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You should actually piano all three punches since it doesn't change depending on the strength of the button
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# ? May 20, 2016 15:56 |
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# ? May 19, 2024 15:34 |
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* Adds 3 frame input buffer to remove 1f links * Adds strict height and timing restriction to BnB specials and divekicks with no buffers wtc
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# ? May 20, 2016 16:01 |
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Bisse posted:* Adds 3 frame input buffer to remove 1f links Huh? Height restriction on divekicks is a GREAT thing for SF, dude. The buffer makes the timing for stuff less strict too, instant Tenko is piss-easy once you understand how fast you need to hit it. The only way you make a fighting game without some execution requirements is if you make Divekick. edit: oh yeah, the thing I came here to tell you. Graham Wolfe seems to be hinting at Ibuki being the next reveal for whatever reason. Maybe some info leaked?
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# ? May 20, 2016 18:00 |
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I discovered part (not all) of the reason I was having trouble with the combo is that I was subliminally hitting forward when going from c MP to s MP. I found this out because I realized that if I closed my eyes I could finish the combo like twice as often as opposed to if I were watching what the characters were doing. I think it is because the hit stun from the c MP pushing the characters apart visually made me think the second part wouldn't hit unless I closed the gap up, even though it logically shouldn't make any difference because I am doing the punch instantly after the first. I thought that was kind of cool for some reason in line of the whole visual look of the game versus actual hurt/hit boxes kind of way.
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# ? May 20, 2016 18:04 |
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Dias posted:Huh? Height restriction on divekicks is a GREAT thing for SF, dude. The buffer makes the timing for stuff less strict too, instant Tenko is piss-easy once you understand how fast you need to hit it. The only way you make a fighting game without some execution requirements is if you make Divekick. I hate the height restriction on cammys divekicks
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# ? May 20, 2016 19:19 |
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Nodoze posted:I hate the height restriction on cammys divekicks you should play sf4 2012
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# ? May 20, 2016 19:30 |
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dangerdoom volvo posted:you should play sf4 2012 Super. He should play Super.
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# ? May 20, 2016 19:35 |
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whatever boner
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# ? May 20, 2016 19:37 |
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Dias posted:Huh? Height restriction on divekicks is a GREAT thing for SF, dude. The buffer makes the timing for stuff less strict too, instant Tenko is piss-easy once you understand how fast you need to hit it. The only way you make a fighting game without some execution requirements is if you make Divekick. Tenko still feels like Capcom just sort of half-assed it on the "let's make combos easier" side of things, simply because if you cancel into it from some normals, the earliest point where you can do qcf+k is pretty far removed from the earliest point you can hit punch. So if you cancel as soon as possible, the dash->tenko timing off of cr.lp is not the same as from cr.mk. The workarounds are to either delay the qcf+k enough so that regular timing gets you the JT but not so much that it doesn't combo anymore, or just mash the hell out of punch instead of plinking. I don't know why they would do that instead of just going "if you do qcf+k,p and the dash comes out you'll get JT" regardless of when the dash comes out. Other than the obvious answer of "Capcom bad". I mean, "why did they make this easier and not this" is pretty far removed from being the game's biggest problem, but there it is.
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# ? May 20, 2016 19:50 |
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Klades posted:Tenko still feels like Capcom just sort of half-assed it on the "let's make combos easier" side of things, simply because if you cancel into it from some normals, the earliest point where you can do qcf+k is pretty far removed from the earliest point you can hit punch. So if you cancel as soon as possible, the dash->tenko timing off of cr.lp is not the same as from cr.mk. The workarounds are to either delay the qcf+k enough so that regular timing gets you the JT but not so much that it doesn't combo anymore, or just mash the hell out of punch instead of plinking. I don't know why they would do that instead of just going "if you do qcf+k,p and the dash comes out you'll get JT" regardless of when the dash comes out. Other than the obvious answer of "Capcom bad". I think it's because for whatever reason the buffer doesn't register for follow ups so the start up on tenko totally swallows the punch instead of registering at the appropriate time. I'm not sure the timing is actually different for the tenko input itself though. The biggest thing is that the actual time that you cancel the move is slightly different between each normal which makes it easier for the follow-up p to not register. Or at least that's how it feels to me Speaking of Karin though I'm definitely a believer in using slk for frame traps now. It gives you a frame trap into cmp or smp with a gap of 2 frames and cmk with a gap of 3 frames, and having a legitimate low frame trap is pretty great! I hope this month's character does turn out to be Ibuki or Juri. Both seem like they'd be fun in sfv's slightly easier execution engine. It'll be interesting to see how they tone down the Ibuki vortex though, since with the way this game favors aggression to start with it seems like it would be completely ridiculous.
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# ? May 20, 2016 20:11 |
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All dlc characters must be charge
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# ? May 21, 2016 02:02 |
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Real hurthling! posted:All dlc characters must be charge Charge Ibuki is the worst idea.
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# ? May 21, 2016 02:10 |
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ZenMasterBullshit posted:Charge Ibuki is the worst idea. She's forward charge
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# ? May 21, 2016 02:12 |
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S.J. posted:She's forward charge Up charge
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# ? May 21, 2016 02:21 |
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S.J. posted:She's forward charge Actually nevermind this is what I want.
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# ? May 21, 2016 02:23 |
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Ibuki turns your opponent into a charge character
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# ? May 21, 2016 02:24 |
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S.J. posted:She's forward charge Klades posted:Up charge theses a character in arcana heart that has both of these things because that game is a madhouse of wacky design ideas another character needs to draw a pentagram in directional inputs to power up
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# ? May 21, 2016 02:36 |
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Don't forget about the grappler with a 1080. And my main, who has a 360 Just Frame Input Instant Kill.
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# ? May 21, 2016 02:55 |
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darealkooky posted:theses a character in arcana heart that has both of these things because that game is a madhouse of wacky design ideas UNIEL also has a character like that.
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# ? May 21, 2016 02:57 |
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Sarchasm posted:UNIEL also has a character like that. Vatista, right? Such a weird combat design.
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# ? May 21, 2016 02:58 |
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darealkooky posted:theses a character in arcana heart that has both of these things because that game is a madhouse of wacky design ideas are they literally satan?
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# ? May 21, 2016 04:31 |
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Dias posted:Super. He should play Super. The 3DS version, so you can just map cannon sprite to a facebutton and do it the split second you leave the ground.
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# ? May 21, 2016 08:09 |
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Random, but is anyone having issues with SFV (Steam version) not playing? May just be a general Steam issue but I thought to ask anyways. EDIT: JUST SFV is refusing to play for some reason.
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# ? May 21, 2016 16:00 |
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put your sfv folder in exceptions for windows defender / disable all antivirus
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# ? May 21, 2016 16:17 |
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bhsman posted:Random, but is anyone having issues with SFV (Steam version) not playing? May just be a general Steam issue but I thought to ask anyways. Mine hasn't loaded in months. Mostly because I haven't bothered loading it.
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# ? May 21, 2016 16:17 |
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Microwaves Mom posted:Mine hasn't loaded in months. Mostly because I haven't bothered loading it. I honestly went back to play SF4 instead. There are like 2 people playing it but at least the game itself is fun. *grumble grumble*
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# ? May 21, 2016 16:22 |
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Jack Trades posted:I honestly went back to play SF4 instead. There are like 2 people playing it but at least the game itself is fun. I've felt like going back and playing Omega mode just for fun instead of playing SF5.
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# ? May 21, 2016 16:30 |
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Zebia posted:I've felt like going back and playing Omega mode just for fun instead of playing SF5. Omega Vega is how he should've been in SFV.
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# ? May 21, 2016 16:35 |
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HoboWithAShotgun posted:put your sfv folder in exceptions for windows defender / disable all antivirus Will do; what's weird is that it actually worked last night for a bit and now it still won't play.
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# ? May 21, 2016 16:57 |
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Looked around and couldn't find any help for this: I dusted off my old Arcade Stick that I used for SF4, but it doesn't work at all. Checked my connected devices list and this stick is apparently a PlayStation 3 controller or whatever. I can't seem to find any way to get the game to detect this thing, which completely destroys any chance of the game working properly for me. It's really dumb that the arcade stick works fine when you try to use it for SF4 (or even SF3 via FightCade) but for some reason nothing seems to work at all when it comes to SF5. I hope that there is just some dumb simple fix I didn't know about. edit-- thanks for the joy2key recommendation. it was confusing at first but i got it working and it's all good now. still pretty stupid that they can't support it. Love Stole the Day fucked around with this message at 05:04 on May 22, 2016 |
# ? May 22, 2016 04:34 |
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Love Stole the Day posted:Looked around and couldn't find any help for this: Nope, Capcom is a poo poo company. You'll need to use Joy2Key or another emulator to get it to work. They haven't added PC stick support yet.
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# ? May 22, 2016 04:35 |
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its so good that they still havent fixed this
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# ? May 22, 2016 04:39 |
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#zandknew #shouldalistened2zand
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# ? May 22, 2016 05:55 |
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Free Zand
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# ? May 22, 2016 08:03 |
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Oh my God the controller thing still isn't solved? Holy loving poo poo. I'm not one to repeatedly say how bad the game is (it is) but that is straight embarrassing. Honestly that is sad. And it makes me sad.
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# ? May 22, 2016 09:23 |
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This is probably not the right thread to ask in, but I don't think anyone cares about staying on topic anymore. What's the most convenient way to drill button holes in plexiglass, with a hand drill? I'm trying to make a new front plate for my hitbox. I tried one of these: http://www.smallcab.net/meche-wood-30mm-flat-p-579.html It does not work with a hand drill properly.
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# ? May 22, 2016 09:29 |
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Jack Trades posted:What's the most convenient way to drill button holes in plexiglass, with a hand drill? I'm trying to make a new front plate for my hitbox. it should? that's what it's made for honestly though 100% realtalk if you need plex work and want to have it done really well then get it from art's hobbies. shipping takes a while but his work is great http://www.tek-innovations.com/arthobbies/
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# ? May 22, 2016 10:00 |
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Jack Trades posted:This is probably not the right thread to ask in, but I don't think anyone cares about staying on topic anymore. That's for wood. You'll want a hole saw bit, like this: http://www.ebay.com/itm/like/131017368516?lpid=82&chn=ps&ul_noapp=true One of those is for chewing a hole in metal, but it'll make it through plastic, too. You just may have to clean the teeth up to get the plastic clots out.
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# ? May 22, 2016 12:36 |
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If I was offered a refund for SFV at this point I would probably take it without needing to think about it.
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# ? May 22, 2016 13:32 |
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# ? May 19, 2024 15:34 |
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Not that goons care about this, but after eating poo poo for 5 casual matches I finally won both my first round and my first Bo3 against another player. It felt... alright. Wasn't as rewarding as I had thought it would be, unfortunately. It's really hard remembering to do the combos instead of just a regular normal because I feel like it's just safer to try to throw out a button and whiff it rather than risk throwing out a combo and whiffing that. Also it really sucks because I feel like Ryu's cr.MK doesn't reach aa far as everyone else's poke in this game, so I'm always getting outranged by peoples' normals all the time. I feel like I get better results poking with Ryu's cr.MP instead.
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# ? May 22, 2016 14:33 |