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Schmendrick posted:All the SoCal manchildren Pros will exploit the "best" character anyway. Schmendrick posted:(I'm guessing they still had tourneys with him, telling anyone who wasn't a cool, SoCal kid with a PS3 didn't have a PS3 to piss off) Schmendrick posted:GRRRLZ AND COMINT ABOUT GRRLZ IN MY SOCAL FIGHTING GAEMZ Schmendrick posted:for 5-10 minutes it was just about some guys having a SoCal circle jerk or how they stroll around uncanny valley SoCal and getting high/doing nothing afterwards while a match was going on Schmendrick posted:Of course if you want to put a picture of your favorite anime girl or Juri in a bikini like some SoCal loser nerds, you're on your own.
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# ¿ Dec 23, 2011 18:35 |
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# ¿ May 14, 2024 20:10 |
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Doom on point, Frank second, and Wesker last seems pretty obvious to me. Use doom to level up Frank, if Frank doesn't get leveled up you have Level 4 Wesker in the back anyway.
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# ¿ Mar 17, 2012 18:46 |
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Wozbo posted:I just did a sentinel h jump loop once and I'm an extreme baddie. Timing was drat near impossible. It looks like the hitstun scaling rapidly increases in proportion with how long you are on the ground? Apparently you have to hit them with a special move in the air before you land.
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# ¿ Jun 26, 2012 04:53 |
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There are definitely practical applications of it in fairly common situations. If you want to save a point character from Hail Storm chip without using xfactor, hard tagging is pretty common. If you can hard tag, you can do the glitch. Of course they can just Hail Storm again when you come back in, but then you've made them use 2 meters instead of 1.
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# ¿ Jul 8, 2012 19:49 |
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Dias posted:And there's still P1-only corner crossups in modern games like SFIV so I don't know. In SF4 it depends on the corner itself, not the player. Some stuff will not crossup on the left corner that will crossup in the right corner.
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# ¿ Sep 13, 2012 02:25 |
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Bronson Tran probably has the best Strange in America. You can probably only find footage of him playing on FGTV archives though.
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# ¿ Sep 30, 2012 03:28 |
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It's a glitch with the combo counter. The combo is resetting but the combo counter keeps going, which is why it does so much damage.
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# ¿ Apr 22, 2013 21:38 |
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Jeffrey posted:This is a weird cause and effect thing, are you implying that the counter stopping is what lets you tech/block but not what resets damage scaling? I am saying it is not actually an infinite, the dummy is set to not block at all. The combo counter continuing to go up despite it not being an actual combo is a glitch. The combo actually does not work at all and you can 100% block. You can tell because the combo counter starts flashing like the combo is done, but keeps going up. This was discovered over a year ago and Desk even made videos about it and a blog post here: http://biffotasty.blogspot.com/2011/12/exploring-combo-counter-glitch.html
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# ¿ Apr 22, 2013 22:11 |
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Fenn the Fool! posted:I mentioned this in passing earlier, but I want to go into more detail: in my opinion the coolest change they could make would be allowing me to call the alpha, beta, and gamma assists of all my characters. Hello 10 years of Morrigan/Doom/Ammy.
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# ¿ Jul 23, 2013 23:34 |
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I made a vid + tutorial if you want to actually have fun in this game for once. https://www.youtube.com/watch?v=swPuSwVWHak
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# ¿ Jun 4, 2014 16:47 |
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# ¿ May 14, 2024 20:10 |
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Excels posted:SFxT looks lame, too many matches ending in time-outs because there's no chip damage on blocking. There's chip damage. It ended in a lot of timeouts because the stages were huge, walk speeds were slow, and throws were slow, did no damage, and took forever. You also had two characters worth of health and it was easy to tag out safely and regain a ton of health.
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# ¿ Jun 12, 2014 10:18 |