Parallax Scroll
Banned
Tekken has had wacky character designs for years so Chloe isn't a big deal to me
The idea of many North American (and maybe a few Japanese) top players potentially being completely flummoxed by really good Hakan play, a character (unjustifiably) shat upon by many, is pretty humorous to me.What's funny / hilarious about this?
Inco beat Santarouman in winners finals.
How's MKX going for everyone?
I've played with 90% of the cast trying to experiment on my own to do combos that I can pull off, and always break 30% without issues.
VERY hard to do. I lucked out in that only ONE of the characters I would potentially main I can do 30% to 40% without real issues anywhere on screen with, and I like his play style in this.
Kano.
Amazing dash, amazing strings, super easy combos, big damage, etc. I feel he's a monster in pro tournament setting.
I would love if I was good with:
Takeda
Kenshi
Cassie Cage
Reptile
Sadly I can't do much with all 4 of them. MAYBE I could get good at Reptile, but he has to work so much harder than Kano. All 4 of them do.
Santarouman's Sagat is pretty ass.
WTF are u talking about? His Sagat is amazing.
He looked pretty free vs Inco, and Sagat is probably Rufus' worst matchup. None of the space control needed to keep Rufus out. :\
Maybe the connection was bad or the dude isn't comfortable in the matchup, though.
EDIT: A lot more solid in Loser's Finals, though.
Damn, all you guys dropping MKX already. Feel free to send me your copy, haha.
He looked pretty free vs Inco, and Sagat is probably Rufus' worst matchup. None of the space control needed to keep Rufus out. :\
Maybe the connection was bad or the dude isn't comfortable in the matchup, though.
EDIT: A lot more solid in Loser's Finals, though.
Inco's getting crushed dawg
Did you see Winner's Finals?
Supersantarouman's doing a lot better in GF. It's a really appalling matchup for Rufus.
Didn't he try his struggle E Ryu tho
Gtfo with that shitSantarouman's Sagat is pretty ass.
Gtfo with that shit
Rufus-Sagat is nowhere near as bad as Gat-Gief and with all the nerfs people think that mu is only 6-4.
OK, I was wrong. It's really good and he was just off his game in Winner's Finals.
Sagat vs Zangief can be as bad as it likes - Rufus loses extremely hard to Sagat as well. Rufus is almost always behind in the match and it requires huge risks to win.
As I put on Twitter though, he does have worse matchups - Poison (Posion's HP fireball is simply a hard counter to Rufus's playstyle, and it's backed up by a character that can play extremely safe and beat Rufus in footsies easily) and Hugo (where Rufus has pretty much no good options).
How does Hugo get in on Rufus with intelligent use of cr. Fierce, cr. Roundhouse, st. Fierce, and st. Forward? Genuinely curious.
『Inaba Resident』;160620559 said:Apparently the patch that came out a few hours ago improves the netcode.
Max played some matches online and said it feels great.
https://twitter.com/maximilian_/status/589393135635050496
What's funny / hilarious about this?
I say we keep bitching about the netcode in hopes they keep improving it instead of saying we're satisfied.
I've been playing ranked on the one and out of the 100 matches I've played, it lagged hard once, other then that online has been terrific for me.
Where we lagging at? Ps4? Pc?
What's funny / hilarious about this?
All of them.
I've been playing ranked on the one and out of the 100 matches I've played, it lagged hard once, other then that online has been terrific for me.
Where we lagging at? Ps4? Pc?
Ain't been laggy for me, so I dunno wdf going on, I'm blessed.
Zero Issues
LOL, Aris. Where did the "zero issues" thing come from anyways?
Smug vs Chi-Rithy FT7 soon: http://www.twitch.tv/redpillgaming
The Subzero OS looks like a thing that's possible in other games. You input one special, then another immediately after, and the opponent blocking has a different hitstop/timing/whatever that makes the first buffered input get eaten and the 2nd comes out instead. It's pretty rare though, and the engine has to be strict.
I'm assuming the buffer in MK makes decisions differently based on whether or not the cancellable move made contact on hit or block. I've noticed if you overlap forward/back inputs during strings on block, you can get different results entirely, but I'm not sure myself how it works out. My best guess is that he buffers the iceball insanely fast, and on hit the game just accepts the first buffer, then he inputs the ice clone during the frames the ice ball buffer would've gone off, but block happens instead and it overwrites that first buffer with the 2nd move buffered, since it recognizes it as a different state or the timing of the buffer changes.
That's just a big guess though. On hit it accepts the clean buffer, on block the first move buffered is ignored and it goes for the most recent input. In the case of what UD is doing, it's just wiping the fast buffer on block, and then having no input to cancel on block. That would be a reasonable idea, but it doesn't explain why one variation messes up. Again all just guessing, based off the assumption the buffer is less strict on hit than it is on block.