Must have missed your post on the unblockable sweep thing.
As for the stage lengths thing, I initially wanted to throw it in but decided that it would be better to keep the tutorial simple as possible. . .then it ended up going 2hrs longer than I had planned - so yeah, in retrospect, stage info should/could have been added in. =p
Mess around w/ the strings posted a bit and it will all make sense lol.
Lol true. I forget how damn broke this game is. I’m actually considering switching to (or trying to get people to transition to) the JP version due to the slightly better balance. Last night’s session opened my eyes even wider to the truth of how dumb (but fun!) TF is.
FYI those P2/Right Corner jump attack “unblockables” are actually crossups. Ran a few tests for it yesterday and if you walk out of the corner you guard correctly (but who would be weary/quick enough to pull it off consistently? lol). Still strong as fuck regardless of if the opponent knows how to properly guard in that situation.
Hope everyone enjoyed the stream. Apologies for dragging it out so long. Although I had everything planned and written out, I’m still very inexperienced w/ broadcasting and flow of presentation. Thx to everyone who tuned in and to partner-in-crime, Rithli.
As a chrome player the JP version makes me sad, but I do realize that it is more relatively balanced. Though I think Raph ends up being even more dominant with weaker chrome/arm.
I’ll take a look at that in a bit once I finish up this Arm combo. This is way too sick. Like if you go for a throw instead of the cr.short it’s pretty much unreactable. This might be a good idea if you land a dizzy vs. a character who can’t be unblockabled.
Not sure at all really. I haven’t done much info on that other than who is faster than who, but I need to dig around for it. Don/Leo have slower backwards walking speeds than the other turtles but I believe f.walk is the same for instance. Also Chrome’s f.walk has fake acceleration. The first 2 frames of his walk actually move him backwards so he can move backwards by tapping forwards.
No clue. Will record and frame count.
interesting. I know they generally do crossup, but I’ve had setups where they aren’t blockable.
Oh btw. you can setup unblockable super with chrome in the corner off of LP throw even on non turtles/war characters. Don’t remember the list of who it works on but I remember there is a timing on shredder I think where he can’t block.
I doubt it’ll be of any use (and probably require more work in the long run) but you could do a 6-button layout. You don’t use 6 buttons in the game I’m aware of but it gives the customize controls option in the game more useful. Speaking of which, does anyone actually re-map their controls in that game? Then again I play this game primarily on the SNES controller though I have tried this game on a fight stick before. It’s just an idea of course.
Edit: Come to think of it, a 6-button layout allows for both a 4-button layout or SNK cab style but I’m not sure if the button placement would make it awkward to play one of the styles.
damn I keep dropping this fancy ender for my wingnut redizzy on Shredder. Supposed to be meaty dive, cr.lk, st.lk xx dash punch. Keep placing the dive incorrectly which results in too much pushback.
Arm j.lk can crossup in specific circumstances. I didn’t know that. Having trouble capping a couple of things as my execution is ass and my thumb is kind of sore. Can’t get j.hk, tk dive, cr.lk to combo at all right now. Might be multiple justframes in a row like how his midscreen dizzy combo is.
Gonna do some easy stuff now I guess then try the hard stuff again later.
Edit: new theory maybe shredder is vulnerable to “overheads” which is why that tk dive combo is so insconsistent. maybe it’s not a combo?
Edit 2: Okay it totally is that you can overhead shredder. Makes sense. Makes me wonder if every character is vulnerable but arm/aska are just easier than everyone else?
Okay I have about 8 minutes of clips that I have to edit, so I’m probably going to just do a couple of more things and make a longish video(3-5 minutes). For now here are a couple of unedited clips.
Also, Aska DP has smaller hitbox in Jp version lolololloollol omfg. So this means the crossup dp setup me and nerdjosh found won’t work in mutant warriors and some combos (e.g. close st.HK > LP DP) won’t work.
In addition, just confirmed Arm being able to still execute charge moves from punch throw. I initially got this info from a gamefaq sometime ago and never bothered to look into it til just now.
…thinking about not making that switch to mutant warriors now lol