Which stream is SF4 on?
on the marvel stream kappa
Which stream is SF4 on?
Good shit KBR
e: Justin's kill on Vergil there was pretty nice.
Is the Steam version any different from the console versions on 360 and PS3? I'm getting accidental drive cancels with K' when I'm playing at a friend's on the Steam version.
Yes, it has the latest arcade patch which added more lenient inputs iirc.Is the Steam version any different from the console versions on 360 and PS3? I'm getting accidental drive cancels with K' when I'm playing at a friend's on the Steam version.
Yes, it has the latest arcade patch which added more lenient inputs iirc.
Watching Chris g play marvel live is even more ridiculous than on stream.Yes, it has the latest arcade patch which added more lenient inputs iirc.
Watching Chris g play marvel live is even more ridiculous than on stream.
That explains it. I keep getting K' QCF+P drive cancel into QCF+K whenever I play on that setup and it's pissing me off. I just want the kick follow up. I tried going back to console and I can't even get the drive cancel on purpose.
Is the Steam version any different from the console versions on 360 and PS3? I'm getting accidental drive cancels with K' when I'm playing at a friend's on the Steam version.
added more lenient inputs iirc.
You guys should really see Top 8 From Atlanta scraps. Blows away what we saw in Pools at Northwest Majors today.
Pig of the Hut
Saltface
Forever King
Michaelangelo
.
Character forums on Skullheart probablyGuys I just bought skullgirls where do i go to find bnbs etc.
Thanks. I really enjoy watching high level nrs stuff.
Pretty sure it didn't.
You are making that up!
Damn, Morrigan is such a good character. >_> She has a high health too, right?
It's technically below average when compared to the whole roster (1 million is the average) but when compared to the competitive average it's above average.950, slightly above average. Same as Wolverine.
MK and KOF are somewhat similar in their skill progressions.
KOF still takes a bit more work, but overall it's really difficult to get to the "real" game when the vast majority of players who play it don't bother going that far into it, since basic offensive gimmicks can have very high rewards. Learning setups and converting is easy, defending against it is not.
I don't think this will be a problem as MKX ages, though. I think MKX will eventually have an even bigger -top player pool- than MK9 or Injustice ever had.
It's technically below average when compared to the whole roster (1 million is the average) but when compared to the competitive average it's above average.
Combos are like music...going faster doesn't make them better.
Momochi and Choco are streaming. I know they've streamed before but maybe this will be more of a regular thing now.
http://www.twitch.tv/momochoco
Yeah. Like Footsies, general fighting game knowledge that is taken for granted.
I'd love to see someone try to play A-List Johnny Cage without knowing how to run cancel.
Agreed on all points. Especially the last one about growth. NRS has very low entry barrier to their stuff and I think it helps them to draw in a lot of fresh faces and talent with each new game since MK9. MKX has a lot of push behind it and its very popular amongst all levels of player so I feel it having a large pool of top players emerging for it is a pretty fair prediction.
Once folks get used to inputting ->,-> to run in the middle of combos it'll take off for them. Its a big reason why I wish you could upload combos and play them in a rhythm style game vs a ghost of the player in the upload. Slow it down to so many beats and have the input glow when to hit it then with each successful progression of the combo you have to do it in a speed closer and closer to the original until you are actually doing it naturally. I feel if combos were shareable and taught in this manner it'd be a nice little rhythm game that'd actually teach people not only tech, but timing and how to relax during inputs instead of panic and try to just mash faster and faster. Setup a metronome, a glow over the inputs when to hit them and confirm sounds when you hit the input all to reaffirm the player of the combo's timing and it'd be a lot better than current "challenge modes" I've seen. Combos are like music...going faster doesn't make them better.
both Spark and Derek died ;w;
Hell that character is cancels in general. He's very unique in that variation compared to the rest of the cast. Almost capcom like in that he can just sort of makeup his own stuff via his options to cancel out of so many things. Its like he can use nonstring stuff in a string based fighter.
Maybe some day we'll see a rhythm game setup for combo training with an upload and share feature. I think that should be the next mode after a solid training mode for teaching the concept of things like crossups, mixups, and overheads etc to new players. Hell I'd make the tutorial mode reward a shitload of "funbuck Kombat Koins" or their equivalent just to make folks play it.
You know what, that's a brilliant idea. I'm dead serious. Get some of the folks from the Osu! PC game and you can make a brilliant advanced combo tutorial.
I'd be so down for combo rhythm training.