Spirit Juice Posted March 11, 2011 Posted March 11, 2011 Even Level 3 X-Factor Sent is pretty ass against most characters. It's pretty easy to safely run away from him, and certain teams/characters can keep him out just fine.
qwerty Posted March 11, 2011 Posted March 11, 2011 sssh, don't tell them that, otherwise they'll start to realize that xf isn't a comeback mechanic.
Fishy Monkey Posted March 11, 2011 Posted March 11, 2011 I thought that Art of Fighting by SNK was the first fighting game that introduced a comeback mechanic with hidden super moves (aka Super Desperation Move),example: Ryo SakaZaki (Ryuuko Ranbu: d, df, f + C~A ,need 25% or less energy and 75%+ spirit). Comeback mechanic: A universal option that favors the disadvantaged player. humm... Youtubes next keywords: Street Fighter: The Beast Is Unleashed By your definition parry is a comeback mechanic. Guess yes because you say that K-groove is one. Not being rude here and I am sorry if I am. that's not my argument, at all. my argument is simply that bursts are a comeback mechanic. this is on the basis of bursts being a universal option (read: everyone has one) that favors the disadvantaged player (read: the guy getting hit/blocking). The problem that I have here is that you type burst as a whole. That confuse me, because you got gold and blue bursts. The gold one give you a full tension bar if you hit the opponent, but the blue one not. The mayor thing that blue bursts gives, is that it can lose the offensive momentum of your opponent. But that offensive momentum can be regained in opposite of health it can not. are bursts a win button? no, but most comeback mechanics aren't. Burst are indeed not a win button, GG instant kills moves are. In my opion GG instant kills moves are a better comeback tool than bursts. I got your point what are you trying to say and you are right at some points. What I do not like about comeback mechanic is the thought behind it. Lets give a easy powerfull tool that can turn the tables, especially targetted at causal players how want to beat pros.:8/: NO, if you are in a bad situation, first thing you do is ASK YOURSELF HOW DID I GET IN THIS SHIT. By finding the answer you are learning to avoid and maybe overcome that slippery slop situation. Oh, and the only way to beat a pro is to become a pro but better, fight fire with a bigger fire.
Linear04 Posted March 11, 2011 Posted March 11, 2011 ik's comeback tools? lollllllllllllllllllllllllllllllllll
Effenhoog Posted March 11, 2011 Posted March 11, 2011 of course they are you guys must not be watching/playing any good Dizzy players, her instant kill is amazing
furix Posted March 11, 2011 Posted March 11, 2011 So tired of grinding out online to get the 1st Lord trophy. Online is so laggy and ughhhh I am at 5th lord, 155 wins and 16 losses, but I can't take iiiit. I am all OCD and just want to platinum this game, I am so close. :S Also, anybody with the PS3 version feel like going on netplay to do the Ironman vs Capt'n etc. trophies? :X I know netplay is terrible, but I just want to platinum it so I can mooove ooon.
Hecatom Posted March 11, 2011 Author Posted March 11, 2011 i can help you if you like, but in around 5 hours when i get out of this hell hole that i call work >:0
furix Posted March 11, 2011 Posted March 11, 2011 Haha, alright sure. Just try adding me on PSN or send me a PM if my friendlist is full.
Hecatom Posted March 11, 2011 Author Posted March 11, 2011 ok, but be prepared, that even when i usually have great connections with people on usa on bb and hdr and sometimes on ssf4 i dont know how half assed would be our connection since i live in central america, basically i want to test it =w=
Hecatom Posted March 11, 2011 Author Posted March 11, 2011 i know, but the best part is that its inconsistent, when i play with a friend in another city that its like 500km away from where i live we play without input lag, or at least so little that its not noticeable, but when i play with a friend that lives in the same city shit is a lag fest, rofl
Nini Heart Posted March 12, 2011 Posted March 12, 2011 Lol Marvel. How long is Mags gonna dominate with infinites?
FormerlyUnknown Posted March 12, 2011 Posted March 12, 2011 Dorma-neko neko-wesker are the best there is a shuma-neko, everything else is invalid
SoWL Posted March 12, 2011 Posted March 12, 2011 there's no Tron Neko. There is, she's just lying on her back, hiding her anime hair.
Yggjrasil Posted March 12, 2011 Posted March 12, 2011 oh shi- you're right. I thought that was someone totally different. I was expecting her to be in a green robot. -_-
BladeOfJustice7 Posted March 12, 2011 Posted March 12, 2011 That's not an infinite. It's a loop-de-loop.
dragontamer Posted March 12, 2011 Posted March 12, 2011 Why is this game so damn safe? Meh, I too scrubby in this game to complain about it yet. So if anyone has advice for the following, I'll take it. 0. What notation should I use when talking about this game? >_< 1. Super-Jump TK Shots from Pheonix (and similar strategy from Storm). How does an offensive character get up there and actually stop this? 2. Anti-airs. Outside of real shoryukens, are there any solid anti-airs in this game? (I use Zero / x23 / Amaterasu. Amaterasu has that counter that leads to x23 assist OTG -> combo, but Zero / x23 don't seem to have any anti-airs... Like, Block and 5L is Zero's best anti-air strategy.) 3. Punishing. How do you do it in this game? If your opponent whiffs, he can just cancel into a super if he sees you dash towards him. If he whiffs a super, he can cancel into a safe hyper (or hyper into a DHC safe switch). Plus, everyone is +5 on the average. (x23 H -> QCB HS is +11 frames. Zero's 6H is +4 frames. Ryu's air qcb l is +23 frames according to the BradyGuide)
Nini Heart Posted March 12, 2011 Posted March 12, 2011 Why is this game so damn safe? Meh, I too scrubby in this game to complain about it yet. So if anyone has advice for the following, I'll take it. 0. What notation should I use when talking about this game? >_< 1. Super-Jump TK Shots from Pheonix (and similar strategy from Storm). How does an offensive character get up there and actually stop this? 2. Anti-airs. Outside of real shoryukens, are there any solid anti-airs in this game? (I use Zero / x23 / Amaterasu. Amaterasu has that counter that leads to x23 assist OTG -> combo, but Zero / x23 don't seem to have any anti-airs... Like, Block and 5L is Zero's best anti-air strategy.) 3. Punishing. How do you do it in this game? If your opponent whiffs, he can just cancel into a super if he sees you dash towards him. If he whiffs a super, he can cancel into a safe hyper (or hyper into a DHC safe switch). Plus, everyone is +5 on the average. (x23 H -> QCB HS is +11 frames. Zero's 6H is +4 frames. Ryu's air qcb l is +23 frames according to the BradyGuide) 0. Look at your keypad. That's standard notation for FGs. 1. Teleports or retarded full screen stuff like tracking supers. 2.Anti airs are risky but some Launcher like zero's are good for that. Blocking is still safer. 3. Beam supers. They punish stupid midscreen stuff. And obviously you can't punish stuff that's safe on block(that's the point). All you can do is push block to reset to neutral.
Hecatom Posted March 12, 2011 Author Posted March 12, 2011 actually for 0. if you go to srk they will spit you in the face for using it, since lolol its to hard for them for 1 some assists like gustaff fire of tron or the lariat of the mayor can work
Osuna Posted March 12, 2011 Posted March 12, 2011 (edited) if you're talking about gg, burst meter gains fastest from getting hit. even if you're talking about bb, ah, or whatever, you gain a significant advantage from getting hit; you can burst and get the fuck out. i don't get what's so hard to understand about this. how is this any different from bursts? "he gets to push me to the other side of the screen by virtue of getting hit" also known as a comeback. and so does landing a burst. now this doesn't hold true for bursts at all, and is where the problem with things like xf comes in. like i said before, it makes it too easy to run it back, and that's when it becomes a problem. This very mysteriously is missing some important context on a lot of the lines. My main point was snipped from every line except the last one and I can't imagine what point you were trying to make. You've cut most of the lines you're quoting in half o_o; First I opened by saying that you could call burst a come back mechanic, but the reason people hate XF and stuff like it isn't because they are granted by getting hit. Which I considered synonymous with come back mechanics (I've never heard of one that wasn't activate at least indirectly by taking damage). This is important because it makes half of your criticism sound crazy. You can't tell how stopping someone from getting the same benefit doesn't apply to bursts? Bursting a combo doesn't stop your opponent from bursting your combo. Yeah that would be called a come back mechanic, I've already said the reason people hate them is because all other ones seem to also create situations where the benefit is only gained by one player for the entire round because he got beat up faster. If you got beat up enough to burst twice in one round, then what is stopping your opponent from bursting? You both can do the same things, in a mirror match and end up even. In certain other games this would not be the case. I'm glad you agreed with me in the last half of one of my sentences. Yes, being able to suddenly end a match because you're at a health disadvantage is stupid. This is what everyone has been complaining about for a long long time. Seriously, dude what was that about? Were you in a hurry? This is totally not cool. Edited March 12, 2011 by Osuna Too fat even for one of my posts
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