I’m not sure they ever affected difficulty to begin with. I remember hearing a long time ago that all it really did was add more points to your health bar and increased damage output for the computer character.
if that someone was me, then no, i did not say that
played a bunch tonight with a guy within driving distance.
It sucked shit. Had my delay on like 2 and still rolled back like a mofo.
the console characters just do different stuff. they’re more aggressive and they come up with wacky stuff half the time. the cps3 cpu isn’t nearly as weird.
Had the Ken game crash freeze today.
I won. It froze. Win quote was the “thanks for showing to show mel who has the strongest fist” quote. Black everything except for quote and grade, which was C++.
The match was a ken mirror. I was LP ken and opponent was HK ken. I won with jinrai.
It seemed like it was triggered cause I kept mashing A/lk at that point. Big maybe.
Yea, hopefully it gets fixed soon.
Allow me to contribute because I have more than several hours before my new job begins and I have a lot of free time until then.
Basically everything IG said they fixed in patches has not been fixed. Music still cuts out. Matchmaking is still garbage. My rank is still 0 and I have negative experience.
Here’s something new: I decided to try out the Training Mode (not parry training) and I set the dummy to Allguard and wanted to train against some of Makoto’s Tick Throw setups. And for some reason the dummy only all guards some of the time. First time I got in there and did some recording it was fine. I go back to the menu and record another setup and the dummy was taking hits even when I set it to all guard.
I exit out and go back in. Here’s where it gets weird; I have Makoto do HP Hayate and her command grab immediately after, the dummy was set to all guard and it did, it successfully blocked the Hayate. So I go into Replay (and by the way you have to wait a few seconds before you make a save state or it’s going to get fucked up) and I block the Hayate, and no grab. She never grabs. But if I allowed her to hit me with Hayate *then *she does the grab…
How do you fuck up training mode like this?
Hey guys, is there a way for a Record feature in MAME? Playing on MAME with cheats is just infinitely better than this shit, and I get my ex moves out a lot more.
The game’s not supposed to register a command grab (or any input) while she’s at a frame disadvantage. It doesn’t sound like anything’s actually wrong from this description.
I don’t know what’s going on in the paragraph you posted above it, but I know if I set the dummy to all guard, that recording is not going to make my original character guard anything while I’m recording.
Does anyone know if there were false hit-confirm sound effects in GGPO on the PC? (sounds like a hit but in-game actually a block/parry?)
far as i know ggpo rolled back the entire game state, sounds and all. so it could never really play a false sample in its entirety. i guess that’s one of the pluses of having poor compatibility with the game. what i want to know is, how come st on ggpo, which only rolled back necessary data and not the entire game, doesn’t have full incorrect sound samples like OE does?
edit - oh yeah on psn i now realize that people are able to make their own lobbies. there’s no technical nat issue preventing it or anything. it’s just that since the results are limited to 8 lobbies, it doesn’t show up. one time the results were scarce so i tried making a lobby, and somebody joined (for the first time in two months). so your lobbies are being made, it’s just that nobody can find it. kinda sad since more people are playing the game than we realize, we just don’t know they’re there.
edit 2 on nov 5th - got a weird one last night. not a big deal or anything, but i selected ranked and the game froze for about 10 seconds. once it sent me back to the menu, the text for the menu options were bright white and thicker, like they were illuminated. possibly the same illumination effect that happens when you select something or during menu transitions.
I have been grabbed out of Gouki’s f+mp kara throw and out of the first few frames of the overhead chop. I hear the sound he makes and then bam, I’m thrown to the ground. Q and Alex have done this using their kara throws. Probably just rollback but man its a pisser.
Anybody else notice any inconsistency with the alleged throw invincibility of his f+mp?
That is really weird. Never seen that in any training mode for a fighter.
First three frames of F+MP are not throw invincible.
I remember a discussion here where i checked this : no difference with emul, you can be thrown during a few frames of f+mp startup on OE. I can’t verify the exact number of frames though, but seems fine to me.
Wow, I am dismayed. But still, thanks for the info ESN.
I thought that one of the strong things about Gouki’s kara throw was that it would beat throws with the invincibility in the first few frames unless they waited to for the kara to finish before they teched.
Hey there guys. I downloaded the 1.02 patch today on PSN. I haven’t even tried anything else, just went to training mode with Urien, default color vs Ryu, on Ryu’s stage default training settings.
Funny thing: Tackle Tackle Headbutt lacks sound effects. I haven’t tested with anything else, but when I go to the right corner, cr.HP > MK.Tackle > MK. Tackle > LP.Headbutt, the second tackle and the LP headbutt have no SFX.
thaaats interesting. on 360 no such issue.
also only babies do jab headbutt. do at least strong heabutt and if you’re feeling boss, fierce.
ha, still practicing it. Though, headbutt is the easiest part on that combo.
I haven’t had any sfx problems on psn fighting uriens online. Could be offline or local machine only. I’ll give it a shot and see if I have the same problem.
-trolls suck-
i don’t think it has anything to do with urien or that combo in particular. i’ve noticed that consecutive hit samples not being played is a more likely event for juggles in general. i notice it with genei jin, dudley’s juggles and similar things. it doesn’t happen every time for the same combo, though. it’s pretty bad if somebody is getting that.
Sync them stats baby
Hayate has significantly more recovery on block than on hit. On block, the replay is trying to karakusa while still stuck in the hayate recovery. The same input replay can’t cover both situations (on hit and on block).