Ps2 is fucked. Kara palms and any yun loop are prohibitively difficult.
GroovyMAME for me is better than shmup now. Shmup is leaps and bounds above fba in terms of input delay, but you face more audio/visual glitches. Groovy on the other hand is made for “exact” emulation. It still has some audio latency problems with fast moves if your soundcard isn’t that great though, some of those clips may not even play, but that aspect is still improved compared to FBA and Shmup.
With it’s release of .151, it has an updated frame_delay option that can effectively remove any delay compared to arcade, the option name may seem like it would do the opposite though = D. You need a fairly strong PC to get the most out of it and usually need trial and error for the number depending on the game… Apparently they’re trying to implement an auto frame delay option that will calculate the best settings for your PC on the launch of a game. You also aren’t locked to static numbers for the audio latency either, 1.3, 2.2 etc are all accepted by it. So with MAME, if your audio couldn’t really cope with a delay of 1, but 2 feels too laggy, try something in between!
Another benefit is proper speed. I set my Groovy to make 3S run at double the Hz but Groovy auto corrects the emulation to half speed, so around 119.17 Hz. This should make the game run at arcade speed (59.583Hz) I can definitely feel the change too, it’s noticeably slower. I even had trouble will simple things, for example, I was canceling into Hayate too quickly a few times lol. On top of that, running at double Hz produces hardware scanlines on my CRT. It looks glorious = )
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GGPO is far, far, far better than OE online I agree. I played with a European friend of mine on OE, it’s basically unplayable. Even with a delay set to 3+ on both our ends, still makes it look like a jittery mess… (soooo how 'bout that patch Capcom?) 0 delay on real GGPO looked and obviously ran better than OE set to MAX… I wish I were joking. I haven’t tried playing anyone from the US on it yet, but I can only assume it would be even better.
The obvious downside to Shmup and Groovy for a lot of people is no online support. So most people will probably stick with GGPO. For those of you that have problems with the input delay with FBA like me, or you’re able to play offline with friends but don’t have access to a Cab, you should really try out Shmup or Groovy. Groovy takes more time to set up and has some PC requirements to make the most out of it… But if you’re able to run it well, you probably won’t want to turn back = )
Damn that was longer than I thought it was going to be! Happy Thanksgiving!
ps, I’m thankful for GroovyMAME shocker, I know.
I’ll give it a try! I’ve heard good things but never tried Groovy. will definitely do that soon and report back.
I understand that, but I thought we were talking about the CPS3 emulator from Nebula. I’m obviously not interested in buying a CPS3 arcade machine, so I just assumed that they were suggesting the emulator.
Thanks for the suggestions guys. I’ll be sure to check out groovyMAME, and if I decide to take the game online, I’ll go with GGPO.
I’m not sure if this happens often elsewhere, but I’ve personally only seen this once. I was in training mode playing against the CPU (Makoto) as Elena, and there was a moment in the corner (Elena’s back towards the wall) where she activated Abare Tosanami at the exact same time I high-jumped…Makoto didn’t grab onto the wall as she usually would. She actually rolled backwards and then back down to the ground. Idk if it’s because of Elena’s high-jump or if it’s the way the screen moved at the start of her super, but that was definitely weird…I’ve never seen her SAII whiff like that.
I’ve seen it before in some video long time ago but didn’t know how to recreate it. It doesn’t happen very often like you said
groovymame sounds really interesting from reading a bit about it.
What’s “guard jump” and should i start looking to incorporate this into my game?
Hold up back before you wake up or during block stun and press grab just as you are about to leave the ground.
You will jump out or tech a grab. This still leaves you vulnerable to lows but on the flipside causes an air reset situation if you get hit out of the air.
I have been doing this since 2006. I’m sure there are old posts where I say it. In the Ken forum to be sure. But this move refers to something NicaKO has on a list of techniques saved on a text file that he compiled after talks with MOV.
I’m sure there are noteworthy players willing to illustrate the technique in play via some match vids or something.
edit: The MOV version of it refers to throwing out a guess and then jumping out before they can hit you. I have a rather in depth write up of this that I’m going to PM you. I don’t really care for the drama that plays out here.
god i wish dander would stop posting wrong information over and over again. worst thing is he’s so convinced he knows everything.
@rictorxix
guard jump is a technique using the 6 frame throw invincibility window on wake up. you guard for those 6 frames, and jump. what this does is allow you to guard meaty attacks, and allows you to jump out of their throw attempt. the down side is the opponent can delay and time a move so that it hits you during the pre-jump frames. i recommend returning your joystick to crouch guard after inputting jump so you don’t get hit by multi-hitting moves.
what dander is trying to describe (incorrectly) is jump tech. jump tech is where you hide a throw tech inside your jump. this technique utilizes the fact that if you jump and push a button at the same time, the normal move you pressed wont come out. so if used correctly, you tech their throw if they attempt a throw, or you jump.
guard jump isn’t too difficult and i recommend putting it in your arsenal of defensive options. i know its common now for players to use this technique in japan. jump tech on the other hand is more difficult and im not too sure if its as commonly used. to simplify it, guard real quick on wake up, then tap jump to jump out of throws. just remember its not going to work if your opponent is delaying their okizeme, so sometimes its best to just guard. just being aware that you cannot be thrown for those initial 6 frames is good to know even if you decide not to practice this technique anytime soon.
the mov version he’s trying to refer to is simply parry jump (buro jump). not really a mov version, but just another jump technique in the game.
this is similar to guard jump, except instead of guarding for those 6 frames, you input a parry. during a parry the game doesn’t register jump inputs so if you get the parry you stay grounded and punish. if they tried to throw you jump out. like guard jump, this technique loses to delayed moves. remember this technique is still “guessing” so if you inputted the parry for the wrong direction youre going to get hit.
if youre an intermediate player, i would recommend trying to incorporate guard jump and parry jump at least vs Q, Alex, and Makoto. (to beat their command throws)
Yuuki is such a bully, sigh
Yuuki you just said the same thing I did but put a block where I put a parry and then you repeated what I said with fewer details. I’m done with you. I value education.
I swear…
Abare ending up Makoto flying around and not mounting the wall happened in one of the compilation videos yeah.
Like the 3s “Selected Scene” series but this one was like bloopers or all about crazy & rare setups. Could have been “by Chinese players” or something to try to find it again, as written by eventhubs or SRK frontpage when they linked it up.
The setup I remember was Makoto activating Super against Necro Magnetic Storm, so his pull suction kept her from reaching the wall. & when that happens the meter doesn’t get wasted right? Because there’s no super freeze on her end, because that starts on the wall.
This can also occur from random cross-up jumps, repeated fast dashes, or Oro double jumps. Those seem to be the most common cause . It happened to me twice in back to back matches against a friend haha.
Also, I believe a dash under reverse SA2 from second Makoto can stop the first. I haven’t done this in a long time, but I recall it being possible with a well timed dash = )
Yeah, you’re correct, no wasted meter either!
now to think of a way to get 2 Makoto’s back flipping into each other… That would be a neat trick.
Dunno if this is a good place to ask but I:
Got fed up with AE and deleted it. I have a working knowledge of AE’s system.
Have been playing KOF13 a lot and love it. KOF13 neutral game just feels good and natural.
Am interested in learning 3S. Can I get some pointers for how to play the neutral game, like what buttons are good at all in the first place (I mean AE Step Kick Ken is clearly ***** and so on :P), which super is the correct choice to get started? I’m eyeing Chun/Ken/Akuma as far as characters go atm.
I think most of the basic shoto pokes that are strong in AE are strong in 3s too like c.mk, c.mp, c.hk. Kens step kick in 3s isn’t really nearly as useful as it is in AE.
Chun is all about c.mk, hp and b.hp.
For Chun, Ken and Akuma I’d say most of their normals have legitimate uses but these are the most useful ones.
For super choice there is not really any ambiguity there…
Ken - SA3
Chun - SA2
Akuma - SA1
Thanks ^___^
I was watching the most Rusty Parry stream from Super Arcade and one of the commentators said that Mike Watson only parries high. Any thoughts on this? Do any of you guys try and limit your parry attempts such as one parry a round?
I think that this philosophy suits my play-style seeing as how I can’t parry for shit. Will being inflexible and only parrying high hurt my defense in the long run?
Parry is a good offensive tool too