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Fighting Game Headquarters |4| Cheers Love, the Anime's Here!

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Lyte Edge

All I got for the Vernal Equinox was this stupid tag
There's this old video about his daily life and if I remember this correctly, he would got to another place of his that's full of gaming hardware to play.

https://www.youtube.com/watch?v=E8nJpwg7cFU

edit: Great moment at 5:25 in the video

Why not just get a bigger apartment with an extra room for all that gaming stuff? I know it's Tokyo rent, but it's gotta be cheaper than having two places.
 

mbpm1

Member
Why not just get a bigger apartment with an extra room for all that gaming stuff? I know it's Tokyo rent, but it's gotta be cheaper than having two places.

Probably bc the idea is to prevent him from spending all his time gaming.

So he'll only be able to play for a few hours before "oh wait, I need to get my train so I can actually get back home at a reasonable time."
 

shaowebb

Member
For those that missed it Flandre is now out as DLC for Genso Rondo on PS4.
FsSgQ1c.jpg


Flandre Trailer

This character is one I fought several times as testers would slip in and out of online sets. She has some ridiculous spread patterns and great damage and homing attacks. Her bullets and weapons tend to pop out behind her before firing in front and spreading which means if you try to flank a Flandre from behind you may just get got. She's a hard character to flank and deadly at the mid range game though not so much up close due to the nature of her shots to start behind her.

Plus it adds her amazing theme song to the game when you get her.

This character was one chosen in a vote by fans as who they wanted to see from Touhou added and as a result here she is.
This is what it feels like to play Genso Rondo vs Flandre. Get in on this folks. Its something different and wonderful to experience a bullethell fighting game.
z9a9wvo.gif
 
To add to that, you actually get the character for free. If you want her story mode and BGM there's a (small) fee.

I'm quite taken with Flandre. She seems really buff, kinda feels like a halfway point in between Remilia and Sakuya with how her bullets come from the side but have sort of Remi's spread and shape.
 

Kadey

Mrs. Harvey
Aris said it. SFIV is much more fun to watch but SFV is more fun to play.

I think SFV can potentially be more fun to watch in due time when a lot characters are out and characters are more fleshed out.
 

Dahbomb

Member
I have been playing some SFV this week and I have been enjoying my time with it but I feel like the following issues should be resolved after Capcom Cup with that balance patch:

*3 frame wake up jab into V Trigger. There is something pretty inconsistent about the game engine where even though you have a frame trap to beat a 3 frame wake up jab it doesn't always work.. even in training mode and especially not online. Almost like some moves are 2.5 frames fast. I don't know how they can fix this though without making every 3 frame jab into 4 frame. At least make it so that you can't wake up 3 frame jab cancel into V trigger, that's just annoying.

*A lot of anti air moves are pretty bad/mediocre. This results in Jump Fighter V.

*Not only are anti air moves bad but some air moves are way too good and even difficult to anti air with traditionally "good" non invincible anti airs. There's the notorious Ken Tatsu kick, Ryu's jump light and now Urien's j.HK. Some of these need to dialed back.

*Stun game is still too strong, it leads to a very heavy snowball style game play. I am fine with high damage but getting punished because you got hit by a light/throw into a full combo off of stun is not my idea of a fun time.

*A lot of moves need to have their hurt boxes extended on the ground along with their hit boxes. They made this change to Guile's cr.MK in SF4 going from 2012 to Ultra and it was a balanced/good change. This means that the move actually hits like it shows on screen (as opposed to clipping through and still not hitting) and it's easier to whiff punish it. This will make whiff punishment in the neutral easier, more viable. Maybe it was their intended design to make the game play at a closer range.

*Rest are character specific balance changes. Necalli infinite V trigger, Chun Li air legs, R Mike vortex... Most of these things are just not fun to fight against.


Also I am close to getting all the characters without spending a single dime. I also bought the Air Force Base stage because America.
 

shaowebb

Member
To add to that, you actually get the character for free. If you want her story mode and BGM there's a (small) fee.

I'm quite taken with Flandre. She seems really buff, kinda feels like a halfway point in between Remilia and Sakuya with how her bullets come from the side but have sort of Remi's spread and shape.

Yup. $2.99. The BGM is totally worth it though. Story is silly fluff like all the rest of Touhou. Character feels pretty boss though. She counter picks Utsuho hard because she is just mobile enough to keep her out of range. I kind of feel like Flandre's damage may be a bit high honestly but she isn't exactly getting free rides out there. Just has a lot of great options to hit.

Sad that the online hardly ever has anyone. The lobby setup isn't good unless the patch fixed the issue of play one match and get booted back to searching for a room. Matches dont feel bad, just hard to find.
 

Sayad

Member
I have been playing some SFV this week and I have been enjoying my time with it but I feel like the following issues should be resolved after Capcom Cup with that balance patch:

*3 frame wake up jab into V Trigger. There is something pretty inconsistent about the game engine where even though you have a frame trap to beat a 3 frame wake up jab it doesn't always work.. even in training mode and especially not online. Almost like some moves are 2.5 frames fast. I don't know how they can fix this though without making every 3 frame jab into 4 frame. At least make it so that you can't wake up 3 frame jab cancel into V trigger, that's just annoying.
First time I'm hearing this! Are you trying to time meaties by reaction based on their wake up animation or doing proper meaties set up? Never had a problem with this and the generous frame buffer make set ups much easier. Characters who can do LP > VT activation combos are bullshit though.

*Not only are anti air moves bad but some air moves are way too good and even difficult to anti air with traditionally "good" non invincible anti airs. There's the notorious Ken Tatsu kick, Ryu's jump light and now Urien's j.HK. Some of these need to dialed back.
Urien have excellent air to air buttons but his jump in normals are some of the worst in the game. In all of them his hurt box extend generously under the hit box while not having any deep hitting normals(like say, Chun's diagonal j.HK or Birdie/Gief j.MK) to change his jump in timing, between this and the no cross up thing, he's one of the most consistent characters to anti-air.

Just try j.HK in training mode, it should never beat Guile's st.MK, regardless of jump ark. Urien's j.MK and j.LK are both harder to AA.
 
I have been playing some SFV this week and I have been enjoying my time with it but I feel like the following issues should be resolved after Capcom Cup with that balance patch:

*3 frame wake up jab into V Trigger. There is something pretty inconsistent about the game engine where even though you have a frame trap to beat a 3 frame wake up jab it doesn't always work.. even in training mode and especially not online. Almost like some moves are 2.5 frames fast. I don't know how they can fix this though without making every 3 frame jab into 4 frame. At least make it so that you can't wake up 3 frame jab cancel into V trigger, that's just annoying.

*A lot of anti air moves are pretty bad/mediocre. This results in Jump Fighter V.

*Not only are anti air moves bad but some air moves are way too good and even difficult to anti air with traditionally "good" non invincible anti airs. There's the notorious Ken Tatsu kick, Ryu's jump light and now Urien's j.HK. Some of these need to dialed back.

*Stun game is still too strong, it leads to a very heavy snowball style game play. I am fine with high damage but getting punished because you got hit by a light/throw into a full combo off of stun is not my idea of a fun time.

*A lot of moves need to have their hurt boxes extended on the ground along with their hit boxes. They made this change to Guile's cr.MK in SF4 going from 2012 to Ultra and it was a balanced/good change. This means that the move actually hits like it shows on screen (as opposed to clipping through and still not hitting) and it's easier to whiff punish it. This will make whiff punishment in the neutral easier, more viable. Maybe it was their intended design to make the game play at a closer range.

*Rest are character specific balance changes. Necalli infinite V trigger, Chun Li air legs, R Mike vortex... Most of these things are just not fun to fight against.


Also I am close to getting all the characters without spending a single dime. I also bought the Air Force Base stage because America.

Played a lot for yesterday night and I mostly agree with all this. Playing boxer I always felt my moves were too short to hit (missed a lot of sweeps and anti-air). That's also the reason I can't pick Ryu on this game as I feel his 2mk is too short. Maybe It's me not adapting enough too, I don't know.

As for meatis, I'm eating cr. lights very often too. It's probably because I don't play enough (and don't like) learning setups where you whiff moves. Been playing a lot of games without having to do this, so I wonder why I can't adapt to SF5 on this (happened a lot on SF4 too).
 

Dahbomb

Member
The wake up timing isn't an issue as I can meaty with st.MP as Cammy and that always work. Provided it's after the Cannon Drill, other stuff doesn't work (so not off of throws for example).

I am talking about a basic frame trap from st.MP to cr.MP on block. That should work against a 3 frame normal but it sometimes doesn't even in training mode. It's not like it's a matter of perfect timing either, you can just mash on the cr.MP as fast as possible to make it come out fast.

I can't anti air Urien's jump kick with Cammy st.HK without trading. I would just rather use the DP if I can. Something about that move is off, maybe the timing is weird.
 

Shadoken

Member
The wake up timing isn't an issue as I can meaty with st.MP as Cammy and that always work. Provided it's after the Cannon Drill, other stuff doesn't work (so not off of throws for example).

I am talking about a basic frame trap from st.MP to cr.MP on block. That should work against a 3 frame normal but it sometimes doesn't even in training mode. It's not like it's a matter of perfect timing either, you can just mash on the cr.MP as fast as possible to make it come out fast.

I can't anti air Urien's jump kick with Cammy st.HK without trading. I would just rather use the DP if I can. Something about that move is off, maybe the timing is weird.

This has to be something in your end. I have done multiple frame trap with 3f gap ( example a lp that is +3 followed by a 6f Mp) and set the training dummy to do a reversal 3f jab on block. It works 10/10 , either you are reading frame data wrong or your positioning on your second frame trap normal might be bad ( I.e it might be far so it's hitting in its 2nd active frame and not the first , making the frame trap have a 4f gap instead of 3f ).

Try other characters and see if you have the same problem.
 

Rhapsody

Banned
I have been playing some SFV this week and I have been enjoying my time with it but I feel like the following issues should be resolved after Capcom Cup with that balance patch:

*3 frame wake up jab into V Trigger. There is something pretty inconsistent about the game engine where even though you have a frame trap to beat a 3 frame wake up jab it doesn't always work.. even in training mode and especially not online. Almost like some moves are 2.5 frames fast. I don't know how they can fix this though without making every 3 frame jab into 4 frame. At least make it so that you can't wake up 3 frame jab cancel into V trigger, that's just annoying.
I've never had this problem. Every meaty I've done to beat 3 frames has never lost to a 3 frame jab. Maybe I've been getting lucky? Who knows, but I can't recall this.
Edit: Oh, on frame traps. Can't say I remember, tbh.

*A lot of anti air moves are pretty bad/mediocre. This results in Jump Fighter V.
I don't think all characters really need to have equal and great anti air moves, personally. I hear a lot of people say that they're too weak. I feel like they wanted players to also utilize jump normals to prevent jump ins as well and not be fixated on anti air ground normals. If they're not dealing with jump short, EX tatsu, or whatever, I feel like the problem is more because of lag for me.

*Not only are anti air moves bad but some air moves are way too good and even difficult to anti air with traditionally "good" non invincible anti airs. There's the notorious Ken Tatsu kick, Ryu's jump light and now Urien's j.HK. Some of these need to dialed back.
I'll agree that they need to fix some of these. I still think I'd rather have some of these changed than the anti-air buttons themselves being buffed. I also think they should also tone down anti-air lights for some characters instead.

*Stun game is still too strong, it leads to a very heavy snowball style game play. I am fine with high damage but getting punished because you got hit by a light/throw into a full combo off of stun is not my idea of a fun time.
I suppose this is personal preference. I sort of like the stun as it is. It's made it a lot more interesting than SF4 to me regarding pressure, and I do like how spending resources for a V Reversal is one way to lessen it. But at the same time I feel like the game might need some extra/buffed defensive option. What that option or change should be, I don't know.

*A lot of moves need to have their hurt boxes extended on the ground along with their hit boxes. They made this change to Guile's cr.MK in SF4 going from 2012 to Ultra and it was a balanced/good change. This means that the move actually hits like it shows on screen (as opposed to clipping through and still not hitting) and it's easier to whiff punish it. This will make whiff punishment in the neutral easier, more viable. Maybe it was their intended design to make the game play at a closer range
Probably intended design decision, but the lag really doesn't help the outcome which can lead to some flailing a lot of the times. Because of this, I've been using Ibuki stLK OS confirm into Raida for any attempted low whiffs I can see. Mids vary on which character I'm using.



I've been jumping back into SFV again after the patch. Still sticking with Ibuki, but Urien's been fun with the time I've been able to lab with him. I'm fairly content with how season 1 turned out for this game, but like everyone else, I'd like to see some more tweaks.

Lag reduced is the one I want most. I decided to do vsync off and the change was pretty huge. Kind of felt unfair since it felt like a different game on what I was able to react to now. 2nd is I'd like some kind of change for defense. I do really like how things like stun in this game are, but something for defense would be nice. V Reversals help, but not enough imo. They're very last resort anyways as they are. It's similar to DAAs in Guilty in a way where using them can help but you're still now at that deficit. At the very least you were able to build tension fast unlike V Meter in this game.

AA lights are a bit too strong. I'm personally not a big fan of them. And last, I want something to make combos a bit more interesting. Again, I don't know what, but something to mix it up and make routes a bit more interesting. It's why I've taken a liking to Ibuki since she's able to pull off different setups depending on your route.


And for wishlist, I'm hoping for selectable V Skills just to add a bit more variety that tailors to certain styles.


Edit: as a side note, anyone know how much LP's needed for Platinum? I've mostly been playing every time a new patch is out and then going back to other games. I've reached Gold and I've finally been finding people that have been resembling actual play, but I want more solid stuff. Still seeing Karin's trying to go for the gimmicky stuff lol
 
http://esloneny.challonge.com/
Pools for ESL this weekend



1: Infiltration, Valle, Lil Evil
2. Justin Wong, Flux, Javits, Wolfkrone,
3. Fuudo, Sabin, Master mike, Chakotay
4. Tokido, CJ Showstopper, RLBS, Poem, Fubarduck, Zaferino, Golden Cen
5. Daigo, Shine, Chi Rithy
6. Julio, Commander Jesse, Hamad
7. Xian, 801 Strider, LPN, Moons,
8. Phenom, Smug, Humanbomb, Rayray, Sanford
9. Nuckledu, CD Mani, Marvisto, Snake Eyez, Dafeetlee
10. Xiaohai, Nacer, Itazan, Citiofbrass, Spabrog, Mono
11. F Champ, Alioune, LI Joe,
12. Momochi, Ludovic, Kreymore, Yipes
13. Mago, J Rosa, Flash, D Rezz
14. Haitani, Alucard, Adnan, Rom
15. Kazunoko, Ranmasama, Kbrad, Coach Steve
16. Ricki, Brolynho, Raoh
 
The wake up timing isn't an issue as I can meaty with st.MP as Cammy and that always work. Provided it's after the Cannon Drill, other stuff doesn't work (so not off of throws for example).

I am talking about a basic frame trap from st.MP to cr.MP on block. That should work against a 3 frame normal but it sometimes doesn't even in training mode. It's not like it's a matter of perfect timing either, you can just mash on the cr.MP as fast as possible to make it come out fast.

I can't anti air Urien's jump kick with Cammy st.HK without trading. I would just rather use the DP if I can. Something about that move is off, maybe the timing is weird.

That must be us then, since I don't have any problem doing frame traps. Brain doing us wrong. Also agreed on Urien j.Kick, a lot of trades too here with boxer.
 

NEO0MJ

Member
I don't think all characters really need to have equal and great anti air moves, personally. I hear a lot of people say that they're too weak. I feel like they wanted players to also utilize jump normals to prevent jump ins as well and not be fixated on anti air ground normals

I think the problem is that this decision made things too lopsided in the favor of characters with good AAs.
 

mnz

Unconfirmed Member
Yeah, usually it's a balance between good ground game and pressure and anti-airs. I think it works for Karin, for example.
 

BadWolf

Member
http://esloneny.challonge.com/
Pools for ESL this weekend



1: Infiltration, Valle, Lil Evil
2. Justin Wong, Flux, Javits, Wolfkrone,
3. Fuudo, Sabin, Master mike, Chakotay
4. Tokido, CJ Showstopper, RLBS, Poem, Fubarduck, Zaferino, Golden Cen
5. Daigo, Shine, Chi Rithy
6. Julio, Commander Jesse, Hamad
7. Xian, 801 Strider, LPN, Moons,
8. Phenom, Smug, Humanbomb, Rayray, Sanford
9. Nuckledu, CD Mani, Marvisto, Snake Eyez, Dafeetlee
10. Xiaohai, Nacer, Itazan, Citiofbrass, Spabrog, Mono
11. F Champ, Alioune, LI Joe,
12. Momochi, Ludovic, Kreymore, Yipes
13. Mago, J Rosa, Flash, D Rezz
14. Haitani, Alucard, Adnan, Rom
15. Kazunoko, Ranmasama, Kbrad, Coach Steve
16. Ricki, Brolynho, Raoh

Freaking stacked, wow.
 

Sayad

Member
The wake up timing isn't an issue as I can meaty with st.MP as Cammy and that always work. Provided it's after the Cannon Drill, other stuff doesn't work (so not off of throws for example).

I am talking about a basic frame trap from st.MP to cr.MP on block. That should work against a 3 frame normal but it sometimes doesn't even in training mode. It's not like it's a matter of perfect timing either, you can just mash on the cr.MP as fast as possible to make it come out fast.

I can't anti air Urien's jump kick with Cammy st.HK without trading. I would just rather use the DP if I can. Something about that move is off, maybe the timing is weird.
Mashing might be the problem, most MP, MP frame traps have a one frame window made into 3 frames due to buffers, it's easy to time them but mashing wont work 100% of the time unless you're mashing at 20 press per second.

Also, if you record a solid anti-3 frames normal frame trap with the dummy, they'll never lose to a 3 normal, so x.5 frame moves isn't a thing. Are you playing on the PC version with V-Synce turned off though? As that can create some input timing inconsistencies.

As for anti-airing Urien, it's probably just your timing, Cammy's st.HK have to be done really late to trade with Urien's j.HK:
https://toolassisted.github.io/JUMP/
That's Urien hit/hurt boxes on the left, they're the same throughout the entire active frames of j.HK, and he can't delay it to stuff your anti-airs because it have a 9 frames start up in which he can get cc-ed by Cammy's st.HK. Try it in training mode, you just need to time your anti-air with Urien's jump trajectory, he can't change his jump in timing to miss with your aa since all his jump ins are ass and have similar hit box height.

Urien has a lot of great tools, jump in normals are definitely not one of them though.
 

Dahbomb

Member
I think mashing might be my issue in training mode. I kept getting jabbed so I just started mashing faster trying to make it come out.
 

Sayad

Member
http://esloneny.challonge.com/
Pools for ESL this weekend



1: Infiltration, Valle, Lil Evil
2. Justin Wong, Flux, Javits, Wolfkrone,
3. Fuudo, Sabin, Master mike, Chakotay
4. Tokido, CJ Showstopper, RLBS, Poem, Fubarduck, Zaferino, Golden Cen
5. Daigo, Shine, Chi Rithy
6. Julio, Commander Jesse, Hamad
7. Xian, 801 Strider, LPN, Moons,
8. Phenom, Smug, Humanbomb, Rayray, Sanford
9. Nuckledu, CD Mani, Marvisto, Snake Eyez, Dafeetlee
10. Xiaohai, Nacer, Itazan, Citiofbrass, Spabrog, Mono
11. F Champ, Alioune, LI Joe,
12. Momochi, Ludovic, Kreymore, Yipes
13. Mago, J Rosa, Flash, D Rezz
14. Haitani, Alucard, Adnan, Rom
15. Kazunoko, Ranmasama, Kbrad, Coach Steve
16. Ricki, Brolynho, Raoh
Lack of top Japanes Chuns is surprising, this is Justin's chance to shine. :D
 
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