players to also utilize jump normals to prevent jump ins as well and not be fixated on anti air ground normals
http://esloneny.challonge.com/
Pools for ESL this weekend
1: Infiltration, Valle, Lil Evil
2. Justin Wong, Flux, Javits, Wolfkrone,
3. Fuudo, Sabin, Master mike, Chakotay
4. Tokido, CJ Showstopper, RLBS, Poem, Fubarduck, Zaferino, Golden Cen
5. Daigo, Shine, Chi Rithy
6. Julio, Commander Jesse, Hamad
7. Xian, 801 Strider, LPN, Moons,
8. Phenom, Smug, Humanbomb, Rayray, Sanford
9. Nuckledu, CD Mani, Marvisto, Snake Eyez, Dafeetlee
10. Xiaohai, Nacer, Itazan, Citiofbrass, Spabrog, Mono
11. F Champ, Alioune, LI Joe,
12. Momochi, Ludovic, Kreymore, Yipes
13. Mago, J Rosa, Flash, D Rezz
14. Haitani, Alucard, Adnan, Rom
15. Kazunoko, Ranmasama, Kbrad, Coach Steve
16. Ricki, Brolynho, Raoh
Mashing might be the problem, most MP, MP frame traps have a one frame window made into 3 frames due to buffers, it's easy to time them but mashing wont work 100% of the time unless you're mashing at 20 press per second.The wake up timing isn't an issue as I can meaty with st.MP as Cammy and that always work. Provided it's after the Cannon Drill, other stuff doesn't work (so not off of throws for example).
I am talking about a basic frame trap from st.MP to cr.MP on block. That should work against a 3 frame normal but it sometimes doesn't even in training mode. It's not like it's a matter of perfect timing either, you can just mash on the cr.MP as fast as possible to make it come out fast.
I can't anti air Urien's jump kick with Cammy st.HK without trading. I would just rather use the DP if I can. Something about that move is off, maybe the timing is weird.
https://toolassisted.github.io/JUMP/
lol at the 76ers moving into eSports.
Lack of top Japanes Chuns is surprising, this is Justin's chance to shine.http://esloneny.challonge.com/
Pools for ESL this weekend
1: Infiltration, Valle, Lil Evil
2. Justin Wong, Flux, Javits, Wolfkrone,
3. Fuudo, Sabin, Master mike, Chakotay
4. Tokido, CJ Showstopper, RLBS, Poem, Fubarduck, Zaferino, Golden Cen
5. Daigo, Shine, Chi Rithy
6. Julio, Commander Jesse, Hamad
7. Xian, 801 Strider, LPN, Moons,
8. Phenom, Smug, Humanbomb, Rayray, Sanford
9. Nuckledu, CD Mani, Marvisto, Snake Eyez, Dafeetlee
10. Xiaohai, Nacer, Itazan, Citiofbrass, Spabrog, Mono
11. F Champ, Alioune, LI Joe,
12. Momochi, Ludovic, Kreymore, Yipes
13. Mago, J Rosa, Flash, D Rezz
14. Haitani, Alucard, Adnan, Rom
15. Kazunoko, Ranmasama, Kbrad, Coach Steve
16. Ricki, Brolynho, Raoh
Lack of top Japanes Chuns is surprising, this is Justin's chance to shine.
New thread when?