Calgary Thread 2015

except mashing when you have meters to make it safe isn’t a bad decision?

almost all that tech lost to wakeup throw, which on most characters option-selected to a fast crouching normal that in many cases would start a combo. Rising Thunder doesn’t have crouch tech or any throw OS at all plus old school small tech window. makes universal mixups in this game quite good

about the only thing wrong with DPs in Rising Thunder is that the hitboxes are way too buff right now. Horizontal and vertical reach from frame 1 is fucking crazy. Dauntless’s reversal has so many active frames you can neutral jump it to bait it and still get hit by the 2nd hit because chars in this game, their jump-but-do-nothing hitboxes are so huge.

Chel’s combo starting DP should also have at least an 8 second cooldown for the free damage you get after it but she has other problems too, like a hop kick that jumps over not just lows but any ranged poke that doesn’t hit at head level

Got booted and can’t get back in :(.

yeah, but wakeup throw is not the same as wakeup crouch tech. abel actually does a pretty good job beating people who like to press buttons. yeah, he has to make a hard read to get around throws sometimes but i just wanted to say that abel has good tools for avoiding DPs

in rising thunder, it doesn’t seem to matter if you know they’re going to be doing a DP or not. no amount of hard reads can get you out of kadc or immediate burst after blocking it. there are no hard knockdown set play situations (you could argue this is a good thing, but not when DPs are so strong), there is no mixing up inputs, there is basically no way to avoid it other than letting them DP, blocking it, and forcing them to spend the meter. you just have to open them up multiple times and let them get out of jail multiple times to win. mike is saying that this style of gameplay is not fun to him, and i tend to agree.

for all the good things they do in rising thunder, this one is really puzzling to me. i want to say it feels unintentional… like they didn’t know it would be this strong (which is weird, because of seth’s involvement in SF4 and seeing how it affected that game). i want to give them more credit than intentionally designing this system.

Man i have no idea what im doing in SFV
playing on pad sucks lol

I’m playing on stick? I’ve had about 5 matches in SFV so far. When it feels good it feels really good. But three of the 5 have been pretty shakey, but one was with a guy in Poland so whatever.

Training mode stuff alone though, this game feels amazing. Chun is good times.

yeah some of the matches ive got were supppper laggy but its still incredibly fun. Already have a bunch of ryu combos figured out lol

solar plex, mp, cr.mp xx tatsu is too dank

also i thought they got rid of combos off lights? you can still do combos off cr.lk with ryu lol

Ya, even worse, pressing safe dp becomes the best decision. The only way to stop it is not be there and hope they also didn’t pick burst and also hope their invisible meter isn’t full. When you whiff a dummy dp in third strike or cvs2 the round is over, so you only do it when you make a super hard read, you don’t just default to it as your go to in every pressure situation.

The rule seems to be that you can’t combo off of 2x cr.lk… Which seems odd. Who cares since you can combo off cr.lk into cr.lp anyway?

seems like it died and i cant get back on :frowning:

:frowning:

DC doing variant covers with the Looney Toons. These are super awesome.

I was on for over an hour and just got punted. Not liking how Bison moves… it’s like I’m driving my old buick boat again.

yeah I misphrased but as Abel guessing between wakeup throw/DP/crouch tech/backdash/neutral jump was mad difficult and, long term, not a stable way to win. Modern Abel is one of the slowest, most tenacious footsie characters you can imagine. like a shitty Evil Ryu.

I don’t mind the no hard knockdown thing either, any kind of setplay wakeup game is just the worst and Rising Thunder axed it altogether. Crow is supposedly an oki character but I’m doing just fine, have options either way. the throw mixup is so strong I can almost always get someone to stop fast standing and start running dirtier mixups on them

3S is an absolutely godawful game tho, DPs being a big risk really don’t make up for some of that game’s other horrific issues
and CvS2 ain’t so hot either

and Rising Thunder has cooldowns. Too short of cooldowns, for DPs, for sure. but if someone DP KADC forward you almost always hit them after that now after the nerfs. They usually don’t have their DP so you get a free mixup after that. with the magic crossup stuff you get to do work on your 1st knockdown after the DP

and I find it so, so funny that a team of 7 guys working for free have made a game that has been rock solid all Alpha, and Capcom on their 2nd try still can’t get the SF test to work

Chun’s Kara throw seems really really good.

this is a pretty cool crossover. some of those covers looks so horribly cut and paste tho. like wtf is this? looks like someone found a .png of yosemite sam and slapped it on. he’s not even facing deathstroke, he’s shooting something off to the side lol. i’m surprised that’s published.

Spoiler

http://assets2.ignimgs.com/2015/08/14/imz9unj-imgurjpg-73ea72_765w.jpg

this one is pretty rad tho:

[details=Spoiler]

detective comics![/details]

Lol that one stood out to me as pretty terrible as well. The Sinestro one is my personal fave. Starfire and Black Canary too.

And Terry’s Batman back with Inque… I want it on my wall.

sooooo SFV came back up and cammy and birdie were playable… aaaand got kicked off again.

yeah okay whatever you say you 09er scrub you

Also when you KADC your dp the cool down instantly flushes to about half.

if you don’t like medium buttons confirm to super (or combo) in 3s, you might want to get used to it because sf5 is gonna be almost exclusively that i think