This app is amazing! I'm still terrible when it comes to frame data, but this will help greatly. It even has "ranged punishes" as a category under combos. There is also an "alternative" move name selection for when you don't know the names of moves. I love FANG, but have no clue what his specials are called, so they are labeled "fireball" and whatnot automatically.
There is also an "alternative" move name selection for when you don't know the names of moves. I love FANG, but have no clue what his specials are called, so they are labeled "fireball" and whatnot automatically.
Can you link me to their displeased tweets? I can see why they might not a want a game that was a launch bomb to get an award.
Also, shitting on your competitors is pretty much all the big 3 gaming companies have done since...forever. None of them are struggling for it. I don't see the problem with being critical about these things.
The big three don't hosts polls to see if "pro players only play for the money or not" implying people care about SFV and not SG because you can make dosh. Check Mikes Twitter.
He took time out of his day (apparently unpaid) to add the ability for SkullGirls to run with the same input delay as SFV, and used the patch-notes to brag about an influx of players from SFV to SkullGirls. That influx was about 15 people on average, according to SteamCharts. So yeah.
He took time out of his day (apparently unpaid) to add the ability for SkullGirls to run with the same input delay as SFV, and used the patch-notes to brag about an influx of players from SFV to SkullGirls. That influx was about 15 people on average, according to SteamCharts. So yeah.
We've recently had an influx of players from another popular fighting game.
Welcome, all of you!
We hope you enjoy the ability to display frame data and hitboxes in Training Mode, as well as the plethora of choices available for both players to select at the end of each game. To help you feel more at home, I've added the Launch Option -ascendhigher, which will increase the native input delay of Skullgirls from between 3-4 frames to between 6-7 frames*.
He took time out of his day (apparently unpaid) to add the ability for SkullGirls to run with the same input delay as SFV, and used the patch-notes to brag about an influx of players from SFV to SkullGirls. That influx was about 15 people on average, according to SteamCharts. So yeah.
Yes, it is real.
You can read the patch-notes here and the SteamCharts page is here. The actual influx that the game is now getting is the result of the game being sold for peanuts as part of the Winter Sale.
Yes, it is real.
You can read the patch-notes here and the SteamCharts page is here. The actual influx that the game is now getting is the result of the game being sold for peanuts as part of the Winter Sale.
Quick question, how do I get more consistent with the light Headbutt spacing for the combo where you do c.HP, then quickly do light Headbutt to space yourself properly for the 2nd c.HP?
I was gonna make a joke about that being the only scenario where Alex can beat Balrog, but his V-Trigger parries might actually make the matchup surprisingly more even than some people would expect.
No, we must circle the wagons and defend our anime game of choice to the death! We're special and it's not like we don't make a habit out of shitting on anyone that has any criticisms about the game!
Some people gotta learn how to take a joke. I thought we would have learned by now after the joke of a release that SFV was.
With mika (or any character) I used to jump in with lk and bait the v reversal but throw them out of it with either throw or command throw. I have tried a few times and it doesn't seem to work in s2. Has that changed at all?
With mika (or any character) I used to jump in with lk and bait the v reversal but throw them out of it with either throw or command throw. I have tried a few times and it doesn't seem to work in s2. Has that changed at all?
I realize that it is a joke, it just seems a bit petty.
But I say that despite having a endless stream of complaints about Capcom and SFV, myself, so take it with a grain of salt.
Oh, for fucks sake! Match-making is still busted today, and keeps feeding me an endless stream of low LP players. I guess I'll trying my luck with lounges for the next while.
On the bright side I unlocked the gold achievement and I am still
marginally
less fraudulent than the people who did so by rage-quitting.
Joking about the shitfest that is SFV's launch is fine. But hosting a poll asking if pro players are only enjoying a game because of the money (which is a hilariously dumb assertion) implies people are running SFV instead of SG because of the cash.
Which is why possibly innocent jabs look like mounts of salt tbh.
Joking about the shitfest that is SFV's launch is fine. But hosting a poll asking if pro players are only enjoying a game because of the money (which is a hilariously dumb assertion) implies people are running SFV instead of SG because of the cash.
No, we must circle the wagons and defend our anime game of choice to the death! We're special and it's not like we don't make a habit out of shitting on anyone that has any criticisms about the game!
Some people gotta learn how to take a joke. I thought we would have learned by now after the joke of a release that SFV was.
Nah, lets defend this community figure head acting like a bitter stream monster shitting on everything while waiting for his game of choice. Imagine if Capcom, Namco, NRS, ASW figure heads all did this? Sure would work well for the already fragile community as a whole. Make me glad his fanbase as big as it is tbh.
Quick question, how do I get more consistent with the light Headbutt spacing for the combo where you do c.HP, then quickly do light Headbutt to space yourself properly for the 2nd c.HP?
Spacing should be at about the max distance where both of cr.HP hits connect, keep in mind the push back of the move you start the combo with, easiest to space is by starting with charged HK just outside point blank. Exact spacing is a bit character specific, you'd have to test things in the lap. It work from any distance on Gief, such a sweet match up.
The other more viable way outside combing after stun, is to delay canceling into lp.headbut as long as possible, but that's much harder to get down.
I just find him severely unprofessional considering the position he used to have with SG. It's like Harada or Ed Boon (although he's nowhere near that level) having sly digs but we know they wouldn't because they are supportive of the genre and thier industry peers.
SFV does have bad netcode, but I actually enjoy the gameplay and it has characters I like I played a total of 86 minutes of Skullgirls according to Steam.
SFV does have bad netcode, but I actually enjoy the gameplay and it has characters I like I played a total of 86 minutes of Skullgirls according to Steam.
SG a blend of SF with marvel, I am not great at the game, i only play friends online, they around my skill level, when I play other players online, get crushed...but I have never had a laggy match, even play a friend in Cali and I am on the east coast, that same friend on SFV have laggy matches..
I just find him severely unprofessional considering the position he used to have with SG. It's like Harada or Ed Boon (although he's nowhere near that level) having sly digs but we know they wouldn't because they are supportive of the genre and thier industry peers.
I think Mike Z is extremely talented and I get immense joy reading his articles about fighting game design but the dude comes off like a less aggressive Phil Fish sometimes.