The Street Fighter V Lounge - Smashas in the Club Doing Aegis Reflector

I don’t even need to play the second video to tell who’s playing and how much it’s gonna hurt to follow.

Maybe it depends on how it juggles, but try setting the P2 bar not to refill, you’ll see that after they’re down about 50% health the damage for the next hits is reduced. Besides, it can’t be a coincidence that the characters are grouped by their HP with no exception.

[edit] I think I know why Karin’s combo does the same damage. The combo does 408 dmg until the last hit which deals 141 dmg alone. Since it’s only one hit and the damage is scaled for every hit AFTER that the character is below the threshold the damage will be the same for every single character if done on full health. But since Juri does a lot of hits both before and during the CA some of them get scaled on low health characters.

I watched it again until the reset, shook my head, and started watching the beautiful first video instead.
Seriously. That set is so good.

What? That final was hype and fun AF. If we have to choose something for worst (lots to pick from), this is the undisputed king that everyone who has played online can relate:

The Dark Ages was more so the time where they just put ideas out for the community to abuse. There’s lots of talk about how cheap the characters were in Vanilla before the arcade release launched and how Juri probably would have been OD as hell before they changes they made to her up to launch. Even with the released games characters like Gen, Seth and others are completely different now than what was originally discovered with them in Vanilla. SFIV was not hesitant to changing shit up after people finding it. Just took longer to due to the earlier approach to disc based titles and the extra work/money required to patch at that time. SFIV was definitely had no problem having shit removed that people found.

SFIV was also no stranger to a laundry list of patch notes for each new game that forced you to steer your character in a very different direction than what you were doing before. That’s if it didn’t also just make your character shittier.

A meta takes a while to develop any ways. Every game that people say is simple always ends up getting more complicated. You have to let people find the things that make it more complicated first. Some of the characters are basic in their approach, but that’s true for any SF game really. I feel both of the characters I use, Ibuki and Chun have a lot of potential to be played differently between players.

@LordWilliam1234 When you’re free, can we play some Juri mirrors? I just realized I’m afraid to play her Vs anyone and need you to teach me shit.

EDIT: For some reason the sentence didn’t finish.

I’m not at home now so I can’t test it myself, but yeah that might be the reason why the damage differentiate between characters. But if that’s the case I wonder why the damage is the same for 1000 and 1050 stamina characters.

Oh god that video.

As for Poongko vs Pepeday, it was fun to watch, but the point is that playing against crap like that was… errgh.

I remember playing Kuma vs his Juri and as soon as I got oki, I used HP megaton claw which is unsafe, but had properties that specifically crushed Counters like Juri and led to good damage. He loved the shit out of wake up counter. One of Yoshimitsu’s suicides also had Counter Crush properties too and converted into hilarious damage as well. Was fun to make use out of a such a specific property.

That and and he loved wake up knee as King (launcher that lead to his some of his max damage combos), which IIRC was throw invincible.

SF4 brought me back to fighting games with online play, so I can’t really hate it. Made me want to actually study the game and learn how to beat someone’s ass.

Didn’t like focus attacks and FADCs but that game (and these forums) made me better at every other fighter I played after it. Plus it had Cody, Guile and Adon.

I prefer 5 now, but 4 made me understand fighters way more than I did, even though I played them in arcades forever casually.

Don’t forget the random mid-screen shoulder charges…

I can be on in a few minutes.

I assume because in both cases the combo doesn’t deal enough damage to get the character below the threshold. If there was a 1100 or a 1150 HP characters it would deal the same damage too.
If you watch the video more closely, the combo does the same damage on 950 and 1000 HP characters until the very last hit which is scaled down for the former. On 900 HP characters it scales down the last two hits. If it was a hitbox issue there would be no scaling, it just wouldn’t hit at all.

I keep dropping combos that I should have down by now…

I just watched the Tokido vs Fuudo set, I forgot how meter heavy sf4 was, I also forgot how stupid it was restricting normals due to the distance you are from your opponent. That boggles my mind.

http://vignette1.wikia.nocookie.net/aceattorney/images/8/80/AAI_Dick_Gumshoe_Scratching_Head.gif/revision/latest?cb=20130628200942

I just backdashed against a Mika in the corner to dodge throw/command throw and she did it, but Alex’s backdash is so slow that she punished it with another throw.

Fuck off. That’s retarded.

Should have used Chun.

Should have used Potemkin… wait

I’m rotating between the two, unfortunately I only seem to get paired with Laura/Mika when I go ahead and pick Alex. Kill me please.

Okay, I finally know what you guys are talking about when it comes to FengShuiEngine, dang, shots fired, for reals.

If you’re reading this FSE, we love you! Q.Q

I’ll do it myself next time we play you filthy mainer of cheap characters.