Ha, I had a fellow millennial, who was a lot younger than me, ask me which pokemon game was my first. He said Emerald was his. My first pokemon game was Red, you know, the first pokemon game. Shit made me feel so old, yet we’re considered the same generation lol.
Though I am happy that I’m old enough to not be socially crippled by the Internet, yet young enough to be technologically literate, unlike my parents and grandparents.
Also Sonic the Hegdehog was my first video game(that I can remember)
Absolutely, I’m in debt, thanks a lot!!
Anyone got insight as to why sako plays G the way he does? He rarely charges presidentiality. So weird.
Its not very presidential to keep showing off your presidentiality
It’s not that stubby. It’s in the upper-mid of crmks in terms of distance.
(Yes, despite Cammy’s only reaching her ankle it’s still one of the farthest reaching crmks in the game)
The animation combined with old Zeku’s walk speed just makes it feel like it’s Ryu tier when it really isn’t.
Think he’s just learning the character. Does do it occasionally after charge punch bnbs, but he doesn’t like do it off of sweeps or other situations. He basically never charges it in neutral.
Green box is hurt, right?
Yeah; green is hurtbox, red is hitbox, the yellow faded one extending out past the image is the proximity box, and the yellow faded one with the blue outline is the collision/throwbox.
I need an intense session of lab to completely memorize the ups and downs of O.Zeku hitboxes, I had already an idea about them, but now I understand where is the right spacing to make some moves works properly. As I thought Y.Zeku is the luckiest one of the two sides, how most of his normals hitboxes are beyond the hurtbox speaks volumes. I can fix some of my bad habits with these days, thx again @Akhos
One thing to keep in mind that I couldn’t properly show is that for Young Zeku, on his light and medium normals that have disjointed hitboxes, after the active frames end the hurtbox extends further past where the hitbox was. So it has a good hitbox during the active frames but then it gets a larger hurtbox afterwards.
Actually a common trend for a lot of characters. Old Zeku’s normals don’t do that as much though oddly enough, hurtbox just stays the same size throughout.
Bochan’s DP buffer timing is a work of Art
Remember when Cammy players wished the cr.mk matched the animation. Something wrong with those folk.
How you liking Sagat brother?
He’s awesome. I actually enjoy the game. I think he’s pretty damn good.
The rock near the palm in Sagat’s stage doesn’t move around a few pixels like in the original SF2.
I feel a bit disappointed by that.
I also want all other normals to be great and hurtboxes to match models.
Just keeping it consistent.