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Spaceship Zero posted:Where did this fad come from Bad players thinking they'll magically get better if they play on something closer to the world warrior cab at the 7-11 when they were six years old and had no idea what was happening.
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| # ¿ Sep 21, 2011 03:28 |
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| # ¿ May 25, 2013 10:50 |
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Set it to regular xbox controller buttons.
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| # ¿ Nov 5, 2011 20:01 |
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Yeah and I'm pretty sure than when you hold the button you can push left or right and it changes the function. It's a lovely config but it's not set in stone like you seem to think.
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| # ¿ Nov 5, 2011 21:30 |
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JesusLovesRonwell posted:That is just ridiculous. I am horrible at Tekken but what I remember from playing a little of Raven in T5 was that he's sort of so-so until you score a knockdown, but once you do that's where he really shines. I wish I could remember any details but I only played Raven a little before jumping ship for Bryan.
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| # ¿ Dec 7, 2011 22:53 |
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chumbler posted:It's possible I'm misunderstanding something about the loop stopping system, but the combo videos that have been posted for Skullgirls so far all seem to have some loops in them that go unbroken. I'm assuming that they wouldn't demo combos that the system is designed to discourage or prevent, so what am I missing? Here's the rules as I understand them: -Whatever you do on the ground at the start of a combo is ignored by the loop detection. -After you launch, loop detection kicks in and start taking note of what moves you use in each section of a combo. I think a section counts as something like jumping after a launch to landing, or landing to jumping again but I'm fuzzy on that so ask jmcrofts. -If a section starts with a move you've already used anywhere in the combo, it triggers loop detection and they can burst. If you watch that last Valentine combo where she's doing a lot of jumps in the corner, notice that each jump section starts with a different move until eventually she uses the body bag. I think that Painwheel purple mode combo with four ground bounces works the same way. I might also be real wrong about the combo rules.
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| # ¿ Dec 25, 2011 04:50 |
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A lot of charge characters have command normals that use back but move you forward for just that reason. Ash is one of them. KOF charge times are also extremely short, which is how doing things like cl.C, b+B, d~u+K is possible.
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| # ¿ Jan 27, 2012 17:31 |
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I'm left handed and I've never had any kind of desire to try playing cross-handed or anything. It's really not as big a deal as people like to think it is.
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| # ¿ Feb 6, 2012 00:36 |
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GGAC coming to modern consoles at some point. Here's hoping for good netcode, as usual.
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| # ¿ Feb 17, 2012 03:11 |
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Yeah but that trailer isn't.
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| # ¿ Jul 5, 2012 10:00 |
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http://www.eightarc.com is also having a sale this weekend, $20 off most sticks and the Q2 is $99. It's more expensive than the MadCatz TE but it's the same quality and one stick works on both 360 and PS3 which is a big bonus if you plan on going to events where both consoles are in use.
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| # ¿ Nov 26, 2012 01:01 |
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Platypus Farm posted:Worth noting that the Q2 is not dual compatible. Gotta go with the Fusion for that. Fusion or Q4 but yeah that's a good thing to take note of, thanks for pointing that out.
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| # ¿ Nov 26, 2012 03:28 |
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He's probably reacting to the walk-up before the throw, or just recognizing situations where throws are common and mistaking it for reaction.
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| # ¿ May 8, 2013 02:40 |
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Ashenai posted:There's got to be a different way to phrase this I disagree and that's my new band name.
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| # ¿ May 8, 2013 11:51 |
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teh_Broseph posted:I'm that guy, too I know someone with that Wii CC converter, it works fine on ps3 and he takes it to tournaments.
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| # ¿ May 17, 2013 21:13 |
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| # ¿ May 25, 2013 10:50 |
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Gwyrgyn Blood posted:It also typically (though not necessarily) means your throws have startup. In GG, throws have 0F startup, so you can reversal them and punish -1SD moves and such. This is my big concern, GG (and more games in general) needs instant throws.
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| # ¿ May 20, 2013 17:46 |





. This might work: