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SectumSempra posted:I don't think anyone attacks people for liking sf5. Poor bhsman isn't even considered a person anymore. I get all the hate, and while much of it is clearly warranted, I like to think there's plenty of joking around about it too. But people have asked for advice at the wrong times, getting a "play another game" response rather than something to help them play SFV better. It isn't a matter of driving people away that bothers me, but the idea that someone is asking for advice because they just want to learn the latest street fighter and can't get anything useful that does.
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# ? Jul 31, 2016 23:45 |
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# ? Jun 5, 2024 12:29 |
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Hey guys I'm going to post some *actual game related content* https://www.youtube.com/watch?v=oPSLGiRvd-Y Because this is a good game, getting counterhit teleports you backwards so you can mash buttons on wakeup to make some common hitconfirm strings whiff. Glad I wasn't crazy when I noticed that getting a counterhit cr.mp with Ken point blank often pushed me out too far to convert to target combo!
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# ? Jul 31, 2016 23:49 |
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I resent being reduced to one liner poo poo posts. I do more than that. I'm complex
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# ? Jul 31, 2016 23:53 |
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bebaloorpabopalo posted:Hey guys I'm going to post some *actual game related content* This game is full of weird bullshit. Did you know that Vega's claw-on st. HP is hardcoded to have no benefit from hitting meaty?
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# ? Jul 31, 2016 23:56 |
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bebaloorpabopalo posted:Hey guys I'm going to post some *actual game related content* play marvel https://a.pomf.cat/ntvehh.webm
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# ? Jul 31, 2016 23:57 |
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Fereydun posted:play marvel What is this amazing stage that I have never, ever seen on stream at a tournament?
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# ? Jul 31, 2016 23:59 |
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bebaloorpabopalo posted:Hey guys I'm going to post some *actual game related content* When you get a counter hit you already get an advantage in increased damage on the hit, now you want the confirm too? Be thankful for what you have
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# ? Jul 31, 2016 23:59 |
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A.o.D. posted:What is this amazing stage that I have never, ever seen on stream at a tournament? or is this just the umvc3 version? or are they completely different and i do not remember properly
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# ? Aug 1, 2016 00:05 |
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A.o.D. posted:What is this amazing stage that I have never, ever seen on stream at a tournament? nothing to overwhelm me and nothing to cloud my mind come with me into it and you won't know what you will find time doesn't exist here we will never die https://a.pomf.cat/oslnrd.webm cams posted:or is this just the umvc3 version? or are they completely different and i do not remember properly the stage in that clip is 'hand hideout' which is a vanilla mvc3 stage and was basically the bonne wonderland of vanilla Fereydun fucked around with this message at 00:09 on Aug 1, 2016 |
# ? Aug 1, 2016 00:06 |
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Zand posted:ive seen you post in this thread and the other sf5 thread before and other fg threads. its not weird, after a while i just started to associate daenerys targaryen with poo poo opinions, just like how you've likely associated my name and avatar or any other common fg poster with a certain image. i mean, we've been posting in the same threads for a long time together so its only natural. its like how everyone expects the bhsman shrug emote post, the apple posting from experience/authority post, the dangerdoom volvo one-liner shitpost, bebop posting short videos or effort and content for some reason post, fereydun posting dmc gifs post, etc... its the teagone patently bad opinion post do me next
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# ? Aug 1, 2016 00:21 |
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dangerdoom volvo posted:I resent being reduced to one liner poo poo posts. I do more than that. I'm complex
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# ? Aug 1, 2016 00:25 |
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bebaloorpabopalo posted:Hey guys I'm going to post some *actual game related content* i want to be upset but all i feel is apathy
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# ? Aug 1, 2016 00:25 |
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A.o.D. posted:This game is full of weird bullshit. Did you know that Vega's claw-on st. HP is hardcoded to have no benefit from hitting meaty? Speaking of weird poo poo, what pisses me off most in SFV is that there are WAAAAAAY to many situations where your opponents will jump-in crossup on you but actually land in front of you. I loving hate that poo poo. Half the cast has dumbass cross-up hitboxes. EDIT: Remembering all this poo poo fills me with rage again. That's why I stopped touching SFV cause it's too likely it'll give me a loving aneurysm otherwise.
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# ? Aug 1, 2016 00:26 |
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A.o.D. posted:This game is full of weird bullshit. Did you know that Vega's claw-on st. HP is hardcoded to have no benefit from hitting meaty? I mean this wouldn't surprise me but are you sure it's this and not it just having very little active frames.
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# ? Aug 1, 2016 00:32 |
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Jack Trades posted:Speaking of weird poo poo, what pisses me off most in SFV is that there are WAAAAAAY to many situations where your opponents will jump-in crossup on you but actually land in front of you. To be fair that's a SF4 thing too. Hell, probably worse in SF4.
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# ? Aug 1, 2016 00:37 |
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That's a long standing tradition dating back to SF2.
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# ? Aug 1, 2016 00:39 |
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bebaloorpabopalo posted:That's a long standing tradition dating back to SF2. I played less ST than I probably should, but even A2 felt more strict with crossups than 4, at least to me. Regardless, yeah, it's not a SFV thing. Also I thought I'd noticed that CH thing but figured it was me leaving a hole on my blockstring or loving up my spacing (which I suppose is what happened, just not for the reasons I thought it was).
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# ? Aug 1, 2016 00:49 |
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bebaloorpabopalo posted:I mean this wouldn't surprise me but are you sure it's this and not it just having very little active frames. Very sure. It has 2 active frames. If it wasn't hard coded to not give an advantage on meaty, you could combo st. hp into switch into clawless target combo because you'd have 6 frames of advantage. However, it always whiffs, because it's coded to only give you 5 frames unless you get a counterhit st. HP, then it gives you 7. Arlieth actually labbed this out using @toolassisted's oki tool and training mode, and I duplicated it because I could not believe that poo poo.
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# ? Aug 1, 2016 00:51 |
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If you do the claw switch it literally doesn't matter how meaty your fierce is. Am I missing something here?
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# ? Aug 1, 2016 00:54 |
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bad metaphors posted:If you do the claw switch it literally doesn't matter how meaty your fierce is. Am I missing something here? That's exactly it. You get the same frame numbers if you hit on active frame 1 or 2 of the st. hp. If the frame advantage wasn't hard coded, hitting on frame 2 would open up additional combo opportunities.
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# ? Aug 1, 2016 00:57 |
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Street Fighter V is bad. If you like Street Fighter V then you are also bad. Feel free to quote this post the next time you want to throw a hissy-fit over people being mean to you on the internet.
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# ? Aug 1, 2016 01:02 |
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A.o.D. posted:That's exactly it. You get the same frame numbers if you hit on active frame 1 or 2 of the st. hp. If the frame advantage wasn't hard coded, hitting on frame 2 would open up additional combo opportunities. A meaty will only give you additional frame advantage if you don't cancel it because the advantage comes from having the same hitstun but less recovery, as opposed to the later active frames granting extra hitstun.
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# ? Aug 1, 2016 01:03 |
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bad metaphors posted:If you do the claw switch it literally doesn't matter how meaty your fierce is. To be fair SFV has weird rules sometimes where you can't do special cancels/vtrigger cancels immediately, so meaty attacks can give cancels more frame advantage in those cases.
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# ? Aug 1, 2016 01:04 |
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bad metaphors posted:A meaty will only give you additional frame advantage if you don't cancel it because the advantage comes from having the same hitstun but less recovery, as opposed to the later active frames granting extra hitstun. So meaties only really matter for pressure or linking, and don't matter at all for cancelling? That's a pretty odd, specific behavior.
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# ? Aug 1, 2016 01:05 |
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A.o.D. posted:So meaties only really matter for pressure or linking, and don't matter at all for cancelling? That's a pretty odd, specific behavior. It's not really odd at all. Assuming the same normal hit (not counter), a move will cause the same number of frames of hitstun regardless of which of its active frames connect. This is why meaties provide extra advantage, since you hit in the later active frames and have less remaining active+recovery frames left to play out. However, if you cancel into something, that move you cancelled into will still have X number of startup+active+recovery frames regardless of how meaty the move that was cancelled was.
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# ? Aug 1, 2016 01:11 |
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Generally that's the case but in some fighting games you can use meaty someone on wakeup and be able to block in time if they reversal. You may also want to use an attack with high active frames since it's easier to time on wakeup, even if that attack isn't reversal-safe. In the latter case there's a good chance you want to be cancelling into something
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# ? Aug 1, 2016 01:11 |
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Shadow Ninja 64 posted:It's not really odd at all. Assuming the same normal hit (not counter), a move will cause the same number of frames of hitstun regardless of which of its active frames connect. This is why meaties provide extra advantage, since you hit in the later active frames and have less remaining active+recovery frames left to play out. However, if you cancel into something, that move you cancelled into will still have X number of startup+active+recovery frames regardless of how meaty the move that was cancelled was. Claw switch has no active frames. It isn't doing anything to the target's hit recovery clock, or at least it shouldn't be doing anything. No matter if you switch from hitting on frame 1 or 2 of st. HP, it gives you 5 frames to connect another move. If you counterhit st. hp, then it gives you 7 frames.
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# ? Aug 1, 2016 01:13 |
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I wish any one of Juri's specials used a punch instead. Her HP animates as a kick so I know you have what I call "Punch-to-Kick Replacement Technology" jerks.
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# ? Aug 1, 2016 01:18 |
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Think about it like this: A normal that has 3 active frames, 20 recovery frames, and does 25 frames of hitstun. You also have a stance change that is 15 total frames. The cancel window for the normal is from the first to last active frame, and the hitstun starts from when that frame connects. If you are always cancelling into the stance change on the first available frame (the active frame that hit), there will be no difference in your advantage after the stance change recovers because the difference between the hitstun starting and the stance change starting is always 0f. It would only give you more advantage in a case where the first active frame was not cancellable and there is a way to reduce the gap between hitstun starting and the cancel starting, i.e. connecting with the normal meaty.
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# ? Aug 1, 2016 01:18 |
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A.o.D. posted:Claw switch has no active frames. It isn't doing anything to the target's hit recovery clock, or at least it shouldn't be doing anything. No matter if you switch from hitting on frame 1 or 2 of st. HP, it gives you 5 frames to connect another move. If you counterhit st. hp, then it gives you 7 frames. What you just said actually agrees completely with what I posted, and there's nothing weird about it being the same advantage off 1st active frame s.HP and 2nd active frame s.HP. s.HP causes X number of hitstun frames when it connects, and it does this whether it connects on active frame 1 or 2. Claw switch has Y number of startup+active+recovery frames, whatever that number is and even with active equalling 0 in this case. Cancelling s.HP on either frame it hits is going to give you the X hitstun frames minus the Y total frames of Claw Switch, since the part that would benefit from the s.HP being meaty, its own remaining active+recovery frames, is cut out of the equation by the cancel.
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# ? Aug 1, 2016 01:18 |
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Wait.. I see now. Okay, I get it. A.o.D. fucked around with this message at 01:25 on Aug 1, 2016 |
# ? Aug 1, 2016 01:21 |
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claw switch should be a very low damage attack like vega bounces it off the opponent's noggin and catches the rebound or something.
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# ? Aug 1, 2016 01:23 |
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It's okay to not know how fighting games work, we have all been there before, but at the same time if you don't know how fighting games work please do not claim to know how fighting games work
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# ? Aug 1, 2016 01:29 |
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why does sfv have so many moves that don't hit crouching opponents? that loving sucks to my laymans eye
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# ? Aug 1, 2016 01:33 |
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Dias posted:To be fair that's a SF4 thing too. Hell, probably worse in SF4. No, it was definitely not. I've played SF4 for way over 1000 hours and SFV for barely over 100 hours and I've seen that poo poo happen WAAAAAY more often in SFV.
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# ? Aug 1, 2016 01:57 |
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Jack Trades posted:No, it was definitely not. Eh, it felt every character had freakin' fake crossups in SF4 and even Rose j.HP could hit weird for some reason (not even in the corner) so...I dunno. I do not miss SF4 Cammy in my life.
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# ? Aug 1, 2016 02:02 |
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Dias posted:Eh, it felt every character had freakin' fake crossups in SF4 and even Rose j.HP could hit weird for some reason (not even in the corner) so...I dunno. SF4 had a bunch of moves that looked like they would hit behind but they actually hit in front of you, but that's not what I was talking about. I was talking about a whole bunch of air normals hitting behind you but the opponent landing in front of you. It happened very rarely in SF4 that the opponent would hit you on one side and land on the other side but in SFV it feels like it happens all the loving time.
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# ? Aug 1, 2016 02:11 |
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i'm really sad that i didn't get a "zan'ds impression" but also i'm really not that surprised
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# ? Aug 1, 2016 02:23 |
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play marvel https://a.pomf.cat/appeon.webm
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# ? Aug 1, 2016 02:46 |
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# ? Jun 5, 2024 12:29 |
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NecroMonster posted:i'm really sad that i didn't get a "zan'ds impression" you're still junior varsity
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# ? Aug 1, 2016 02:46 |