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punk rebel ecks posted:How durable are the sticks in fightsticks? I'm trying to pull off full circle moves but am worried that I may be too rough with my stick (Madcatz TE2+). go nuts. for serious just like pick it up by the stick and hurl it into a diamond mine that poo poo dont break
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# ? Jun 27, 2016 19:29 |
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# ? Apr 19, 2024 10:17 |
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punk rebel ecks posted:How durable are the sticks in fightsticks? I'm trying to pull off full circle moves but am worried that I may be too rough with my stick (Madcatz TE2+). Those parts were made to survive abuse in arcades, I wouldn't worry about it. However if you feel like you're being too rough on the stick it probably means you're doing the motions in a really sloppy way which will make you input moves a lot slower than you need to. When you do a full circle make sure you're barely touching the gate.
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# ? Jun 27, 2016 19:30 |
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always grind the gates and pick up your stick by the stick but seriously i always grind the gates super tight springs and/or american style sticks own
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# ? Jun 27, 2016 19:35 |
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Yeah I play heavy like a dumb ape so I'm enjoying some seimitsu buttons and stick that I popped in my Hori, feels better to pound on. Also the stick clicks for each direction it hits, which is nice (maybe the OG hori sticks do this, but I had a silent one cause of a shipping error and it didn't).
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# ? Jun 27, 2016 19:59 |
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Thanks for the responses.
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# ? Jun 27, 2016 20:02 |
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dangerdoom volvo posted:looks very rock paper scissors which is always the new fg developer go to becasue they dont know anything Remember Jade Empire that game sucked
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# ? Jun 27, 2016 20:48 |
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Brosnan posted:Remember Jade Empire i liked it
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# ? Jun 27, 2016 20:58 |
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(no irony) It's extremely good to me when people emphatically press the buttons like a concert pianist.
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# ? Jun 27, 2016 20:59 |
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Real hurthling! posted:interviewer: /me imagines how epic it would be if tokido starred in his very own boke-tsukkomi standup
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# ? Jun 27, 2016 21:04 |
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https://twitter.com/thebesteban/status/747507801157697536 Holy fuckin' poo poo
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# ? Jun 27, 2016 21:06 |
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bhsman posted:https://twitter.com/thebesteban/status/747507801157697536 I'm glad someones happy about SFV
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# ? Jun 27, 2016 21:09 |
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I don't know if just me but when I'm stuck in a round ending combo I like to blow off some steam by rocking the stick back and forth like crazy, I've never noticed any damage from it
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# ? Jun 27, 2016 21:10 |
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bhsman posted:https://twitter.com/thebesteban/status/747507801157697536 li joe is a rad dude and this owns
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# ? Jun 27, 2016 21:46 |
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bhsman posted:https://twitter.com/thebesteban/status/747507801157697536 Lol but all of these characters were announced like a year ago
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# ? Jun 27, 2016 21:51 |
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Brosnan posted:Remember Jade Empire boxcarhobo posted:i liked it It was aight if dumb but definitely suffered from the "literally Hitler" vs "Mother Theresa" morality system that Bioware loves.
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# ? Jun 27, 2016 22:11 |
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Wish 3D fighting games had a feature where you could bookmark characters' moves in something like a favorite list. That and the ability to save/bookmark your own combos and juggles. I think it would be a pretty cool feature to have, especially for Tekken.
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# ? Jun 27, 2016 22:31 |
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attackmole posted:It was aight if dumb but definitely suffered from the "literally Hitler" vs "Mother Theresa" morality system that Bioware loves. Even then, it wasn't the worst offender among Bioware moral systems. Though it wasn't great. Man, I hadn't thought about that game in years.
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# ? Jun 27, 2016 23:01 |
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I would be picking people up and throwing them around for a Q announcement, so I'm not going to make fun of LIJoe.
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# ? Jun 27, 2016 23:33 |
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Big Scary Owl posted:Wish 3D fighting games had a feature where you could bookmark characters' moves in something like a favorite list. That and the ability to save/bookmark your own combos and juggles. I think it would be a pretty cool feature to have, especially for Tekken. pretty sure Dead or Alive has had this for a few games now. Soul Calibur has also had a move list that had a section that was pretty much "These are your best/most important poo poo, memorize these first".
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# ? Jun 27, 2016 23:36 |
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Corbeau posted:Even then, it wasn't the worst offender among Bioware moral systems. Though it wasn't great. I liked how they tried to sell the sides of the morality system as something like being a libertarian or volunteering for the poor but it was still hitler vs literal angel also i'm glad morality systems are dead
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# ? Jun 27, 2016 23:39 |
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Big Scary Owl posted:Wish 3D fighting games had a feature where you could bookmark characters' moves in something like a favorite list. That and the ability to save/bookmark your own combos and juggles. I think it would be a pretty cool feature to have, especially for Tekken. I'm pretty sure MKX has the bookmarking thing, at the very least.
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# ? Jun 27, 2016 23:50 |
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Pomp posted:I liked how they tried to sell the sides of the morality system as something like being a libertarian or volunteering for the poor but it was still hitler vs literal angel
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# ? Jun 27, 2016 23:51 |
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Tekken lets you record and save up to 5 combos to add to each character's move list. At least they did at some point; it's not a feature I've tried to use in a while.
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# ? Jun 28, 2016 01:20 |
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Pomp posted:I liked how they tried to sell the sides of the morality system as something like being a libertarian or volunteering for the poor but it was still hitler vs literal angel SARCASTIC
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# ? Jun 28, 2016 01:25 |
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I feel unjustifiably happy about this, mostly because I'm no longer sharing an av with another goon I stole by accident.
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# ? Jun 28, 2016 03:10 |
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Has anyone, as a beginner, actually found those "controlling space" breakdown videos useful? I'm starting to think they only make sense to players who are already experienced. They always give the example of Ryu controlling a horizontal band with fireballs and a the air in front of him with DPs. But I rarely feel like I actually control any of that space, since opponents can just block or jump over or counter-fireball my fireballs, and I don't really control the space in front of me because I can't get a fireball off safely if they're right there. The point being, it doesn't feel like any space is being "controlled" and the stuff I end up thinking about in a match is poke ranges and mix ups and stuff like that. So am I just playing FGs wrong or is the whole "controlling space" idea just a nice abstraction that's not helpful for beginners?
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# ? Jun 28, 2016 18:22 |
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Making an opponent block or jump is controlling space, it's forcing them to make a decision and move that you can potentially counter.
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# ? Jun 28, 2016 18:27 |
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Garnavis posted:Has anyone, as a beginner, actually found those "controlling space" breakdown videos useful? I'm starting to think they only make sense to players who are already experienced. They always give the example of Ryu controlling a horizontal band with fireballs and a the air in front of him with DPs. But I rarely feel like I actually control any of that space, since opponents can just block or jump over or counter-fireball my fireballs, and I don't really control the space in front of me because I can't get a fireball off safely if they're right there. The point being, it doesn't feel like any space is being "controlled" and the stuff I end up thinking about in a match is poke ranges and mix ups and stuff like that. So am I just playing FGs wrong or is the whole "controlling space" idea just a nice abstraction that's not helpful for beginners? ????? Iunno about videos cause I"m not into em, but it's a super useful concept, especially for characters with range. I've only been playing fighting games since Febuary so I'm a beginner-ish? I am godawful at every single game, except one, and I am terrible at every single character in that game, except one. However, the one guy who I can kinda play is literally the space control man, and that's one of the skills I've found easiest to pick up on as someone who's execution and reactions are pretty bad. I play Axl in Xrd, who's basically Dhalsim for reference (so space control applies more to him than it does to Ryu, but still), and thinking about controlling space is pretty much drat near the only thing I do. Any time I'm in neutral or in an oki situation I'm thinking about the angles I have. I have about three long range zones in front of me that I can control-- one for my long range ground attacks, one for a low and long anti air, and one for a short and high anti-air. Any time my opponent makes a move, I need to react and figure out where their vulnerable frames and one of those zones intersects, and smack em. Smacking them out of those zones/comboing off of this is probably what accounts for like at least half my damage. So to me it seems like a pretty natural concept, but I'm biased cause its my main's speciality. So I guess if you want to think about it more, play 'Sim. 90% of what I do boils down to "annoy them on the ground at long range until they get frustrated and try to jump in, then gently caress them up when they jump". I'm spoiled by Axl's anti airs tbh, they're so loving good. It's a real adjustment going to other characters and realizing that I don't control two giant inclined lines coming out of my character and that I actually have to wait for someone to be almost on top of me before connecting the anti-air. CRISPYBABY fucked around with this message at 19:19 on Jun 28, 2016 |
# ? Jun 28, 2016 19:13 |
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Garnavis posted:Has anyone, as a beginner, actually found those "controlling space" breakdown videos useful? I'm starting to think they only make sense to players who are already experienced. They always give the example of Ryu controlling a horizontal band with fireballs and a the air in front of him with DPs. But I rarely feel like I actually control any of that space, since opponents can just block or jump over or counter-fireball my fireballs, and I don't really control the space in front of me because I can't get a fireball off safely if they're right there. The point being, it doesn't feel like any space is being "controlled" and the stuff I end up thinking about in a match is poke ranges and mix ups and stuff like that. So am I just playing FGs wrong or is the whole "controlling space" idea just a nice abstraction that's not helpful for beginners? yes they work. but it's hard to stop flailing around in fighting games for most players no matter how much knowledge most of them have
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# ? Jun 28, 2016 19:25 |
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blocking is a defensive action that forces them to move backwards and give up ground, which gives you momentum idk how someone gets from blocking your fireball to in your face
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# ? Jun 28, 2016 20:48 |
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Garnavis posted:Has anyone, as a beginner, actually found those "controlling space" breakdown videos useful? I'm starting to think they only make sense to players who are already experienced. They always give the example of Ryu controlling a horizontal band with fireballs and a the air in front of him with DPs. But I rarely feel like I actually control any of that space, since opponents can just block or jump over or counter-fireball my fireballs, and I don't really control the space in front of me because I can't get a fireball off safely if they're right there. The point being, it doesn't feel like any space is being "controlled" and the stuff I end up thinking about in a match is poke ranges and mix ups and stuff like that. So am I just playing FGs wrong or is the whole "controlling space" idea just a nice abstraction that's not helpful for beginners? Try playing a character with no or bad fireballs and you will feel the space being controlled all over your face. Alternatively, just play a character with big ol' pokes if fireball zoning doesn't jive with you but you still want to control neutral.
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# ? Jun 28, 2016 20:53 |
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play nrvnqsr chaos
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# ? Jun 28, 2016 21:02 |
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Endorph posted:play nrvnqsr chaos Gesundheit.
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# ? Jun 28, 2016 21:03 |
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Endorph posted:blocking is a defensive action that forces them to move backwards and give up ground, which gives you momentum Just watch out for characters like cammy and laura who can punish fireballs if they have 1 bar
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# ? Jun 28, 2016 21:05 |
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Garnavis posted:Has anyone, as a beginner, actually found those "controlling space" breakdown videos useful? I'm starting to think they only make sense to players who are already experienced. They always give the example of Ryu controlling a horizontal band with fireballs and a the air in front of him with DPs. But I rarely feel like I actually control any of that space, since opponents can just block or jump over or counter-fireball my fireballs, and I don't really control the space in front of me because I can't get a fireball off safely if they're right there. The point being, it doesn't feel like any space is being "controlled" and the stuff I end up thinking about in a match is poke ranges and mix ups and stuff like that. So am I just playing FGs wrong or is the whole "controlling space" idea just a nice abstraction that's not helpful for beginners? Play ST Sim for a while and then go back to your old main and game.
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# ? Jun 28, 2016 21:46 |
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Garnavis posted:Has anyone, as a beginner, actually found those "controlling space" breakdown videos useful? I'm starting to think they only make sense to players who are already experienced. They always give the example of Ryu controlling a horizontal band with fireballs and a the air in front of him with DPs. But I rarely feel like I actually control any of that space, since opponents can just block or jump over or counter-fireball my fireballs, and I don't really control the space in front of me because I can't get a fireball off safely if they're right there. The point being, it doesn't feel like any space is being "controlled" and the stuff I end up thinking about in a match is poke ranges and mix ups and stuff like that. So am I just playing FGs wrong or is the whole "controlling space" idea just a nice abstraction that's not helpful for beginners? If you're primarily playing SF5, the zoning stuff will feel like it doesn't apply as much because fireballs suck in that game. (They also suck in 3rd Strike, which is a big part of why people say it doesn't "feel" like Street Fighter.) But assuming we're talking about a game where projectiles are good, controlling space with them assumes that you are using them smartly. You don't get to toss them mindlessly if your opponent has worked his way in and is waiting for you to toss one so he can jump it and hit you. (But if he thinks he's in that range and you know he's not, you get to hit him with a DP!) All that being said, the point is to think about all of your moves less in terms of what looks cool or w/e and more as hitboxes that control space. That space is much more obvious and easy to illustrate with fireballs and dragon punches, but the same rule applies on all of your normals: if you have a really solid c.MK, you should definitely be using it to control space in a certain range closer to your opponent.
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# ? Jun 29, 2016 04:55 |
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http://gematsu.com/2016/06/night-birth-exelate-pc-launches-july-12 UNIEL on Steam in two weeks.
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# ? Jun 29, 2016 19:10 |
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Lemon-Lime posted:http://gematsu.com/2016/06/night-birth-exelate-pc-launches-july-12 Expecting a unibest console release date by the end of the week, then
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# ? Jun 29, 2016 19:11 |
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they're apparently doing a huge visual novel story mode for unibest's console release, so it'll be a while yet
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# ? Jun 29, 2016 19:19 |
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# ? Apr 19, 2024 10:17 |
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I ca'nt wait to have to play through all of story mode to unlock one of the console exclusive characters
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# ? Jun 29, 2016 19:38 |