16? Perfect.
I’ll try her out and visit the Lili forums.
16? Perfect.
I’ll try her out and visit the Lili forums.
Meh don’t worry too much about ages when talking about Tekken the timeline of the series is already completely fucked up as it is anyway.
She was 16 when she made her debut in T5 DR and 17 in T6. Then again Xiaoyu was 15 when she made her debut in T3 and now she’s 19. Perfectly legal.
I can wait to see the face of those that it’s not aware of the game changes on Dec. lol It’s not everyone that looks for changes in the game. I was one of then but Twitter and SRK helped me a lot
[media=youtube]oEjVpgLkeFg[/media]
Hopefully they don’t fix it too soon.
Yet Xiaoyu is the one called a little girl in this game. Wat.
Like I said.
I thought this game was called Street Fighter x Tekken, not Tekken x Tekken?
If shes old enough to bleed then shes old enough to breed.
On the last hit of Ryu’s Ex Shoryuken, your tag partner cannot hit the character under attack.
Basic question about frames and how they work. Why is it that Bob’s cl.hk (neutral on hit) can be canceled into langue washer for a combo but c.mp (+4) cannot? Is there something special with canceling or is it anotther case of initial frame data for this game being wrong?
I believe it’s because the Cr.Mp doesn’t have enough + on hit and because the frame data is wrong, as ClSt.Hk is 0 on hit.
It has to do with the overall amount of hitstun that the move does. When you look at the frame-advantage for a move you also need to take into account the active and recovery frames. Cr.mp has fewer recovery frames than cl.hk, so it is +4 on hit, but it doesn’t have as much overall hitstun as cl.hk. When you cancel a move into a special, you basically cancel all of the recovery frames for that move, as well as the remaining active frames.
Example: Bob’s cl.hk has 10 active frames, and 15 recovery frames. You cancel the cl.hk after the first frame it hits, so that’s 24 frames taken off of the move. 10 active frames + 15 recovery frames - one hitting frame = 24 total frames. Add the frame advantage on block and that’s 24 frames of hitstun.
Bob’s cr.mp has 4 active frames, and 13 recovery frames. That’s 16 frames taken off of the move. 4 + 13 -1 = 16 total frames taken off. Add the frame advantage on block (16 + 4) and that’s 20 frames of hitstun.
Langue Washer has 22 start-up frames. A move would need to have at least 22 frames of hitstun for it to combo. Cr.mp is 2 frames short of that.
you guys are weird but the saying around these streets in the east is
If she can pee good for me
2 frames short you say? Well in 2013 c.mp gets two more stun frames on hit/block and no change to recovery so it should combo then. So I hope that will add to Bob’s frame shenanigans.
thanks for the heads up William. I know months ago you said you might give bob a try, did that ever happen?
I tried Bob out in training mode…I had no idea how to use him. He seems like an interesting character but I’m gonna have to put in more time to get on a decent level with him. So I probably won’t be using Bob anytime soon. :oops:
And how did you come up with 22 frames for washer?
Don’t worry about it, always here to help a player in need :tup: .
I’ll admit I have some knowledge about the game but my main problem is just applying it in real matches and well…keeping a nice neutral calm mental state during matches. Too often I’ve lost matches because I’ve generally been like:
‘HMMM NOW WHO CAN I DEMONSTRATE MY LATEST DISCOVERIES ON?’
And then I’ll spend so much time in the match trying to do all of these tricks and gimmicks on people only to forget the main fundamentals like: ‘Oh crap ‘X’ character has low health’ or ‘he had meter why didn’t I see that?’ Or I’ll try too hard to style on someone then it will backfire in my face.
As for the mental state, well I suppose that just comes with match-up experience which I lack due to my general fear of playing fighting games online which in turn does kind of contribute to that. For some weird reason, I don’t have this problem with playing shooters and other genres online o_O. The result tends to leave me frustrated with myself as I watch back the replay and I look at the mistakes that I have made in that match which I tend to find a lot of in my losses.
Although, I’m trying to combat this fear a little bit by applying the mentality of: ‘One Game at a Time.’ And having massive Sugar Rushes before playing online. However playing online at around midnight until 1 in the morning does contribute to that as well and the Sugar Rushes can have an adverse affect in the fact that I’ll be too excited for me not to read what is going on in the match.
Maybe it’s just me but I tend to find that balanced state if someone wants to run their mouth about me pre-match or something like that. Trash talk really does get blood pumped for some reason.
I could be a decent commentator for this game though since I tend to watch random replays in the replay channel and break them down, play by play before I head online sometimes just to get some rough idea of the competition.
And besides, personally I think it’s pretty important to know what the cast can do against you. Especially with two low health characters, with one of them not being able to easily rack up the amount of damage that their heavy hitting opponents can (e.g. most of Tekken cast) as well despite their status cough cough Akuma (well at least mid-screen that is or if he lands a jump in). Must be coming from my past experiences of facing characters who I didn’t know how to fight against in Tekken and the feeling of being randomed out badly afterwards due to lack of match-up knowledge.
Now if only I could somehow apply this extensive knowledge of Fighting Games to my studies :(…