Does the gravity affect juggles or anything?
A really big thing to keep in mind for PC that isn't obvious is that on windows you cannot absolutely guarantee a constant framerate because the OS may decide to take over resources at any moment. No such problem on console.If you are to run a proper big major on PC with 100+++ signing up T.O need to have the following shit on lock:
[lots of interesting stuff]
Does the gravity affect juggles or anything?
Oh, and Cammy's weird as fuck arm muscles. Shit looks painful.
Yes, that is why these T.O or companies can't simply go with bare minimum spec and expect everything to be fine. SFIV is one of the least demanding games. These next gen fighters actually need proper hardware to make sure everything runs as it should with no random frame rate dips.A really big thing to keep in mind for PC that isn't obvious is that on windows you cannot absolutely guarantee a constant framerate because the OS may decide to take over resources at any moment. No such problem on console.
So does her leotard.They need to fix that clipping on Birdie's chain on the select screen.
Oh, and Cammy's weird as fuck arm muscles. Shit looks painful.
So does her leotard.
So activating V-Trigger is sorta similar to YRC in Xrd?
So activating V-Trigger is sorta similar to YRC in Xrd?
He's talking about the freeze it causes and how it could give you a chance to analyse the situation and react accordingly.Seems closer to HD activation in KOF.
You can activate it raw or during a combo after a normal.
A really big thing to keep in mind for PC that isn't obvious is that on windows you cannot absolutely guarantee a constant framerate because the OS may decide to take over resources at any moment. No such problem on console.
He's talking about the freeze it causes and how it could give you a chance to analyse the situation and react accordingly.
So cammy can use low forward vtrigger and go into a special or there's recovery after the vtrigger?Seems closer to HD activation in KOF.
You can activate it raw or during a combo after a normal.
I'm currently watching the E3 edition of Ultrachen and James confirmed that Peter "Combofiend" Rosa seems to be in charge of designing the gameplay: I'm designing this game and who did I learn most of my stuff from: Alex Valle. Combofiend probably fill the role that Keits has within Iron Galaxy which is related to the combat system and the mechanics, which increase my positivity toward the game. I would love to see what he could come up with in a Marvel vs Capcom game.
you played it!? REPORT!
So cammy can use low forward vtrigger and go into a special or there's recovery after the vtrigger?
I'm currently watching the E3 edition of Ultrachen and James confirmed that Peter "Combofiend" Rosa seems to be in charge of designing the gameplay: I'm designing this game and who did I learn most of my stuff from: Alex Valle. Combofiend probably fill the role that Keits has within Iron Galaxy which is related to the combat system and the mechanics, which increase my positivity toward the game. I would love to see what he could come up with in a Marvel vs Capcom game.
"Designer" might be too strong to describe Combofiend's actual role, or at least I'd be surprised if he was given a real design position in light of the fact that he doesn't really have any experience in game design.
Proof that jiggle was a true bug.
https://www.youtube.com/watch?v=KB7HIVvjWzI&feature=youtu.be&t=32m30s
Left side Cammy displays no jiggle. Yet right side Cammy boobs go ham.
Oh c'mon. There'll be growing pains for sure, but with community support, it'll end up fine I'm sure. Wasn't Super Arcade running Ultra for their tournaments for some time before closing down?
But which side was the bug?
"Designer" might be too strong to describe Combofiend's actual role, or at least I'd be surprised if he was given a real design position in light of the fact that he doesn't really have any experience in game design.
I'm currently watching the E3 edition of Ultrachen and James confirmed that Peter "Combofiend" Rosa seems to be in charge of designing the gameplay: I'm designing this game and who did I learn most of my stuff from: Alex Valle. Combofiend probably fill the role that Keits has within Iron Galaxy which is related to the combat system and the mechanics, which increase my positivity toward the game. I would love to see what he could come up with in a Marvel vs Capcom game.
"Designer" might be too strong to describe Combofiend's actual role, or at least I'd be surprised if he was given a real design position in light of the fact that he doesn't really have any experience in game design.
"Designer" might be too strong to describe Combofiend's actual role, or at least I'd be surprised if he was given a real design position in light of the fact that he doesn't really have any experience in game design.
Whoa. So Bisions V-Trigger also makes it so you don't have to charge to do his specials?
Whoa. So Bisions V-Trigger also makes it so you don't have to charge to do his specials?
That's insane.
Whoa. So Bisions V-Trigger also makes it so you don't have to charge to do his specials?
That's insane.
You might be able to avoid issues at huge, sponsored events, but the biggest problem is community-run locals. When 8 different players bring 8 different Xboxes you can expect parity across every system. Meanwhile, I've seen Melty Blood laptop setups where dumbasses have their GPU's v-sync and buffering set such that there's at least 3-4 frame lag on everything. And I'm pretty sure that not even every version of Windows has the same inherent lag.
Switching between PS3 Marvel and 360 Marvel at every other tournament before 360 was standardized was slightly irritating. Switching between differently performing setups mid-tournament is clown shoes.
The "best" part about this is that if you do go all the way and fully optimize the computer for input delay, people can then complain that it feels off because it's too fast! People's timing will be thrown off because there's less input delay than what most people's setups have. It's like how UMvC3 players refuse to play on CRTs now because the timing is too different.You might be able to avoid issues at huge, sponsored events, but the biggest problem is community-run locals. When 8 different players bring 8 different Xboxes you can expect parity across every system. Meanwhile, I've seen Melty Blood laptop setups where dumbasses have their GPU's v-sync and buffering set such that there's at least 3-4 frame lag on everything. And I'm pretty sure that not even every version of Windows has the same inherent lag.
Switching between PS3 Marvel and 360 Marvel at every other tournament before 360 was standardized was slightly irritating. Switching between differently performing setups mid-tournament is clown shoes.
It's awesome that we now have three fighting game veterans out there in charge of designing fighting games we all play.I'm currently watching the E3 edition of Ultrachen and James confirmed that Peter "Combofiend" Rosa seems to be in charge of designing the gameplay: I'm designing this game and who did I learn most of my stuff from: Alex Valle. Combofiend probably fill the role that Keits has within Iron Galaxy which is related to the combat system and the mechanics, which increase my positivity toward the game. I would love to see what he could come up with in a Marvel vs Capcom game.
His trigger also lasts a heck of a long time.
After about 15 seconds it looked like the v-gauge was still at over 75 percent.
Pretty sure Seth KIllian's role on SF4 was Special Advisor or Special Combat Advisor and SF4 was his dream game.
Pretty sure Seth KIllian's role on SF4 was Special Advisor or Special Combat Advisor and SF4 was his dream game.
SFV boss name Peter confirmed?
The way it is now, using the buffed specials during powerup v-triggers costs a chunk of the v-gauge. Cammy's lasts a long time if you don't actually do anything with it, but 2 cannon drills and it's gone.
You can see scissor kicks draining Bison's meter in this video: https://youtu.be/-j9fJNt9NnQ?&t=139