The “FG” forum in gfaqs is hell

found this on facebook:

He’s clearly a fanboy and is blind to the fact that MK has spammy projectiles as well. And the thing about Fatalities. He’s likely just a kid no older than 14. And you know host most’em are. “EXPLOSIONS! BLOOD, BOOBS FUCK YEAH!”

Playing some 4 player free for all Melee with some buddies of mine, and I guess I’m the only one that retained any sort of skill from the last time we got together and played (about 2 or 3 years ago). The best quote I have is “Everyone gang up on Will so that we can finally have fun!”

Almost worked, too…

I know that pain. At first you and your friends are having fun playing fighting games casualy. Then you decide you want to go beyond button mashing and actually get decent. Now you’re playing out of their league and they don’t like it. You sense this, so you sandbag to try and keep things fun. Now they’re even more annoyed because you’re taking pitty on them. Now when ever you come around they wont put on a fighting game. :frowning:

I had this same problem with Street Fighter until it came out free on XBL. Now, after some proper training with me (a semi-decent player), they’re not bad.
And I don’t sandbag at all, fuck that. I balanced it out by making them put friendly fire on so that it was a little bit fair, and they played a bit better together, but they weren’t playing like on some tournament shit

Spoiler

http://www.imageurlhost.com/images/06ckj0t5lr8drbf6i7e.jpg

Anyone have that GIF of Kitana juggling someone with her fans projectile?

Steam SF4 forum, OP is complaining about how someone beat him with 4/5 different characters then left. Boohoo, yadda yadda. The interesting part is this guy’s post:

He’s not losing because he got anti-aired by a flash kick, he’s losing because he got anti-aired by a cheater. Right.

what he’s describing definitely exists on PC fighters - you can program a series of inputs to a macro and just activate with one button. you notice when you’re playing against someone with shitty neutral game and then all the sudden BAM they land a hit and are dropping bomb ass combos on you with no drops ever.

whether that’s what is actually happening to him, I dunno

I know it’s possible to macro a series of button inputs to one key, but he’s talking as if there are multiple fireballs on the screen at once or someone is doing a charge move instantly. As far as I know that’s impossible without going in further and changing the basic rules of the engine.

And if someone is mapping a long, difficult combo to one button then it all goes south once they use the macro on block, or if lag eats some of their frames and they’re committed to the entire sequence. I think it’s more likely that the player just ignores the neutral game and focuses on combos. It’s a common mistake, unfortunately, especially since Marvel 3 was released.

Naaah. He just salty.
You can’t make macro for a charge move and make it usable outside of training mode. And usually special moves don’t require macros too.
Things that actually benefit from macros, like 1f links, don’t work consistently without lag free environment and better be started from neutral position (or fixed position if game has close\far normals).

I used some macros in combovids that I made. Its wasn’t an easy job to write them and even offline they didn’t work consistently (not talking about that macros can’t differentiate which side of the screen you are).
It was easier to do combos without them most of the time and IDK how someone could benefit from them in online play at all.

What’s probably happening is he’s getting flash kicked from a jump in or a poke and the concept of somebody charging down/back for one move while executing another is frying his fucking mind. Nothing fancy, just tiny brain. These are the same people who hold forward for the entire duration of a sonic boom, just incase releasing the stick stops the “boom” from moving…

So how long before scrubs start complaining about buffered charges?

For them is like magic happening in fron of their eyes, therefore is cheating

That would require a basic knowledge of buffering first.

Was trying to explain a concept to my friend who’s learning SF4. We eventually got on the topic of Zangief, and how he was having problems doing a 360. He wasn’t complaining about the motion being difficult so much as wondering why it was a 360 motion instead of just a quarter or half circle. I try to simplify the argument and ask him if a one-button Shoryuken would be ok. He says it’d be fine, all it would do is remove the execution barrier. Thinking that he’d see my point if I used Zangief I ask the same with a one-button SPD. He holds to his statement. I go even further and ask him if the 720 motion being one or two buttons would be fine. He gives it a bit of thought and then says “But then you’d have to give up two buttons to replace with command grabs”

RadicalFuzz. I can understand your friend’s logic because I was once thinking like that too. When I was first getting into fighting games, I always thought the game designers made some moves difficult just cause. I’m like “Why is this shit so complicated? Why can’t it just be simple like Smash Bros?” After playing more fighters and becoming more open minded to the advice and wisdom of FGC OGs it started to make sense to me.

Just explain to him that certain moves must have more difficult execution requirements to balanced them out. Explain what the move can do and why it would be unfair for it to have such a simple input.

A good example, Akuma’s raging demon.

Hell, Zangief’s (or T-Hawk’s) command throws are also great examples, as they will easily drain your opponent’s life bar if done correctly, so they’re not the easiest to execute.

I don’t play competitive Smash so at first I didn’t think Tripping was really a big deal. That is until I tripped into a Falcon Punch. Since then even a filthy Smash Bros casual like myself saw that tripping was some bullshit. How can anyone miss that?