General Fighting Game Thread #48 Turbo - !quote 16 ^_^

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[quote name='HumanSnatcher']Any of you guys play Samurai Showdown 2 or Fatal Fury on Live? [/QUOTE]

I have FF Special. Played it a bunch when it first came out and abruptly stopped after I got my 100 wins on XBL.

Duck King is too good.
 
[quote name='option.iv']Spam jab if you think he's going to ball, blanka gets a hefty amount of damage if he's hit out of his ball. Then anti-air (straight jump roundhouse or air throw) and space accordingly. I hate blanka too, Sagat has nothing against his aerials except a late SRK, which I unfortunately can't pull off too well.[/quote]

Ah memories...jab spam is the best against ball spam.

Wait, that didn't sound right, lol. but yeah, any character against blanka pretty much.
 
damn dood I really wanna play BlazBlue.

like... play RITE NOW!!

I'm at work... I'm bored >_<

I have a day off on thrusday tho for new years!! I should go then!
 
oxm reviewed SFIV
http://www.neogaf.com/forum/showthread.php?t=347144

Street Fight IV 9.5
+ Does the Impossible: Preserves the past, embraces the future.
+ Fantastic art direction..
-Anime sequences don’t add much to the experience
? Seth, have you met Dr. Manhattan?

Online play is really where Street Fighter IV will really shine. The whole game is clearly weighted toward Live competition; the more you play, the more titles and icons you unlock to show off to other people in the multi-player lobby. That's really no surprise since SF has always been about human competition, and Live is clearly the next evolution of player match-ups. We also liked the ability for anyone on our friends list to challenge us in the middle o our match-as if they walked up next to us in the arcade and dropped in a quarter.

Conclusion: It should make Capcom proud as well as every fighting gamer proud. Street Fighter IV says we can be trusted with our own legacy, that you can respect the past while living in the present day, and that sequels –even highly anticipated ones with a legion of passionate fans-don’t have to stink.
 
Reviewed already? Isn't that kind of unorthodox? It's over a month and a half before the release date.

The positive review is great news, although I'm not sure exactly how much I value OXM's rating system.


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MM is holding the game back so he can sell more sticks/pads. :x

j/k! :)

Honestly, those things should sell themselves. Who couldn't use a great stick/fighting game pad in these times?
 
[quote name='MarkMan']The game was done for awhile now... :x[/quote]

I figured it has been. I'm sure it's all find tuning right now, or working out promotional deals with other companies at this point. But what I mean to say is, despite it's actual development progress, most games aren't reviewed until they're released (a few weeks before at most). Just seemed odd to me.

Obviously, an earlier review is generally better, as that only means that the developer is fully confident in its product to allow a critic's opinion to be published well before launch.
 
So I added suko, jfoley and asianxcore on the Triple, then played some hdr for a bit. Damn, the amount of Ryus I saw was staggering. I tinkered around with a few charas for a bit online, and it seems like Guile was doing really well for me, although I iad fun using T. Hawk, too.Even though my wireless connection is being bullied by my WoW-addicted roommate, the online play is super crisp. I only wish that I could check how many times I won and lost...
 
ahhhhh! did I tell u guys I hate mondays?!?!

especially after 4 day weekend.

I've BEEN wanting to go home since like 10AM...

work :bomb: the only things I care about rite now are Persona, Litchi, and Unicron.
 
[quote name='Mr. Beef']So I added suko, jfoley and asianxcore on the Triple, then played some hdr for a bit. Damn, the amount of Ryus I saw was staggering. I tinkered around with a few charas for a bit online, and it seems like Guile was doing really well for me, although I iad fun using T. Hawk, too.Even though my wireless connection is being bullied by my WoW-addicted roommate, the online play is super crisp. I only wish that I could check how many times I won and lost...[/QUOTE]

I see tons more Ken's than Ryu's. I usually play at night though.
 
np, excellent Hawk though, I was overwhelmed.

I just got an HDMI cable from monoprice.com, I'm proud to say it got rid of the ghosting generated by the previous crappy ps2 component cables I had hooked up. Now my eyes aren't so disgusted, but now things look so sharp as if knives are cutting into my eyes.

Will SF4 have the same netcode as HDR? or will it don the GGPO netcode?
 
[quote name='Jimbo Slice']I posted my first blog ever... go read it![/QUOTE]

Now I don't feel so crazy seeing as TvC and SFHD were on my top games of 08' list.

Hopefully I'll have more time this coming year to put into Fallout 3.
 
man I was in a room where this T.Hawk was just dominating everybody (well, there was just me and one other guy in there). He'd jump in with some deep attack, then jab me when he landed and go right into his command throw. Rinse and repeat! What's the best way out of that? Do you need to NOT block one of the initial hits, or something like that? It seemed like I could dragon punch or vertical roll Hawk out of the air on that initial jump in... but if I didn't use a shoto or Blanka I was completely helpless!
 
Thanks for the blanka tips! I'm not home or on broadband until late this week, but I'll definetly look up some of you folks for some Super Turbo!

If all goes well I'll be using my home made stick by then too!
 
[quote name='option.iv']np, excellent Hawk though, I was overwhelmed.

I just got an HDMI cable from monoprice.com, I'm proud to say it got rid of the ghosting generated by the previous crappy ps2 component cables I had hooked up. Now my eyes aren't so disgusted, but now things look so sharp as if knives are cutting into my eyes.

Will SF4 have the same netcode as HDR? or will it don the GGPO netcode?[/quote]

It's not GGPO.. which is why I'm a little disappointed. Still, I wish Capcom would release a patch for Remix's online problems (Vega desync, faulty meters, music cutting out, etc).
 
BustaUppa that's one of his strongest techniques and very tough to get out of once you're in that situation. Honda has a similar strength with his ochio throw, and so do boxer and sim with headbutt and yoga noogie.

www.sirlin.net has good strategy for each character and talks about balancing and weaknesses. I'm not sure off the top of my head what gets you out of that specific situation, but either there or SRK should help.
 
[quote name='BustaUppa']man I was in a room where this T.Hawk was just dominating everybody (well, there was just me and one other guy in there). He'd jump in with some deep attack, then jab me when he landed and go right into his command throw. Rinse and repeat! What's the best way out of that? Do you need to NOT block one of the initial hits, or something like that? It seemed like I could dragon punch or vertical roll Hawk out of the air on that initial jump in... but if I didn't use a shoto or Blanka I was completely helpless![/quote]
If you eat one of the hits, you should be able to dragon punch or throw out of the command throw. If you are using Blanka, electricity will crush people that jump in. If you are using someone that has no other attack to compete with it, find the timing of the air attack and jump up and throw out an attack that counters the move.
 
Yeah some of those tick/command throw chains/traps work both ways in that they have very small windows to break out of them, but also are very tough to time for the attacker to pull it off.

And a player that relies on them likely spent most of their time learning that specific skill and when it gets broken, doesn't know other aspects of the matchup that will allow you to win.

Or they do, and they're just a great player.
 
hahaha cool thanks for the escape tips guys.
oddly enough I started using a similar strategy with E. Honda tonight!
knock them down then it's deep butt slam (jump short) -> Oicho all the way!!!
this is the first time I've really been using the Oicho intentionally (it tends to pop out accidentally for me) and I'm really digging it!
 
kofroster.jpg

and no Mai...wtf?!?!
Full KOFXII Roster
 
[quote name='akilshohen']
kofroster.jpg

and no Mai...wtf?!?!
Full KOFXII Roster[/quote]
Are you sure she won't be in as an unlockable? She seems like a pretty big omission if you ask me.
 
[quote name='BlueSwim']Are you sure she won't be in as an unlockable? She seems like a pretty big omission if you ask me.[/quote]

A painful omission. I'm really pretty dumbfounded. Fan backlash will be severe. Maybe they'll throw her into the console version, but considering the amount of work it took on each character (which is why the roster is so small) I doubt it. :cry:
 
[quote name='PhrostByte']It's not GGPO.. which is why I'm a little disappointed. Still, I wish Capcom would release a patch for Remix's online problems (Vega desync, faulty meters, music cutting out, etc).[/QUOTE]

HD Remix isnt released anywhere but the US because of all the issues. Once they fix the issues, they will patch the US releases as well (360 one is mostly fine, only had a glitch once or twice, PS3 one is nearly unplayable online however).
 
That's really it? I don't get the Teams? What are they supposed to be:

New Hero: Ash, Duo Lon, Shen Woo
Old Hero: Kyo, Benimaru, Daimon
Garou: Terry, Andy, Joe
Pshyco Solider: Kensou, Athena, Chin
Ikari: Ralf, Clark, Leona
AOF: Ryo, Robert, ???
Left overs: Iori, Kim, Raiden

Even though I never use her Mai not being in it is very odd. At least Andy & Joe are back.
 
I'd guess that Kim and Raiden are with Ryo and Robert.

And that Iori is with Kyo (isn't there a Kyo/Iori Team now?)

Kind of odd that there would be a four person teams mixed with three person teams, though. Did they just ditch the whole team aspect of it?
 
It takes balls to remove Mai from KOF. Honestly, though, I never liked playing as her.

I wonder if Robert plays like his old self, or if he's a charge character again.
 
I'm pretty sure they're leaving the MotW characters in MotW. KoFXI was just the exception. Good to see Joe back. Looks like I'll be Joe/Terry/Shen this time around, from the way that roster looks.
 
going from HD remix back to GGPO is super hard. shoryuken timing is tight again, have to do 360s again... damn. got raped yesterday. i felt like an open book, 'cause i hate when hondas beast on my ken, i feel like crap since that's supposed to be hugely skewed in favor of ken. also i kept getting thrown first. i don't know why. chun is ridiculous like that, and damn her girly hit boxes.

---

as for the tick throws with t.hawk that people are talking about, yea it's hard to get out of. after a crouching jab all you can hope for is to do a reversal with some sort of invincibility which i think all characters have (DPs, command throws, jab torpedo, buffalo headbutt, flip kicks, upkicks, blanka ball, devil's reverse, flashkick, thrust kick, flamekicks, teleport).

the mixup happens on when he does the 360. how many crouching jabs, 0, 1, or 2? and that messes up your reversal timing. or if you're like me, you can't do reversals consistently anyway.

it's more of a problem with the 360 characters because they have ridiculous throw range and can do it after a potential 3 jabs. i think honda only gets one jab after his splash or butt slam.

balrog, sim, and ken's are different in that you have to worry about the other options instead of just the throw. balrog has the walk under, combo mixup as well as whiffed kick rush / headbutt. sim, i think, has a headbutt or repeat noogie mixup, and ken has walk unders, crossups, and j.jab xx hurricane mixups.
 
[quote name='blitz6speed']HD Remix isnt released anywhere but the US because of all the issues. Once they fix the issues, they will patch the US releases as well (360 one is mostly fine, only had a glitch once or twice, PS3 one is nearly unplayable online however).[/quote]

Yeah but not as many people play now. It's only really good players left. :(
 
[quote name='MarkMan']Don't worry there will be more chars lol.

You didn't hear this from me btw![/quote]

Maybe I should put this in my sig. :lol:

ANYway, I'm crossing my fingers for Mai. Like a lot of you, I don't use her much, but still.... it's the principle of it. Especially if this really is the end of the current generation of KoF (I think I read that somewhere).

She may not have a lot of use, but she's always nice to have around.
 
[quote name='kainzero']going from HD remix back to GGPO is super hard. shoryuken timing is tight again, have to do 360s again... damn. got raped yesterday. i felt like an open book, 'cause i hate when hondas beast on my ken, i feel like crap since that's supposed to be hugely skewed in favor of ken. also i kept getting thrown first. i don't know why. chun is ridiculous like that, and damn her girly hit boxes.

---

as for the tick throws with t.hawk that people are talking about, yea it's hard to get out of. after a crouching jab all you can hope for is to do a reversal with some sort of invincibility which i think all characters have (DPs, command throws, jab torpedo, buffalo headbutt, flip kicks, upkicks, blanka ball, devil's reverse, flashkick, thrust kick, flamekicks, teleport).

the mixup happens on when he does the 360. how many crouching jabs, 0, 1, or 2? and that messes up your reversal timing. or if you're like me, you can't do reversals consistently anyway.

it's more of a problem with the 360 characters because they have ridiculous throw range and can do it after a potential 3 jabs. i think honda only gets one jab after his splash or butt slam.

balrog, sim, and ken's are different in that you have to worry about the other options instead of just the throw. balrog has the walk under, combo mixup as well as whiffed kick rush / headbutt. sim, i think, has a headbutt or repeat noogie mixup, and ken has walk unders, crossups, and j.jab xx hurricane mixups.[/quote]
Is it possible to do an SRK motion for each jab?

btw, for charge chars, what do I do if i block the jump in, how do I get out of the ground mixup. The down charge would be lost right? They have the advantage in throwing, right?

Or should I just never let that happen and anti-air before the jump in?
 
if you're getting blockstringed, u can block low again and hopefully regain your down-charge while blocking.

when opportunity arises u can also throw out a crouching short or something to give u even more time
 
[quote name='GuardianE']Maybe I should put this in my sig. :lol:

ANYway, I'm crossing my fingers for Mai. Like a lot of you, I don't use her much, but still.... it's the principle of it. Especially if this really is the end of the current generation of KoF (I think I read that somewhere).

She may not have a lot of use, but she's always nice to have around.[/quote]
Mai is my main on KOF :cold:
 
i totally forgot about charge characters since i don't play them, so i don't know about how to get out of it. i suppose if they're jumping at you on wakeup, you have to reversal the jump in, and it's more or less to get out of the throw loop than to counter since t.hawk can do a safe jump jab.

i don't think it's physically possible to SRK after each jab.

[quote name='JEKKI']if you're getting blockstringed, u can block low again and hopefully regain your down-charge while blocking.

when opportunity arises u can also throw out a crouching short or something to give u even more time[/quote]
i would be wary about throwing crouching shorts. i've faced many giefs and chuns where i see my c.jab / c.short / sweep on screen, passing through their sprite, but get thrown afterwards.

blockstring charge is okay if they don't have throw range, but watch out for chuns / sims / 360s, they won't give you enough time to regain charge.
 
Hmm, is it possible to buffer a jump after the block string? Most of those jabs don't hit low and it seems like a jump will make them whiff a sweep or attemped command throw. Unless command throws can grab people in the air...

As for tick throws though, I think I'd be hit on the rise, though, it seems like a better trade than being thrown.
 
[quote name='akilshohen']Mai is my main on KOF :cold:[/quote]

Hmmm... I use her from time to time. She can be fun to mix things up. One thing I love about Mai's basic moveset is her aerial buttslam. It has priority, speed, range/trajectory, and is pretty unpunishable if it hits a blocking opponent the correct way (bounces right off). It even outpriorities many general move counters. It seems that the Genocide Cutter is no match for Mai's rump. ;)
 
If there are more characters I could see either Yuri or King joining the AOF team. Still don't see who Kim & Raiden will end up with. The only sense I can make of it would be another Garou team (which Mai would fit in nicely with.) Or give Kim his usual Choi & Chang, but then who would Raiden be with? Ducky & Billy are still on my wishlist.

Who do you guys think will fit the slot for the SNK cheap boss this time around? Possibly someone new? Rugal or Adelheid anyone?
 
[quote name='option.iv']Hmm, is it possible to buffer a jump after the block string? Most of those jabs don't hit low and it seems like a jump will make them whiff a sweep or attemped command throw. Unless command throws can grab people in the air...[/quote]
jumps aren't immediate, and you can be grabbed and hit in your pre-jump frames.
 
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