Instead of raping you literally, Raleigh just rapes your gas tank because the shit is so spread out.
Pretty much the truth. Probably a lot harder on pad. You have access to all your buttons at the same time on stick so things like plinking and karas are a lot easier on them.
So does anyone else feel like SCV feels like a rushed job? Lot of characters are just missing huge chunks of their move sets. The new levels are pretty boring, new characters completely unlikeable, for me atleast, character wise.
Good thing none of that has any bearing on how it is competitively though.
Yoshi seems really busted in this game if you’re an execution god. I don’t think anyone can do Manji Carve Fist on command 100% of the time though so that’s probably all theory.
It was obvious that I was losing to Gief at first because I didn’t understand him, which was why I posted for advice to better my game and went back to do my research. Instead of posting tips and game mechanic solutions on how to deal with Gief you opted to complain about me apparently complaining. If I just wanted to do nothing but complain about it asking for advice would’ve been pointless. I even said I was probably just venting out of frustration. It irritated me, I couldn’t figure out why this was happening, but now I know. The hit boxes are not typical in fighting games, but that’s the rule that is in SFIV and you have to play by those rules regardless if you like them or not. And EX green hand was just one of the lesser issues. The main problem I was having was getting grabbed being no where near Gief and my lack of knowledge of how to get away from Seth after wake up. The hit boxes are so large that even though I may be trying to bait or do “safe” pokes, Zangief can punish it so I had to change my game plan and thinking with that in mind. Getting upset isn’t the issue, failing to learn from what caused you to get upset in the first place is.
D2m gave me some really helpful advice on how to deal with Gief and I studied up on the hit boxes and range of stuff I can and can not do against Zangief. Gonna have to go into practice mode again against him and test out some more match up stuff. Saisyu gave me some really helpful advice on how to deal with Seth and a lot of the stuff he does, so I’ll need to test some match up things with him as well.
Its really not that much harder on pad, at least not Ken’s kara grab. You still have to practice the timing just like with stick. If you play default setting trying using Ken’s H.K instead. Its much easier than his M.K.
EDIT: The “getting upset” part in this post was directed at myself getting upset not knowing the match ups, not the previous post.
You’ve got an aggressive style when you post, Matt, that’s for sure! It’s still weird to me cause IRL you’re consistently one of the nicest guys I’ve ever met.
I’ll be at WNB tonight. To quote a wise man: “I’ll win.”
Try to get that kara grab down, it’s really important to Ken’s offense. Also, target combo–>Fireball should be safe, but when you do that you’re forgoing an opportunity to frame trap or tick throw your opponent. If you don’t have it down already, work on getting his cr.lk, cr.lk, cr.lp xx HP SRK combo down consistently. Although you’ll do less damage with this combo, if they block then you can attempt a kara grab or frame trap (cr.MK if they’re mashing on tech or jab; if they’re late teching you can walk up and do cr.MP or st.MK) after cr.lp instead of hit confirming into HP SRK. This allows you to keep the pressure on instead of letting your opponent off the hook with just chip damage.
One thing that will help against Ryu is Ken’s kara focus. If you plink fwd+MK (hit MK just slightly before hitting MP) when doing a focus, Ken will move forward before going into the focus attack animation. Using it at mid range is really helpful for getting through fireballs. Learning how to option select will help against both Bison and Viper:
[media=youtube]aHHoGHcgK9k[/media] <— This video should give you a basic idea of what option selects are. Option selecting LP SRK on Bison’s wakeup while doing a safe jump pretty much shuts down his wakeup, same goes for Viper with HP SRK. Also, Ken’s cr.MK goes under Viper’s Burn Kicks. You should be able to react to random Burn Kicks with a cr.MK, which helps a lot in keeping her out.
Sigh… 3-4 years of SF4… lots of new games released lately. Come to the NC thread and everyone is still talking SF4 strategy.
SMH
Anyway, gathering at my place THURSDAY.
KoF, MVC3, SCV! Starting at 6:30!
NO FUCKING SF4 GET THAT SHIT OUT OF MY HOUSE
PLEASE BRING A SETUP. TVs AND SYSTEMS ARE MUCH NEEDED.
There seem to be a lot of people coming out now, so if ever there’s a day where there’s just too many damn people, unless you’re a regular or a really good player, I might have to start doing cut offs. That’ll be an extreme though, don’t expect to have to do that but just on the chance everyone I know says “hey lets go to Jon’s” randomly.
Also, please take your trash with you / throw it away. I’ve had to throw away enough cookout for you guys to fill a landfill.
Jon: I agree on SCV. Im on my Arstal right now…im not quitting it but it definitely feels “incomplete” to me. I still like the game so far, but something feels off.
Also to those interested the Future Press guides are available at gamestops right now. $24.99. Trust me, its worth it if you want to play this game. Oh and if you say you bought the game on release but the guides werent available when you bought the game then they are obligated to give you the 10% off the guide. Just a little ex-gamestop manager trick for you.
Yeah, I got the 10% off of the guide without even asking, was pretty cool.
The statements on Facebook and here about SC5 being incomplete just goes to show that it is impossible to please anyone. The last couple of games were full of fanservice and extras at the expense of gameplay quality, people complained. Now Team Soul makes a game that is focused more on the competitive gameplay aspect, people still complain. Seriously, nobody likes anything anymore, and this is the reason why guys like Ono are doing whatever they want/whatever will get them the most money, while telling the hardcore players to go fuck themselves.
Just trying in practice mode, throws seem to track well, assuming you’re in range for them to connect. You take 20 damage from breaking a throw, and yes that damage can kill you. Throw range is character-dependent, and of course you can jump/duck them.
Yeah, single-player is certainly barebones, but that’s just a nice bonus. I haven’t tried online yet, but I’m hearing it’s a pretty good implementation, so I’ll take the multiplayer focus anyday.
I’m not complaining about the actual gameplay, but were they just trying to simplify the game even moreso? Like a lot of the cancels, stances, stance transitions, random moves here and there, they’re all missing.
Raphael lost 2A+B and Prep K~K for no reason, so now he has like… 2 lows. Why take those away and then give him other stuff he doesn’t need? Mitsu lost 2KB knockdown which was a HUGE part of his game for so long. Now it’s unsafe on hit. Why even use that move without EXing? And they just completely took out Relic stance for whatever reason. Yoshi lost a lot of his stylish fluff moves that I liked, he lost one of his stances, etc etc.
But the thing is, I liked having a lot of moves to choose from because honestly, the developers don’t know what’s good half the time, so it’s good to have a lot to pick from just for a better shot at finding a good move lol. Plus the variety makes for interesting playstyles.
I do like that they moved away from A+K moves, never liked hitting those two buttons at the same time. For some reason Yoshi kept all his though.
Either way though, I’ll be playing the game just because I really like Viola. Just don’t get some of the design decisions.
Also if you want some lols, go check out Yoshi’s critical Edge. Dude’s real face is so ugly that it damages people.
Damnit Dale. Really? I expected more from you. Thats almost childish lol.
I never said I was hating on the game, I never said I was quitting it, I never said I was trading/selling/breaking my copy of it either. Im just saying that it feels stripped, which seems to be a very precise observation. Theres been lots of series that have taken the gamble with stripping things down and it didnt work in their favor (Tekken 4, KoF XII), and I just cant see the so called “point” you claim is there. I can deal with characters being gone for story purposes, but I cant understand why the characters that remain have had so much taken from them.
Not that it really matters bc this is all opinion but can you explain why youre “hating” KoF?
Maybe they’ll have learned from Capcom and do an Ultimate Soul Calibur 5 with all the shit missing and everyone will be happy.
Really though, I think… just maybe, they focused on the important stuff that actually matters in the long run. Gameplay balance, customization, and online. If those parts deliver, then the rest shouldn’t matter.
For Ivy and certain other characters, the goal was definitely to make them more accessible. I do think they went a bit too far in some cases, like Ivy and Mitsu’s lost stances. Yoshi still has plenty of options, though.
Something like Mitsu’s 2K,B change is for the better, IMO. It makes you think more about when to use it, instead of encouraging plain 50/50 situations. CH 2K still knocks down, meaning it’s a step-killing low, which is important in a game that emphasizes step more. 2K,B BE is for rushdown. If you don’t have meter for it, then you throw or work the guard meter. I’m not familar enough w/ Raph’s changes to comment on them.
Understood, though more moves also increases the chances of having useless, redundant or overpowered moves. Not disagreeing w/ you on encouraging variety, though.
I guess that makes sense on mitsu’s part, with step being counter hit state… and they did give him back 33BB which is like, the best move ever. His critical edge also combos off literally everything, so I can’t complain too much. I have no intention of maining Mitsu though.
Just got done playing Tami for a bit. Lizard man’s BBB is guaranteed on hit and knocks down. First 2 hits hit grounded, 3rd hit pushes out on block so it seems pretty safe, but you can quick step the third hit pretty easy. There’s gonna be a lot of quick steppable strings in this game I think. In lizard mans case though, he can BB > AA to counter you trying to step the third hit.
Another discussion about variety in games? You want to encourage variety and creativity? Make characters STRONG. Number of options doesn’t matter if they’re all weak or useless. See Maxi in previous games. Now look at him, all “stripped down” and he’s a force of rape. I saw people on 8wayrun complaining about how Maxi was dull now and everyone’s Maxi would look the same, but damn it, if it means seeing more Maxi in competitive play, I’m all for it. He’s still stylish as hell, his combos are awesome and he hurts like a mother now.
Regardless of how much you may like a character’s variety, if you intend to compete, you will have way more fun playing that character if you don’t have to struggle with them at high levels of play.