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Everything posted by MiraclePizza
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I think it's just the usual situation where you can't please everyone since people have different reasons for playing. As it's been mentioned numerous times before though, the main issue is the relatively small size of the anime community. Don't forget that chances are there are plenty of Capcom players who don't come out to tournaments for the same reason anyone wouldn't spend money to come out. IMO a $2 entry fee might be a decent middle ground for both parties but since the venue fee won't be changing it's still up to the individual to decide how much they want to spend on top of the $5 venue. It would be nice if a lot more people spoke up about it though, especially if you prefer something on one extreme or the other. For example, if you think a tournament without an entry fee is a waste of time, then speak up. If you can't afford an entry fee or simply prefer a more casual environment, then say something. For me, I'd attend the event, enter the tournament, and play at the same level regardless of whether or not there's an entry fee, as long as it doesn't go over $5. However, I think a lower entry fee is more encouraging for the community as a whole since a few extra dollars will still really add up on top of food and gas expenses which are unavoidable when you spend more than 8 to 10 hours at the arcade at a time. TL;DR:
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Double elim occupies a larger time slot so that could be a problem considering how many events are being run. BB double elim takes especially long though that's mostly because it's BB. I'm mostly indifferent to whether it's single or double but I do like single elim in the interest of having more time for casuals.
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[Mar 9, 2013] Rebel Up X Super Arcade: THE DEATH OF XIE - Walnut, CA
MiraclePizza replied to Xie's topic in Archive
Definitely bi-weekly Saturdays. -
Sounds like a flat out lie if you spent the last however many pages whining and trying to get people to feel sorry for you like an attention whore. If you're just out for attention whoring then forget I said anything. But anyway if you watch any high level Japanese videos, you should take a look at the 700-800+ psr player win rates. A handful of them are lower than you'd expect, likely because they lost many of those matches learning their character or the game. That said, if you don't think you're improving from losing matches AND you can't have fun while losing then what's the point?
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Personally I wholeheartedly support the notion that if you can't have fun playing a video game and don't see yourself having fun should you continue to play it, then one of the best things you can do for yourself is to stop playing it.
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Sounds like you should just continue limiting your sessions.
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It was the worst on a certain vewlix cab.
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Yeah generally arcade cabs do have some minimal lag.
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I'm down to go to Round 1 today if anyone else wants some games in though I'm still not a huge fan of .50 per game after the game's been out for so long. Guess AI spoiled me.
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So yeah, pretty great how Round 1 got Extend last month and it was .50 per play :S
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Pretty sure it'll be 15+ people coming tonight :p
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My 32" 720p Dynex that I bought early 2008 has less lag than the standard evo monitors.
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Just for the record, it's $1 for 30 minutes and you have to provide your own copy of the game?
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How do you guys usually split the costs there at Super Arcade? I'm thinking of going tomorrow.
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Price per game? I hope it's not like most console arcade setups I've seen (like a few MvC3 cabs I've seen) where it's x dollars over y minutes of playtime.
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Round 1 has CS1 forever.
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[CS2] Noel Vermillion Combo Discussion: Please let this land!
MiraclePizza replied to HexaNoid's topic in Archive
Oh one little extra thing: The cutoff point for double Fenrir in the corner off of non-fatal is around 12.95% combo proration, or when the second hit of the Bloom Trigger ender does 123 damage. Double Fenrir will fail when it hits for 121 damage. With fatal it is 12.74%/121 and will fail at 120 so FC pretty much doesn't make a difference it seems. This isn't 100% accurate because you may get a slightly different number of hits from the Fenrir bullets but is a rough estimate and a general guideline for when you can safely end with 2 supers without killing yourself because they teched out of the middle of the second super. -
[CS2] Noel Vermillion Combo Discussion: Please let this land!
MiraclePizza replied to HexaNoid's topic in Archive
Consolidating the recent stuff I posted. I think the optimal combo and combo theory for the new 66C 22B x n loops have been posted already so I'm gonna stick to some of the simpler/universal stuff. Hopefully they are as optimized as they can be. Corner d.6B starter: d.6B d.6A d.6C SR 6C(2) [6C B+C]x3 236A 6C j.D d.6D d.5D d.5C d.5B Bloom - 3431/49 - delay the d.5B to make both hits connect d.6B d.6A d.6C SR 66C 4D Bloom 6C(2) 6C 236A 6C j.D d.6D d.5D d.5C d.5B Bloom - 3495/54 - delay the d.5B to make both hits connect - this one induces repeat proration from BT but you can't get double Fenrir at the end of the other d.6B combo anyways Corner 5A/6A starter: (5A) 6A 6C(2) 6C d.4D d.6C SR 6C B+C 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 3414/50 Midscreen throw RC: Throw RC 2D d.5C d.6C d.2D d.6A 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4630/-50+45 - pretty much the same drive combo Midscreen 5C CH starter into drive: 5C CH 5D d.6A d.6C 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4343/51 5C CH 2D d.5C d.6C d.6A 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4529/54 Midscreen 4D Fatal: 4D d.6C d.2D d.5B d.5C 214A 2B 6C B+C 6C 22B 22BBC 66 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 5306/57 - 4D always forces standing so it's nice that it'll always let you combo into 214A Midscreen j.4D Fatal: j.4D d.6C d.2D d.5B d.5C 214A 2B 6C B+C 6C 22B 22BBC 66 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4823/56 - j.4D combos into d.6C even on normal hit so this can be pretty conveient for an autoconfirm - standing only j.4D d.6C d.2D d.5C 236A 66C j.D Reload 2B 6C B+C 6C 22B 22BC 66 6C 5D d.6B d.5D d.5C Bloom - 3927/48 - sorry, this is the best I could come up with on crouching opponents Again, my bad if some of this stuff's been posted already but I'm mostly going by what I see on the front page. -
[CSE] Noel Vermillion Critique And Self-Improvement Thread
MiraclePizza replied to HexaNoid's topic in Archive
I've been playing Noel since CT and imo CS2 Noel got some of her offense back and a little bit of a bonus with the new gatlings. Coming from CS1 Noel it feels kind of funny to have more usable offensive options. 6A hitting crouchers again? Count me in! Other subtle changes include a raise in the attack levels of 5B and 5C, making them safer on block and easier to hitconfirm from. Definitely learn to take your time with this character though because in terms of pure, mindless offense she is far from the best at it. Get used to taking advantage of her good movement and space well with her whatever-ish normals. -
[CS2] Noel Vermillion Combo Discussion: Please let this land!
MiraclePizza replied to HexaNoid's topic in Archive
Addendum to my post from last page: Corner d.6B starter: d.6B d.6A d.6C SR 66C 4D Bloom 6C(2) 6C 236A 6C j.D d.6D d.5D d.5C d.5B Bloom - 3495/54 - delay the d.5B to make both hits connect - this one induces repeat proration but you can't get double Fenrir at the end of the other d.6B combo anyways -
[CS2] Noel Vermillion Combo Discussion: Please let this land!
MiraclePizza replied to HexaNoid's topic in Archive
Don't know if someone posted these already but here goes. I didn't see these on the front page and some of them are just minor optimizations. Corner d.6B starter: d.6B d.6A d.6C SR 6C(2) [6C B+C]x3 236A 6C j.D d.6D d.5D d.5C d.5B Bloom - 3431/49 - delay the d.5B to make both hits connect Corner 5A/6A starter: (5A) 6A 6C(2) 6C d.4D d.6C SR 6C B+C 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 3414/50 Midscreen throw RC: Throw RC 2D d.5C d.6C d.2D d.6A 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4630/-50+45 - pretty much the same drive combo Midscreen 5C CH starter into drive: 5C CH 5D d.6A d.6C 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4343/51 5C CH 2D d.5C d.6C d.6A 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4529/54 Probably post more stuff later. -
If I had to guess, area codes.
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Socal: Arcade Infinity! Let's Match it UP
MiraclePizza replied to choysauce's topic in Offline Community
It's okay Bang's still a faggot herpderp character in CS1.