Calgary Thread 2016

Wii U reportedly going out of production. NX must be backwards compatible then? Or porting all (5) important games…

FFXIV redid another awesome FFVI song

http://youtu.be/25WOf5s-SU0

mmmmMMMMmmm scrumptious

how is NX going to be backwards compatible with wii u games that use the tablet heavily?

i guess it’s possible the NX will have a tablet controller too, but… idk

Are there any good games that use the tablet heavily? Other than like… Pikmen… I guess

Rumour is NX is heavily involved with mobile gaming. Maybe it’ll be compatible with phones or something?

super mario maker uses the tablet as its entire interface to make stages

xenoblade uses it for a large part of its menu interface, displays your map, etc

also, all the zelda ports have been reworked to use the tablet pretty heavily

Hey Peter, I’m not quite sure how that works, but doesn’t that leave you incredibly vulnerable to meaties if you’re jumping?

You’re blocking for the first couple frames before you hit up. It’s a timing thing.

You’re vulnerable to command grabs during those frames though.

^

you don’t use the reversal window for it. you hold down-back while waking up, then start the jump just a few frames after you reach neutral state. so true meaties, you will block. you are vulnerable eventually, but if you executed the OS properly it’s on frames 9-11 after your wakeup. the patch will just make it so that you are vulnerable frames 9-12.

capcom didn’t patch it properly imo, they should have a list of inputs that if you input them after a throw has connected with you, which opens the tech window, any attempt at a tech input gets ignored. basically every input should be on that list to prevent any OSes at all, except for jab and light kick, because you need to give the 1 frame wiggle room there in case their button presses aren’t perfectly timed

iirc the inputs if it is executed right
frame 1-8 - downback
frame 9 - up-back + throw input (last possible frame to tech a meaty throw: 2 frames of throw invincibility + 7 frame tech window)
frame 10, 11 - pre-jump frames
frame 12 - you are now jumping, last frame of input buffer so you get the tell-tale jump back lk

you are vulnerable on your takeoff frames too but that’s a pretty substantial gap to be leaving if you specifically want to punish the OS

How hard is it to do? And are you blocking both high and low?

Very easy to do with a bit of practice. I haven’t implemented it into my game yet but all the Japanese players were abusing this at Final Round.
You know I love OS’es but this is the one OS I don’t like because it’s very ghetto and not elegant at all. I hope they remove it but apparently it won’t be.

it’s not very hard to do in the grand scheme of things, if you were a serious competitor in sfv you could work it into your game in a week with some practice. you are only blocking low (or high) during this setup, not both

it makes it really hard to do pressure on wakeup because doing a meaty that is 9+ frames late on purpose opens you up to mash jab on wakeup (which is also pretty good), or the guy could wakeup throw or wakeup regular jump and just be out of there for free

it makes the wheel of options even further stacked in the defender’s favor imo, and eventually people will just be like “eh it’s not worth doing serious meaty pressure” and they’ll just perform some low-risk thing that has a 5% chance of working, let the guy escape, and then try to score all the damage in the neutral

the solution is probably to make throws untechable during pre-jump, as well as re-jig some of the input priority system

Why do they allow jump cancels anyways? Removing jump cancels would eliminate this OS

you are only blocking low

is it really a jump cancel? it’s basically just teching while you are in pre-jump, after blocking for n frames, where n is the tech window (so you can also tech meaty throws)

I have a question… Does your hurt box appear quicker if you wake up with reversal timing? Set ups seem to whiff when they don’t press anything

doesn’t seem that strong to me

i’ll just let them jump back

Take this with a grain of salt, but I saw a schematic for a controller ninentdo supposedly is trying to copywrite and it’s entire face is a touchscreen(it has buttons and your hand is going to partially cover the screen, but whatevs)

So that might be a way to get around it

Pikmin doesn’t really use the gamepad effectively - in nintendlan, the pikmin mini game let’s you tap on the screen to throw pikmen(which is great and it’s accurate). However in pikmin 3 the gamepad is used to set waypoints for your characters. A pretty big waste, imo

Starfox will use the gamepad extensively but other than being used for really awesome inventories, not too many games use the gamepad heavily

man if the NX is heavily based on a touch controller and is mobile based, it’ll be the first nintendo device i won’t be buying since the early 90s (not counting virtual boy)

they will have decided that their new demographic is very clearly not me

I believe pre-jump frames are immune to throws, no?

My understanding is that you are inputting 7~LP+LK after blocking for n frames.

If a strike makes contact during n frames, you will block it.
If a throw makes contact during n frames, then your 7 input will not come out because you are now in the throw animation, but the massive tech window still allows you to tech the throw.
If a throw makes contact at n+1 frames or more, you will jump away from the throw.
If a strike makes contact at n+1 to n+4 (your pre-jump frames), you will get hit
If a strike makes contact at n+5 or more (a shimmy), you will jump away