North Carolina Thread LXV "Farewell NC"

good shit , see u there

@ Tracey

Like I said, I’ll give you a call. If you have money problems that’s on you. If there’s a weekly tournament advertised online that doesn’t mean you cancel it the day before when out of city players already made plans to travel and you offer no explanation prior to the announcement. There’s a lot you need to learn, so I’ll just contact you later.

How about that Mortal Kombat 2011? I’m still playing ST on GGPO if anyone wants to get a few games in…

Has anyone here encountered F.CCF LP (6236>LP) to give a DP instead of a fireball? I thought it was my execution error when I practiced some things Wednesday in SFIV, but after seeing that my inputs were correct figured it was just programming error. Now today while practicing some things in KOF its doing the same thing. Immediately I thought execution error on my part, but once I pulled up input data I should be getting a fireball instead of a DP. I’m fairly new to understanding the way fighting games are programmed that may involve competitive aspects of the game, so if someone could shed some knowledge on this I would greatly appreciate it.

I’m gonna go back sometime and retest it in SFIV since ultimately when I was done concluded it was my fault, not the game. With KOF it looks like its holding my forward input, for whatever reason, and giving me DP instead of fireball. Its like I have to wait half a second for the input to go away before I can fireball. I can’t even cancel the forward input with back or something. May not seem like that big of an issue now, but if I’m playing footsie with someone I don’t want to mistakenly press forward then try to fireball and get a DP instead. This issue is driving me crazy.

DP is 623 QCF is 236
You are doing both of those with 6236, so assuming you did the motion quickly enough, you will get the move with the highest priority. In most games, DP has higher priority than QCF.

Just do half circle motions for your fireballs.

The issue came up with footsies or just walking forward. I would walk forward seeming to be open then ex fireball to counter hit my opponent as a simple example. Thanks for explaining it to me. I just thought whatever that last input was would be it, not priority. Changed my thinking and made me realize a lot of changes I need to make that were just dump on my part to begin with.

EDIT: Well at least I now know what I can and can’t do with certain characters and what some with a fireball and no DP can get away with.

Was just about to ask what the numbers meant. Never understood what they meant when I see them in people’s combo input text.

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Just an easier way of denoting the motion.
7 8 9
4 5 6
1 2 3
5 is neutral, 2 is down, 6 is fwd, etc.

That shit gets me every time in a lot of games. With Fei I go from walking forward to crouch blocking to walking forward a lot and if I’m not mindful of my inputs, I get a super randomly sometimes when I go to Rekka. With Mr. Karate in KoF, I can’t even run forward and poke with his palms because DP always takes priority and in the input buffer holds stuff for so damn long. IMO they should just spread more QCF’s across punches and kicks instead of making fireball and DP motions overlap if they can. Mr.Karate is a good example where almost all of his moves are on punch so you’ll be getting random specials and supers CONSTANTLY for no fucking reason unless you’re really precise with inputs and aware of the buffer at all times.

Im gonna be at Jon’s tonight. My focus is KoF…thats it.

Thinking of making an appearance Myself. Not sure yet,…what Time You gonna be there?

In KOF you can always get a fireball by rolling to up forward.

May hit up Jon’s after church, depends on how late I feel like staying out.

wait really? like If I’m running and say…

6[6] 2369 will give me a fireball instead of a DP?

A little after 8pm, but I ONLY WANT TO PLAY KOF. I need all beatings I can get.

i’ll be at jon’s for some kof

KOF XIII engine holds inputs, manly to help normal attack to super command grab cancel timing easier. Late cancel frames window are longer in KOF XIII which gives rise to more hit confirming which existed in Street Fighter III:3rd Strike vs predictive buffering and short cancel frame on normals like old KOF games.

Going to be at jon’s later. Going to see Red-Tails.

yo jon whats your addy? never been to your place

Yo Ed, unless youre doing this with your lady…why dont we all plan to see that sometime tonight. I know RDU has late showings.