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Mightfo

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Everything posted by Mightfo

  1. rent books use chegg or something saves me hundreds each semester requoting this for emphasis you should text people btw,frigid.
  2. http://www.joystiq.com/screenshots/street-fighter-3-third-strike-online-dip-switch-options#/2 oh god i want to mess with the dipswitches
  3. oh goddd yes mei fang's 214 series is like i suspected, active frames can make it +, its only -3 when point blank shoutouts to 214b into airtight pressure
  4. I think I might pick up Mei-fang in arcana. Probably with Tyr, Halo, Fire, Wind, or Magnetism. I saw that before when it was posted on the forums with some funny typos, haha. It's a good article. One of the best things people can do is try to understand the psychology of the opponent(like conditioning them to not want to dragonpunch) and one of the best ways to get around that is to try and be more unpredictable. On one hand you dont want to walk into the same shit over and over, but on the other you dont want to respect something needlessly or react in obvious ways, otherwise they're getting you to play their way.
  5. it's just mp+mk. but you get certain free tags during combos(i think after launchers?) and you can tag cancel moves if you want, and the character will keep doing the special move. it's not automatic or anything.
  6. I meant the control setup for the two-characters-at-once thing. That is not normally how you tag out.
  7. i cannot do anything this weekend, sorry i dunno about meetups this week. either one of those(frigid said he can do saturday) or super bit wars. hopefully i can do something next weekend, though. i do wanna kof2002um with you. what's your team? i use some mix of li xiangfei, mai, heidern, terry, kensou, and angel. we should also ah3. REQUOTING THIS FOR EMPHASIS
  8. i already preordered it may order ps3 version too if good netcode is reconfirmed so i can play with jet/whoever online and yes,too many games
  9. Yeah, they've shown the two-character-at-a-time thing in footage before..it looks like it has extreme potential for combos/mixup/pressure, but even if it does cost 3 bars it may be a little too much..over on SRK d3v had some capcom unity forward a list of suggestions about how to set it up to where it wouldnt be underpowered or overpowered. Aside from balance, i'm also worried if the control setup isnt weird..i think right now once you do an action it automatically switches characters. We'll see, I guess. I hope they try to underdo the power it has to be safe, since I'm sure even if they do that it'll still be useful to some pairs of characters, and it could always be buffed in Super SF X Tekken. also in a raw neutral situation it would probably end up rather retarded so that'll be lol, but whatever. we'll see!
  10. dr strange looks cool wtf @ ouroboros getting shat on by advance guard though. i hope capcom doesn't fuck up sf x tekken. i will probably end up preordering it out of character love and general "hey its something between sf4 and mvc3" and i am legit hype for the way tag cancels work and other things
  11. i probably will unless something in later footage makes me think the game will be broken or, unenjoyable in certain ways to me
  12. so who all is going to super bit wars anyway? ya'll should organize cars also, litchi hitboxes are up on the frame data. mostly the same as cs1, except for two that i think changed for combo reasons and aren't terribly useful in neutral, sadly. new sf x tekken footage got posted. hugo is satisfyingly huge™. some nice combos. looks like you can tag cancel ex moves for free?
  13. Thank you(and lk!) very much!! http://www.dustloop.com/guides/bbcs2/frameData/litchi/2B[m].html Looks like the staff image is broken here. (not that it terribly matters since like all the staff hitboxes are really straight forward) Also, it seems like 236b and j.c[m] in BBCS1 had two phases to the active frames (like this: http://i.imgur.com/iQbOm.jpg ) Is this shift no longer there despite animation in BBCS2, or..?
  14. Oh, yes, thanks. I blame all the camera nonsense.
  15. Hope Hugo's handclap is in and is good. really wish kuma didnt look like shit since playing as a bear(assuming he actually has a fun movelist) would be amusing. oh well.
  16. Yay Hilde! New Tira is my favorite Tira.
  17. glad to see hugo is fucking huge kuma's model is dicks, that hurts my excitement for him cross assaults have been known for a while now. could be useless or overpowered and obnoxious. d3v and such on srk talked about what they might change to make sure they get to a nice medium. could be really awesome for combos and mixup, or just really braindead. 3 bars or extremely low health(assuming time is based on how much meter left) helps make it not as huge of a deal, though, especially if things like unblockables make alpha counters really important.(and not braindead due to no invuln)
  18. Sorry, I should have phrased that part better. By "runaway comboability" i just mean when there's more combos available off certain hits or whatever than the developer would want, like a jab leading to a long, high damage loop. Often, to stop jabs from being able to combo out of the move that enables the loop or infinite, that move ends up being nerfed in terms of recovery or startup. This fixes the undesired combo, but makes the move less useful in neutral and/or pressure. Systems like hitstun/damage scaling or especially infinite detection like in skullgirls can help avert this.
  19. also i cant come this weekend to whatever meetup is going on(or super bit wars, obviously :/ ... some of you better go for solidus!) i will try the next weekend though, but we'll see, that's first weekend of fall semester will really try to be at barfights too (also if you dont read the thread very thoroughly, end of the previous page has an possibly interesting or possibly stupid post about combos, fighting game design and skullgirls)
  20. Also, oso/danni/whoever: I was thinking about why skullgirls is something to be hype as hell for, and besides the obvious "mike z who knows what he's doing and explains design decisions and hates boring games" stuff etc etc, there's another thing too: The infinite detection system not only means "no infinites," but as they have expressed once or twice before iirc, means that other parts of the game don't have to suffer to balance combos. Surely you've come across moves in various fighters which made you say "Why is this move so unsafe/negative on block?"(specials that move you forward in many games but dont really have good priority) or "Why is this move so fucking slow on startup?"(ragna 6d?) And sometimes, the answer is because of combos. A lot of the time, moves get nerfed in terms of usefulness in pressure/neutral/defense because if the move's startup was faster or if you recovered quicker from it, it would allow runaway comboability. Basically, a lot of times the developers take a hands-on approach to balancing the reward of moves and comboability, and in the process many moves end up being nerfed not because they would be overpowered in neutral or pressure or whatever, but because of comboability. Balancing moves for neutral, pressure, and combos simultaneously is hard. Things like same-move proration and hitstun scaling can help avoid this, but there's still the matter of "This would be a really easy combo path that we dont want them to have," infinites aside. Mike Z has said (IIRC) that he does not like hitstun scaling because it feels like combos get arbitrarily harder. But yeah, under this train of thought, an infinite prevention system like that of Skullgirls allows moves to be more useful and exciting in other capabilities because they dont have to have their recovery or startup or whatever nerfed to prevent unwanted combos.
  21. if they did i would have known long ago, man ;_; unless i missed a spot or something new came out but yeah ps2 sticks are an issue especially when denton crew isnt here (in which case we basically rely on supaa/jet)
  22. quick shoutouts, ill make some more for tomorrow shoutouts to dat bb with oso/frigid/jet shoutouts to getting better at arcana shoutouts to last bronx for being hilarious shoutouts to "MEATY ME PROPERLY, HO!" shoutouts to 2 melty setups, dat denton shoutouts to sf alpha again
  23. Oh. I dont have that dled right now.
  24. yata comes out on my birthday, lol
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