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Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
I'm playing Street Fighter 5 which I bought like a month ago for the first time online (like I've only just tonight gotten Bronze ranking), and have discovered a Very Important Strategy.

Main Dan with the Kitty title placard and absolutely clown unsuspecting lower Bronze ranked people who overwhelmingly play Akuma. Bonus points if they quit after the first match.

I'm sure that in top levels of play or even in higher Bronze Dan isn't viable, but he's actually kinda a good character for a laugh, and his Danretsuken is the easiest hit confirm into a super I've ever seen. Like, you have a full second to input, it's crazy.

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Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Endorph posted:

Dan isn't the worst character in the game at least, so if you like him feel free to stick with him.

Yeah, a couple of play sessions later and I'm definitely feeling this. He's actually kinda viable which is a far cry from the last time I tried playing him in alpha 2. Just got into super bronze on the back of a ten win streak (!!!) and I think I'm a Dan main now. Having the option when his hurricane kick is blocked to randomly throw in a v-skill 1 at almost any point mid move and try for a throw keeps the opponent guessing and is remarkably effective. He's also got a ton of options for hit confirming his super, and advancing along with his v-trigger 1 is also pretty good and lets you do all sorts of nasty things if the opponent blocks a charged one and gets guard crushed as a result.

Hitting super off of a v-trigger wallbounce does over 500 damage, which is something.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Does anyone else play using PC keyboard?

I use keypad 8246 as udlr and a-d+z-c as punches/kicks and have since forever ago. It feels a lot more precise and I can pull off pretty much any move (including standing 360s or jab whiff standing 720s if I've been practising for a bit, though I tend to go long periods between playing grapplers).

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Ulio posted:

Capcom really know what the fanboys want huh, thicc chun li with jiggle, juris feet, the cute anime pout face. They are going all in. I just want to see what pre game face Depressed Ken will have.

They were going all in for years. Ever see rainbow mika's sfv super?

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Max Wilco posted:



I don't hate Neco Arc, I just wanted to use that GIF.


I've never seen that weird cat gremlin creature before nor the game it's from but the video posted upstream makes it look like a frighteningly effective troll character laser focused on annoying opponents and harvesting salt, so I love it.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

poe meater posted:

I don't know why but her loving eye laser beams make me laugh

For me it's the massive broadsword made of cats. It's so remarkably dumb and overblown.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
The air dash animation is amazing as well. Also the fact that what I assume is her theme some playing in the background having a constant stream of meows in it.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Gutcruncher posted:

Plotwise there’s not really a reason they couldn’t replace Vlov with Nero in the second Tsukihime remake, just to spice things up for people presumably repeating the prologue chapters. All it would really change is the specifics of how the fights play out

Your avatar haunts me because I know exactly where it's from.

Then again if they have vs screen face emotes and guile is in sf6...

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Sometimes fate conspires to give you something wonderful.

There mustn't be many players online in Australia right now (probably because it's lunchtime) so I had the most amazing run of matches.

Beat a Kage player using Dan, dropping him from Super Bronze to Bronze.
Win the rematch.
Fight another guy.
Get matched with that same Kage player again, block his rank up.
Guy declines rematch.
Fight another guy.
Get matched with that same Kage player again, block his rank up.
Guy declines rematch.
Fight another guy.
Get matched with that same Kage player again, block his rank up.
Guy declines rematch.
Fight another guy.
Get matched with that same Kage player again, block his rank up.
Guy declines rematch.

I think I made an arch-nemesis today.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Playing some more tonight and I just had my first Dan/Dan matches.

At one point we were a full screen's length, one of us threw an LP fireball, the other followed suit, and we had a 10 second completely ineffectual fireball war. (Dan's fireballs rarely traverse more that 20% before dissipating and the LP one extends about 3 pixels to the right of his hand.)

The other guy definitely 'gets' Dan.

e. Also Dan's super fireball (V-Trigger 1) is amazing. It moves so slowly that you can launch it, follow behind it, and if your opponent jumps over it and you DP to punish, the opponent is knocked into the BACK of the fireball as it continues to move forward.

Breetai fucked around with this message at 12:48 on Aug 20, 2022

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
I've been watching a lot of GekkoSquirrel's vids lately, and this one about the "Heart-based" approach to fighting games really resonated. This is definitely my primary playstyle, because I'm not good enough to beat a perfect-play optimisation robot at their own game, but throwing a spanner in the works and getting people off balance is how I tend to win.

I was playing an Abigail player who was knocking me around pretty hard (it's difficult to do the normal playbook of 'keep the grappler away with fireballs and wait for them to trip up' when your fireball travels about an inch on-screen) so round 2 I just said gently caress it and immediately dashed in with a (blocked) cr.MK->Tatsu->VS1->Throw mix-up twice in a row and then just walked in and threw him a third time as he got up, and the guy got absolutely tilted because I wasn't 'playing right' and his big mean grappler character was getting thrown 3 times in a row and he went completely to pieces.

Dan is entirely based on 'I wasn't expecting that, why did that work, that's stupid', like MP->DP->VS1->V Trigger 1->pretty much anything including Super is totally viable, in fact a Dan with full meter and V-Trigger 1 charged (the latter of which is easy because it's only one bar) is a nightmare, because V-trigger 1 combos off of most normals and specials, and it is extremely easy to hit confirm into a Super afterwards if you wait half a second for the enemy to fall down a little.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Also don't bother getting the final season pass on top of championship edition: there's like 6 more characters to unlock and you can get 4 of them in a few hours of knocking out the little mini story mode for all of the other characters which pay out several thousand fight money each for beating 2-3 computer fighters.

You'll only need Dan tho.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Platform: PC.
Connection: network cable.
Internet: Australian NBN, fibre optic to the house.
Main: Dan.
Rank: super bronze 1256.
Someone who is good at Street Fighter V please help me rank up my gamer cred is dying.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Gutcruncher posted:

They had a season of slightly less horny SF to try and win over ESPN. It didn’t work, so they quickly gave up and went right back to being horndogs.

Sometimes things just manage to come together!

*Looks sideways at your avatar, REALLY pointedly this time*

Yeah nah, as much as that stomp is definitely designed to appeal to the horndogs her super finisher animation is just straight-up bondage porn mocap. 18 seconds, if the link doesn't work

Like, c'mon, Capcom.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Jack Trades posted:

Juri's first costume is just gonna be a 2m tall foot with arms and legs.

Okay, but it's a mascot for a medical fungicide and looks really hosed up and gross with a nail that's hanging half off that flaps around, and that's not apparent from any preview image until the unwitting horndog buys it.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

CharlieFoxtrot posted:

The Stephen Kingverse would make for a good fighting game actually...

Firestarter vs It would be a good matchup.
Jack Torrance with an axe versus the haunted car...
Arnold running man versus a Langolier

Patchnotes v. 1.01
__________________


Fixed animation on the Jaunt finishing move to loop the appropriate number of times (please note that this has not been fully tested).

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
So a standard Dan combo extender is when he hits a knockdown special you cancel into v-skill 1, then cancel that into his v-trigger 1 super fireball, which bounces them up in the air and allows for another special as followup.

Just worked out in training that if Dan charges the v-trigger instead of just immediately launching it, it will seem to pass over the opponent just before they get up and looks like it will whiff, but in fact the very tail end of it will be touching the back of their hurtbox as they rise. If it hits, you get a wallbounce and an additional ~300 damage. If they block, the v-trigger guard crushes them and you can then immediately hit another follow-up combo.

About 20 seconds after figuring it out in the training mode I got matched with someone in ranked and pulled it off against them. I'm pretty sure that hitting that in round 1, followed by starting round 2 with Dan's extremely filthy d+HP xx.qcb+HP -> Super caused them to rage disconnect.

Dan has so many pathways to do extremely easy hit confirms into his super. If you ever get hit with qcb+HP and he has 3 bars it's a guarantee: the move is a multi-strike that takes a full second to play out, so you have all the time in the world to start the motion.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Pictured: the damage (480!) done by a Dan combo involving a Super.



Father status: avenged. Rematch status: declined.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Don't know what clicked but I finally hit Ultra Bronze in SFV. After weeks of bouncing around between 1000-1200 I boosted all the way up to 1700 on a string of victories including a 5 game winning streak.

Now if only I could work out how to get in on Rashid that'd be great because that diagonal whirlwind fireball thingie is a monster to deal with and his lunging kick is very hard to react to.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
One must imagine Sisyphus happy.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

morestuff posted:

Early on I was struggling against hyperactive Kens so I queued up for multi from training mode against a level 8 cpu version. You learn where your spots are pretty quick when a bot is whaling on you between matches

Ken AI should have a separate unique difficulty level of "Flowchart".

Come to think of it, a lab where you could create a flowchart of offensive options for an AI character using "yes", "no", and "50/50" would be interesting.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Chimp_On_Stilts posted:

Am I correct that MK11 is cross platform between Xbox, PlayStation, and PC Windows Store / Gamepass, but specifically the version purchased through Steam is not cross compatible with any other platforms?

If so, that's dumb and I don't like it.


Separately, I am wondering how important it is to memorize long combo strings in Street Fighter and Mortal Kombat.

I assume at high skills levels memorization is mandatory. However, if I want to play for fun and never expect to be better than a middling player am I going to be able to achieve that with no or minimal memorization? Or will I always be rookie dumpster tier without it?

Edit: My point of comparison is Smash. I have several characters in Elite Smash in Ultimate and I have never been a combo memorizer. I am satisfied at this ability level in Smash and have lots of fun. Can I reach an analogous level in SF / MK without drilling combos for hours?

Speaking for Street Fighter, while most characters have a bunch of very easy combo options (a LOT of which are basic variations of 'you can basically kara cancel any medium/heavy normal into a special') and there are diminishing returns thanks to damage scaling the longer a combo gets, it's well worthwhile learning longer combos and links. For example using Dan:

MP xxMP Koryuken = 170 points of damage.

MP xxMP Koryuken xxVs1 xxVt1 -> HK Dankukyaku -> (corner) LP Koryuken = 275 points of damage.

That's 60% more damage.



You also benefit a lot from knowing at what point damage scaling makes using a long combo string worse. For example:

MP xxMP Koryuken xxSuper = 431 points of damage.

MP xxMP Koryuken xxVs1 xxVt1 -> Super = 387 points of damage. So less damage even though the combo string is longer and you've burned a bar of V-trigger.



Also you benefit a lot from knowing what's easier to use as hit confirms, but also when you should use them. For example, Dan has a bunch of pathways to easily hit confirm his super. The most damaging one I've found is actually the easiest one:

d+HP xx HP Danretsuken -> Super. (442 damage)

Which is all well and good, but while the hit confirm from the Danretsuken to the super is extremely easy (you've got like a full second to do the motion), the hit confirm from the d+HP to the Danretsuken is close to impossible for a beginner to halt midstream if your opponent blocks, and the Danretsuken leaves you at -10 on block, meaning that you'll eat a huge combo if your opponent successfully defends.

Meanwhile:

b+HK -> d+LP xx LP Danretsuken -> Super (409 damage) is less damaging, but the b+HK is +3 on block meaning that it's completely safe, and it has a relatively lengthy animation meaning that you can easily tell whether to start defending if you get blocked or else hit the rest of the combo if you hit it. So the actually dangerous to perform part of the combo (the LP Danretsuken which leaves you -10 on block) is in effect gated behind a very safe hit confirm meaning that you're far less likely to eat poo poo.

So yeah, you don't need to memorize anything completely crazy, but memorizing slightly longer combo strings will do a LOT to enhance your damage output and enhance your survivability.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Had the weirdest match in SFV ranked last night. Guy was playing Zangief and was silver ranked, but his entire game plan was basically inexorably walking forward without bothering to even think about defence, but hitting amazingly executed grapples the instant he was in range and at one point hitting a walking super. It was surprisingly intimidating and obviously effective enough to get him to silver, because if I ever hit him without knockdown I'd eat an SPD.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Artelier posted:

If you're unsure of your opponent, give no respect and always test the base layer of the mixup first. You don't need mix if they keep getting hit by the set up meaty. :colbert:

I got some one with "launch Dan's v-trigger 1 (an extremely large and glacially slow-travelling fireball) and DP when they jump over it, juggling them back into the fireball" six times in a set of matches.

If someone keeps falling for something, don't persuade them otherwise.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Chimp_On_Stilts posted:

When comboing you often have to hit the inputs too fast to verify whether the enemy has blocked the opener. For example, canceling a Guile flash kick into super is so fast that there's no time to witness whether the flash kick is blocked (and thus that the super will be blocked, and therefore wasted).

How do experienced players handle this? Do they start inputting the combo and abort only once they visually can see that they're being blocked? So you might be halfway through the inputs before you realize "poo poo this isn't working" and start doing something else? Or are there techniques to make sure that first hit actually hits before continuing the inputs?

Note that I am not talking about punishes where you know for sure the enemy is vulnerable and will not block you.

Obviously it is ideal to start the combo when you know it won't be blocked, but you can't always know. Certainly as a new player I don't, and I imagine even at high levels there's still a little bit of guessing (though less than I do for now!)

I'm thinking of SFV when I ask, but I guess this question applies to most fighting games.

See my comments re: Dan.

Breetai posted:


Also you benefit a lot from knowing what's easier to use as hit confirms, but also when you should use them. For example, Dan has a bunch of pathways to easily hit confirm his super. The most damaging one I've found is actually the easiest one:

d+HP xx HP Danretsuken -> Super. (442 damage)

Which is all well and good, but while the hit confirm from the Danretsuken to the super is extremely easy (you've got like a full second to do the motion), the hit confirm from the d+HP to the Danretsuken is close to impossible for a beginner to halt midstream if your opponent blocks, and the Danretsuken leaves you at -10 on block, meaning that you'll eat a huge combo if your opponent successfully defends.

Meanwhile:

b+HK -> d+LP xx LP Danretsuken -> Super (409 damage) is less damaging, but the b+HK is +3 on block meaning that it's completely safe, and it has a relatively lengthy animation meaning that you can easily tell whether to start defending if you get blocked or else hit the rest of the combo if you hit it. So the actually dangerous to perform part of the combo (the LP Danretsuken which leaves you -10 on block) is in effect gated behind a very safe hit confirm meaning that you're far less likely to eat poo poo.


Long and the short of it is find a combo with a safe easy to confirm opener and then go from there. Hitting a non-punish combo that you can't safe confirm and that is going to use a lot of meter is generally a bad idea for a variety of reasons.

Breetai fucked around with this message at 08:37 on Oct 27, 2022

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Mortal Kombat's violence should be looney tunes without immortality.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Screw simple inputs, I want optional complex inputs.

Let me launch a dp with a 720 motion and build twice the meter as a result.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Someone tell the people kvetching about simplified controls about the 512 rule in OG SFII so that we can watch their heads explode like that dude in Scanners.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Cleretic posted:

A weird question that just came to mind: what are some of the worst mirror matches to play in fighting games? Because getting a Testament mirror, which is actually kind of fun, just reminded me that the Axl Low mirror is weird backwards nonsense where the win usually goes to the person who plays the least like Axl is 'supposed' to.

SF II Guile springs to mind.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Won my first set of matches after letting off a Super Taunt with Dan today.

The guy I was fighting must've thrown his controller down at the end of the second round because when he was down to ~15% health he stopped moving entirely and let me hit him 'till he died.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
I just wish that Ryu's command normals were different because I can't for the life of me constantly do mp or HP into dp.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

brian posted:

unless you're anti airing hp or even cr.hp into hk tatsu is preferable (or ex joudan if you're not playing denjin/don't have meter for denjin/want more damage/like doing cool joudan followups) and also if you're anti airing it's a good option against parries, tatsu is a v important tool for ryu as it not only sets up denjin really well but corners them and leaves you with the sort of counter poke range ryu excels in

Should have clarified I was talking 3S. Trying to get hp to hpdp to shin do

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Chimp_On_Stilts posted:

In SFV, my understanding is Guile's EX flash kick is invulnerable for a few frames at startup.

I did an EX flash kick wakeup today to get my opponent (Dan) off me. Simultaneously, he did a (non-EX) shoryu. To my surprise, his shoryuken "won" and he got the hit on me!

What happened? Does Dan's non-EX shoryu have even more invulnerability frames than Guile's EX flash kick?

Here's a clip of that moment:
https://www.youtube.com/watch?v=Ig16OjU0LZk

Please help me understand why I got hit. I didn't think this was possible, but clearly I'm wrong.

Dan had activated his v-trigger II which among other things adds I-frames to his DP. You can see the last bit of the red bar disappear when the move comes out.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Wasn't there a kof where you could have between 1-4 characters on your team and the fewer characters you had the more powerful they were?

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Countblanc posted:

https://www.youtube.com/watch?v=ilw0xDkfk2Q

e: i like that all of marisa's moves are just "punch them in the face"

Even the grapple/throw they showed was just an armlock that was incidental to punching them in the face. :haw:

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Artelier posted:

Yeah, I burst out laughing at that, so unexpected. "Giant gets into complicated grapple position yea that's cool but really DOWNWARDS PUNCH"

I want her 'fight your rival' cutscene to be her and 'Gief getting into an argument about which is better: punching and fighting lions, or wrestling and fighting bears.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Cleretic posted:

In fairness, I feel like fighting games are the ONE genre where making it widescreen legitimately does change the game in a way people would complain about. I completely understand a dev making that mistake.

IIRC there was a version of Street Fighter 3 that did the same, right?

2nd impact. Makes zoning easier and fucks grapplers hard.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Because I am Old (and currently half delirious with covid) I keep reading DNF as Duke Nukem Forever and imagining John St John yelling "shoryuken!"

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Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

You have 2 guesses as to which one of these characters is a grappler and which is a striker, and your first guess doesn't count.

That balletic Super move. :laugh: Street fighter is always at its best doing goofy poo poo and should back away from being self-serious wherever possible.

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