The Street Fighter V Lounge: Kolin is COLD HEARTEEEEEEEEED!

And you got a boner from seeing it right? That’s how the story ends i’m guessing.

No. That is how the story begins.

:wink:

I’m sure it’ll be a happy ending WINK WINK

Typed this all one handed didn’t you

People still think homosexuals are soft. Wait until those guys run into a “2 years out of prison” homosexual and they’ll going to catch a nice slash to the face or a ragin demon dildo in the alley.

Be safe Jin

Who is ready to get grabbed by the pussy

Edit: I fucked up timing on quickrise because there’s two different kinds of quickrise because V was designed by retards.

If trife is giving up masturbation and deviljin is turning gay, then I can at least get an avatar this year.

Happy new years everyone!

Not trying to get into an argument with you as you don’t seem like a very reasonable person…

But there’s 2 points to make here:

  1. It’s quite possible of course to time something wrong that you usually time right. This could be because of lag or the old rule that nothing is 100%. Even the best basketball players in the world don’t usually make better than 33-40% of their 3 point attempts in game but watch those guys outside the game in practice by themselves and I shit you not they make 9 out 10.

  2. And this is by far the bigger point:

In the game you recorded, the Vega player did a quick wakeup into st.lk.
In your training room however he is doing a backroll. Backroll is 5 frames slower than than the quick getup so the timing is different.

THATS why your move is timed correctly in training mode, but in game you were 5 frames late.

And yes the tech roll timing varying between back and quickrise is annoying. But that’s sf5 for you. They (capcom) didn’t want “easy mode pressure” against certain knockdowns.

So there you go.

GGs to everyone i played tonight. happy new year.

Okay, I will eat my plate of crow now.

But having two different kinds of quickrise is really fucking gay. And I’m not going to apologize to idiots who mash LP or LK on wakeup.

This is so true I burst in laughters

A good depiction of what they did to Birdie.

Yeah, why trying to add some more complexity and varied defensive options to the game. Boo Capcom, boo

In my defense. I never dealt with the two different kinds of quick rise because it didn’t really apply to Mika too much. Because if you landed the Clap combo you either ended it with a reset or with EX to get them in the corner. And in those instances it didn’t fucking matter which quickrise they used because they’d get hit anyway.

Season 1 Mika skirted around mechanics Capcom implemented to cater to scrubs who don’t want to deal with Oki pressure.

Having come to this realization just now and knowing that Capcom will probably never give her the mid-screen wall bounce back. I uninstalled the game and that’s it. I doubt that the quickrise issue will ever be addressed because it caters to scrubs and Capcom wants that audience.

You know what? That’s fighting games dude. Or at least oldschool fighters. You fuck up and get knocked down, you deal with the pressure. This isn’t fucking Mario Kart where you fall off the track into the void and a fucking Koopa-ling in a cloud fishes you out of the void and puts you back on the track and you happen to get the Lightning or Blue Shell. Fuck that.

I’m going to learn UE4 and Kickstart my own fighting game. It’ll be honest and without comeback mechanics. And it’ll have the Savage Dragon as a guest character.

No one has to ask. Capcops will just go ham and some character mains will be very fortunate while others will be rubbing their foreheads in complete and utter confusion.

That is an interesting way to put it. “Why waste brain power to deal with a puzzle when you can brute force your way into it, idiots.”

Fingers crossed Capcom finally goes bankrupt in 2017! Also Happy New Year!

Old school fighters also had invincible DPs, 1f grabs and random throw invincible frames… they had no dash either to instantly get in your opponent’s face after every KD.
Alpha had air recovery and roll, SF3 had backroll and SF4 had crouch tech OS and invincible backdashes. To each game its own tools defensive tools.
Besides, in SF5 you can’t backroll throws… that issue should be non existent if you play a grappler.

I agree with most of what you say here. But I’m dealing with the game, though yes, it caters to bads and that’s frustrating when you don’t have a playstyle like a bad.

It’s actually harder to play this game at an intermediate level than just about any other fighter I’ve known. You have to know every character intimately and be able to scope wakeup timings and adjust on the fly, I don’t like it, but I do like having people to play against so I deal with it.

No, that’s what you think fighting games should be. Comeback mechanics and varied recovery options have very much existed since long before SFV. It’s not even a new concept in Street Fighter. As a matter of fact, I’d argue the very idea of “take away my opponent’s options because I want it to be easier for me” goes against the old school mentality. Not to mention that a ton of old school fighters also have shit most people consider really fucking bad, like easy infinite loops, broken hitboxes or unblockable set-ups.

When people claim they’re “old school” but then blame everything on the game and not themselves lol.