Fighting Games Weekly | December 24-30 | How will we free Lando now?

Just escaped Paper Mario vortex and it looks like I missed an actually good FFF and an input nullification glitch demonstration :(

Is Marlin gonna show the glitch again or are they just playing sets now?
 
1. Viper lacks any kind of theme. Yeah, yeah Blanka and Dahlism. But generally the SF characters have very distinct/stereotypical appearance or fighting style.

2. She relies on weapons/technology for her abilities instead of training despite being one of the good guys, er gals.

3. Gameplay in practice: self-explanatory

4. Gameplay design: High execution, high reward, low risk has always been awful design even though I'll admit I used to subscribe to that myself.

-It alienates a large number of players
-It reduces the importance of psychology in favor of being a robot
-The execution barrier works on the principle that even specialists won't hit a consistently. But that has been proven false on multiple occasions from ewgfs to Kabal's block loop

So yes, both as a character and from every aspect of gameplay she is awful. And since everyone always hates Capcom's business side, I'll mention that she was a focus grouped (conceptually) character.

Difference between amazing and awful for the ultra. And the projectile zoning game would become even less relevant. That actually did happen with Bison U2.


I agree with some of that, but I think high execution for high reward is a SF4 problem in general (links, FADC, clunky controls). I still think much of that was deliberate out of fear the game would be viewed as "too simple" if it didn't have such barriers. I once asked a question on Capcom's forums, and got a Reply for Seth years ago that seems to insinuate that's what Ono was thinking with legacy motions (I think I asked why wouldn't they simplift the motion on Chicken Wing/Hooligan since there was no overlapping move reason, it was hard for the sake of being hard)

I still think SF4 overall falls on the side of good, but I get so angry at the game because I think it has some fixable things that will never get fixed due to Ono being stubborn and set in his flawed vision of what makes a fighter good.

Stuff like relying on weapons/tech- that's just design. In a game with 45 character you're going to have designs you hate, both in gameplay and aesthetic.

In a way, Viper is a perfect fit for SF4, but that is both good and bad.
 
Just escaped Paper Mario vortex and it looks like I missed an actually good FFF and an input nullification glitch demonstration :(

Is Marlin gonna show the glitch again or are they just playing sets now?

He demonstrated it with Nova. When you unfly with him and then press a button, he always does the nova strike. If you unfly and press the button at the same time, Nova unflies and immediately does his attack the first frame afterwards and the nova strike will not come out. He said infinites are a lot easier now too. I don't play marvel so I could be missing some details.
 
Combofiend has reached critical levels of feeling himself. He is feeling himself so hard, it is spreading to those around him.

I am in tears from his commentary.

He demonstrated it with Nova. When you unfly with him and then press a button, he always does the nova strike. If you unfly and press the button at the same time, Nova unflies and immediately does his attack the first frame afterwards and the nova strike will not come out. He said infinites are a lot easier now too. I don't play marvel so I could be missing some details.
Thanks, I appreciate the account. Azure gave a description in the OT as well, so I have an idea of what was shown, now I just want to see it.
 
Rare footage of entire FGTV crew on stream

V4ctI.png
 
He demonstrated it with Nova. When you unfly with him and then press a button, he always does the nova strike. If you unfly and press the button at the same time, Nova unflies and immediately does his attack the first frame afterwards and the nova strike will not come out. He said infinites are a lot easier now too. I don't play marvel so I could be missing some details.

Is this a TAC infinite? Or just a regular infinite?
 
I don't think there is anyone who doesn't feel themselves in Marvel. Even low tier players like CJ and Andre feel themselves hard.

CJ has leveled up, less dropped combos although him going for infinites cost him matches. His Vergil is booty butt cheeks.
 
Well CJ has clearly surpass Andre in not dropping swords loop, but that's about it. Decisions making is still lulzworthy. I can't make fun of CJ too much cause he was using rocks though.
 
Bolts is so bad vs Wolverine lol
Actually Plasma Beam was beating out Bolts on start up and Combo was pressing buttons like crazy.

Combo was just playing bad in the Nova vs Wolverine match up, Nova wins it. I didn't see one Gravimetric Pulse in that set. Yipes beat PRRog free in the exact match up.

Wasn't Yipes talking about how great team Nemo is against Wolverine and how he's going to use it against all Wolverine players?
It's excellent against Wolverine, actually specifically speaking Nova is great against Wolverine because Wolverine can't do anything about shield.

Combo was just playing bad and never got a chance to settle in with Nova.
 
Infrit gets blown up by Wolverine too. He got 3-0 last night against YtwoJay (then told James Chen it's his most hated character). Yipes did stay at Justin's place for a bit and has Noel to crack out with. Clearly he know something that Combo/Infrit does not.
 
Maybe it's because Nova's buttons are so slow. Nova has a hell of a job keeping Wolverine out in the start of the match. My Nova is also still working with Day 1 technology, so take that with a grain of salt.
 
Maybe it's because Nova's buttons are so slow. Nova has a hell of a job keeping Wolverine out in the start of the match. My Nova is also still working with Day 1 technology, so take that with a grain of salt.

You're on the right path. I'm telling you Nova/Spencer is fun as hell to play. Their combos are simple as fuck too. Obviously my movement and knowledge of those two are nowhere near Yipes/Combo/Infrit but I got all their combos/resets/hit confirms/setups down in literally a few days.

Had to put in 10000 times more hours to even make Dante competent. And now just learning a lot of the newer advance shit.
 
Wolverine is the still the same shit. He's scary when he's next to you and the good ones know how to stay next to you. Only difference in matchup is whether or not you have anything to keep his ass away if he's not next to you.
 
*turns on fgtv, hears and sees Magus*
...Fuck.
You're on the right path. I'm telling you Nova/Spencer is fun as hell to play. Their combos are simple as fuck too. Obviously my movement and knowledge of those two are nowhere near Yipes/Combo/Infrit but I got all their combos/resets/hit confirms/setups down in literally a few days.

Had to put in 10000 times more hours to even make Dante competent. And now just learning a lot of the newer advance shit.

I don't really like learning new characters unless I can use Joe with them. Nova/Hulk/Sent is the exception because that team is goofy as fuck and wins when it shouldn't lmao.
 
So I'm thinking for next week's thread, in the OP it would be cool to do a round up of all the fighting games coming out next year, just to look at what's in store for the community for 2013.

I think Slamtastic (?) made a list to start with somewhere in a previous thread but I can't seem to find it.

Injustice: Gods Among Us
Darkstalkers: Resurrection
Dead or Alive 5: Plus
BlazBlue: Chrono Phantasma Console Release

...that's all I've got.
Maybe that'd be a neater thing on the week of release for an individual game. Still, this is a much better idea than nothing.

Also, Skullgirls PC...
"Some people actually want that."

Luckily, no one gives serious attention to those trashcan gamers.
At least when it comes to charge moves. I kinda wish this were the same with raging demon inputs. I fear that Capcom will go an absolute murdering spree if they make a new DSIV and people complain about the inputs that players have honed after fifteen+ years of playing.
2012 was not a great year for new fighting games.
Ha

If this doesn't count as a great year then the genre is doomed and I don't blame the companies for this.
 
Some people actually want that.

You don't have to go double QCF. I think Sirlin was onto the right idea with simplifying some motions, such as Guile's Super to charge DB circle to UF. Made it easier for folks but kept the charge limitation in.

To me the real issue with inputs is when they're unnecessarily hard. They need to be hard enough to avoid overlapping moves, or for the sake in balance (one-button SPD's would be stupid), but it shouldn't require practice just to get basic stuff down. This shouldn't apply to all fighters, it's ok if some fighters have hard execution- though SF shouldn't be one of those games.

This is a big reason why I regret the balance issues in Persona, outside of that big issue it's a great game. Inputs and execution is also a large reason why I prefer VF over Tekken (VF is an easier game to get to the mindgame aspect- execution matters, but basic execution and advanced plans beat advanced execution with basic plan, and basic execution is much easier in VF than in Tekken)

Whoever said 2012 wasn't a great year is full of crap. Best year since 1998, and best year for 3d fighters ever, with a competent Soul Calibur game (even if it crapped on casuals) , a good VF release, and a good Tekken release.
Only thing missing was a new Toshinden. ^_^
 
At least when it comes to charge moves. I kinda wish this were the same with raging demon inputs. I fear that Capcom will go an absolute murdering spree if they make a new DSIV and people complain about the inputs that players have honed after fifteen+ years of playing.
The inputs are the one and only reason why I've never entertained learning Darkstalkers at anything more than a casual level.
 
The inputs are the one and only reason why I've never entertained learning Darkstalkers at anything more than a casual level.
I can get that. I never touched charge characters in a serious way until Parasoul came along in Skullgirls and raging demon inputs may as well have been quantum physics to me until I forced myself to learn Lei Lei in VSav.

It's a matter of finding a game or character that pulls you in despite all that in my opinion. I hope you find your catalyst someday.
You don't have to go double QCF. I think Sirlin was onto the right idea with simplifying some motions, such as Guile's Super to charge DB circle to UF. Made it easier for folks but kept the charge limitation in.

To me the real issue with inputs is when they're unnecessarily hard. They need to be hard enough to avoid overlapping moves, or for the sake in balance (one-button SPD's would be stupid), but it shouldn't require practice just to get basic stuff down. This shouldn't apply to all fighters, it's ok if some fighters have hard execution- though SF shouldn't be one of those games.

This is a big reason why I regret the balance issues in Persona, outside of that big issue it's a great game. Inputs and execution is also a large reason why I prefer VF over Tekken (VF is an easier game to get to the mindgame aspect- execution matters, but basic execution and advanced plans beat advanced execution with basic plan, and basic execution is much easier in VF than in Tekken)

Whoever said 2012 wasn't a great year is full of crap. Best year since 1998, and best year for 3d fighters ever, with a competent Soul Calibur game (even if it crapped on casuals) , a good VF release, and a good Tekken release.
Only thing missing was a new Toshinden. ^_^
Double QCF is the worst. I prefer Mahvel's single QCF+PP/KK. ASW can get a little crazy as well with their inputs, but at least few of them are as messy as KOF or Vampire lol. Something about moving the stick twice in any direction that isn't a dash input(back/forward/IAD) just annoys me greatly. I just bite the bullet for characters like Lei Lei and Parasoul.
 
I can't think of too many Darkstalkers characters that have particularly strange or difficult inputs. Really, Tenraiha isn't anywhere near as scary in practice because unlike raging demon you don't have to worry about the moves in the sequence hitting your opponent (in fact you want them to, more often than not). So when you look at it in a move list it looks like WTF, but in reality, there's not any significant difficulty to performing it. Besides, you could just play Q-Bee.

Push block aside.
 
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