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darealkooky posted:never knew wtf 'offensive crouch' was or how it was different from regular crouch I've only seen it used as notation for the KoF games that have quite a few command normals that are done with that input.
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# ? Dec 28, 2015 05:34 |
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# ? May 29, 2024 01:08 |
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Got the dp down, thanks. one more te2 question. The buttons are angled to the center of the stick which seems weird. When i go to bar lp and lk with one finger i catch the edge of mk sometimes because of the angle. No big deal ill adapt but i cant figure out why they put it like that instead of making them straight or angled the other way to match the direction my hand comes in from.
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# ? Dec 28, 2015 05:35 |
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Corbeau posted:My biggest complaint about the beta's keyboard layout was the inability to rebind [up] to the spacebar instead of W. I'll be surprised if any PC port issues are fixed by launch. Skychrono posted:You guys are pretty picky. Any thoughts on Tekken 7? Movement is bad
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# ? Dec 28, 2015 05:36 |
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C. Everett Koop posted:christ why Because it's incredible. Technically I guess it's ASD[space] but whatever.
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# ? Dec 28, 2015 05:46 |
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AnonSpore posted:I've only seen it used as notation for the KoF games that have quite a few command normals that are done with that input. I saw it on a lot of official sticks/how to play things from capcom for SF2 even though I'm pretty sure there isn't a single move that uses that input.
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# ? Dec 28, 2015 05:48 |
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Skychrono posted:You guys are pretty picky. Any thoughts on Tekken 7? It'll be fun when they finally bring it out of asian arcades.
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# ? Dec 28, 2015 05:54 |
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Real hurthling! posted:Got the dp down, thanks. one more te2 question. The buttons are angled to the center of the stick which seems weird. When i go to bar lp and lk with one finger i catch the edge of mk sometimes because of the angle. No big deal ill adapt but i cant figure out why they put it like that instead of making them straight or angled the other way to match the direction my hand comes in from. I don't know if there's a design purpose other than it looks nice but I think most people tend to key those sorts of inputs with two fingers which is easier to do if the buttons are offset.
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# ? Dec 28, 2015 05:55 |
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Pomp posted:I'll be surprised if any PC port issues are fixed by launch. They're totally boned from a "bringing new players to the fighting game community" perspective if they release a PC version where you can't remap the keyboard controls though.
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# ? Dec 28, 2015 06:01 |
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darealkooky posted:I saw it on a lot of official sticks/how to play things from capcom for SF2 even though I'm pretty sure there isn't a single move that uses that input. Chun-Li's flip kick is oc. HK
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# ? Dec 28, 2015 06:25 |
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Same with Dhalsim's slides in Super Turbo as oc.K. Defensive crouch + K gives him his short range low pokes.
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# ? Dec 28, 2015 06:28 |
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Woozy posted:I don't know if there's a design purpose other than it looks nice but I think most people tend to key those sorts of inputs with two fingers which is easier to do if the buttons are offset. Ill try that out. Thanks
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# ? Dec 28, 2015 17:55 |
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Any good sites or google documents with combos for all characters in the SFV beta?
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# ? Dec 29, 2015 00:19 |
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Try https://combosumo.com
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# ? Dec 29, 2015 01:29 |
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Combo sumo doesnt seem to remove things that were nerfed out of the game. I hope they start fresh for release or else there will be dozens of incorrect combos in there.
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# ? Dec 29, 2015 03:30 |
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Skychrono posted:You guys are pretty picky. Any thoughts on Tekken 7?
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# ? Dec 29, 2015 03:42 |
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Real hurthling! posted:I got a te2 but now i cant do a dp. Stick is tough Welcome and enjoy. I love the feel of a weighty stick controller on my lap
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# ? Dec 29, 2015 16:48 |
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In Training posted:Welcome and enjoy. I love the feel of a weighty stick controller on my lap weighs a ton.
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# ? Dec 29, 2015 19:44 |
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http://shoryuken.com/2015/12/29/capcom-devs-talk-street-fighter-vs-depth-plans-for-2016-and-more/ A new interview with the guys behind SF5. Apparently the battle designer is Woshige, who famously is a Guilty Gear player who stood up too early and got bopped for it?
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# ? Dec 29, 2015 20:47 |
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InnercityGriot posted:http://shoryuken.com/2015/12/29/capcom-devs-talk-street-fighter-vs-depth-plans-for-2016-and-more/ Woshige is one of the best Millia players of all time and it's sad that he's famous in the west for losing off a big mistake
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# ? Dec 29, 2015 21:17 |
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I guess we could always use the "Woshige can't count" meme to explain SF5 frame data and damage values.
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# ? Dec 29, 2015 21:25 |
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he should commit
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# ? Dec 29, 2015 21:26 |
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AnonSpore posted:Woshige is one of the best Millia players of all time and it's sad that he's famous in the west for losing off a big mistake He's the reason I play Millia in Xrd
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# ? Dec 29, 2015 21:27 |
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AnonSpore posted:Woshige is one of the best Millia players of all time and it's sad that he's famous in the west for losing off a big mistake also it's hilarious a millia player is the battle designer for a game with no setplay or offensive options
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# ? Dec 29, 2015 21:33 |
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Doggboat posted:Alternative explanation: he makes SF worse, so more people play GG. Looking at this thread, I think he is succeeding. Get good, in nice terms
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# ? Dec 31, 2015 05:11 |
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Doggboat posted:Alternative explanation: he makes SF worse, so more people play GG. Looking at this thread, I think he is succeeding. Probably suggesting "there's a right way to AA you didn't figure out."
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# ? Dec 31, 2015 05:18 |
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Doggboat posted:What is he trying to say?
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# ? Dec 31, 2015 05:23 |
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it's just different not worse you just need to get used to it and play in the air more so you dont trip as often
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# ? Dec 31, 2015 05:29 |
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Doggboat posted:
Stop trying to understand the game on an advanced level from a collective 10 days experience? I'm fine when people say they don't like sf5 because it didn't rub them right, it being objectively bad before it's released feels like a load of 3rd strike was the last great street fighter I'll never play sf4, or ST was the peak in SF, gently caress 3rd strike. Hell people thought viper was bad in vanilla sf4 for a good while IIRC, and people on SRK forums were saying vergil would be a worse dante, (and even as bad as I was at marvel I could see that dude was retarded) SectumSempra fucked around with this message at 06:14 on Dec 31, 2015 |
# ? Dec 31, 2015 06:12 |
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in a sense, none of those opinions turned out to be wrong
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# ? Dec 31, 2015 06:27 |
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Doggboat posted:What is he trying to say? he's saying he thinks he made jump ins more viable by having them beat late anti airs because the hurtbox on a jump in attack shrinks over the course of the animation so if you don't catch it at the right time you get hosed. it probably should promote being more aggressive since only opponents who get lucky or know what they are doing will be able to aa you reliably. Edit: gently caress i meant hitbox not hurtbox i think. Always confuse em Real hurthling! fucked around with this message at 17:36 on Dec 31, 2015 |
# ? Dec 31, 2015 06:28 |
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who deemed jump ins should be more viable in street fighter?
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# ? Dec 31, 2015 06:30 |
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Pomp posted:who deemed jump ins should be more viable in street fighter? the guy that made that official combo trailer where they all start off jump ins
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# ? Dec 31, 2015 06:33 |
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Pomp posted:who deemed jump ins should be more viable in street fighter? Probably the same people who added 15 grappers and 2 zoners to SFV.
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# ? Dec 31, 2015 06:39 |
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Real hurthling! posted:he's saying he thinks he made jump ins more viable by having them beat late anti airs because the hurtbox on a jump in attack shrinks over the course of the animation so if you don't catch it at the right time you get hosed. Okay, after re-reading that conversation (and re-typing this post) like 5 times I have no loving clue what he's actually trying to say. It sounds like he's trying to say that you should be able to beat basically any jump in with any character if you time it properly as they have a hurtbox that expands before the hitbox does but the bad phrasing makes that really confusing and I don't know how that's actually supposed to work since you have no control over when the jump-in person actually presses the button? I don't loving know. e: in response to your actual post he doesn't say anything at all about a shrinking hurtbox, just that the hurtbox expands to the animation before the hitbox actually does.
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# ? Dec 31, 2015 06:40 |
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Conveniently, Bafael put out a video on close anti-airs in SFV; I think he also put out a Ryu BnB video recently.
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# ? Dec 31, 2015 07:03 |
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gonna stop people from jumping in with 40 damage and no frame advantage
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# ? Dec 31, 2015 10:19 |
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Pomp posted:gonna stop people from jumping in with 40 damage and no frame advantage Xrd anti-airs; http://a.pomf.cat/kllucz.webm SF4 anti-airs; http://a.pomf.cat/ehyezu.webm
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# ? Dec 31, 2015 11:46 |
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SectumSempra posted:Stop trying to understand the game on an advanced level from a collective 10 days experience? Garrand posted:I don't know how that's actually supposed to work since you have no control over when the jump-in person actually presses the button? I don't loving know.
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# ? Dec 31, 2015 12:28 |
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# ? May 29, 2024 01:08 |
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HoboWithAShotgun posted:Xrd anti-airs; Sin could easily have killed off a counter hit at that risc level with no meter
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# ? Dec 31, 2015 16:54 |