Free match has the same problem. Apparently party mode is the one that works.
I want to like the game, I really do, but right now it just doesn't work online. When even Neversoft can get their shit together and get MK playable online there is no excuse for this.
Took a while for Neversoft to get their shit together.
Now they want to release Injustice 2 and have to take a second look at the engine.
I have high doubts many people are gonna trust NRS with PC ports any time soon after the mess that was MKX. Or they're super prepared to refund via Steam.
If CvS2 didn't have Bison, Sakura, Sagat, Blanka, or v-ism, it would still be a pretty great game. As it is, even without roll-cancelling it still ends up being one of the most defensive 2d fighters around because most of the top-tier characters just wait around till they can convert a jab into a v-ism combo that takes 45 seconds off the clock and all of your health, even if you're blocking.
If CvS2 didn't have Bison, Sakura, Sagat, Blanka, or v-ism, it would still be a pretty great game. As it is, even without roll-cancelling it still ends up being one of the most defensive 2d fighters around because most of the top-tier characters just wait around till they can convert a jab into a v-ism combo that takes 45 seconds off the clock and all of your health, even if you're blocking.
True. No fighting game is perfect though and custom combos were always the most absurd and imbalanced thing ever added to fighting games. Glad they rarely exist these days.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Who'd have thought that a timed super with virtually unlimited links and frame cancels would have been horribly broken? I mean I get the idea, but the execution was really bad, especially given the opportunities to refine them over time. By the release of CVS2, Capcom should have gotten it right.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Who'd have thought that a timed super with virtually unlimited links and frame cancels would have been horribly broken? I mean I get the idea, but the execution was really bad, especially given the opportunities to refine them over time. By the release of CVS2, Capcom should have gotten it right.
Part of what's funny is that CvS2's CC groove actually felt weak initially! It had numerous nerfs compared to the SFA series versions:
- needs full meter to activate (SFA2 needed only one third of the gauge, SFA3 needed at least half of the gauge)
- combo damage scaling was much harsher (first hit starts prorated to 72%, with each successive hit taking a further 8 percentage point hit)
- no bonus mobility (SFA2 automatically rocketed you forwards towards the opponent, Genei-Jin made you move faster or flat out sped up some moves, like the palm strike)
- and more (less?)!
Genei-Jin had a very short meter to fill, but it also came at the expense of Yun only getting a single EX move (in particular, he'd lose his invincible reversal). But other systems conspired to make it super great (whiffed normals building meter being one of the big ones). In spite of how BS Yun can seem with Genei-Jin, my likely Stockholm Syndrome with 3S prevents me from hating it too much. In particular, GJ had no practical high chip damage sequences (unlike TENGU STONE HOLY CRAP).
Funny enough, by the time of USF4, Genei-Jin was finally nerfed enough directly and indirectly to not dominate the game. Unfortunately, that just led to it never being used. During Kazunoko's ultimate victory, he never used it once in his final 3 matches.
On the other hand, parries got nerfed in CvS2 to a state where even though there exist very strong P-groove teams, parries are nowhere near dominating the game.
well, the issue with genei jin in USF4 was red focus was more efficient damage than genei jin. genei jin was a good super before red focus made it redundant
even if they were good, it's hard to justify choosing parries in a game with just defence.
Parries actually had very real value! JD-ing in CvS2 does not have the guard cancel property that it did in MOTW (though it did have a funky blockstun modifier that SOMETIMES made safe moves punishable!), so against A-groove for the most part K-groove can at best mitigate the damage of a CC guard crush sequence. If you have an invulnerable reversal or a 0-frame super, you can punish a parried CC. If you're against, say, Sakura, she actually does more damage if she gets you to block the whole damn thing than if it just hit, so swinging for the fences is a legit strategy. A few characters can also strongly capitalize off of parries (P-Kyo was like the poster child for this).
Both parry and JD let you do the 1-frame early defense.
I think one of the big sources of value for successful JD was the rage meter, and having low jump as well as rage meter is probably one of the biggest arguments for picking K-groove in the first place.
Back to more recent and relevant games, I still haven't gotten Revelator, let alone KOF14.
How populated does KOF14 seem to be at the moment? What are wait times for matches like?
even if they were good, it's hard to justify choosing parries in a game with just defence.
Parries actually had very real value! JD-ing in CvS2 does not have the guard cancel property that it did in MOTW (though it did have a funky blockstun modifier that SOMETIMES made safe moves punishable!), so against A-groove for the most part K-groove can at best mitigate the damage of a CC guard crush sequence. If you have an invulnerable reversal or a 0-frame super, you can punish a parried CC. If you're against, say, Sakura, she actually does more damage if she gets you to block the whole damn thing than if it just hit, so swinging for the fences is a legit strategy. A few characters can also strongly capitalize off of parries (P-Kyo was like the poster child for this).
Both parry and JD let you do the 1-frame early defense.
I think one of the big sources of value for successful JD was the rage meter, and having low jump as well as rage meter is probably one of the biggest arguments for picking K-groove in the first place.
Back to more recent and relevant games, I still haven't gotten Revelator, let alone KOF14.
How populated does KOF14 seem to be at the moment? What are wait times for matches like?
Wait time has been tiny for me.
Played some ranked last night. 3/4 matches were unplayable.. the other was goddamn perfect.
vertical placing is for overall strength, while the further to the left a character is, the more one-dimensional he or she is. You'll notice the ones on the right tend to be the more well-rounded types. They have fireballs, anti-air specials, mobility and spacing tools, etc. so they can cover all the bases.
Using Robert and Dinosaur as my mains and they feel pretty solid, but yeah some characters in this game are just trash. The list doesn't surprise me much, especially with Chang at the bottom. I guess Ryo is so low due to lack of a real fireball? Also Xanadu should be top tier because of his giant fucking CREEP factor. Holy shit, that guy...
3DS Code - 5370-0463-9307 Wii U - 'Nocero' XBox ID - therealmasume PS4 ID - realmasume
Who'd have thought that a timed super with virtually unlimited links and frame cancels would have been horribly broken? I mean I get the idea, but the execution was really bad, especially given the opportunities to refine them over time. By the release of CVS2, Capcom should have gotten it right.
Core-A's fighting game content is continually frustrating. It's nice and glossy, which must draw in the viewers, but it always dances around the point and half or more of the time it never even gets there. You don't make a video about what makes a move in a fighting game overpowered, give offhand shoutouts to a couple of examples in the first 20 seconds to set the topic up, and then never address it again. I guess it's an alright way to sneak frame data in through the back door, but he still doesn't discuss any "overpowered" moves, and misses out on other crucial points like invulnerability frames (which isn't really covered by mentioning hurtboxes), reaction times, and a dozen other properties that might cause a move to be much stronger (or weaker) than its frame data suggests.
Core-A's fighting game content is continually frustrating. It's nice and glossy, which must draw in the viewers, but it always dances around the point and half or more of the time it never even gets there. You don't make a video about what makes a move in a fighting game overpowered, give offhand shoutouts to a couple of examples in the first 20 seconds to set the topic up, and then never address it again. I guess it's an alright way to sneak frame data in through the back door, but he still doesn't discuss any "overpowered" moves, and misses out on other crucial points like invulnerability frames (which isn't really covered by mentioning hurtboxes), reaction times, and a dozen other properties that might cause a move to be much stronger (or weaker) than its frame data suggests.
Still, there are worse ways to waste 5 minutes.
I was too busy remembering Final Fight, Streets of Rage. Golden Axe and Double Dragon that I forgot what the video was about.
Posts
Took a while for Neversoft to get their shit together.
Now they want to release Injustice 2 and have to take a second look at the engine.
"We have years of struggle ahead, mostly within ourselves." - Made in USA
I have high doubts many people are gonna trust NRS with PC ports any time soon after the mess that was MKX. Or they're super prepared to refund via Steam.
XBL: GamingFreak5514
PSN: GamingFreak1234
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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True. No fighting game is perfect though and custom combos were always the most absurd and imbalanced thing ever added to fighting games. Glad they rarely exist these days.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
XBL: GamingFreak5514
PSN: GamingFreak1234
"We have years of struggle ahead, mostly within ourselves." - Made in USA
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Part of what's funny is that CvS2's CC groove actually felt weak initially! It had numerous nerfs compared to the SFA series versions:
- needs full meter to activate (SFA2 needed only one third of the gauge, SFA3 needed at least half of the gauge)
- combo damage scaling was much harsher (first hit starts prorated to 72%, with each successive hit taking a further 8 percentage point hit)
- no bonus mobility (SFA2 automatically rocketed you forwards towards the opponent, Genei-Jin made you move faster or flat out sped up some moves, like the palm strike)
- and more (less?)!
Genei-Jin had a very short meter to fill, but it also came at the expense of Yun only getting a single EX move (in particular, he'd lose his invincible reversal). But other systems conspired to make it super great (whiffed normals building meter being one of the big ones). In spite of how BS Yun can seem with Genei-Jin, my likely Stockholm Syndrome with 3S prevents me from hating it too much. In particular, GJ had no practical high chip damage sequences (unlike TENGU STONE HOLY CRAP).
Funny enough, by the time of USF4, Genei-Jin was finally nerfed enough directly and indirectly to not dominate the game. Unfortunately, that just led to it never being used. During Kazunoko's ultimate victory, he never used it once in his final 3 matches.
On the other hand, parries got nerfed in CvS2 to a state where even though there exist very strong P-groove teams, parries are nowhere near dominating the game.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Parries actually had very real value! JD-ing in CvS2 does not have the guard cancel property that it did in MOTW (though it did have a funky blockstun modifier that SOMETIMES made safe moves punishable!), so against A-groove for the most part K-groove can at best mitigate the damage of a CC guard crush sequence. If you have an invulnerable reversal or a 0-frame super, you can punish a parried CC. If you're against, say, Sakura, she actually does more damage if she gets you to block the whole damn thing than if it just hit, so swinging for the fences is a legit strategy. A few characters can also strongly capitalize off of parries (P-Kyo was like the poster child for this).
Both parry and JD let you do the 1-frame early defense.
I think one of the big sources of value for successful JD was the rage meter, and having low jump as well as rage meter is probably one of the biggest arguments for picking K-groove in the first place.
Back to more recent and relevant games, I still haven't gotten Revelator, let alone KOF14.
How populated does KOF14 seem to be at the moment? What are wait times for matches like?
Wait time has been tiny for me.
Played some ranked last night. 3/4 matches were unplayable.. the other was goddamn perfect.
Fingers firmly crossed for the patch.
vertical placing is for overall strength, while the further to the left a character is, the more one-dimensional he or she is. You'll notice the ones on the right tend to be the more well-rounded types. They have fireballs, anti-air specials, mobility and spacing tools, etc. so they can cover all the bases.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Psycho Ball
Psycho Ball
If only her voice was less annoying.
"We have years of struggle ahead, mostly within ourselves." - Made in USA
Wii U - 'Nocero'
XBox ID - therealmasume
PS4 ID - realmasume
I've gotten used to it over the decades of playing KoF.
That sounds so odd but yeah... KoF 94 came out over 20 years ago.
God... I'm gonna go take a nap.
3S is a silly game.
XBL: GamingFreak5514
PSN: GamingFreak1234
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
In the meantime
https://www.youtube.com/watch?v=kYGWwKC374s
"We have years of struggle ahead, mostly within ourselves." - Made in USA
I'd need to add Garou to that list but otherwise yeah man, yeah.
And last blade 2 for that matter.
Pepperidge Farms remembers when crossovers used six buttons.
https://www.youtube.com/watch?v=uQnfm911Xoc
"We have years of struggle ahead, mostly within ourselves." - Made in USA
Still, there are worse ways to waste 5 minutes.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
I was too busy remembering Final Fight, Streets of Rage. Golden Axe and Double Dragon that I forgot what the video was about.
https://www.youtube.com/watch?v=pEpuiJIOnMw
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
XBL: GamingFreak5514
PSN: GamingFreak1234