I’m fucking done here
Okay Mr. Strawman enjoy your whataboutism.
Again, no point in even having a discussion with you.
I should have taken my own advice earlier when I said I’m done with this topic in this thread.
Our government and its people are in a fucked up place. Its like we all forgot how to be decent humans and everything is a dick waving contest between political parties. Sadly this kinda thing is going to keep happening here until the shooting somehow starts effecting money and big business.
Im disgusted too
If you guys can’t deal with it here, in the most training mode, baby shit way possible, then you are never going to have a productive dialogue with any gun owner. Most of you guys are hilariously uneducated about guns. Guaranteed most of you guys couldn’t tell me the difference between Stand Your Ground and Castle doctrine.
Most of you guys don’t have the basic fundamentals to really discuss the issue. Instead of getting mad at me, read the popular mechanics article and learn something. Matter of fact, most of you guys can stay uneducated, retarded and absolutely unhelpful at bettering society. Its what you’ve been doing on this issue so I’m sure eventually it’ll work itself out.
Stay safe man. On a real, I wouldn’t feel comfortable leaving my house at this point.
a person, unequipped with any item or personal attachment can kill someone bare fisted. This is a silly argument.
Also, comparing car related deaths to firearm related deaths? Nice one dude, accidents on the road happen daily, a large portion of these most likely aren’t intentional murders you fucking idiot.
Death via a gun usually requires a certain amount of intent to take aim, take off safety, and fire. Multiple times.
Idk why you’re going off on everyone. People are dying, shootings are happening bi-weekly and tighter gun laws are needed.
You do you man, you’re acting like a twat.
Not really. I’ve mercilessly hit all of you guys with bare basic shit and most of you just cried.
You’re all vastly unequipped to make a dent in this issue if I can create this much of a wedgie without trying. You guys dont understand the guns themselves, the existing laws, how they are applied nor how situations in other countries affect the dialogue here.
Best you can do is read the popular mechanics article and the Washington Post one to get yourselves some legs in the conversation. If you dont think that what happens in Brazil, Mexico or the UK affects how this issue is discussed, then you are woefully ignorant about it
I would like there to be better discussion on it. It cannot happen here because of the level of ignorance. The best most of you guys can do is virtue signal and call it a day.
Keep acting cool and staying dumb though. That invariably hurts your cause
You’re weird man.
So anyway.
Got to thinking about what makes good characters in this game. I think the most important trait by far is vtrigger robbery.
The non robbery characters would need their kits all buffed to guile level to be competitive.
One of my hopes for season 4 is that capcom finds a way to balance robbery vs non robbery.
Damn man. Can all of you shut the fuck up? Seriously Guns, Religion, and Politics are just a recipe for massive flame wars. People, in general, are set in their ways and will refuse to hear the other side. Save yourself the time and just agree to disagree. Condolences to the families of this cowardly asshole’s attack.
I like to think a fast dash, and easily accessed oki make up the generalised strengths. Having one usually gives you the other. I’ll just use Cammy as a prime example, she has no issues covering quickrise and backrise trivially. I think that’s a huge factor, because she can maintain momentum in a momentum heavy game.
But top 5 characters like Menat and Guile have more specific traits that make them strong that go against what I generally consider meta. Guile has an oppressive ground game that can zone and rushdown, and Menat just has nutty buttons.
Sakura has some really shitty matchups. If it’s not Akuma it’s Cody, birdie or Rashid. Then gief and Alex where she may not lose entirely but I really don’t feel they’re in her favor. Lastly blanka which I’ll chalk up to matchup knowledge and lol G popped vt.
Yep I’m salty.

One of my hopes for season 4 is that capcom finds a way to balance robbery vs non robbery.
It’s pretty much a hopeless scenario. Especially with a supposedly only 2 seasons left and that it has enough parallels to why high tiers always get more done at tourneys than lower tiers in just about every current Evo game.
Plus it’s not really black or white robbery vs non robbery. Some of the worst characters in the game can rob you silly, but have fundamental issues. Characters like Gief, Claw and Alex for example. Akin to A2/A3 characters that have neutral/meta issues but can blow a CC combo or crouch cancel setup and kill you despite being lower tier.
For me, the robbery factor hasn’t really seemed as prevalent in S3 compared to the previous ones. The shit still happens, yes, but it feels like it’s way less than before. There’s always the possibility that I’ve just become better at stopping them.
The difference with low tier robbery is the rest of the character is ass. Thats what i mean by balance it. Make it so the robbery characters arent so extreme.
Right now theyre either way too good because theyre solid and they rob or they suck because its only robbery.
But yea its probably hopeless. I mean cammy still gets buffed and akuma still has actually broken stuff going on with his ex red fireball
This place is now cleansed. Begin again as new.

But yea its probably hopeless. I mean cammy still gets buffed and akuma still has actually broken stuff going on with his ex red fireball
Definitely. You either pick good stuff or fight the good stuff. Works in every game.
Now for Sagat specific changes I want to see in S4,
- Tiger Uppercut base damage / stun now 140 / 150, EX is 170 / 200. Angry Scar adds 40 / 40 to both regular and EX Tiger Uppercuts.
- You can cancel the recovery of any Tiger Shot into Angry Scar, which actually increases your total recovery from 40 frames to 55 frames. This V-Skill is just so counter-intuitive to Sagat’s zoning design but is so crucial for him to capitalize on real damage opportunities.
- Angry Scar activation indicator next to V-Bar (and for all other install-type V-Skills for that matter, like Alex, Mika with her current power up level, Bison’s absorb, Juri’s charged teleport kick etc.).
- Make step high kick hit crouching opponents from close range (from about knee range). If Sagat gets this 16 frame startup normal off in your face, he deserves to be +3 on block.
- Make it easier to space tiger knees to be + on block. It’s just too difficult to win back space with tiger knees right now, I constantly see Bonchan try but get punished over and over again. With his dashes being complete crap, it’s so difficult to work your way back out of the corner without a confirm which, with his slow ass mids, is chokingly difficult to do.
I’ve had this theory bouncing around in my ahead for a few years.
Premise 1 - All players, no matter how strong or weak (as long as you’re playing with some basic competency and not just randomly mashing), have their gameplay dictated by a certain tempo.
It goes like this:
Observe-React-Observe-React-Observe-React, over and over again.
The real time speed at which this cycle rotates can vary a lot during the match, but the basic tempo is always there.
Premise 2 - Players can take any sort of action during either the “observe” or “react” phase of their tempo. An action can be as non-commital and simple as walking forward, or as committed as throwing out an EX move in neutral.
The main difference in the efficacy of the move you make normally depends on whether you did it during your opponent’s “observe” or “react” phase.
In general, moves are less effective if done during your opponent’s “observe” phase- because quite simply the opponent will be mentally better positioned to react to and counter your move.
Conversely, moves done during the opponent’s “react” phase are generally stronger… Provided the move you do isn’t precisely the move he was expecting you to do. So, for example, a jump in during neutral is least likely to be anti-aired by an opponent who is trying to react to a dash AND is in the “react” phase of his tempo.
The obvious question then is - why do you ever do moves at the opponent’s “observe” phase? Why not just do things during the opponent’s “react” phase?
Answer:
Point 1- Trying to catch your opponent during the “react” phase is something that is difficult to do with any sort of consistency. It’s in fact impossible to keep catching your opponent consistently during the “react” phase, because once you start acting consistently at that timing, your opponent will naturally switch his tempo to match your actions, so observe-React-observe becomes react-observe-React.
So catching the opponent “react” phase is something that is best reserved for critical moments, e.g., what I call “this is why Phenom scores the most ridiculous jump ins all the time”.
Point 2- SF is as much a game about positioning as it is about timing. If you only act during the opponent’s “react” phase, you’ll be outplayed positionally very fast.
Premise 3 -
Some moves are more optimally played during the opponent’s “observe” phase, and some moves are more optimally played during the “react” phase.
This seems contradictory to the point that “moves tend to be better during the opponent’s “react””, but it isn’t really if you consider that you don’t really have a choice, and SF is a game that demands that you play in both phases.
Premise 4-
Moves that are best played during the opponent’s “observe” phase are moves that are low commitment and can either force an error from the opponent, or have a high chance of beating the opponent’s move no matter what it is. I call these move “on tempo moves”. These moves either force a bad reaction from your opponent, or enforce your will on the opponent, no matter what he does.
In general, this would include moves that are low commitment (like dancing outside the opponent’s button range or throwing a sonic boom), or conversely moves that have huge hitboxes and fast start up like Rashid’s spinning mixer, Cammy’s dive kick or Urien’s EX tackle.
While these moves may technically be “better” if done during the opponent’s “react” phase, the fact that they are much more effective than the other class of moves (moves I call "off tempo moves) at being played during the “observe” phase, means they are optimally played during the opponent’s “observe” phase.
For example, Urien’s EX chariot is very strong if you use it to try to catch as opponent’s whiffed moves. But if you save it for just that, you might find yourself in the corner before finding the opportunity to do so. Hence, it’s better for the Urien to just do it whenever you think the opponent is “about” to do something. That way you’ll probably catch them as they’re walking forward or the in start you frames of a jump or a fireball.
Premise 5-
Moves that are, conservely considered high risk, or have lousy hit boxes, are best done during the “off tempo”.
This would include moves like fireballs, dash ins and jumps.
Not much to say here. Just reverse the points I said for “on tempo” moves.
Assertion 1:
SF5 feels more “messy” than other games because they took a lot of moves that would have been “on tempo” in other SF’s, and by tweaking their properties so that they became proportionally more high risk than high reward, made them “off tempo” moves.
The fireball is the best example of this, and if you compare the fireball patterns of Ryu players in SF4 vs SF5, you’ll see what I mean. Fire balls in SF4 are strong handed moves that force the opponent to make a bad move. Fireballs in SF5 are furtive attempts to steal the tempo that are only done after, by virtue of your movement, you’ve found the “least risky” timing to throw the fireball.
(To be continued?)