I definitely think we should ask Sven, or someone at Capcom, afterall we all want this to be the best possible port of Third Strike, in this generation people whine for balance changes, I certainly don’t think its out of place to ask for cosmetic changes which emulate the arcade standard.
If that were true it would be longer than the charge times for the majority of charge moves in ST and probably everything after.
Blue Aegis DLC? Capcom, pimp my Urien!
I know it felt like 1.4-1.5 seconds, but most likely I’m just misusing the word “realtime”, heh. My mistake then if that’s the case.
^Yeah in ST, I clearly remember Guile’s charge time being 55 frames(or around that) in a 60 FPS game…
55/60= .91 seconds…
What about “Player Enthusiasts” to replace hardcore gamers tag. It has a nice ring to it. Cant really replace “Tournament Players” with anything else because thats what we are. Plus, I think theres a huge difference between “Tournament Player” and [FONT=Times New Roman]“Player Enthusiasts”. Some p[FONT=Times New Roman]layer enthusiasts will never step foot in a tournament but rather continue to climb the ranking ladder and plus they will exploit any glitches or shortcuts if the game has any. IE TE stick, turbo feature. [/FONT][/FONT]
[FONT=Times New Roman][FONT=Times New Roman][FONT=Times New Roman]Side question: what do you guys consider the best port that they released for 3s? Dreamcast or Xbox? I could never tell the difference of the two, unless if the difference were on paper. [/FONT][/FONT][/FONT]
[FONT=Times New Roman][FONT=Times New Roman][FONT=Times New Roman]Discuss. [/FONT][/FONT][/FONT]
It wasn’t even JUST charging though. It had some other cool things… Chun’s lightening legs were like… dash, k,k,k, dash, k, k BAM legs in your face.
You don’t play chargers in 3S like any other fighting game. Remy rushes you down… dash up sonic booms… dafux? Guile’s over there all jelly. Too bad there weren’t more of these types of “rapid fire” attacks or charger characters… I think it was only Urien and Remy, and limited Chun… amirite?
I just feel like 3S was the most “different” of all the SF games. Nothing plays quite like it.
Worst case scenario is that even if its not exactly the same 3S from the arcades it seems as though its still going to be a damn similar and immensely awesome game anyway so people who dont buy it and slag it off on the basis ryus head band isnt the right thickness or something else crazy people say would have to be really picky and very bigoted fanboys.
It’ll have the same characters, same moves, same combos and near perfect matching frames. 3SO is going to be the most awesome 3S yet.
What you’re describing has more to do with the amount of time the game saves inputs and how it reads inputs. You can partition anything afaik. It’s just most obvious with charge characters.
Tebbo - so does that mean, POTENTIALLY, you could input… d, d/f, f~n~f + p and get a dash up hado without inputting the qcf again? or something to that extent?
If you’re asking so that you know how to practice at home, I would definitely recommend some kind of emulation, although not necessarily with netplay. NFBA is what I use to play when the arcade is closed.
I dunno about dash-up, but I guess you could do a walk-up fireball from that type of input. It’s also how you’re able to do walk-up Gigas(even though it helps a lot if you buffered the first 360 during another move like a Jab).
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[FONT=Times New Roman][FONT=Times New Roman][FONT=Times New Roman]Xbox is way better than the DC port, just for the fact that XBox version kept the unblockables(imo, anyway).[/FONT][/FONT][/FONT]
…wow… I guess I never came across learning that when I picked up Akuma / Yang… O_O… That’s some cool shit.
I’ll be honest though, I’ve never tried it because I never found a decent use for it, haha. I’m just saying theoretically it might be possible based on putting two and two together.
Yeah, i’m thinking about it… and I can’t see a use… walkup dps? add some pressure with mantis strikes if I can get slightly closer? I dunno…
All this talk about partitioning. I never played 3S seriously enough to get 100% up to scratch on the mechanics of the game. I just played it simple but effective with bnbs and knowing specials. I kind of know what partitioning is but does anyone know anywhere that explains this and the other slightly more in depth things in good detail? Id like to know a lot more about it than I do already.
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That explains charge partitioning but the same thing applies to anything. Like aku mentioned with walk up 720s. Dashing would not work since even the quickest dash is way too long for the inputs to be kept.
An example that comes to mind immediately is Alex’s kara powerbomb. There are different ways to do it. One involves breaking up the input so the powerbomb input isn’t complete until after the f.fierce. The other just keeps the powerbomb input in memory long enough to kara it. So in one version you finish the powerbomb input last (as you would imagine) in the other the hcb for powerbomb is the second thing you do but you don’t finish it till after the f.fierce starts up (kara the f.fierce).
You can do some bizarre finger gymnastics and get weird results. Some of it is functional and some isn’t.
No need to take such a defensive tone, we all love the game, and there is nothing wrong with wanting arcade perfect to mean ‘arcade perfect’, like they repeated advertised. You are right it will be the best iteration of console Third Strike to date, and fans should support Capcom’s effort to implement GGPO netcode for a more streamlined online experience. Like Sven and Seth said 3SO is a love letter to the fans. Nothing at all wrong with wanting a bit of perfume to go with that letter, lol.
Charge time can’t be over a second in 3S, can it? I played Urien once for shits and giggles against friends, and I don’t think I’ve ever waited that long for a charge. Unless I’m missing something . . .