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Fighting Games Weekly | Apr 27 - May 3 | NeoGAF actually plays games?!

People remember day one and still think the game is broken. Yes the netcode sucks, but besides that I don't have any issues since day two. Game doesn't crash or anything, everything works well

It's not unplayably broken, but I'm preeeeetty sure it still has its fair share of issues even if you're not getting them.
 

mbpm1

Member
I just realized that this guy at locals that spams Ness' PK Thunder 2 is a Timmy. He will die 4/5 times after getting punished, but when that 20% comes through, he is so happy and says "That is what I was going for!" He just loves seeing PK Thunder 2 go off. I thought he was just an idiot, and I think that is still debatable, but it makes a little more sense to me in some maddening way.

Lmao.

I definitely have some Timmy in me then. I'll be playing a match seriously and then suddenly decide: "I wanna use Super/a special move/a certain normal 3 times in a row." Then I'll change my entire gameplan to find a way to do that feasibly. Sometimes I lost but sometimes it throws people off a lot.

The rest of the time I guess I'm a mix b/w Spike and Johnny.
 

Bizazedo

Member
He still drives me nuts. I got stuck with him in doubles, and I said, "Okay, while we are partners, can you try not to spam PK Thunder 2?"

His response? "I...can't promise that."

I changed my team color.

That's a great response, though.

Anyone else try to irresponsibly end a match with an Ultra / Super / whatever, even if it was unnecessary? Has made me lose so many times.
 

petghost

Banned
[QUOTE="God's Beard!";162081373]So why does proximity blocking exist again? It just seems like such a bad mechanic.[/QUOTE]

Would you rather have a block button?
 

mbpm1

Member
That's a great response, though.

Anyone else try to irresponsibly end a match with an Ultra / Super / whatever, even if it was unnecessary? Has made me lose so many times.

See my above post lol.

I'm not saying that if I have 4 meters and the match is about to end and I have the life lead I'm going to always try to use them up somehow...but sometimes....
 

Onemic

Member
So I heard on Ultra Chen that the 360 version of SF4 is actually the one with the bad input lag since the arcade/PS3/PC versions of the game all have the same amount of lag(4 or so) vs the 360's 2. So what will the PS4 version have then?
 

Sayad

Member
[QUOTE="God's Beard!";162081373]So why does proximity blocking exist again? It just seems like such a bad mechanic.[/QUOTE]You can use it to miss up your opponent spacing during footsies. Not sure if that's its intended design though.
 
So I heard on Ultra Chen that the 360 version of SF4 is actually the one with the bad input lag since the arcade/PS3/PC versions of the game all have the same amount of lag(4 or so) vs the 360's 2. So what will the PS4 version have then?

If the press release is to be believed, less than 4.
 
http://sonichurricane.com/?p=5023

Old but relevant about proximity blocking. They kept it since SF2. It's a way to manipulate your opponent so they don't freely walk back, and is something to take note in whiff punishing, so you have to make sure you don't catch yourself blocking something you can punish on whiff.

Ultrachen also went over this before on one of their First Attacks before. It is very useful for grapplers since in that effective blocking range you can effect their retreat. And of course we all know how someone like Snake Eyez fakes a whiffed normal then grabs them while they attempt to block.
 
[QUOTE="God's Beard!";162093682]I don't get how this makes Proximity Blocking a good thing, though. All David is saying is that you can't walk back once they hit a button. I get that. That's my problem.[/QUOTE]

He is talking about the fact that frame advantage is relative. If the attacker lands his attack in the later frames, he would be relatively more safe. Since proximity blocking keeps the defender closer when backing up, they would get hit in the earlier active frames.
 

Uraizen

Banned
So I heard on Ultra Chen that the 360 version of SF4 is actually the one with the bad input lag since the arcade/PS3/PC versions of the game all have the same amount of lag(4 or so) vs the 360's 2. So what will the PS4 version have then?

Wouldn't that make it better, just not arcade perfect?
 
He is talking about the fact that frame advantage is relative. If the attacker lands his attack in the later frames, he would be relatively more safe. Since proximity blocking keeps the defender closer when backing up, they would get hit in the earlier active frames.

Yes, I fully understand that. What I don't get is how that benefits gameplay.
 

ShinMaruku

Member
[QUOTE="God's Beard!";162024010]I'm using Juicebox's secret footsies training tech in tandem with watching my replays against DBJ to become the ultimate Juri counterpick monster.

I'm coming for you, DBJ! 'Bout to get some wins off that Poison for real.

As soon as I learn how to beat this goddamn HP Fireball and cMK. Goddamn.[/QUOTE]

Juri?
When you get the execution down she'll be a joy.
 

kirblar

Member
[QUOTE="God's Beard!";162094252]Yes, I fully understand that. What I don't get is how that benefits gameplay.[/QUOTE]
Consistency.
 
I get what proximity blocking is and how it can be used. My problem is not getting why it exists in the first place. Like, someone had to program into the game that you couldn't move backwards if your opponent is hitting a button. Why? The only thing I can think of is creating some sort of visual cue for the early SFs that had fewer frames of animation that your opponent is doing something.

Juri?
When you get the execution down she'll be a joy.

I started to learn her because I accidentally picked her in a ranked match and somehow won. It was great.
 

vocab

Member
I dont like proximity blocking either. In ST, and kof13 it's a pain in the ass to deal with when your opponent can walk forward spam some lights and your stuck blocking. In ST its so abuseable because its almost impossible to punish due to instant recovery and they have really good priority.
 
[QUOTE="God's Beard!";162094252]Yes, I fully understand that. What I don't get is how that benefits gameplay.[/QUOTE]

The way it benefits gameplay is specific to what you are going for. The example where I mention some on like Zangief where you manipulate their retreat and when they block is important to him. You guys have seen a lot if people try to back up from green hands, go within block, then the hand whiffs and they get thrown. Correct me if I'm wrong but does Ken's step kick feint put them in a block stance? The whiffs do play on your opponents defensive tendencies since it gives the attacker something they can indirectly effect them with.

Range and frame advantage are huge in things like tick throws, you can't throw them in blockstun so the pkayer has to figure the proper range to walk up after a block normal. Specific to SF4, since throws are 2 frames iirc, if you are +1 or less you can attempt a throw on your opponent.

Edit: sorry if I'm seeming to respond even after you made another post because I'm on a phone and shit is tedious to browse neogaf.

Speculation on my part but in tgat SF2 retrospective that polygon made. They interviewed the team behind SF2. They didn't think of combos at the time and the design was around using your moves for their speed, range, and damage. Which makes it sound it was intended originally to be very footsie based. Since they obviously made balancing revisions I think they kept proximity blocking for that reason. If you throw out a jab at a retreating opponent, it may give you a moment to get youself into an effective range for cr.mk or something.
 

Anne

Member
Proximity guard is an okay thing to exist, it's just when you get to SF4 levels of jabs setting it off from half screen I get confused.
 

ShinMaruku

Member
[QUOTE="God's Beard!";162094879]



I started to learn her because I accidentally picked her in a ranked match and somehow won. It was great.[/QUOTE]

I got to like Ibuki because of making a accident in a ranked match as well as trolling El Fuckos who get ex neckbreaked XD
Sometimes accidental picks can bring you a new character to play. :)
 

Cybit

FGC Waterboy

Right - sorry, lol. The issue is that the X360 is closer to the truth, but further away from the arcade version. I sort of wonder whether PS4 should just rock -4 so arcade / PS4 / PS3 is on the same page, and patch X360 and move it to -4.
 
Timmy is in it for the flashiness. Johnny is in it for the tech used to make it happen. Spike is in it for the execution difficulty.

Combo videos showing off impractical setups and ArcSys character challenges are made for Johnny though.

Correct, except the Spike part.

No, Timmy is in it for having a good time with friends and having fun. Timmy is all the pool monsters at EVO that just want to get bopped and then hang out and watch the action on the main stage.

Timmy is about experiencing something. A typical Timmy is in it indeed for the flashiness - I like when my Elf combo deck makes creatures ridiculous and seeing a threshed Cabal Ritual generate ridiculous amounts of mana warms the cackles of my heart. It's the Timmy in me.

Timmies are ALSO about just doing things with friends and having fun. It's not one single laser focused thing that defines a player psychographic. For example, compare an Innovator Spike who wants to win because his deck broke the format vs. a Nuts and Bolts type who wants to win by playing flawlessly. Same aim, different expression.

Or compare Innovator Spikes with Johnnies. Same expression - brewing strange things - different root cause.

Is there a Magic equivalent to Mike Ross?

Cedric Philips, maybe

The MTG community is a lot more sterile in general, though.[/QUOTE]

http://shoryuken.com/2011/12/12/gue...pective-on-the-fgc-and-esports-communities-2/

Remember this article contrasting the FGC and PC Esports like Starcraft and MOBAs? MTG is pretty much smack in the middle. Analog, vs. the other guy in the same room, but at the same time quieter and has the taboos related to hidden information and such.

You do realize that the archetype definition is fluid and encompasses many possible psychological motivations and drives? Spike's main drive is competitive, to prove that Spike is better than someone else, either by winning or by showing off better mastery. It really doesn't matter how.

I can agree with this.

[QUOTE="God's Beard!";162081373]So why does proximity blocking exist again? It just seems like such a bad mechanic.[/QUOTE]

A more pertinent question to ask is why in tarnation the charge up part of focus attack has a proximity box. It's ridiculous.
 

BakedYams

Slayer of Combofiends
Little Timmy is trapped in a well?! Let's go save him Fido!


Poongko is glorious, dude knows how to have a good time.

Other than that, why base ourselves on archetypes from MTG? I thought we already had some established way to determining what kind of a player you are like nutjob, lame, Justin Wong, the daywalker, cheap and Fanatiq.
/s
 

jbug617

Banned
ECT announced that MK X is going to be the last game on Sunday. Makes sense since they are not part of the CPT and Northeast have a lot of NRS players.
 
http://markrosewater.tumblr.com/post/117704742248/does-spike-care-about-mastery-because-it-lets-him
bazinga

Also the MTG psychographics are useful because there's a very close correlation between those and the ones in fighting games, so it's interesting to apply the lessons learned from the former to the latter. For example there's a bit of an echo chamber effect among certain subsets of the FGC ("who the fuck would want to play a single player fighting game like SC Lost Swords?!" later: "wait why are there so many people playing Lost Swords") because they're in a bubble composed primarily of Spike players.
 
Proximity guard is a way to control movement.

If you don't want to be "locked in place", then avoid back and downback. Walk forward, or neutral/backwards jump, etc.

It's one effective way of preventing movement from getting stale. It lets the aggressor have a say in what the defender is doing.
-----
I am a Timmy/Johnny.

I play competitively, but within that umbrella I play for fun and expression. I like when people understand the game and we can have good matches together.
 
Timmy is about experiencing something.

It's in the very thing you linked in big bold letters "For Timmy, the entire reason to play is having a good time"

Timmies are ALSO about just doing things with friends and having fun. It's not one single laser focused thing that defines a player psychographic. For example, compare an Innovator Spike who wants to win because his deck broke the format vs. a Nuts and Bolts type who wants to win by playing flawlessly. Same aim, different expression.

Or compare Innovator Spikes with Johnnies. Same expression - brewing strange things - different root cause.
It defines a Timmy, where the act of engaging with the activity has to be fun/entertaining/rewarding. From what I can tell any way. Spike and Johnny both have a goal to work towards and that's where their satisfaction comes from.
 
It's in the very thing you linked in big bold letters "For Timmy, the entire reason to play is having a good time"

Yup. And the good time can come from casting this , from hanging out with friends, or something else. The psychographics aren't that narrow.

I'm a power gamer+social gamer Timmy / nuts&bolts + tuner Spike for example.
 

fader

Member
People remember day one and still think the game is broken. Yes the netcode sucks, but besides that I don't have any issues since day two. Game doesn't crash or anything, everything works well

Well I am glad the game is working perfectly for you but I and several other people are still having problems with the game such as memory leak crashes, SEVERAL graphical bugs, Frame rate issues, random online crashes (especially in KOTH), Random Freezes, Game UI not being updated, configure settings not memorizing, and several other issues. So yes, you can say the game is "better" than how it was on Day 1 but it still has persistent issue's that that I see I am not the only one having.
 

BakedYams

Slayer of Combofiends
I always wondered... Why don't Capcom bring back older games for CapCup like SF3 or SF2T?

Probably rights to stream some of the music in the game. I know Nintendo has had this issue with Sm4sh and its soundtrack. If that's not the issue, I guess popularity? The games are old and maybe they want to concentrate on what's coming.
 
Proximity guard is a way to control movement.

If you don't want to be "locked in place", then avoid back and downback. Walk forward, or neutral/backwards jump, etc.

It's one effective way of preventing movement from getting stale. It lets the aggressor have a say in what the defender is doing.
-----
I am a Timmy/Johnny.

I play competitively, but within that umbrella I play for fun and expression. I like when people understand the game and we can have good matches together.

That makes sense. Creating an incentive to attack is good.
 
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