I was going to ask this in the psuedo fly thread before it got closed, but can you sj.fly unfly block, fly again without touching the ground, unfly block again?
I know you can do specials, and a normal negates it. Wasn’t sure if block counted as a performing “normal.”
Hey, I was watching some youtube videos of some tournys, and I was wondering how when the round ended, it immediately went to the loading screen, and skipping the character select screen?
That’s because the recorder, usually Preppy, pauses the recording until after the characters have been selected again. Think of all the matches recorded, and think of all the time saved/memory saved by avoiding that.
Ideally you press RECORD (or unpause) just as VERSUS flashes on the screen. That’ll give you enough time to record the team versus team screen (handy for cataloging) and then you can say their names before the match begins. You don’t want to say the names during the match because you don’t want to distract anyone.
This saves you battery and tape time, capturing time, any encoding time, any converting time, uploading time, and time for each and every person that downloads and watch the clip. So while it only saves about forty seconds to press PAUSE between matches, the net savings of those forty seconds is humungous. You do yourself and everyone else a favor.
I usually only don’t push PAUSE if I’m finding the background chatter entertaining - or if I can’t make it to the camera in time.
Preppy, I’ve wanted to ask you - why use a camera to capture videos, why not opt for more focused quality and immersion with a capture device? I suppose one reason is that you probably wouldn’t be able to do that on arcade machines all over, but I know the people over at Mikado do a bang-up job. Just asking.
Exactly, though - you answered it.
We play on arcade in my garage (two machines there) or console elsewhere in my house (four TVs around the house right now). So I’d have to pick one place to direct capture, and it doesn’t seem worth it to me - plus I don’t want to have to worry about A/V sync because I like the crowd/people noise.
Question: In terms of damage scaling, in fighting games, how would a player determine the basic strength of an attack?
Off of my head, when it comes to determining character stamina, I would just pick one move that hits each character fairly equally (as far as height goes, etc), and note how much damage it does. This does not help me get the specifics such as what the ground is for determining the characters that take 100% damage, less than, or greater than.
When hit as an assist, do characters receive 100% damage or do they take their natural percentage? Also, whatever the percentage is, I think it stays constant regardless of the number of hits dealt to them?
I’ll check it out sometime, but if someone knows, thnx for the info.
I got a friend’s sentinel assist after his mag died…and started the assist kill relaunch combo (I had psy) I def. saw that there’s natural percentage and maybe even damage scaling, I did about 15 launches and still had a lot to go. the whole arcade was going “OH” (a la yipes) but I just dropped it…they woulda been going “OH!” for a looooong time.
I know, point was that it was gonna take forever to kill sent…so that would seem to prove natural percentages…and it looked like there was damage scaling…
Just need to know what do most arcades and people play on turbo 1 or 2. I always played on 2, I was at the arcade today it was set on 1, and everyone was fine with it. Is this standard?
I was curious about this as well. I don’t think I recall a “turbo 2” setting but I do hear how everyone always complains about it. Does “normal” count as Turbo 1, and Turbo 2 count as “Turbo”? Or is it something in the options menu?
EDIT: In practice mode I saw a “Turbo 2” option; which is not selectable regularly in versus and Arcade modes. You have to set it in the options.
As far as I know “Turbo” is the tournament standard set by EVO and just about everyone else. “Turbo 2” is too fast.