FGD Lounge: for general fighting game discussions that aren't thread worthy

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/56345/HD-Man">HD-Man</a> said:</div>
<div class=“QuoteText”>My bad wrong topic. Disregard this post</div>
</blockquote>

there is no specific topic of discussion.<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/3476/Sexperienced.">Sexperienced.</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/20671/the7k">the7k</a> said:</div>
<div class=“QuoteText”>By spacing, do you mean zoning? Or do you mean using pokes to keep enemies at bay? Either way, KOF definitely has both. In most KOFs, I play characters with very far-reaching, meaty pokes (Clark’s St.D in KOFXIII is one of my favorite attacks of all time) to control the pace of the match. As for zoning, it exists, though not quite in the same form as SF. All the mobility options means it won’t be <i>as </i>effective, but it is still very effective.<br>
</div>
</blockquote>my definition of spacing is simply holding or tapping back to evade attacks and moving forward to counter said attack, this is more noticeable in a game like alpha2 because of proximity blocking, not so much ST… i’m currently looking for an example to show you…<br></div>
</blockquote>

Walkspeeds in KOF are very high compared to modern fighting games. So yes, there’s quite a lot fo that. But usually you choose more proactive forms of evading attacks and counterattacks.<br><br>For example you can stand in a position that your opponent might try to sweep you, and then you hop. If he sweeps you land with a jump attack right on top of him and get a full combo.<br><br>Due to hops, the ‘height’ of an attack becomes a lot more relevant. like, a st.HP of chun-li has a significantly different effect from a cr.MK of ryu for example. Even though the ranges are roughly equivalent. cr.MK is more liable to being hopped over, while st.HP may be crouched under etc.<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/20671/the7k”>the7k</a> said:</div>
<div class=“QuoteText”><blockquote class=“UserQuote”>
<div class=“QuoteAuthor”><a href="http://forums.shoryuken.com/profile/3476/Sexperienced.">Sexperienced.</a> wrote: <a href=“FGD Lounge: for general fighting game discussions that aren’t thread worthy” class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”><br>
kof characters seem a lot slower than SF characters.<br /><br>
<br>
maybe so but i’ve noticed that the more mobility options a fighting game
has the slower they characters are. is it possible to have sf style
precision spacing in kof?</div>
</blockquote>
I’m not an expert, especially on older KOFs (First KOF I played
seriously was KOFXI on Atomiswave - while I enjoyed the older KOFs, I
never had any real local competition with them or decent internet
growing up), but I feel that even if the characters are technically
slower, the game <i>feels </i>faster because of all the mobility options.<br><br>By
spacing, do you mean zoning? Or do you mean using pokes to keep enemies
at bay? Either way, KOF definitely has both. In most KOFs, I play
characters with very far-reaching, meaty pokes (Clark’s St.D in KOFXIII
is one of my favorite attacks of all time) to control the pace of the
match. As for zoning, it exists, though not quite in the same form as
SF. All the mobility options means it won’t be <i>as </i>effective, but it is still very effective.</div></blockquote>

<br>here’s an example of spacing, it starts at 33secs to the end of the video. https://www.youtube.com/watch?feature=player_detailpage&v=u9YyLKWbiXk#t=31s<br>

Messing around with Cammy in CVS2 right now, anyone have some tips for Roll Canceling?

looks like you need some tutorials<div><br></div><div><a href=“http://www.youtube.com/watch?v=r75Lz1Drp8g”>http://www.youtube.com/watch?v=r75Lz1Drp8g</a></div><div><br></div><div><a href=“http://www.youtube.com/watch?v=jF5yg2QH_Lw”>http://www.youtube.com/watch?v=jF5yg2QH_Lw</a><br><div><br></div><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/3476/Sexperienced.">Sexperienced.</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/4694/phoenixnl">phoenixnl</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/3476/Sexperienced.">Sexperienced.</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/20671/the7k">the7k</a> said:</div>
<div class=“QuoteText”>By spacing, do you mean zoning? Or do you mean using pokes to keep enemies at bay? Either way, KOF definitely has both. In most KOFs, I play characters with very far-reaching, meaty pokes (Clark’s St.D in KOFXIII is one of my favorite attacks of all time) to control the pace of the match. As for zoning, it exists, though not quite in the same form as SF. All the mobility options means it won’t be <i>as </i>effective, but it is still very effective.<br>
</div>
</blockquote>my definition of spacing is simply holding or tapping back to evade attacks and moving forward to counter said attack, this is more noticeable in a game like alpha2 because of proximity blocking, not so much ST… i’m currently looking for an example to show you…<br></div>
</blockquote>

Walkspeeds in KOF are very high compared to modern fighting games. So yes, there’s quite a lot fo that. But usually you choose more proactive forms of evading attacks and counterattacks.<br></div>
</blockquote>

i didnt even know you could walk in kof. in all the match vids i’ve seen the characters either jump or run or sometimes roll.<br></div>
</blockquote>

<br></div>

Can anyone recommend some lesser-known fast-paced games like MvC2 and VS? I know Jojo’s can get a bit crazy but other than that I don’t have lots of experience with fast-paced titles.

Skullgirls as long as you aren’t playing with/against Fortune.

2013/2/20 High level Karnov’s Revenge

Which FGs have top tier grapplers?

Anyone knows if the FR XVI videos would be uploaded to youtube?

SFA3, KOF98, AH1.

So there was a fighting game double pack that contained both SoulCalibur IV and Tekken 6 in the package. I was wondering that if you buy Soulcalibur IV from this double pack, does the game contain all of the DLC [Specifically the DLC Star Wars characters such as Yoda for the PS3 version or Darth Vader for the Xbox 360 version] available at the start, or do you still have to pay to unlock a Star Wars character?

If you still have to pay for it, that’s kinda lame and would kind of defeat the purpose of buying it

Posted by someone on my G+.

https://lh3.googleusercontent.com/-cUZknAW3WPo/UV8vS7g4HUI/AAAAAAAAC4s/4T6rUkV_ONM/w497-h373/ibwI1puhNCjqAg.gif

If the next XBox really does require you to be always online, you all know what console I’m not getting for next gen.

I don’t even need that to not buy the nextbox.

Welp, IPL’s dead. I guess we’re not eSports anymore.

Fuckin’ A! If you want us to share your damn video on the front page, don’t fucking set it to private.

/rant

Why do Capcom fans allow front runner games like UMvC3/SSFIVAE/SFxTK pass with such shitty netcode?

It’s 2013 and the majority of my wired connections (3/4 bars) in UMVC3 are horrendous compared to even my wireless connections in Skullgirls/VF5FS/Blazblue/TTT2.
Why is this allowed? It’s been 4 years since SFIV debuted on consoles, you’d think Capcom would’ve gotten an earful by now that their netcode is shit.

SFxT has decent rollback based netcode. It may not be up to current GGPO standards, but neither was GGPO back in the day.

I’m really impressed with VF5FS’s netcode. It’s a shame that game doesn’t get more love.

So why doesn’t that game get more love?