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Hi! This is the SA Fighting Game Thread, where we post a bunch of snarky poo poo about video games that we secretly love. Fighting games can be really intimidating to get into for new players: there's so much to know that it can be hard to figure out where to start. If you've caught some matches of Street Fighter on stream and wanted to understand it better, or mashed your way through Story Mode but don't feel like you really get FGs strategically, this OP should help you get started. Join the Goonsgarden Discord to play your favorite game with goons! It's easy you idiot just do it. So what distinguishes "Fighting Games" from other genres, and why do people nerd out so hard over them? Basically, they’re competitive in just about the most immediate way that exists in video games. There are no teammates you can blame when you lose; no abstracting away of your mistakes (or accomplishments). If you gently caress up, you get hit. If you don’t win, it’s because someone outplayed you, and the next step is to figure out how. When you do win, it’s not because someone carried you or whatever; it’s because your poo poo worked. Unlike beat-‘em-ups, where you cooperate with buddies to beat up mindless NPC enemies, or arena/party games, where 4+ people run around throwing items at each other or trying to knock each other off the stage, fighting games are explicitly 1-on-1 combat competitions. Consistency, dexterity, and psychology are all part of what it means to have skill in a fighting game. Beating a skilled player requires having a thorough understanding of what your character can do, and applying that against the player (not just character) you're facing. This simple dynamic is the genesis of countless emergent strategies, and the better you understand the fundamentals, the more you'll appreciate what the pros are doing in matches. Fighting games, far more than any other genre in gaming, are driven by an extremely dedicated community of fans who take it upon themselves to ensure the longevity of their scene. The tournaments that form the backbone of the fighting game scene are run by fans, for fans. This year's annual Evolution tournament in Vegas was attended by top players from around the U.S., Japan, Korea, U.K., France, China, Mexico, and beyond; it received mainstream media coverage, drew millions of unique stream viewers, and played host to new announcements from Capcom and Namco's top producers. Evo was not created by Capcom or Namco to publicize their games; it's not run by GameStop or some "e-sports" league that intends to televise it for profit; it was organized by a small group of guys who simply love fighting games. This is a small, tightly-knit community that paradoxically spans the entire globe, and few people can really say that about their hobbies. For some people, playing these games amounts to cracking a beer, picking the coolest-looking character, and mashing buttons as fast as possible until someone ends up winning. That’s cool, and if this is how you enjoy the game most, then more power to you! But if that's all you're interested in doing, you're probably not reading this thread, so I'm going to assume you're at least a little curious about how more advanced gameplay works. So let's talk about that... Very loosely put, most fighting games are about two things:
Beginner Tutorial Concepts covered: Controlling space (zoning), normals/specials/super moves. https://www.youtube.com/watch?v=d0cFs5mHQC4 Intermediate Tutorial Concepts covered: 2-in-1s, combos, cross-ups, pressing the advantage, meaties, reversals. https://www.youtube.com/watch?v=jCapuhsOMcg Other learning resources: Footsies Handbook - A multi-part beginner’s guide to what people mean when they say "footsies." If you're playing a game like Street Fighter and feel like you're not sure what to do during the neutral game (when both you and your opponent are standing up and moving around freely), this is a great place to start. Shoryuken FG Term Glossary - This has a lot of niche terms and isn't super thorough in its explanations, but it is a fairly large list and it's worth checking if you hear something you don't understand. Additional terms you'll see tossed about in fighting game discussions are listed in the Advanced Terminology section of this post. If you’re looking to learn fighters more seriously for the first time, the most important thing is that you pick a game that you think looks cool and that you'll enjoy playing. That's going to keep you motivated to keep improving, which is ultimately better than forcing yourself to play something that doesn't really click for you. That said, let’s talk about what the loose archetypes of fighting games are, and then what specific games are good to pick up at the moment. Styles of Fighting Games This is one of those things that players love to argue about, but since I’m the one writing this post, I’m gonna break it into 3 categories:
Current Game Recs
If you want to play with goons who can help you learn the above games, I recommend picking them up for PC and joining the goon Discord. Let's face it: to the uninitiated, "frames" is a dirty word. It's a common misconception that people who are really into fighting games sit around all day memorizing frame data, and that this encyclopedic knowledge is somehow instantly accessible and applicable in a real match. In truth, having a basic understanding of what people mean when they refer to various types of frames is simply useful in comprehending exactly what you're seeing in a game, and it goes a long way toward making the finer points of fighting games easier to grasp. Reading this summary will make it easier to digest some of the advanced terminology you'll see later, so before you get all huffy about not wanting to bother with that nerdy frame-counting bullshit, just relax for a minute and give it a shot. As you probably know, any given move you're seeing on screen is comprised of multiple frames of animation. Exactly how many frames determines how fast the move is. For fighting games to function on a technical level, each move has to have some hard-coded properties for what each frame of the move represents: in the header above, if Ryu is just starting to perform a punch, should he mysteriously damage the other player if they're standing next to him? Of course not; the damage should occur when his fist is extended, and the punch (or rather, the hidden hitbox representing the punch) actually connects with the opponent on the screen. The frames of animation leading up to Ryu's fist actually hitting his opponent, then, can be thought of as startup frames; they're the frames that happen after you've pressed the punch button, but before Ryu is in a state wherein the opponent will actually be punched. The frames during which Ryu's fist is considered an active, damaging object are the active frames. And the frames after Ryu's punch is completed, during which he is recovering from his attempted attack, are recovery frames. Not so painful, is it? So, when you see numbers representing frame data, what you're really seeing are the following:
Attacks that leave you with frame advantage on block/hit (or at least, a small enough disadvantage that your opponent has no guaranteed way of damaging you) are generally considered "safe." Attacks that leave you at a severe disadvantage on block/hit are considered "unsafe." This means that you shouldn't be throwing out unsafe moves unless you're sure they'll hit in your current situation, else your opponent gets a free opportunity to punish you for the mistake. Because of the emphasized nature of blocking and punishment in 3D games, you'll often see frames discussed more heavily there than you might in Marvel or Street Fighter. In a game like Tekken, it is somewhat useful to know which of your character's moves will come out quickly enough to punish blocked moves from your opponent, and looking at punishment guides (which use frame data) is sort of a cheat sheet for seeing what those moves are. However, even in this case, learning which moves are useful for punishing mistakes is something you can absolutely learn intuitively by simply playing the game; memorizing numbers is never a necessity. Canceling - Canceling refers to connecting one move to another in a way that reduces the recovery frames of the first move, and usually allows you to combo moves together that otherwise would not be fast enough to connect to each other. It's most often used in the context of connecting a normal to a special move, or a special move to a super move, and is done by simply inputting the next move before the current move is done being performed. The most common notation for cancels when talking about 2D fighters is "xx," so if you see a Ryu combo that reads c.MK xx hadouken xx shinkuu hadouken, you would press down + medium kick for the crouching MK, then cancel it into a fireball by performing the quarter-circle forward and punch while your kick is still going, then cancel that into his super fireball by doing the super fireball input while Ryu is doing the first fireball. If canceling didn't exist, Ryu would be sitting there recovering from his kick for way too long to throw a fireball and have it connect as part of the same combo. Canceling normals into each other is the basis for chain comboing, which is discussed below. "Chains" vs. "Links" - A chain combo is a string of moves wherein the beginning of one move in the string cancels the recovery frames of the previous move; i.e., the moves "chain" together smoothly and are done simply by pressing one button after the other, usually with fairly even timing. Conversely, links are sequences of moves wherein each move has to completely finish its recovery animation before you can do the next move in the string. This often means that more precise timing is required, because you're left with a pretty small window during which your opponent is still "reeling" from the previous hit (i.e., they're in hitstun) while you perform the next move in the sequence. Games with a stronger emphasis on chain combos include Darkstalkers and Marvel vs. Capcom 3. Street Fighter IV more strongly emphasizes links. Tekken has a mix of each, technically speaking. Damage/Hitstun Scaling - Because of the huge damage potential that combo systems create, many games institute a sort of proration system to put limits on what is possible through combos. Damage scaling refers to the gradual decrease in damage that your attacks do as your combo gets longer, so a hard attack done as the 5th hit of a combo does a lot less damage than it does when it's the 1st hit of the combo. Similarly, hitstun scaling is a gradual reduction in the amount of recovery time your opponent has after each hit. The latter is basically a failsafe to help prevent infinite combos from emerging, since eventually your opponent will recover so quickly from being hit that further comboing becomes impossible. There are mixed opinions about this mechanic in the fighting game community. You may also see these terms referred to as hitstun deterioration, proration, reduction, decay, etc. Option Selects - An option select is a situation in which one input (or set of inputs) can result in multiple outputs, depending on which output is best for the situation. Example: in Street Fighter IV, throws are broken by inputting light punch (LP) and light kick (LK) at the same time when your opponent attempts to throw you. By pressing down-back + LP + LK while on defense, you create an option select: down-back blocks low, so if your opponent is in the middle of an attack (standing or low), the game engine ignores your LP and LK inputs in favor of blocking the attack. If your opponent attempts to throw you, the LP + LK input will break the throw. If your opponent does nothing, the game engine prioritizes the crouching (down-back) and LK inputs, and your character will do a c.LK, which is usually a very quick/safe move. The term is a bit obtuse, but you can see in this situation that one set of inputs results in three different "options" to select from. Usually, option selects are not the result of some intentional design decision from the developers, but rather a quirk of how are engines process and prioritize inputs. Reads/Hard Reads - Not really just a fighting game term, but since it’s in the thread title: people refer to a “read” when someone blatantly predicts what the opponent is going to do. You wouldn’t typically throw a shoryuken out there willy-nilly, because you’re hosed if it gets blocked. But in matches, you might see someone do one from neutral that somehow hits the other guy, seemingly without explanation. The reason is that he made a hard read: “I’m in your head and I know exactly what you’re going to do in this situation, so I’m going to blow it up.” You generally don’t want to try for too many of these, because if you’re wrong, you’re screwed. Resets - A reset is when you intentionally drop a combo to create an opportunity to start a new combo. This is done to maximize damage output by connecting 2 (or more) combos rather than just one complete combo -- i.e., it's better to do 4 hits of a 5-hit combo, reset, and get another 5-hit combo than to just land 5 hits in the first place. This is especially true of games that have severe damage scaling on longer combos, like Marvel vs. Capcom, since you're "resetting" the damage and hitstun scaling. The risk, of course, is that any time you drop a combo, you give your opponent an opportunity to block or escape further damage, so the most effective resets are those that are done unexpectedly, or in ways that are very confusing/difficult to escape. Shimmy - This is a dumb word that was coined when Street Fighter V came out that basically just means “throw baiting.” You walk up to a dude as though you’re going to throw him, then take a tiny step back to get yourself outside of throw range. Because he thinks he’s about to be thrown, he does the input to break the throw, but now you’ve backed out of range, so he gets suckered into a whiffed throw animation and you get to punish him. It works in SF5 because the crouch tech option select (from SF4) doesn’t exist anymore, so there’s no foolproof way to break suspected throw attempts, and also because the throw range in the game is hilariously bad so you won’t get grabbed out of your shimmy. Throw Breaks, Techs, and Softening - "Teching" a throw refers to inputting a command in anticipation of your opponent's attempt to throw you (or as part of an option select) that results in you reducing the damage taken from the throw. In some games, you can break out of a throw completely and avoid any damage from it altogether. Other games only allow you to "soften" the damage from a throw, rather than breaking it entirely. This is typically done the same way a break would be done in other games; it simply varies based on what the commands for throws are in a particular game. Throw softening also usually allows you to recover from the throw quickly, rather than suffering a full knockdown. Super Turbo and the Darkstalkers series both use throw softening rather than throw breaks. If you have questions about other terms you've seen, or something isn't explained well enough here, feel free to ask in the thread. Given the arcade roots of fighting games, it's no surprise that a lot of people prefer the feel of playing on arcade sticks. If you're used to the standard control pad and are thinking of moving to stick, be prepared to practice. There's definitely an adjustment period if you haven't played much on stick before, but once you're used to it, they're a lot of fun to use. Deciding what stick is the right one for you is a function of how much you care about three things:
Update: Time hasn't been kind to Mad Catz's current-gen sticks. Look at Qanba and Razer as better options for high-end sticks. Best Overall Qanba Obsidian Consoles: PS4, PS3, PC Price: $200 Pros: Excellent all-around stick, Sanwa parts, clean design, PS4-friendly, cheaper than other top-end sticks. Cons: "Cheaper" isn't cheap, modding isn't quite as straightforward as with other sticks. Razer Panthera Consoles: PS4, PS3, PC Price: $150-$200 Pros: Great stick, Sanwa parts, hinged design allows super easy access to internals for modding or repairs. Cons: Though internals are easy to access, aesthetic mods require some effort to get their stupid decal off the top and add your own plexi. Still Good Options Hori Real Arcade Pro 4 Kai Consoles: PS4, PS3, PC Price: $150 Pros: Solid midrange stick from Hori, an established name for arcade sticks. Cheaper and more readily available than Mad Catz’s high-end sticks. Parts are easy to swap. Cons: Uses Hori proprietary parts instead of Sanwas. They’re not as terrible as most proprietary parts are, but you may end up wanting to swap them for Sanwas or Seimitsus. Other: There’s also a Vewlix version out there, which basically means it costs twice as much but you get a loving enormous surface area that feels more like playing on an arcade cab. Doesn’t travel well, though. Consoles: PS4, PS3, PC Price: $200-$300 Pros: Mad Catz's current top-of-the-line stick. Uses full Sanwa parts, includes L3/R3 buttons and a touchpad, and the top panel has hinges so you can pop it open to dick around with the internals easily. Built-in compartment for the USB cord. The bezel and artwork are swappable so you can show off your favorite Naruto yaoi fan art. Cons: Pricey and in short supply. You may have to hunt around a little to get one, and it won't be cheap. Over time it's become clear that these sticks are prone to PCB problems, and you're SOL if yours breaks. Mad Catz FightStick TES+ Consoles: PS4, PS3, PC Price: $170-$250 Pros: Another high-quality stick from Mad Catz. Full Sanwa parts, L3/R3 buttons and touchpad. Built-in compartment for the USB cord. Bezel and artwork swappable. Cons: Doesn't have the hinged panel like the TE2+. But you can still pop it open with an Allen wrench (as with most non-TE2+ sticks) and replace whatever you want. Other: Slightly tighter form factor than the TE2+, and the color scheme is easier to work with if you're thinking of custom artwork or other mods. Cheaper/Entry Level Venom Arcade Stick Consoles: PS4, PS3, PC Price: £65 Pros: Cheap, available in Europe, Sanwa buttons swap in easily. Cons: Harder to get elsewhere, joystick itself doesn't swap quite as easily (you'll need to either get a 5-pin harness or do some soldering), and you're probably going to want to swap parts because the stock ones are lovely knockoffs. Stick FAQs Q. I’m having a hard time adjusting to my stick. I’ve been thinking I should get an octagonal gate/hitbox/other gimmicky poo poo... A. Just stop. Many people fall victim to the mentality that if they just tweaked one more thing or looked for that tiny extra edge, THEN they’d really start to rank up. The thing that will make you better is practice. Octo gates actually screw with the effective throw ranges of diagonals in dumb ways and will make it harder (not easier) to consistently execute in the long run, and Hitboxes are the stick equivalent of Dvorak keyboards (“But they’re objectively better!!!” yeah we know but you’re still that geeklord who has to bring his own keyboard everywhere and doesn’t know how to type on qwerty). Q. Okay, so what should I change on my stick? A. Usually the first candidates for mods (particularly if you bought a bargain stick with low-end components) are:
Q. I just need a stick that works with my PC. Will console sticks work? A. Generally speaking, anything that works with PS3/360 or above should also work with your PC. This means you might save some money over the PS4 sticks described above, because you can look for last-gen sticks like the Mad Catz TE, TE-S, or FightStick Pro. Note that some games (like Street Fighter V for some loving reason) don’t have DirectInput support, but you can use Joy2Key or similar lightweight programs to translate your stick inputs into something idiot games like that can understand. Q. Do I need to learn stick to get good at fighting games? A. No. There are a lot of pad warriors out there in tournaments, further enabled by the fact that tournaments now let people get away with in-game macro buttons (e.g. using shoulder buttons as shortcuts for hitting 3 punches or 3 kicks simultaneously). Some stuff is easier to do on stick, and some stuff isn’t, but typically people who get used to playing on stick don’t want to go back to pad. It feels good + fun to smash bigger buttons, you should try it. Goonsgarden Discord - Discord fully supplanted IRC as the hangout of choice for SA's fighting game illuminati. Fightcade is, in its own words, “an online retro arcade gaming platform for netplay.” It uses GGPO’s rollback-based netcode to enable an unparalleled online play experience for lots of classic fighting games, from Super Turbo and the Street Fighter Alpha series to Vampire Savior, X-Men vs. Street Fighter, SNK titles, and tons of other poo poo. Folks who hang out in the goon IRC and Discord channels are almost always up for matches in one of these games, and the platform is free to use. Come hit us up for help setting it up and dive into some cool-rear end old games with us. Don’t play with abo though, that guy’s a dick. Tekken 7 [Thread] Injustice 2 [Thread] Guilty Gear and other anime poo poo [Thread] King of Fighters XIV [Thread] Street Fighter V [Thread] Street Fighter 5’s content Tekken x Street Fighter (lol j/k) Guilty Gear Xrd [Thread] Mortal Kombat X [Thread] Killer Instinct [Thread] Pokkén [Thread] Skullgirls [Thread] Ultra Street Fighter IV [Thread] Ultimate Marvel vs. Capcom 3 [Thread] Tekken Tag Tournament 2 [Thread] Injustice: Gods Among Us [Thread] Dead or Alive 5 Ultimate [Thread] Persona 4 Arena [Thread] Street Fighter x Tekken [Thread] King of Fighters XIII [Thread] Streams Twitch - Basically all streams that happen for FGC events happen on Twitch. The most popular weeklies are on Wednesday nights: Wednesday Night Fights on Level|Up Live (West Coast) and Next Level Battle Circuit on TeamSp00ky (East Coast). There are also lots of regional events and major tournaments, which are less frequent and usually happen on weekends, all leading up to the Evo championships in July. News/Blog Sites iPlayWinner - Various fighting game news and a few guides, forums, and glossary. EventHubs - They occasionally get tidbits of information about upcoming games before anyone else, but also everyone who posts on it is kind of a retard. Level|Up - The west coast's biggest stream provider. Game-Specific Sites Shoryuken - The biggest resource online for Capcom fighters. Plenty of terrible human beings post here, but so do plenty of top players, and there is a lot of useful information to be found. Tekken Zaibatsu - The biggest Tekken community site online. Again, lots of awful people, but also many excellent players. If you're getting into Tekken or want to learn more about a character, start here. Dustloop - Great resource for Guilty Gear and BlazBlue guides, for beginners to experts. 8WayRun - Community site for Soul Calibur, if you still play that for some reason. VFDC - The aptly-titled Virtua Fighter site. Mizuumi - Wikis and information for poverty fighting games (Arcana Heart, Melty Blood, other anime fighters). Stick Stuff Shoryuken: Tech Talk - This is the section of SRK's forums dedicated specifically to joysticks and controllers. There are lots of useful threads here, including guides on modding your stick, various places to purchase replacement parts, and suggestions on what sticks to get. Focus Attack - Stick part supplier. Lots of options, competitive prices, and fast shipping. Probably the best place to start when you're looking for the basics (buttons, stick components, etc.). Paradise Arcade Shop - A married couple based in Hawaii, these two have very quickly become a popular source for stick hardware. The husband has come up with some innovative solutions to common issues with custom sticks, and they even do cute stuff like including chocolate-covered macadamia nuts with every order for all you fat hambeast goons out there. Art's Hobbies - Art is a member of the Shoryuken community who has built a small business for himself doing custom stick art prints and acrylic orders for people who want to modify their sticks. He is a really nice guy and he does fantastic work, so if you want to do something cool to make your joystick your own, you should check out what he can do. Amazon - Yep, you can even get stick parts here these days. As for this thread, try to adhere to the following friendly guidelines:
Have fun! Brosnan fucked around with this message at 20:24 on Nov 14, 2020 |
# ? Apr 14, 2016 19:43 |
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# ? Mar 28, 2024 18:39 |
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Using this post for goon stick galleries or some other similar nonsense.
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# ? Apr 14, 2016 19:44 |
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Fighting games are fun and cool. Especially the best fighting game, Guilty Gear XX Accent Core Plus R. You should play it. https://www.youtube.com/watch?v=K25fB0PhlN4 ACES CURE PLANES fucked around with this message at 20:21 on Apr 14, 2016 |
# ? Apr 14, 2016 19:50 |
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Terrible thread, doesn´t give Gootecks credit for coining the Gootecks Shimmy.
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# ? Apr 14, 2016 19:54 |
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I like the title
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# ? Apr 14, 2016 19:54 |
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I know it's mostly for new players but the stick thing could probably do with a mention on converters for old sticks, although i'm not too up to snuff on them myself, top thread though!
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# ? Apr 14, 2016 19:55 |
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https://www.youtube.com/watch?v=ty7VUjGiGoA&hd=1
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# ? Apr 14, 2016 19:56 |
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I didn't see anything about the Lupe Daigo SFV match in the OP. This is horseshit.
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# ? Apr 14, 2016 20:03 |
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fighting games in general might be a hard read, but the OP is a Good Read for sure
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# ? Apr 14, 2016 20:05 |
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https://www.youtube.com/watch?v=Cyo8cKGUayw&hd=1
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# ? Apr 14, 2016 20:07 |
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ignore the op, this is all you need to know
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# ? Apr 14, 2016 20:09 |
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https://www.youtube.com/watch?v=sVTdAOb54xI This should be in page one of any FG thread.
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# ? Apr 14, 2016 20:11 |
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https://www.youtube.com/watch?v=ijn96k8tQZM
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# ? Apr 14, 2016 20:11 |
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https://www.youtube.com/watch?v=44depsi7b1E&hd=1
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# ? Apr 14, 2016 20:13 |
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Someone please post a tier list for Dig Dug tia
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# ? Apr 14, 2016 20:13 |
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please note that the OP is incomplete and will be finished sometime in june when brosnan posts a youtube video. you can also unlock other posters like zand and gwyrgyn blood a later date through shitposts or zenny.
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# ? Apr 14, 2016 20:15 |
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hey guys check out this test stream footage of my new dota channel, please click like or subscribe https://www.youtube.com/watch?v=KS7hkwbKmBM
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# ? Apr 14, 2016 20:18 |
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That's a good OP. This should also be on page 1 too https://www.youtube.com/watch?v=xn8TVgtNwP0
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# ? Apr 14, 2016 20:19 |
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https://www.youtube.com/watch?v=4MHBq5Ft-Bo
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# ? Apr 14, 2016 20:20 |
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yah but how can anyone expect to win without knowing the micro-walk?
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# ? Apr 14, 2016 20:23 |
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For the record, anyone new to fighting games is required to watch every goddamn video on this page.
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# ? Apr 14, 2016 20:25 |
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Brosnan posted:For the record, anyone new to fighting games is required to watch every goddamn video on this page. this is 100% true
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# ? Apr 14, 2016 20:26 |
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Brosnan posted:For the record, anyone new to fighting games is required to watch every goddamn video on this page. People who are not new are not exempt from this requirement
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# ? Apr 14, 2016 20:27 |
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https://www.youtube.com/watch?v=9V3O9dDj4Ck i cant find that one jojos match so have this instead
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# ? Apr 14, 2016 20:30 |
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https://www.youtube.com/watch?v=DO38IFrs9wU
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# ? Apr 14, 2016 20:30 |
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I’ll now tell the story of one of my own Street Fighter tournament victories. The tournament was called the East Coast Championships 4, or ECC4. I won the Street Fighter Alpha 2 portion of the ECC3 tournament, so I felt a lot of pressure to win again. I made it to the finals where I faced veteran player Thao Duong. Thao plays only one character (Chun Li), and he’s incredibly robotic, meaning he executes moves perfectly and rarely makes mistakes. I was undefeated in the tournament so far, and Thao had one loss (it was double elimination format). This means Thao had to beat me 4 out of 7 games to be even with me, and another set of 4 out of 7 to win. I only had to win one set of 4 out of 7 to win. I started by playing Zangief, my secret counter to Chun Li. Because it’s widely believed Chun Li totally destroys Zangief (but not mine!), it would be a flashy way to win. Whether it was my year of no practice or Thao’s playing skills or Chun Li’s dominance of the game I can’t be sure, but Zangief was not up to the task that day. No problem, since I would switch to my standard Chun Li killer: Ryu. I scraped together a win or two, but again my lack of practice was showing and Thao won by greater and greater margins. I then realized the horror of what I would have to do, and what I would become somewhat famous for in the Street Fighter community. I realized that the only remaining character I could reasonably play in a tournament was Rose, and furthermore that Rose, though very good against most characters, really only has one effective move against Chun Li: low strong. This is where Sun Tzu comes in. My use of Rose’s low strong move is both a method of winning before fighting and of waiting. The low strong is an uninspiring little punch that doesn’t have all that much range, but it has amazing priority to beat other attacks. It’s also incredibly fast, allowing Rose to do multiple low strongs in a row with only the tiniest of gaps in between. The low strong was my brick wall—my first test. The only problem is that there was no second test. And worse yet, there really wasn’t much “actual fighting” in store for Thao should he get past my “trick.” I could only hope that he’d fumble in trying to get around it, and even become frustrated enough to make mistakes. In retrospect, this is not the best approach to take against the robotic master of move execution himself, but it’s still preferable to no strategy at all, which was my alternative. I low stronged my little heart out. Probably over 90% of my moves were low strong, done at a very particular range, and with a particular pattern of timing that I dare not reveal (let me keep some secrets). I had infinite patience to low strong forever, forcing Thao to defeat this trick. If he could beat it, we would then have to actually play, and at that point surely he would win. But fortunately, he never did beat it: he fought it head on. At times, he would decide not to attack, not to beat against a brick wall. I used that opportunity to get at the optimal range (which is one pixel farther from him than the range of my low strong). From this range, I continued to low strong forever. I wasn’t winning by doing that, but I wasn’t losing either. Even the robotic Thao would eventually tire and attack, sometimes at the wrong times out of annoyance or desperation. Spectators reported that I did an amazing 18 consecutive low strongs without either myself or Thao doing any other moves. A side effect of my low strongs is that they create a “baseline expectation” of what I’m going to do. The sneaky roundhouse I do after the 17th low strong is pretty tricky, actually. I mean, wouldn’t you expect an 18th low strong after the 17th one? (Note: I was actually even more sneaky by doing the 18th low strong, then the low roundhouse.) My story is dragging on as much as that match did. Each game is best 2 out of 3 rounds, and games tended to go the full 3 rounds. They went the full count of 4-3 when Thao won the first set, and all the way to the 14th and final game, where I won 4-3 in the second set to win the tournament. I collapsed in dehydration and drank a quart of red Fierce Berry Gatorade without pause. Even today, Fierce Berry Gatorade tastes like victory to me, but I digress. Had I ever actually fought Thao “normally” with Rose, he would have killed me easily. Instead, in an amazingly boring and non-crowd-pleasing show, I attempted to prevent actual fighting through my “brick wall trick” of low strong. Furthermore, I bored my opponent into attacking hastily at times, and generally frustrated him, or at least think I did. It’s interesting to note that early rounds of Street Fighter tournaments are often dominated by “tricks” like the ones I’ve described. Few players have the will to keep those brick walls up forever, though, and eventually resort to “actually playing.” Also interesting is that the last rounds of Street Fighter tournaments—especially the finals round to determine the top two players—very rarely operate anything like I’ve described. Far more often, the players good enough to get the final two are also good enough to easily avoid the kind of roadblocks I’ve been talking about, even if they have to devise countermeasures on the spot. The usual case at such high levels of play is “actual fighting” right off the bat, the very thing I try to put off as long as possible in a tournament match. So it seems that (my own exploits excepted!) tricks will only get you so far. Above a certain level of play, you must actively try to win the game, not just wait for the opponent to hand it to you. To the benefit of the spectators, when the best face the best, there are more often two bloody, clashing swords than a sheathed one.
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# ? Apr 14, 2016 20:33 |
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Play KOF98/02UM
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# ? Apr 14, 2016 20:36 |
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AnonSpore posted:I’ll now tell the story of one of my own Street Fighter tournament victories. The tournament was called the East Coast Championships 4, or ECC4. I won the Street Fighter Alpha 2 portion of the ECC3 tournament, so I felt a lot of pressure to win again. I made it to the finals where I faced veteran player Thao Duong. Thao plays only one character (Chun Li), and he’s incredibly robotic, meaning he executes moves perfectly and rarely makes mistakes. https://www.youtube.com/watch?v=YfKN1qXbey0
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# ? Apr 14, 2016 20:36 |
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Killer Instinct is a pretty good game with a super great pc port that's one of the best games at making itself transparent (good tutorial, frame data and hitbox viewer baked in, etc.) out right now. It also has the gold standard in fighting game netcode in my opinion and the pc version supports crossplay with xbone, meaning it comes with a decent sized community already going strong. Just saying, y'all should play it!
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# ? Apr 14, 2016 20:36 |
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https://www.youtube.com/watch?v=LpwVQ43SUOE&hd=1
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# ? Apr 14, 2016 20:44 |
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I LOVE BUSTIN
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# ? Apr 14, 2016 20:44 |
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https://www.youtube.com/watch?v=RJtzA8deLcI https://www.youtube.com/watch?v=_mWlAaH6DCc https://www.youtube.com/watch?v=WzF5hMFLrMM https://www.youtube.com/watch?v=GMgoCbHDHTs https://www.youtube.com/watch?v=he0tuVgHJZg
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# ? Apr 14, 2016 20:45 |
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https://www.youtube.com/watch?v=oo6TbaOMMJI
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# ? Apr 14, 2016 20:46 |
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https://www.youtube.com/watch?v=9caTktglhUI&hd=1
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# ? Apr 14, 2016 20:47 |
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Trykt posted:Killer Instinct is a pretty good game with a super great pc port that's one of the best games at making itself transparent (good tutorial, frame data and hitbox viewer baked in, etc.) out right now. It also has the gold standard in fighting game netcode in my opinion and the pc version supports crossplay with xbone, meaning it comes with a decent sized community already going strong. Just saying, y'all should play it! How good a pc does it require?
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# ? Apr 14, 2016 20:49 |
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https://www.youtube.com/watch?v=I-rpxlc19h8
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# ? Apr 14, 2016 20:52 |
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i really dont know how anyone could watch the videos on this page, and play any number of free games, and not think that fighting games are the best pvp games on the internet, right now brosnans post is good fighting games are good if u are bad thats fine, im bad too. lets play
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# ? Apr 14, 2016 20:54 |
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I pressed buttons in UNIEL training mode last night and it felt good because I fuckin love anime and all of its super bullshit.
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# ? Apr 14, 2016 20:55 |
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Shadow Ninja 64 posted:I pressed buttons in UNIEL training mode last night and it felt good because I fuckin love anime and all of its super bullshit. I wish people kept playing UNIEL but then again the netcode is just boring BB netcode so i still wouldn't be playing anyone
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# ? Apr 14, 2016 20:57 |
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# ? Mar 28, 2024 18:39 |
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Fereydun posted:i cant find that one jojos match so have this instead i gotchu fam https://www.youtube.com/watch?v=uMKaK07-e3Q&t=247s
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# ? Apr 14, 2016 20:58 |