Fighting Games Weekly | March 26 - April 1

Marvel timer for starters would be a lot more suited for this game.



ultrachen covered this-- besides the UMVC timer leading to ridiculously long matches, the problem is actually how people are optimizing damage, mixed with typical early game blues. The timeouts are get less frequent anyway.
 
They should just shorten the stage imo. I think at this point most of us that took the game seriously have 400-600 damage combos in the corner. Just no one lands that shit, and when people do matches last about 4-5 minutes (2-3 sets). (I was re watching some matches from NCR like Mr. Naps vs some guy, and Floe vs Julio.) Both were pretty quick, about 3 times faster than the Lamer Boi matches.
 
ultrachen covered this-- besides being ridiculously long matches, the problem is actually how people are optimizing damage, mixed with typical early game blues. The timeouts are get less frequent anyway.

I don't think year 10 SFxT will be much better than it is right now. We'll still have timeovers all the time. If tournament time is an issue then they should look into changing the round format. I seriously can't watch this game because it just turns into the same thing... someone has a slight lead at the end and the other has to rush in. If it's getting better then the extra time wouldn't effect it much right?

edit: oh and removing the option to roll on wakeup. That would shorten the average length of a round.
 
They should just shorten the stage imo. I think at this point most of us that took the game seriously have 400-600 damage combos in the corner. Just no one lands that shit, and when people do matches last about 4-5 minutes (2-3 sets). (I was re watching some matches from NCR like Mr. Naps vs some guy, and Floe vs Julio.) Both were pretty quick, about 3 times faster than the Lamer Boi matches.


Yup shorter stages would help a ton. These stages atm are some of the longest I've seen in fighter.
 
Cen's impression of Hu is really good hah.

I have big two on blast on the big tv. I turn away and hear who I think is Chris Hu..however he is getting ready to play so I'm like "wtf???". Turns out to be Cen...holy shit might have been the perfect Chris Hu impression.
 
For starters, not punishing long combos with massive scaling when they've specifically set up the juggle system to encourage them. Porting SFIV's scaling without any changes was not a well thought out decision.

What kind of long combos? The all fierce class hit combos still do a lot. But the lmh and light hit confirms do a lot less. Seems reasonable.

edit: I'd really like to see the timer freeze on supers and cross arts though. Having horrible flashbacks of MVC Dante, the damage output is fine, but is it really necessary for Dante combos to take so long?
 
I really enjoy Mike's commentary. It isn't just all gaming all the time. He throws things like random NBA jokes, wrestling jokes or what other pop culture reference. Rather refreshing than hearing about frame data all day.

GOOTECKS IS ALIVE!

Mike and Gooey together again!
 
iYRjoA5szUoiq.jpg
 
a gen won AE on big two
people playing gen on WNF
people playing deejay on wnf (even though they got bodied)
SFxT on WNF is being played the way it should be (2v2)
Marvel is all Morrigan Spam and lame shit
Chris Hu playing straight footsies with mah girl poison
No weskers and vipers in sight

http://www.youtube.com/watch?v=QWfbGGZE07M
 
What kind of long combos? The all fierce class hit combos still do a lot. But the lmh and light hit confirms do a lot less. Seems reasonable.

edit: I'd really like to see the timer freeze on supers and cross arts though. Having horrible flashbacks of MVC Dante, the damage output is fine, but is it really necessary for Dante combos to take so long?
I'd like to see the scaling come out closer to what you see in Tekken, with the long juggle strings actually being worth it. Because right now, they're not. They've implemented the juggle system from the game, but because of the SFIV scaling system, it's really not allowing it to be used like it is in that game.

I'd also kinda like Supers to have a minimum damage output.
 
I'd like to see the scaling come out closer to what you see in Tekken, with the long juggle strings actually being worth it. Because right now, they're not. They've implemented the juggle system from the game, but because of the SFIV scaling system, it's really not allowing it to be used like it is in that game.

I'd also kinda like Supers to have a minimum damage output.

Natural launchers are unsafe in Tekken and can't be hit confirmed.

There is no risk involved in pressing jab 3 times to use as a hit confirm.
 
How is the KoF 13 online community? All the coverage and hype over this game lately has me interested. I might pick it up tomorrow if I can find some good info on it and will definitely tune in to tomorrow nights stream.
 
How is the KoF 13 online community? All the coverage and hype over this game lately has me interested. I might pick it up tomorrow if I can find some good info on it and will definitely tune in to tomorrow nights stream.

It has niche level numbers.
 
Outside of California, I haven't really seen a strong scene anywhere else in terms of numbers. Where I live(NC) there are a lot of strong KOF players, one of our guys actually made top 8 at Final Round. But the locals I attend normally have around 15-20 players sign up at best. Basically the numbers are growing, but don't expect Capcom numbers when going to a local unless the entire scene has fallen in love with the game. Myself personally I would give the game a chance if it were 1v1. I don't like team games and historically I'm not a fan of non-Capcom fighters. So it's a bad combination for me but I may still give it a shot down the line.
 
Oh god, dumb team names. We will never know who is playing, lol. They should just list the 2 dudes handles.

Plus, Noel is a stick borrower. The worst. Can even be bothered to bring a stick to a fighting game tournament.
 
Top Bottom