Tallahassee Thread: tribute to 2 of the greatest players leaving the scene

You haven’t seen me upset until you see me play teams. Haha.

Steve: MK9, dog. Nice and broke, too, with inescapable unblockables and 100% combos.

Drew: after reading your sig, you know you don’t have to hit confirm shit, right? You do the air throw anyway. If the jump kick its blocked or whiffs, it doesn’t come out.

Jumping punch, on the other hand, has some interesting properties, like a bootleg tri jump. Doing an air throw that whiffs brings you down to the ground faster.

You tell me Blocking is my weakness, and then you suggest a game where I actually have to hold a button to block?

Why do you hate me?

Its a shitload easier than you think, haha.

Disagreed! Learning to block is one of the biggest challenges to being a competent FG player.

Y’know Mike I think Chris might have been saying that the block button in MK is not as hard as Steve thinks.

I dont think Chris was talking about blocking being easy, I think he was saying that using a button is easier than I think (as compared to holding back/downback).

blocking is for scrubs… hitting buttons is where its at capcom even made a win mechanic for it just in case u already didnt know…
had to skip out on game got a bad bug and didnt want to plague everyone else.

Its painfully obvious that Noob is not a character that gets wins easy. He takes a lot of hard work and knowing match ups. Execution is also the bane of my existence. I swear if another month passes after all this practice and I’m still dropping combos 50% of the time I’m going to say fuck it and let go altogether. Now I wish I had bought this shit for PS3 so I could just fall back on a pad considering my 360 has had net connection issues ever since I took it over to Adonis’ house last.

Chris that stick is acting up again. I may need you to have another look at it. Occasionally I’ll hold up or down and it doesn’t register. Also I feel like the gates coming loose or something, I have no clue.

Your welcome bro. Had to pick up a 16gb flash drive because patch 1.4 for sc2 is too big for my old 4gb one :frowning: :frowning: :frowning: :(. At least now i can bring music and my entire set of replays with me as well as the full game. works wonderfully.

To everyone.

Im off tomorrow so early on before i head to the SLC to practice 1.4 sc2 im down. Ill hit you up chris and that night i might be down. not sure.

1,000,000 hours of practice and comp wont mean anything unless you actively working on the thing that troubles you the most. Just speaking in general. ive seen players in sc2 stay gold for 5,000 games and other players get to GM in less than 200. Its all about making the practice sessions count. period.

Hmmmm… I NEED to work on Wake up options with Scorpion…this whole “Wake-Up” attack system is either very hard to do accurately or complete shit.

The largest problem I’ve seen from you Nick is your over utilization of specials. Unless its deemed godly by testyourmight, you completely omit normals as pokes, zoning tools, or frame traps. Yesterday, all I really looked for you to do was either walk forward, jump at me, dash cancel blocking while standing, or zone me within dash punch range when I had meter with your specials and I countered appropriately. My mixups on wake up were typical 3-ways or reversal baiting, which you do WAY too much. Jumps I read or reacted to and had option selects at the ready. You’re too eager to get in and net big damage combos with ZONING characters.

What really threw me is that even though it was clear that my normals were either beating out your specials or completely avoiding them, you chose to keep doing them while I was in! Against a zoner, if I’m in, I’m supposed to make it happen. You shouldnt have a “get off me” move (fortunately, Kenshi does have one, albeit its beaten by jumping over him). I shouldn’t be in, period. If you’re committed to zoners then I’d start there to tighten up, not your combo execution.

Zoners exist in a game where projectiles pass through each other? I imagine they’re either using moves with somewhat disjointed hitboxes or non-standard projectiles?

Non-standard, and trades aren’t particular in ones favor. If Sub and I trade from my whatever projectile and his ice ball, he wins the exchange. Kenshi also has that problem, where if a projectile hits him, his projection no longer is active. Zoning is a valid concept, but I guess… Keep away may be more appropriate! Idk.

EDIT: Awesome, Jax can chain ground pounds. 38-45 damage with 3 meters anywhere on the screen. Also, EX ground pound anti airs. Hot.

Nick: I’m willing to bet its the JLF itself. They tend to wear out after awhile.

http://www.capcom.co.jp/mvsc3/character_hawkeye.html

Best new theme, or BEST new theme?

aaaaaaaaaaaaaaaaaaaaaannnnnnnnnnnnnnndddddddddd…

Dudley gets buffed… AGAIN!

[Jet Upper]: Startup of light and medium versions changed from 6F to 5F, heavy version changed from 4F to 3F.

[Short Swing Blow]: On hit, medium and heavy versions do additional 2F of hit stun, giving Dudley +2F total.

[Ducking Upper]: Startup changed back to what it is in existing SSFIV AE.

[cr.MK]: Startup changed from 10F->8F and active frames lengthened from 5F->6F, making it a better poking tool.

[Rolling Thunder]: First hit will not connect against airborne opponents, but from 2nd hit onwards there is additional hit detection against airborne opponents.

CH jab into sweep combos, sexy!

You know those aren’t that bad, since his reg DP will still be shit cus of no invincibility and better knockdown potiential isn’t that hot because he still has to get people to the corner before they really have to guess unless… Hahahahaha nevermind! Man, he’s damned solid now.

If they would give Dee Jay back his cl.st.roundhouse overhead again (the first hit in Super was an overhead but since AE it hasn’t been :slight_smile: then that guy would be pretty tight and have legitimate mixup. The faster startup is nice but I don’t care about force stand or xx super. . . except I guess I could do st.hk (2 hit) xx super xx U1 technically but :\

T.Hawk
[EX Condor Dive]: On hit, the move retains projectile invincibility until end of recovery.
[Heavy Shoulder] (d+MP): Can now be done from a vertical jump.
[Condor Spire]: Simplified command has been changed back to what it is in the current SSFIV AE.
[Raging Slash]: Command has been simplified further, so it is easier to execute now.

It feels like Christmas morning, you guys.