]\/[N`Thread:One ]\/[an down stiLL I/\Ie cant be sTopPeD!

Rob’s Dizzy throw range >> game’s programmed throw range

on a different note, i don’t think the characters are bad, just that players may not use them to their fullest… either that or the opponents are getting used to patterns of a player with a specific character.
like Big Mike’s Sol has some “predefined” attack patterns… but the problem is… he has like 239847 attack patterns + sub-patterns + branches leading to more patterns. lame shit like that make it hard for opponents to know what’s going to happen. the problem inherent with Sol is that his big damage patterns are limited to his dust loop :stuck_out_tongue:
the opponent will ALWAYS know that he’s going to attempt something along the lines of "abuse priority->launch/beat into corner->dust loop"
and the thing about Sol’s dust loop is that he has limited starters… like 30 of them… so know what to look for as an opponent, and you’re set. know when he’s setting up what and what leads into what. then know some random pokes that he likes to use and when he likes to use it. but all in all… his huge damage capabilities are slightly less available than in ggxx… but then again… it still depends on the player :stuck_out_tongue:

so before you say that character X >> Sol, see what character X has that player X is doing… then reflect on what you can do with Sol. but then again. Sol is retarded. go play somebody cool like Hugo, then we can talk :stuck_out_tongue:

Rob–the best part about playing you on saturday was your awesome anti-air wakeup game. JUMP UP THROW! :slight_smile: good shit.

Maobei–I just need to say this and I hope other people will back me on this. Why is it that a guy in my situation who has a full time job AND a newborn baby can allocate time in my crazy schedule for SF and yet you cannot? How hard is it to plan time for some hours off on a SATURDAY? Does anybody else agree that Maobei could shuffle something in his schedule to play with us regularly? Okay… just had to say that. Cuz you know we’d like for you to show up more than 2x a year.

Anyways–I’ll try that MOTW shit out and see what I can do.

As far as this Saturday I’m not certain of what’s going to go down…still thinking about it. It sounds like it would be just you and me anyway Stefan.

It’s true that just about everything Sol does turns in to a dust loop. And it’s also true that some characters are better than others naturally, but it IS possible to play to the player, and use your ‘weak’ character to provide a good challenge for the ‘better’ characters.

I don’t know much about Ky, but I will confidently say that if you compared character to character, move for move, that out of the starting gate : Sol > Anji, May, Dizzy

Axl is not on this because, well, playing against Sol with Axl is like a 50/50 game. You can get a nice counter, sure, but after the first time, a non-CPU Sol will start mixing up highs and lows, or hell, running it, baiting a counter, then wham you’re in a loop.

Ky, while I hear he has some nice frame traps, Sol does have VV. . . does Ky have anything that will stuff a VV? Ky has a DP of his own, but I think it’s kinda trashy in comparison to Sol’s. On top of that, Ky’s moves are like, insanely slow, (at least in my eyes). It’s not difficult to see if he’s doing a high or low, where as Sol can whip out that (5-7 frame?) sweep, as well as the equally fast s.k. Once you’re afraid of that, in comes the dust. It doesn’t come often, that’s why you get hit by it.

Dizzy can not stand toe to toe with Sol at all. She can barely even play keep away. Fish are negated by s.k, VV will stuff any air move of hers, and she has only one wakeup, that costs 50% tension. On top of that, she doesn’t have any meaties that can prevent Sol from DPing out of it (with the proper timing). So basically, you just have to trick him, bait him in to doing DPs.

May, uhg, do I even have to list why May << Sol?

Anji, same deal. While the butterfly trap is good, miss the timing by a fraction of a second and out comes the VV.

P.S. Bmike, this is not meant to be a “Sol is stupid and dumb” post, in the hands of a scrub he definately sucks hardcore, due to the fact that certain whiffed moves give you like 200 frames to punish. Your Sol walked all over me last time, and it was a bit frustrating, but hopefully next weekend I’ll get out of my XX groove that I was in while at Cali’s FF. Your Sol owns us for free again, all you needed was like, a few hours of practice, and he’s back on the scene :-p


Edit

I could probably come Saturday, I wanna try out my new Yang some more, and see if I can compete a bit more with Sol now that he doesn’t miss his loops at all :-p

Awesome ROB! Glad to hear you wanna stop by. Thanks for the Sol props. I did work on him and will continue to do so to mix games up. And for the record I missed all my loops and did not complete ONE successfully. :frowning: I’ll keep practicing.

you had a 5-rep loop going, so i’ll give you credit for that one as being “complete” since the last rep was doing like 1 damage per hit ^_~

and as far as getting zero time? i dunno. senior year… with 7 classes because the necessary credits to graduate means taking a bunch of graduate-level classes at 3 credits apiece? it’s not the most fun. i’ll see. but i’m sure you don’t care to hear “omfg! I HIT UP!! WTF IS HE WALKING!” for 7 hrs straight more than 2x a year ^_~

Dude, are you on any messengers at all anymore? PM me or something with what you’re on. I gots questions.

Yeah, White Allis, as we call it is a suburb of Milwaukee…But yeah, fuck this city.

Random character>Sol, depending on the players.

DAMMIT!

Uhm, by that logic:

Any Character > Any Character, depending on the players.

X > Y & X > X, depending on the players.


Edit

Flaw in logic. X > X can not occur. In order to make the formula more accurate:

X+P1>X+P2 can be possible, where X is the character, and P are the players.

We’re still missing a few elements though.

(E)xperience (With character)
®eactions
(J)udgement

Where P = (E2+R+J2)
If E, R, and J were 1, then E+R+J would be roughly equal to X.

The only variable I would not put a cap on is R, displaying that in theory it is possible to outplay your opponent with reactions that skyrocket over theirs. However, low, or negative scores in E and J would drop that severely.

E would encompass the knowledge of your chracters speed, priority, etc. A J score would increase when risks were taken succesfully consistantly, or making the risks not as risky.

Let’s put this in a theorhetical comparison. (Base of E, J, R at 1, modified from there)

May vs Sol

May = 4.8
Sol = 5.4

May Player:
E=1.1
J=1.1
R=0.8

Sol Player:
E=0.8
J=0.8
R=1.4

Totals- May: 10 - Sol: 10

Here we have two totally different characters, and playstyles. One person has above average knowledge of their character, while the other has slightly less. However, to compensate, one has better reactions than the other. While the May player has two higher scores, the Sol player has the edge of a ‘better’ character, with faster moves, a DP, etc etc.

So what does a tie mean, that they’ll DKO every time? No, it merely means that the two are matched evenly, but generally speaking, in a fight that has more decisions based on reactions, the Sol player will probably come out on top. If it’s more of a trap and setup game, the May player shown here will probably have a bit of an upper hand.

All of these numbers are not my final verdict on the game, just a brief example of how personal knowledge and reactions can push a matchup easily in their favor.

However, for my playstyle, the forumla is a bit like this.



void Matchup()
{

int ThrowModifier = 0;
if(X == Dizzy)
 {
 if(P == Rob)
  {
  ThrowModifier = 1000000;
  }
  else{ CommandToSpeak(Rob, "Don't fucking pick Dizzy.");}
 }

int P = (E*2)+R+(J*2)+ThrowModifier;
}


Right… so maobei are you coming tomorrow???

I like the code, but it seems like P is both a global variable representing a player and a local variable that represents the final matchup total. I think it should be a bit more like this:



int Matchup() {

   [...stuff...]

   return (E*2)+R+(J*2)+ThrowModifier;
}


Sorry about that, but I can’t let that type of code run on my machine :wink:. Plus, you should really use objects or classes for this project, and more descriptive variable names. Oh, and make sure to properly document all code :bgrin:.

Rob, you geek.
Stefan, you bigger geek who beat me to the correction of code bit :stuck_out_tongue:

Big Mike, even if school weren’t busy, I still have an oral presentation tuesday, so it’s a no-go either way. sorry dood.
oh yeah. and damn you whilst i’m at it, big Mike… now i wanna play garou wtf. why’d you do that for? ><

I still think you can make it down–bring your homework… er crayons or something.

Bmike, get on a messenger or something, jesus.

Stefan, I know it wasn’t perfect code, but I was expecting Maobei to correct me, not you -.-

but Stefan is the programmer here… i’m just around for wiseass remarks in between classes ^_~

oh yeah. but this weekend is ugly, so no go either way :stuck_out_tongue:
sorry. you won’t miss me, i promise. just show Stefan the tachigigas and we’ll call it even, yes? :slight_smile:

Details on the ground throw air tech.

Vs Q, a directional throw (towards or back & throw) when broken by either Yang or Yun tosses them in the air as if they air teched it. I tested it also with Hugo and Ibuki, neither of them popped in the air.

Raisens will prevail.

i still don’t get the raisins part. big Mike or Stefan, explain. Rob sucks at reponding :stuck_out_tongue:

Yang’s Super Art 1 = Raishin something…hence, raisins

i guess raisins aren’t a humor food to me… either that or i hadda be there for it, like big Mike said earlier ^_^;

so Rob… does that work with other characters against Yun/Yang? more specifically… do either of Hugo’s throws do that? i know his neutral throw is a “lift off the ground chokehold” type throw… does that cause Yun/Yang to leave the ground upon breaking? if so… tee hee hee hee… throw break>megaton

Rob is now dubbed the “Mike Z of breaking throw-related things in video games” :stuck_out_tongue: :stuck_out_tongue: :stuck_out_tongue:

Going to post what I said in AIM just so anyone who wants to read it can.

For those that witnessed the air-break ground throw, Yun/Yang only appear a little bit off the ground, and either way, both characters still recover at the same rate (IE, Thrower recovers at the same time Yun/Yang touch the ground)

And unfortunately for Maobei, Hugo’s throw does not force them to air tech the ground throws.