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

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[quote name='PhrostByte']So, I think I'll make my first owned XBox game - SFAC. Anyone wanna play me online when I get it?[/QUOTE]

You missed the window when SFAC was first announced as BC for 360. During the time a bunch of us in here played it online non-stop.

Since then GGPO showed up
 
[quote name='asianxcore']You missed the window when SFAC was first announced as BC for 360. During the time a bunch of us in here played it online non-stop.

Since then GGPO showed up[/quote]

I probably didn't have a 360 back then. And, yeah I sometimes play GGPO but I'd like to give XBL a shot just for fun. I like talking on the mic as I get my ass beat in fighters. :D
 
So, I thought I was a pretty good chun player.

Then I go in this player match and this guy shows up playing Ken and Akuma, mostly.

Cross up medium kick with Ken, then duck light kicks into fierce DP.

I have no fucking idea how Chun can counter that crossup medium kick except not be near it. It was 90% of what he did and I won about half the time but it was always frustrating as fuck. Any tips?

Her normal AA neutral jump LK, standing MP, standing MK, or jump neutral HK did nothing. I tried not to be in that situation, but he was so fucking good at that shenanigan that I was locked down half the time. He wasn't even using Knee traps, just that fucking move over and over..
 
what would he go for if you managed to block the initial crossup? tick throw?
my first reaction was to ask if you tried her up kicks special move, but I imagine that Ken player must have been hitting meatily enough so that he would snuff it right out, hmmm....
 
[quote name='SmallWind']There's a converter for the PS3 called XCM Cross Battle that makes a wired 360 controller usable on a PS3. MM should have a review of the adapter soon.[/QUOTE]

oh right, I forgot about that. Nice, hopefully it'll be relatively cheap (~10-15, instead of 40 for an extra FightPad)
 
[quote name='PhrostByte']Why can't you just block and kikoken when you recover?[/QUOTE]

Yeah I thought but when that jump in MK hits so far behind in a cross up, even if I guess right and block the opossite way, he's doing low LKs rapid fire and I'm locked down again.

Unless I have a few frames for reversal there, but it seemed almost instant after that jump in hits.

And upkicks get eaten because that MK has such a weird, forward extending hitbox. If I was able to back up, chun's standing MK might counter it, but it might be even trade and he's right back at the distance to jump in again.
 
[quote name='jer7583']Yeah I thought but when that jump in MK hits so far behind in a cross up, even if I guess right and block the opossite way, he's doing low LKs rapid fire and I'm locked down again.

Unless I have a few frames for reversal there, but it seemed almost instant after that jump in hits.[/quote]

Well, I'm about to head out for a couple hours.. but if you want later, you can pick Ken and I'll pick Chun and I'll try to figure it out.
 
[quote name='PhrostByte']Well, I'm about to head out for a couple hours.. but if you want later, you can pick Ken and I'll pick Chun and I'll try to figure it out.[/QUOTE]

Thx, I was going to go into practice mode and check out the hitboxes exactly later.

It's just so, so frustrating when you think you're good against a character and then someone destroys you with shenanigans like that over and over again.

I still suck against vega. I need to learn how to counter his wall jumps and stuff. He's such a goofy character.

On the plus side I have a much better time against Guile and Blanka now.
 
For chun, I think you'd have to do her spinning bird kick (charge back, forward + kick). She has invincibility frames on it, moreso than the up kicks, and it gets her out further horizontally. You should be able to do it since it seems all he did was jump in and attack at the same depth and time.

The best thing to do though is to avoid a knockdown with proper spacing and zoning with her fb. I've always had trouble once I was knocked down as a charge character.
 
yeah true, most of those succeeded best when he was coming in on a knockdown.

Thanks for the help, it was just a major hole in my game that came to light last time I played.

I hate playing shotos as chun anyway ;)
 
[quote name='option.iv']For chun, I think you'd have to do her spinning bird kick (charge back, forward + kick). She has invincibility frames on it, moreso than the up kicks, and it gets her out further horizontally. You should be able to do it since it seems all he did was jump in and attack at the same depth and time.

The best thing to do though is to avoid a knockdown with proper spacing and zoning with her fb. I've always had trouble once I was knocked down as a charge character.[/QUOTE]I was wondering how a crossup affects a "horizontal" charge. To properly deal with a crossup, would you need to charge forward? And once the jumping opponent crosses your axis, would all your forward charge time then count towards your "back" charge, allowing you to hit the new forward position + attack immediately?

Or would your old charge be disregarded once the axis flips? In that case I guess your only option would be to charge back, normally, then just try and piano your attack and hope it registers as soon as the axis flips (turning your back charge into a forward input)?

It's hard to explain what I'm asking but I hope I'm doing a decent job!
 
Best Buy website had the TE sticks for preorder this morning... I don't know if any are left, but its worth a look if you're tryint to get one!
 
I placed a pre-order for one and it went through just fine, so we'll see. I dunno that I'll keep the preorder, but Lord knows I want to.

I probably will. I'm thinkin' about it, and I'm realizing that this is probably one of those times like back in 1998 where I had a choice between getting something that I knew was gonna be super dope, or just ignoring it and letting it become really hard to find, and then regretting the fuck out of my decision. I don't wanna do that now.
 
Denjin Arcade has BlazBlue for only a quarter now!!

\\:D/

that's 80 credits for $20! a pretty good deal imo.

I hope they dont have a tournament on saturday, there's small talk about it rite now but funk that I only wanna play, not sit around and wait on foolz only to get in one game.
 
[quote name='jer7583']I have no fucking idea how Chun can counter that crossup medium kick except not be near it. It was 90% of what he did and I won about half the time but it was always frustrating as fuck. Any tips?

Her normal AA neutral jump LK, standing MP, standing MK, or jump neutral HK did nothing. I tried not to be in that situation, but he was so fucking good at that shenanigan that I was locked down half the time. He wasn't even using Knee traps, just that fucking move over and over..[/quote]
Chun has a retarded tiny hitbox and I miss my crossups on her more often than other people

Just walk forward and throw when he lands
 
[quote name='kainzero']Chun has a retarded tiny hitbox and I miss my crossups on her more often than other people

Just walk forward and throw when he lands[/quote]
That's Chun's damned solution to everything: throw them.
 
[quote name='Chacrana']I placed a pre-order for one and it went through just fine, so we'll see. I dunno that I'll keep the preorder, but Lord knows I want to.

I probably will. I'm thinkin' about it, and I'm realizing that this is probably one of those times like back in 1998 where I had a choice between getting something that I knew was gonna be super dope, or just ignoring it and letting it become really hard to find, and then regretting the fuck out of my decision. I don't wanna do that now.[/quote]
How much did you have to put down?
 
[quote name='BustaUppa']I was wondering how a crossup affects a "horizontal" charge. To properly deal with a crossup, would you need to charge forward? And once the jumping opponent crosses your axis, would all your forward charge time then count towards your "back" charge, allowing you to hit the new forward position + attack immediately?

Or would your old charge be disregarded once the axis flips? In that case I guess your only option would be to charge back, normally, then just try and piano your attack and hope it registers as soon as the axis flips (turning your back charge into a forward input)?

It's hard to explain what I'm asking but I hope I'm doing a decent job![/quote]
You know, I'm not exactly sure about that. I'm pretty sure that the player doesn't turn around instantly once someone crosses up. And I'm not entirely sure the defending player loses their horizontal charge instantly. I'm thinking they lose it once the attacking player lands behind them, but I'd like to test this out.

If you do lose your horizontal charge because of the crossup, I'd think the only solution would be to down charge and try to get your vertical spinning kick out. The timing of the vertical is a lot harder though. The invincible frames aren't as great as the horizontal one. You could always walk forward, but you can't do so when you are knocked down and they are crossing up on your wake up.

If someone more familiar with the ST system can enlighten us, that would be cool.

Though what I usually do with Sagat after a knockdown, I simply jump behind them as they get up. I notice that almost all the time they score a reversal, their vertical attack is facing the same way they get up. So I would assume horizontal charge is preserved a good couple of frames after the attacking player lands.

If this is the case, you can either SBK out or if they land behind you early, mash reversal throw.
 
Yeah, it was online so there's really no commitment at all. Interestingly, the site said that the stick could ship as soon as February 3rd, which'd be ballin', but I duno if that's really going to happen. Though it'd be nice.

I dunno, though... I figured that I like Remix enough that I'd get my money's worth from that game alone, and factoring in the upcoming stuff like Blaz Blue and KOF XII, I'm definitely going to get a lot of use out of the stick outside of SF IV. It's still tough to drop that much $$ on a controller, but eh... looking at the release calendar, there's not a whole lot to save that money for anyway... after playing stuff like Far Cry 2, I'm starting to realize that really, you're better off not listening to reviews when your gut tells you something's amiss.
 
Reviews are definitely just an opinion of a game's quality, not fact by any means. Once you know that, and you realize that most reviewers either hate on games for no reason or suck off games that don't deserve it, the better off you will be. I trust my friends more than any pro reviewer.

I know what I like. Well, I should after gaming for this long. So I usually just trust my instincts, watch videos, and try to gleam FACTS from reviews as well as opinions, but I don't let a bad review completely damn a game. I can do that myself. ;)

Also, TE stick will be so worth it when I'm using it on like every fighter. PC support too, don't forget that. It's the best PC and 360 stick you can buy without having to go custom. I'll be playing some Melty Blood Act Cadenza Ver. B on it for sho'.
 
I was thinking.. how can an arcade stick work as an analog stick? I thought an arcade stick is all or nothing.. like you move the stick far enough to the right, and
registers. It can't be used on games that actually require the precision of an analog stick right, to do wave-type motions I mean? Like let's say for example.. Rez?​
 
What I do love about it (and thanks for this Markman) is that you basically don't have to do anything to it to have the thing up to spec. Like, the HRAP 3's buttons suck. They're really, really bad. And while it's not difficult, it's kinda annoying to have to buy new buttons from the get go and swap 'em out. I'm glad I don't hafta do that here.

Also, hank, if you're playing MB online, you'll lose to me again, even with a better stick. You may be able to destroy me at SFII, but you don't stand a chance when Nvnqsrsrs is involved!!!!
 
[quote name='PhrostByte']I was thinking.. how can an arcade stick work as an analog stick? I thought an arcade stick is all or nothing.. like you move the stick far enough to the right, and
registers. It can't be used on games that actually require the precision of an analog stick right, to do wave-type motions I mean? Like let's say for example.. Rez?[/QUOTE]

I always thought it was just 8 directions... :whistle2:k. I can't see it working for anything else without feeling really ghetto. Who knows.​
 
[quote name='GuardianE']Since it's an online order, I'd assume zero dollars.[/quote]FINALLY! A Price I can afford! XP
[quote name='Chacrana']Yeah, it was online so there's really no commitment at all. Interestingly, the site said that the stick could ship as soon as February 3rd, which'd be ballin', but I duno if that's really going to happen. Though it'd be nice.

I dunno, though... I figured that I like Remix enough that I'd get my money's worth from that game alone, and factoring in the upcoming stuff like Blaz Blue and KOF XII, I'm definitely going to get a lot of use out of the stick outside of SF IV. It's still tough to drop that much $$ on a controller, but eh... looking at the release calendar, there's not a whole lot to save that money for anyway... after playing stuff like Far Cry 2, I'm starting to realize that really, you're better off not listening to reviews when your gut tells you something's amiss.[/quote]
I really want to pre-order, but there is no way I can have the money for it if it does indeed ship on the 3rd. Just when I make up my mind, I have MORE thinking to do.:cry::cry::cry:

Thank you both for the answers.:cool::cool::cool:
 
[quote name='Chacrana']What I do love about it (and thanks for this Markman) is that you basically don't have to do anything to it to have the thing up to spec. Like, the HRAP 3's buttons suck. They're really, really bad. And while it's not difficult, it's kinda annoying to have to buy new buttons from the get go and swap 'em out. I'm glad I don't hafta do that here.

Also, hank, if you're playing MB online, you'll lose to me again, even with a better stick. You may be able to destroy me at SFII, but you don't stand a chance when Nvnqsrsrs is involved!!!![/QUOTE]

Yeah, modding isn't hard. But I like being able to take it out of that sexy ass box and just plug it in and go.

And yeah, you'll still beat me in MB. I haven't played in like months. Nvnqsrsrs. . . :bomb::bomb::bomb:
 
[quote name='Chacrana']f you're playing MB online, you'll lose to me again, even with a better stick. You may be able to destroy me at SFII, but you don't stand a chance when Nvnqsrsrs is involved!!!![/quote]So, you're gonna be c,c,c,c,c,c'ing all day.
 
[quote name='Chacrana']Like, the HRAP 3's buttons suck. They're really, really bad. [/quote]
That's a bit harsh, they're not bad at all. Installing Sanwa buttons feels better but execution is the same.
 
[quote name='kainzero']That's a bit harsh, they're not bad at all. Installing Sanwa buttons feels better but execution is the same.[/QUOTE]

Alright, it might be a bit harsh, but I really don't like the feel of them. I was fine with it when I had the Tekken stick and all that, but I really don't like using that thing now that I'm used to the more solid feel of the Sanwa buttons. It's just one of those things - use something nice for long enough and you'll become a snob.
 
Joe there is a big difference between the HRAP1vA buttons and all the HRAPs onwards X_X

They feel nasty (especially noticeable on the HRAP3 and HRAP2)

yowz

The HRAP1vA buttons feel REALLY nice compared to normal Hori buttons (T5 stick)...
 
[quote name='BlueSwim']IGN Gear has reviewed the FightPads.
Overall: 8.7/10
[/QUOTE]

we would have liked a little more resistance from the buttons to really let our tactile senses know that we were giving the controller all of our fury.

This complain in their review is why I'll buy the thing. You don't want resistance - you want the fucking thing to work; that's what almost every pad in the last decade has gotten wrong.

Point is, I'll be chipping in a little more towards your Vewlix, MM.
 
I don't really like the HRAP3 buttons. They just feel weird compared to any cab I've ever played on. I'll mod it eventually.

Just a few more weeks till SF4. I think I'll be taking that tuesday off from school, and that weekend off from life.
 
/shrug, their opinions were noted though.


I don't know if anyone noticed, our buttons on the FightPad are slightly larger than that on current gen controllers. This gives it better spacing AND more room to hit. Feels much more natural than trying to cramp your fingers to a confined space.

Works well for thumb style or claw style players.

And I didn't post this here yet, I don't think, but here is a size comparison for the FightPads...

3072388914_e5504ef64f.jpg
 
I never got why they would make the top row of buttons smaller than the rest. Am I missing something?

Chun pad looks just right to me. Are there triggers on the top of the controller too, or just the six-buttons?
 
Hrap1 button's are damn sexy, I haven't had a chance to see the 2 and 3 ones, but if they're anything like the FS3's they must be complete ass.
 
[quote name='Chacrana']You don't want resistance - you want the fucking thing to work; [/QUOTE]yah but it's IGN, and they like resistance.

they gave Resistance 2 a 9.5

o yah, I saw this lolvatar on gaf:

threi_guile.jpg
 
[quote name='MarkMan']Joe there is a big difference between the HRAP1vA buttons and all the HRAPs onwards X_X

They feel nasty (especially noticeable on the HRAP3 and HRAP2)

yowz

The HRAP1vA buttons feel REALLY nice compared to normal Hori buttons (T5 stick)...[/quote]
actually i was thinking of my EX2 buttons.

i like the EX2 even though i hated it at first =)
 
[quote name='Mr. Beef']WTFeej? Why is Guile a duck?[/QUOTE]that's Quackerjack.

that's what makes it so funny, it's hella random for no reason
 
Oh shit, America's Best Dance Crew is on tonight. I wasn't that big on season 2, but the groups this time around are legit. And seeing Din Da Da used made me really happy last week.

More importantly, I'm getting on XBL so if anyone wants ta throw down...
 
So i went and looked at STHDR Ken's jump in MK hitbox.. it's got some funky thing where for a frame or two it's directly under him, then moves to cover the whole forward leg. That's what was catching, it wasn't the leg, it was the under his ass part that hits directly before the leg..

I dunno what to do about it still, but at least I know.. haha.
 
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