DARKSTALKERS RESURRECTION coming to XBLA and PSN

If you’re playing Mummy, at least make sure that the game you’re playing him is MvC2.

Or Night Warriors.

I wonder what the proper procedure for that Pharaoh Magic is. Are Anak players just doing it like Nike or does there need to be some set conditions? I notice the ES version does decent chip.

Pharaoh’s Magic is a super what you mean es version?

That’s right, I always get Magic and Curse mixed up. But yeah, Pharaoh’s Curse is what I meant.

Lp curse has the most utility out of the curses. When they are stacked on white life, you can use lp curse as a means of keeping white life stable if they block the curse. This version also recovers the quickest at of all the other versions. If you hit, you can sneak in a very quick divekick or a low and score a knockdown.

I don’t really use mp or hp curse, but if you can get away with the frames their is no harm in just doing yolo mp and hp curse.

Hp and Es curse carry the most risk to toss out randomly. Every time you do it, you committing to about 79 frames of just sitting in the air. This is a dangerous situation and the consequences may spell the end for you. If they catch you in the air, you won’t be able to get out of the on coming tick throw that will happen after a reset.

Es curse is a high risk high reward move. If it hits you are going to get massive damage and corner push possibly even a Down. Yolo Es curse is sometimes fine on neutral as people just don’t want to get hit by it and you can also use it like lp curse to keep the white life stable.

couple of questions for sas players:
does anyone accidentally get ES big brunch instead of the ES ground freeze on certain set ups? The motions and buttons used couldn’t be more opposite and it happens quite often to me so I’m wondering if it is a glitch or if the game is trying to prevent me from cheap mixups or something, i don’t know.
also, it seems that wolf can jump out of almost any meaty normal on his wakeup, whereas he can low jab me and keep me pinned to the ground, and if i try to jump out i eat crazy damage. i can sometimes get in and hope to land un-airblockable HK but if he is just jumping back in the corner, his normals can keep me out and most of my short hop attempts get jumped out either, pushing me into the corner. i can sometimes ground freeze perpetual jump backs but the start up is forever and obviously a gamble, and sometimes i get the ES big brunch and get killed.

Hey is there a group on FB to play NW against other people with for those rare urges that I wanna play NW with?

I’ve done ES Curse out of the blue a few times and never really got punished for it, people just scrambled to get away from it (lol) even when I was playing on GGPO. I was probably pretty lucky or just caught people off guard. Now I know that that really isn’t safe, I never thought to use the lp version or really thought there was a difference between strengths. Thanx.

Why yes their is a group right here:
https://www.facebook.com/groups/506266296102694/.

Oh sweet thanks alot MightyMar.

NorCal Vampire Savior, if you need a break from ECT

I thought NW was decent but I just couldn’t adjust down to the speed.

Vampire at ECT, featuring strong names like Baconoko, Buck, Floe, and Apollo

Question, a pal of mine says that a DS4 would hardly even be possible on current gen consoles and maybe even next gen. He says a Pyron alone, who is made like his original sprite, a living flame and not a generic male 3D model covered in fire like Blaze from MK, would be too labor intensive for the game and definitely for any netcode. Then there are characters like Phobos, Anakaris, etc. who would just make the game unable to run smoothley if they were on the screen fighting at the same time. He said it probably could be done but it would be one of the hugest console feats of our time. He also says there are certain character and attack combinations in MVC3 that will cause the the game to lag and stutter even in local play, how true is all of this?

He’s just another guy who doesn’t know what he’s talking about, just another internet smartypants.

Pyron’s possible through the magic of clever uvmaps (arranging uv islands to descend from the top so an opacity scroller could work) and depth writing with another alpha texture, which even the Nintendo64 could pull off, and that’s only speaking in terms for a fixed-function pipeline let alone a shader-based one which would accomplish this easier (and prettier). Current consoles can Pyron no problem, as well as almost every new video card since 2003.

Phobos is no problem either with cached meshes (what some here call “mesh swapping”), oh and Jedah’s blood pump can be accomplished with either bone scaling or vertex morphs (And MT framework can do both, it already does vertex morphs for the facial expressions). Netcode shouldn’t even care about how the models look, all that it should ever care about are hitboxes, collisionboxes, velocities, and inputs, so how good a model looks for the netcode should be irrelevant.

MVC3’s lag and stutter is mostly due to the poor fillrate of the consoles with regards to alpha blending - try playing them at 480p, it’ll be a bit better. Also another thing people forget and don’t keep in mind is that MVC3 is 3v3, DS4 would be 1v1 so the ‘limited character graphics’ of MVC3 doesn’t necessarily apply to design for a 1v1.

edt-

He’s just another guy who doesn’t know what he’s talking about, just another internet smartypants.

Pyron’s possible through the magic of clever uvmaps (arranging uv islands to descend from the top so an opacity scroller could work) and depth writing with another alpha texture, which even the Nintendo64 could pull off, and that’s only speaking in terms for a fixed-function pipeline let alone a shader-based one which would accomplish this easier (and prettier). Current consoles can Pyron no problem, as well as almost every new video card since 2003.

Phobos is no problem either with cached meshes (what some here call “mesh swapping”), oh and Jedah’s blood pump can be accomplished with either bone scaling or vertex morphs (And MT framework can do both, it already does vertex morphs for the facial expressions). Netcode shouldn’t even care about how the models look, all that it should ever care about are hitboxes, collisionboxes, velocities, and inputs, so how good a model looks for the netcode should be irrelevant.

MVC3’s lag and stutter is mostly due to the poor fillrate of the consoles with regards to alpha blending - try playing them at 480p, it’ll be a bit better. Also another thing people forget and don’t keep in mind is that MVC3 is 3v3, DS4 would be 1v1 so the ‘limited character graphics’ of MVC3 doesn’t necessarily apply to design for a 1v1.

It’s good to know that it’s possible to replicate that level of work and animation in the 3D realm of fighting games, but would it be easier or harder than Marvel3 to pull this off?

only technical artists facing an mt framework pipeline in a professional work environment can answer that question