Iowa: Maize of Defeat

Hey guys sorry for the long post earlier, but i did forget to mention that there is a $100 POT bonus 1st place for AE2012, UMVC3, and SFXT! Stream will be provided by Zexerous and Nova. All games being played on 360 will have a dedicated stream station. Please RSVP on the Facebook Event too so i will have numbers to work with THANKS! pay out is determined by participants top 3 is guaranteed http://www.facebook.com/events/354541534565147/

I still think it’s oversimplification rather than untrue. Poke -> BC -> Long Ass Combo -> Kill is available for a large amount of the cast (meter willing), and very close to it for the rest of it. I mean, hell, I use King and Mai and they have HORRIBLE HD combos compared to most of the cast and I can still do 70% with 2 meters and HD from 2/3rds away from the corner…and I have horrible execution and can’t do long combos worth crap. Then again, I’ve always considered the amount of damage a character can do as part of their overall design (i.e. Twelve in 3S) while some consider the universal ability to do massive amounts of damage as a way of making everyone viable. Honestly, to each their own on that one, I won’t say what’s right or wrong on that.

I know that’s not taking into account what position that character’s at, how many characters the opponent has left, is it worth the meter if it doesn’t kill, will you fill your meters back up enough in time to be a viable threat to the next character, if it’s easier to do this with one character than it is with another, if you’re in your own corner, that it’s not always available, etc., but like I said. Poke > BC > LAC > Kill. Considering the game is a lot more offense-based than most others on the market, it’s really not THAT out of the question.

We can agree to disagree on that one, but it’s something I’ve thought before I touched the game and still think after declaring it my favorite current fighter out there. It makes me think of the balance in Tekken 6 BR. Many say the game is balanced and each character has their own individual merits, I just see everyone having 50%+ and a wall carry off of a poke.

All that said…if the one thing I have to complain about is the fact that they gave everyone the ability to kill a character by using all of a specific meter, I’m both thankful and overly picky.

Just because a character has that available doesn’t make it a realistic option for them. Most characters don’t really have a good poke to easily hit-confirm into an HD combo, or really even a great one to wiff punish something into one (hell, ralf and daimon are the only two characters who I can think of who have normals this fast and long to realistically even punish a lot of wiffed stuff this way). Hell, if you hit with a long range poke and don’t just hail-mary the HD activate, you’ll get a stand C which won’t even reach at that point with most characters. If anything, the most common option to lead to HD is c.B, c.B, B HD or cl.C to whatever command normal to HD, both of which require being right in your opponents face and getting a clean hit, neither of which is a trivial thing to do for most of the cast. Sure, once the opportunity is there I’ll agree with you, activating HD makes everyone do big damage, but the thing your ignoring is the HUGE differences in the tools characters have available to them to lead to it.

Let me point out some specific ones just to show my point
Leona has the option to bait an anti-air and HD install a v-slasher. With 4 meters she can do a super fast easy 790, or with a bit of execution easily clear 900 for that.
Ryo has a crazy fast overhead in his f.A that he can HD cancel out of, an option a couple others have but with slower options.
Yuri is going to mix people up with her crazy divekick game and hitconfirm off crossups with that.
EX Iori and Takuma can easily setup theirs off of their command grabs.
Vice can fish for any random anti-air, and hit confirm with EX sleeve into HD.

Some characters basically just don’t have great ways to get into HD unless you just hand them a punish, like Billy or Saiki. Hell, some characters best damage combos don’t even use HD in favor of multiple drive cancels (Joe, Takuma, Hwa, Benimaru).

And then your examples just don’t make much sense to me. First you complain about poke->HD->death, then you point to two characters with some of the lower top-end damage. King might have a lackluster HD for damage but she has easily one of the most versatile starters for it since she has the slide to use in crazy long hit confirms. For 2 bars, 700+ is hardly low, and both King and to a slightly lesser extent Mai can basically hit their HD combos from wherever. Then look at someone like Yuri who struggles to do 700 with 3 meters if you start particularly far from the corner to start with. Duo Lon its extremely hard to even break into the 700 range without burning a ton of meter or completely unrealistic setups. Hell, Shen is usually picked out as the worst offender for LOL HD TO KILL YOU, and guess what, if he doesn’t burn 4 bars its really hard for him to top that 1k marker. And all this time, if you are holding on to all this meter you are giving up on major system mechanics (guard cancel roll and guard cancel attack) which can help prevent the situation in question from happening in the first place, or even lead to punishes on the setups for these things.

Like, I understand what you are getting at, I just feel like you are missing the bigger picture because you are too focused on this number characters can do in this situation.

Also I love how you hand-picked one part of my argument so you could ignore the point at hand, which is that I don’t want SFxT.

Lots of work, no CR for me today

Full results for today:

I’ll post the next one up here a couple days.

Oh, and for SFxT, I expect garbage but will try it anyway. All video games are ass, so I take everything with a grain of salt (lolololololol).

Good to see everyone today! Sorry I bailed out early, but I was hungry and tired. I will see you all again next month!

No one asked for my opinion but I’ll say it anyways.

SFxT is not a game I thought worth getting considering a ton of things I fundamentally disliked about the mechanics. Tag canceling is almost like FADC on crack, with way more options and potential for it along with meter building being so easy. However from footage of Cross Assault, it looks as if DP’s will not be a problem but I’m sure there are exceptions. It is said that tag cancel recovery is relative to position from the edge of the screen. Kinda silly, but yeah it just opens up a lot of free offensive and maybe even defensive options too easily in my opinion. A lot of frame traps and mix-ups will probably revolve around this mechanic + tick throws/command grabs alone.

Another thing I dislike is the addition of the tech roll. I have never been fond of this in pretty much any fighting game that doesn’t allow you to punish it, and unlike certain games the characters don’t have a lot of tools to set up an oki game around it. They aren’t designed for it. Knockdowns are simply gimped because the addition of this “Tekken” wake-up. It works a lot better in a game with consistent high/low games that ISN’T based around cross-ups or meaties. Which brings me to one of the things that interest me about SFxT…

The Tekken characters might actually be fun in this game. Never played Tekken very seriously but I liked the characters (Though I agree with Murph, the visual style of this game is very unappealing) and do want to try them translated into a 2D fighting game. However, SFxT is one of those games that doesn’t really feel designed with any of these competitive qualms in mind. Its simply giving the player a bunch of silly or crazy options (Which could be fun) and we simply have to explore the game and hope it turns out alright. That to me is what turns me off many of these crossover games. Its just lots of cool WE DID IT FOR THE SAKE OF IT gimmicks that have all sorts of implied bullshit waiting for players to uncover and then MAYBE they’ll patch it/fix it in the next edition.

Besides that the game basically just seems to have a lot of similarities to SF4, with certain mechanics that almost feel like they were mutations of things already programmed within the engine, or added to “replace” the lack of it in SFxT. Example being the charging of special moves which you can dash cancel. Not only can you cancel sweeps into specials, but you can then charge the special and dash cancel it. Certain moves with autoguard basically creates a dynamic similar to a focus attack.

Also bitter about gems. What a thought, customization in fighting games. Cept it looks totally uninspired with nothing interesting about them. Way to make a good idea I’ve always had for fgs and turn it into a combo video tool.

On the topic of King of Fighters: Its really true if you explore HD options a lot of the stories about them are exaggerated. Its pretty hard to find extremely practical death combos. Damage and practicality varies, and some people it might not even be worth doing their HD combos because all you’re doing is sacrificing all that drive to not kill them, and give your opponent a ton of meter. Many characters have to have specific setups, which does allow you to metagame your opponent somewhat and know what they’ll fish for. In fact the whole game feels very counter-heavy. I’ve never really felt so good about punishing predictable patterns as I have here(My first KoF entry). While this is true, KoF is a game where the gambles are tense to me. The guessing games you play can have some pretty varied risk/reward factor, so while there is strategy in taking all these factors into account it can make matches pretty scary. So far anything that I might have not liked about the game really feels like something that just takes getting accustomed to more then anything. Everything in the game seems to have its place and work like they should. The guard bar especially I’ve been appreciating as I learn more about how KoF’s pressure game is played.

I can say for sure I hate the long ass time for input buffer. And some of the shortcuts are just bleh. Why can’t everyone just end their DPs on a diagonal? Damn it…

Yo blank, I hear you play dat LOL, we should hook it up sometime.

Yeah used to play more then I can agree with. We’ll get some more games in some time. Those pre-mades weren’t the best start for us lol.

Was just watching the highlight reel from Mikado’s 8th Ranbat season for Accent Core. Simply put, videos like this are why I love this game so goddamn much. The fucking sheer level of play and meta-game use in these matches is mind boggling. These are the prime examples of why so many people fell in love with this game.

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I’m not even gonna lie, some of the burst baits and pressure strings in this video gave me a raging boner.

Bad news, good news, and news news.

Bad news - There’s no way I’m doing a DBQ BBQ 2v2 tourney this Spring, if even this year. I’ve been putting it off for a bit to see if April was viable, and it turns out it isn’t. May isn’t for sure, and pre-Evo is usually pretty busy for tournaments, so…if I even do this, it’ll be in the Autumn.

Good news - Scott’s letting me run a 2v2 tourney at the next Cedar Rapids monthly. I won’t do the Mystery 2v2 (not ready yet) or GGXXAC (waiting for re-release) this time, but it’ll be either HDR (or SFAC if people really hate Sirlin), Tekken Tag, or 3rd Strike. Let me know what you want and I’ll run it.

News news - Tomorrow’s DBQ Weekly tourneys are UMVC3 ($3) and KOF XIII ($2). Double-elim, 2/3 matches, LF and GF for UMVC3 is 3/5. Expect me to play whatever in UMVC3.

My vote is for Tag, but I did like 3S, and even though I’m ass at it, I’d play that.

Question: How much would the entry be for the 2v2? I’m guessing if you’re not willing to run a main game as a team tournament, very few people will want to enter anything else- unless it’s at some sort of discount. 3s seemed to be on the minds of people at the tournament last time, but I’d rather play HDR. If not- 3s.

Wont SFxT be out by then?

Lets do legit 2v2s. Doubles son.

Should be. We’re looking at the 24th of March. I think SFxT is early March?

Also, just got the date solidified for the next monthly:

There’s supposed to be a Warhammer tourny that day, but they said they never get more than a few people for those, so no crowd like we got this last time. That, actually, was an oddity because they weren’t supposed to do that event this last weekend but it got pushed back. Fucking Magic.

I’d probably run it at $5 per person ($10 per team) and have top 2 teams take 75%/25% or 70%/30%. I hate running tourneys for less than $5 at a monthly event unless it’s free entry…especially teams, since the prize money gets divided by 2. Of course, I COULD make it a $3 entry so Scott has to give less change back. Hmm. Scott, what do you think of that idea?

SFxT comes out on March 6th. I’m hesitant in deciding on using that for a tournament in ANYTHING until it’s released. I’m also hesitant in using the PS3 as a 4-player simultaneous console unless I know we’ll have an old model with 4 USB ports or someone confirms a USB hub to not have lag. Rock Band’s hubs were 0 for 2 as far as lag went, and anyone saying differently is straight-up lying or doesn’t know better.

Also, if people want to say “screw it” and run GGXXAC 2v2 on the PS2, I can do that this month. Really, I want to run a game that people will enter.

I would enter HDR or AC, can’t say i would be interested in much else.

I could certainly use the 1s, lulz. But, honestly, I don’t care. In fact, if people aren’t satisfied with a $5 EF for the main games, I can always bump that up, but I feel like it would restrict some people that want to enter multiple tournaments to NOT be able to do that, which I want to avoid.