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Fighting Games Weekly | June 1-7 | QAisTopTier

El Sloth

Banned
What assists?
A good anti-air assist, like Parasoul's Napalm Pillar or Fortune's HK Fiber Uppercut (which covers a really nice space in the air above Peacock), is always handy since people get too scared of approaching Peacock on the ground if they don't know how to handle her habdooken spam and an assist that pushes them away. I like using Big Band's Hp. Rush punch since it has hilarious reach and two hits of armor. I notice a lot of people prefer using Cerebella's Lock n' load for the same purpose, and she's arguably a better character than Big Band.

Edit: I forgot to mention that the important part of the anti-air assists is that they're also invincible DPs you can use to get them off of you when you're getting pressured. Just have to be careful calling them since they're not invulnerable as they're coming out
 

Beats

Member
It's amazing the bullshit Peacock can get away with at a low level as long as I pick good assists.

It's tough to get through once she gets going lol. I have an easier time getting through it with Filia, but I gotta figure it out with the other characters I use. : <
 
*Checks local archive to see how his boys are doing*

*Sees Onemic playing Elena*

ye, and now I'm saying fuck that tall chick. My wins dont feel like my own >:|

kttcolistopitslime
 

MarkMan

loves Arcade Sticks
Now hopefully they take those lessons to the PS4 version. :x

That's kind of nuts that they're spending time on controller drivers for what is probably going to be a one-off demo. Also: does this mean that any sticks used have to be PS4-compatible as well, or is it only the DS3 that's not expected to work? (I would imagine that this is all up in the air as it is, though.)

Any and all PS4 controllers/sticks should work. Licensed PS4 controllers use the same authentication/enumeration. So it'll cover it all. With PS3 there are TOO many variables. Xbox 360 is possible because of similar reasons with PS4. I just need to do more testing once I have it ready.
 

petghost

Banned
A good anti-air assist, like Parasoul's Napalm Pillar or Fortune's HK Fiber Uppercut (which covers a really nice space in the air above Peacock), is always handy since people get too scared of approaching Peacock on the ground if they don't know how to handle her habdooken spam and an assist that pushes them away. I like using Big Band's Hp. Rush punch since it has hilarious reach and two hits of armor. I notice a lot of people prefer using Cerebella's Lock n' load for the same purpose, and she's arguably a better character than Big Band.

Big band rush punch assist and peacock is hilarious and amazing.
 

Anne

Member
Shoutouts to select plinking. Making every top player look more godlike than they actually are.

Shout outs to links being easy in SF4 tbh. I don't even select plink and I hit everything consistently no problem. Only thing I really miss that blinking makes easier is 1f punishes.

Combo execution in SF4 is straight up a joke once you've been with it though. It's just unintuitive to a lot of people at first.
 
Shout outs to links being easy in SF4 tbh. I don't even select plink and I hit everything consistently no problem. Only thing I really miss that blinking makes easier is 1f punishes.

Combo execution in SF4 is straight up a joke once you've been with it though. It's just unintuitive to a lot of people at first.

It's funny because most of the time when I see people complain about SF4 outside of this thread it's because the execution/links are too difficult for them.
 

Anne

Member
It's funny because most of the time when I see people complain about SF4 outside of this thread it's because the execution/links are too difficult for them.

Un-intuitive system in this day and age on a game with a huge casual audience behind it makes that happen haha. I think it's the only major fighting game out that asks you up front to have precision and timing for the most basic of things.

The best part is people keep saying to remove one frame links, then those same people call things that are like 3-5 links one frames, because that was the buzz phrase about the execution. SF5 could have a a buffer that makes links 5f minimum, and people would still complain about one frame links if it's a primarily link based system.
 

NEO0MJ

Member
Un-intuitive system in this day and age on a game with a huge casual audience behind it makes that happen haha. I think it's the only major fighting game out that asks you up front to have precision and timing for the most basic of things.

The best part is people keep saying to remove one frame links, then those same people call things that are like 3-5 links one frames, because that was the buzz phrase about the execution. SF5 could have a a buffer that makes links 5f minimum, and people would still complain about one frame links if it's a primarily link based system.

People like to style without putting in the effort. I wonder how much of SFxTKN's combo system was an attempt to cater to that crowd, besides evening between the SF and TKN characters.

How about that jack-o ayyy

v1F1hk3.png
 

Anne

Member
People like to style without putting in the effort. I wonder how much of SFxTKN's combo system was an attempt to cater to that crowd, besides evening between the SF and TKN characters.



http://i.imgur.com/v1F1hk3.p][/QUOTE]

That was def the reasoning behind the SFxT system. Easy juggles and chains for the pick up and play crowd, with links still in tact for the people who like the traditional SF system or want to push execution for optimization.

Was a decent attempt, but it the first version of the game had the combos so poorly tuned and chains so safe that it ended up looking gross as hell at high level.
 

CPS2

Member
When I was playing SF3 a lot I would hear about the links in CvS2 and wish for a sequel that was more like that. They basically read my mind for SF4. Then I wished for tag and more juggles and they made SFxT. Now I want Capcom Allstars. So get on that plz Capcom.
 
I want more people here to play mahvel ;_;

Count, you should pick up marvel, its anime enough for you.

my Dante dawg
kttcoliwow


I used to play tons of Marvel, then whenever I went to tournaments I got straight washed.

Netcode was kinda cheeks tho. I've been thinking about playing it again but.. is it worth it
 

Sayad

Member
nah, vsync on definitely makes it the same as the PS3/Arcade version. It's why I always miss my links when Im on a 360 setup vs PS3/PC. Turning it off makes it less than the 360 version though. DisplayLag did a whole section on the various input lags the PC version has depending on how you configure it.
That's where I got my info too, looking at it again, yes you're right, but I can see now why I got confused, lol:
Uyri4qX.png

http://www.displaylag.com/reduce-input-lag-in-pc-games-the-definitive-guide/
One more reason why it's still too early to use PCs at tournaments.
 

Anne

Member
is it worth it

No.

If you wanna play a VS game with legs, go play Skullgirls. Seriously, fate has conspired to kill that thing multiple times and it refuses to die and only gets stronger.

That's where I got my info too, looking at it again, yes you're right, but I can see now why I got confused, lol:

Yup. If that's the case, and the arcade machines that run Ultra are just PCs with the default settings (V-Sync on, Fixed framerate), then arcade and PS3 are just slightly off. Meanwhile V-Sync off on PC is "optimal" but the screen tearing is horrid, and 360 is the most optimal without the game running poorly.

It's also worth noting that most arcade stick PCBs run at least half a frame to a frame of lag on PS3 where on 360 they tend to fair better on average.
 

alstein

Member
That was def the reasoning behind the SFxT system. Easy juggles and chains for the pick up and play crowd, with links still in tact for the people who like the traditional SF system or want to push execution for optimization.

Was a decent attempt, but it the first version of the game had the combos so poorly tuned and chains so safe that it ended up looking gross as hell at high level.

The big problem I see with links/chains in general is they have a tendency to make jabs/shorts too good, as they lead to big damage all too often. This is why I like what SF5 is doing with the heavy counterhits, I think it's an attempt to work on that issue.

I think Blazblue came up with a good solution with its heavy proration of jab starters.

I think I fail links because I just can't hit buttons quick enough.
 

petghost

Banned
The big problem I see with links/chains in general is they have a tendency to make jabs/shorts too good, as they lead to big damage all too often. This is why I like what SF5 is doing with the heavy counterhits, I think it's an attempt to work on that issue.

I think Blazblue came up with a good solution with its heavy proration of jab starters.

I think I fail links because I just can't hit buttons quick enough.

Yeah I see that a lot with chains. I may be wrong but I can't imagine a reason to not start off a combo from close range with a non light button in sg or vsav. Bb not only prorates it limits the length of combos off lights too right? Anyway in +r the lights give you such a limited reward and the bigger buttons on counter hit lead to wall splats or staggers or whatever so I think you wind up seeing more of those thrown out for reasons other then they reach or are quick.
 

NEO0MJ

Member
Netcode was kinda cheeks tho. I've been thinking about playing it again but.. is it worth it

The online was one of the reasons I dropped the game. I can't find matches locally so if I couldn't face the online warriors I didn't have a real reason to practice it.

No.

If you wanna play a VS game with legs, go play Skullgirls. Seriously, fate has conspired to kill that thing multiple times and it refuses to die and only gets stronger.
I'm with

I'm with Anne on this . Give Skullgirls a chance.
 

Anne

Member
Yeah I see that a lot with chains. I may be wrong but I can't imagine a reason to not start off a combo from close range with a non light button in sg or vsav. Bb not only prorates it limits the length of combos off lights too right? Anyway in +r the lights give you such a limited reward and the bigger buttons on counter hit lead to wall splats or staggers or whatever so I think you wind up seeing more of those thrown out for reasons other then they reach or are quick.

BB's system is incredibly effective at hard limiting combos based on starter, but it is very complex and anybody who doesn't know behind the scenes is probably very confused. Starter grants a base proration based on a multiple(P1), and it takes a certain amount of time off a combo clock(counts in frames) that affects hitstun decay. Lights tend to have low(bad) proration and starters that take a lot of time off the combo clock.

I'm with

I'm with Anne on this . Give Skullgirls a chance.

Only non SF4 game I've seen have an upward trajectory after a couple years.
 
No.

If you wanna play a VS game with legs, go play Skullgirls. Seriously, fate has conspired to kill that thing multiple times and it refuses to die and only gets stronger.



Yup. If that's the case, and the arcade machines that run Ultra are just PCs with the default settings (V-Sync on, Fixed framerate), then arcade and PS3 are just slightly off. Meanwhile V-Sync off on PC is "optimal" but the screen tearing is horrid, and 360 is the most optimal without the game running poorly.

It's also worth noting that most arcade stick PCBs run at least half a frame to a frame of lag on PS3 where on 360 they tend to fair better on average.

If you wanna play a VS game with legs, go play Skullgirls.

Skullgirls.

hr4qjdul2usf.gif


I've tried the Skullgirls demo/trial and it's not for me. Nothing in that game really clicks with me, from the design to gameplay.
 
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