[Fighting Games] Discussion Round 3 - Fight!

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  • ArchsorcererArchsorcerer Registered User regular
    A question. Who is Gonta?

    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • Page-Page- Registered User regular
    People have been finding some ludicrous bugs in SF5 last few days. I think this is the best yet.

    https://www.youtube.com/watch?v=85ggavE57iI

    https://www.youtube.com/watch?v=R8qKvd4EwL8

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  • ArchsorcererArchsorcerer Registered User regular
    https://www.youtube.com/watch?v=KH9tSsZ4TLA

    So Infiltration (Nash) vs Tokido (Ryu) is like that Luffy (Rose) vs Bonchan (Sagat) EVO final, right? Nash even dashes like Rose.

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    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    Need a voice actor? Hire me at bengrayVO.com
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  • Page-Page- Registered User regular
    edited April 2016
    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
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  • ArchsorcererArchsorcerer Registered User regular
    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • acidlacedpenguinacidlacedpenguin Institutionalized Safe in jail.Registered User regular
    Page- wrote: »
    People have been finding some ludicrous bugs in SF5 last few days. I think this is the best yet.

    https://www.youtube.com/watch?v=85ggavE57iI

    https://www.youtube.com/watch?v=R8qKvd4EwL8

    I don't even know what I'm looking at :(

    GT: Acidboogie PSNid: AcidLacedPenguiN
  • P10P10 An Idiot With Low IQ Registered User regular
    edited April 2016
    proximity block option select
    the idea is you whiff a move, and then if you get put in proximity block (the opponent attempted an attack, but it didn't make contact, but was close enough to trigger a block animation) some option automatically comes out. so the first video has it sweeping automatically, second one has Ryu parrying automatically.

    i haven't tried it in SFV but from SF4 i felt it wasn't as good as people made it out to be. it was hard to do consistently and lots of things could screw it up (if your whiffed move makes contact instead of whffing the second part might come out, it requires you to whiff moves but only works if your opponent then whiffs a move in response, etc.)

    P10 on
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  • evilthecatevilthecat Registered User regular
    Page- wrote: »
    People have been finding some ludicrous bugs in SF5 last few days. I think this is the best yet.

    https://www.youtube.com/watch?v=85ggavE57iI

    https://www.youtube.com/watch?v=R8qKvd4EwL8

    I don't even know what I'm looking at :(

    ok i'm new to street fightery so my terminology might be off but those are called option selects and capcom wanted to get rid of them.

    if you look at the button inputs, he's spamming cheap, shitty moves but depending on what the opponent does it switches to the more powerful move being spammed along with the crappy move.

    i find the second video easier to explain:
    the ryu player is spamming light punch (low priority, low damage) AND his vskill (parry, negates all damage).
    the game is actually performing the light punch UNLESS the dhalsim (rubberman guy) attacks him, in which case the game automatically switches to the parry.
    it takes away all player agency and makes the game exploitable.

    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
  • dispatch.odispatch.o Registered User regular
    edited April 2016
    evilthecat wrote: »
    Page- wrote: »
    People have been finding some ludicrous bugs in SF5 last few days. I think this is the best yet.

    https://www.youtube.com/watch?v=85ggavE57iI

    https://www.youtube.com/watch?v=R8qKvd4EwL8

    I don't even know what I'm looking at :(

    ok i'm new to street fightery so my terminology might be off but those are called option selects and capcom wanted to get rid of them.

    if you look at the button inputs, he's spamming cheap, shitty moves but depending on what the opponent does it switches to the more powerful move being spammed along with the crappy move.

    i find the second video easier to explain:
    the ryu player is spamming light punch (low priority, low damage) AND his vskill (parry, negates all damage).
    the game is actually performing the light punch UNLESS the dhalsim (rubberman guy) attacks him, in which case the game automatically switches to the parry.
    it takes away all player agency and makes the game exploitable.

    This sort of thing has always existed in the form of option selects. Normally it's used to take away a choice on wakeup, if you watched much SF4 you'd hear a lot about option selects to catch someone trying to backdash on wakeup. Or for crouch-teching, where you could crouch-block and tap your throw (lp+lk) and it would jab if they walked toward you, block if they took a swing at you, and tech if you got thrown... in theory. In practice a lot of this stuff wasn't as consistent as you'd want for all the time use and some of them were exploitable by your opponent if they figured out what you were doing.

    That parry thing though, that seems like it may end out being a big deal.

    Edit: Varying your wakeup timing also messed with some of them.

    dispatch.o on
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    Even if it's difficult to do or inconsistent, I do hope Capcom addresses them and patches them out in the future. Option selects are bad. For me, a fighting game should come down to decisions from both players across a variety of situations. Option selects remove or grant options which is not a good game mechanic.

    For example, Player 1 (P1) throws Player 2 (P2). P1 dashes up to P2 as they are getting up. How each player reacts is important now. P1 could spam jabs, go for a meaty attack, tick throw, or bait out a reversal by blocking. P2 could block, reversal (dragon punch, etc), throw, or back dash. How the other player reacts is equally important to mind games.

    If P1 is using an option select, he might get 2-3 of P2 choices covered in one move. That isn't making an active decision but telling the AI to choose for you based on how P2 responds. That isn't playing mind games that's coding.

    Worse is that OS aren't intuitive or obvious that they are happening. To an uninformed player, it will appear as though your opponent is getting the perfect read on you each time, which can cause frustration leading to mistakes. There are already a lot of things to learn in a fighting game. Your own characters strengths, weaknesses, ranges, and combos. Then you have to learn all of the other characters and specifics of each match-up. Having to add in yet another layer of arbitrary OS information is just too much.

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  • acidlacedpenguinacidlacedpenguin Institutionalized Safe in jail.Registered User regular
    oh yeah, now that you've pointed it out it's clear as day

    GT: Acidboogie PSNid: AcidLacedPenguiN
  • Rex DartRex Dart Registered User regular
    MNC Dover wrote: »
    Even if it's difficult to do or inconsistent, I do hope Capcom addresses them and patches them out in the future. Option selects are bad. For me, a fighting game should come down to decisions from both players across a variety of situations. Option selects remove or grant options which is not a good game mechanic.

    For example, Player 1 (P1) throws Player 2 (P2). P1 dashes up to P2 as they are getting up. How each player reacts is important now. P1 could spam jabs, go for a meaty attack, tick throw, or bait out a reversal by blocking. P2 could block, reversal (dragon punch, etc), throw, or back dash. How the other player reacts is equally important to mind games.

    If P1 is using an option select, he might get 2-3 of P2 choices covered in one move. That isn't making an active decision but telling the AI to choose for you based on how P2 responds. That isn't playing mind games that's coding.

    Worse is that OS aren't intuitive or obvious that they are happening. To an uninformed player, it will appear as though your opponent is getting the perfect read on you each time, which can cause frustration leading to mistakes. There are already a lot of things to learn in a fighting game. Your own characters strengths, weaknesses, ranges, and combos. Then you have to learn all of the other characters and specifics of each match-up. Having to add in yet another layer of arbitrary OS information is just too much.
    But most OSes (OS's? Option Selects? Just OS?) are the result of systems that try to make things easier and more intuitive for players. The classic example of an OS for me (as a KOF fan) is holding back + an attack in response to a jump-in. If your opponent attacks, you block. If they did an empty jump-in, your attack hits them.

    Try to imagine all the ways they could remove this option select.
    1. They could make the attack immediately cancel the guard, but that would give players a way to cancel guard any time. That would be pretty broken.
    2. They could remove the ability to attack while the player is holding back. Also sounds pretty silly. I'd hate to explain to a new player that sometimes an attack button doesn't attack when pressed.
    3. They could add a block button. A-ha! This would fix the problem if pressing block+attack made you unable to block. That combination of buttons would have to be interpreted another way. But the downside of this solution is that many players are used to the whole "hold back to block" thing. It's a pretty intuitive way to block incoming damage, IMO.

    Basically, I think option selects are always going to be a thing.

    (As a disclaimer, my opinion is based on OSes in other fighters rather than in SFV. Don't know enough about SFV's system to make an informed judgment about them.)

  • evilthecatevilthecat Registered User regular
    Rex Dart wrote: »
    MNC Dover wrote: »
    Even if it's difficult to do or inconsistent, I do hope Capcom addresses them and patches them out in the future. Option selects are bad. For me, a fighting game should come down to decisions from both players across a variety of situations. Option selects remove or grant options which is not a good game mechanic.

    For example, Player 1 (P1) throws Player 2 (P2). P1 dashes up to P2 as they are getting up. How each player reacts is important now. P1 could spam jabs, go for a meaty attack, tick throw, or bait out a reversal by blocking. P2 could block, reversal (dragon punch, etc), throw, or back dash. How the other player reacts is equally important to mind games.

    If P1 is using an option select, he might get 2-3 of P2 choices covered in one move. That isn't making an active decision but telling the AI to choose for you based on how P2 responds. That isn't playing mind games that's coding.

    Worse is that OS aren't intuitive or obvious that they are happening. To an uninformed player, it will appear as though your opponent is getting the perfect read on you each time, which can cause frustration leading to mistakes. There are already a lot of things to learn in a fighting game. Your own characters strengths, weaknesses, ranges, and combos. Then you have to learn all of the other characters and specifics of each match-up. Having to add in yet another layer of arbitrary OS information is just too much.
    But most OSes (OS's? Option Selects? Just OS?) are the result of systems that try to make things easier and more intuitive for players. The classic example of an OS for me (as a KOF fan) is holding back + an attack in response to a jump-in. If your opponent attacks, you block. If they did an empty jump-in, your attack hits them.

    Try to imagine all the ways they could remove this option select.
    1. They could make the attack immediately cancel the guard, but that would give players a way to cancel guard any time. That would be pretty broken.
    2. They could remove the ability to attack while the player is holding back. Also sounds pretty silly. I'd hate to explain to a new player that sometimes an attack button doesn't attack when pressed.
    3. They could add a block button. A-ha! This would fix the problem if pressing block+attack made you unable to block. That combination of buttons would have to be interpreted another way. But the downside of this solution is that many players are used to the whole "hold back to block" thing. It's a pretty intuitive way to block incoming damage, IMO.

    Basically, I think option selects are always going to be a thing.

    (As a disclaimer, my opinion is based on OSes in other fighters rather than in SFV. Don't know enough about SFV's system to make an informed judgment about them.)

    once again I think that's a horrible system.
    you're taking away any thought or strategy the player has to put into the match.

    in sfv and mkx, you either try to AA (so move priority and frame data analysis) or you block. YOU have to make that call. YOU have to know your character and the opponent's character.
    being able to press both and have the AI pick for you is utterly brainless :/
    Not only that, you're punishing the attacking player. turtling is a horrendous and boring mechanic in fighting games. By giving the defender a mechanism to "auto-win" against someone trying to open you up is ridiculous.

    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
  • l_gl_g Registered User regular
    evilthecat wrote: »
    Rex Dart wrote: »
    MNC Dover wrote: »
    Even if it's difficult to do or inconsistent, I do hope Capcom addresses them and patches them out in the future. Option selects are bad. For me, a fighting game should come down to decisions from both players across a variety of situations. Option selects remove or grant options which is not a good game mechanic.

    For example, Player 1 (P1) throws Player 2 (P2). P1 dashes up to P2 as they are getting up. How each player reacts is important now. P1 could spam jabs, go for a meaty attack, tick throw, or bait out a reversal by blocking. P2 could block, reversal (dragon punch, etc), throw, or back dash. How the other player reacts is equally important to mind games.

    If P1 is using an option select, he might get 2-3 of P2 choices covered in one move. That isn't making an active decision but telling the AI to choose for you based on how P2 responds. That isn't playing mind games that's coding.

    Worse is that OS aren't intuitive or obvious that they are happening. To an uninformed player, it will appear as though your opponent is getting the perfect read on you each time, which can cause frustration leading to mistakes. There are already a lot of things to learn in a fighting game. Your own characters strengths, weaknesses, ranges, and combos. Then you have to learn all of the other characters and specifics of each match-up. Having to add in yet another layer of arbitrary OS information is just too much.
    But most OSes (OS's? Option Selects? Just OS?) are the result of systems that try to make things easier and more intuitive for players. The classic example of an OS for me (as a KOF fan) is holding back + an attack in response to a jump-in. If your opponent attacks, you block. If they did an empty jump-in, your attack hits them.

    Try to imagine all the ways they could remove this option select.
    1. They could make the attack immediately cancel the guard, but that would give players a way to cancel guard any time. That would be pretty broken.
    2. They could remove the ability to attack while the player is holding back. Also sounds pretty silly. I'd hate to explain to a new player that sometimes an attack button doesn't attack when pressed.
    3. They could add a block button. A-ha! This would fix the problem if pressing block+attack made you unable to block. That combination of buttons would have to be interpreted another way. But the downside of this solution is that many players are used to the whole "hold back to block" thing. It's a pretty intuitive way to block incoming damage, IMO.

    Basically, I think option selects are always going to be a thing.

    (As a disclaimer, my opinion is based on OSes in other fighters rather than in SFV. Don't know enough about SFV's system to make an informed judgment about them.)

    once again I think that's a horrible system.
    you're taking away any thought or strategy the player has to put into the match.

    in sfv and mkx, you either try to AA (so move priority and frame data analysis) or you block. YOU have to make that call. YOU have to know your character and the opponent's character.
    being able to press both and have the AI pick for you is utterly brainless :/
    Not only that, you're punishing the attacking player. turtling is a horrendous and boring mechanic in fighting games. By giving the defender a mechanism to "auto-win" against someone trying to open you up is ridiculous.

    SFV Fate of Two Option Selects

    but seriously I'm ok with option selects if there exist option selects on both the offensive and defensive ends, such that the attacking player needs to make a read of the defender's possibilities and the defender needs to make a read of the attacker's possibilities and there exists game systems at all ends of it. If an option select is so strong that it perfectly covers every possible option then that's a problem. If there are holes in it, then it can be played around.

    That particular example sounds horrendous to you partly because it's an incomplete picture of the possibilities in the game and it sounds almighty ("If he doesn't press a button, I win, if he presses a button, I'm still ok!"). But it's not an auto-win at all, as it can be baited out by a variety of faster/invulnerable/armored moves. Some video example. Not only that, successful blocking of the attack isn't a 100% win since guard crush is a mechanic in KOF. If you keep blocking, you will get your guard broken and then it's free damage. If anything, the offense in KOF, because of the speed and power of the many jumps, is so withering that that defensive OS really just seems like a cool thing rather than a game breaking license to autopilot defense.

    Certain option selects would even be undesirable to get rid of. Safe jump ins are absolutely an option select: either you connect an attack on the waking up opponent, or you land and recover in time to block their reversal attempt. Safe jumps not working against characters with sufficiently fast reversal moves is a legitimate point of balancing. The same goes with cross-up attacks that, given proper timing and positioning result in the opponent's reversal going in the wrong direction or at an angle that is ineffective. The old "press d.MK but also do a QCF+P motion" automatically gives you a d.MK xx fireball when the d.MK connects, and just the d.MK if the d.MK doesn't connect. Do we actually want to be rid of that?

    Cole's Law: "Thinly sliced cabbage."
  • fRAWRstfRAWRst The Seas Call The Mad AnswerRegistered User regular
    You guys are blowing the currently known OS's way out of proportion

    J3qcnBP.png
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    i always option select between winning and losing depending on wat enemy does

    3fpohw4n01yj.png
  • fRAWRstfRAWRst The Seas Call The Mad AnswerRegistered User regular
    i always option select between winning and losing depending on wat enemy does

    have you tried the new 6 button os?

    whatever they do, since youre hitting all 6 buttons u win

    J3qcnBP.png
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    this infiltration interview is fabulous(ly long)

    https://www.youtube.com/watch?v=HVUTiy57VVc
    If i was playing mika i would command grab five times in the first round. Without a doubt. What kind of a person does that? you gotta send a message

    3fpohw4n01yj.png
  • ArchsorcererArchsorcerer Registered User regular
    Marnfiltration.

    No thanks.

    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • templewulftemplewulf The Team Chump USARegistered User regular
    Marnfiltration.
    tumblr_o4okmsKDCf1usst4ko1_400.gif

    Twitch.tv/FiercePunchStudios | PSN | Steam | Discord | SFV CFN: templewulf
  • ArchsorcererArchsorcerer Registered User regular
    Infil already hates Mika.

    Daigo moving to Red Bull? Not that crazy. Mad Catz is going through a bad spot and RB has a lot more money invested in e-sports. Bonchan being part of it must a good thing too.

    Just watch out for the side-effects of taurine.

    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • Rex DartRex Dart Registered User regular
    Is there a community on the PS4 for PA people who enjoy fighting games?

  • ArchsorcererArchsorcerer Registered User regular
    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • fRAWRstfRAWRst The Seas Call The Mad AnswerRegistered User regular
    Rex Dart wrote: »
    Is there a community on the PS4 for PA people who enjoy fighting games?

    since pc and ps4 have cross play for sf5, most people just post in the SE thread for matches

    looking to play other games?

    J3qcnBP.png
  • Page-Page- Registered User regular
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
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  • ArchsorcererArchsorcerer Registered User regular
    So much good stuff in that Infiltration interview. He makes all westerners look like hypemeisters.

    Ryan Hart is one of the few I can think of that has that collected approach.

    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    So much good stuff in that Infiltration interview. He makes all westerners look like hypemeisters.

    Ryan Hart is one of the few I can think of that has that collected approach.

    but then he gets bodied rip ryan

    3fpohw4n01yj.png
  • ArchsorcererArchsorcerer Registered User regular
    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    Option selects are, and always have been, a side effect of buffered input systems. Capcom has, and will continue to, take steps to minimize them in SF5...but people are always going to fine funny little buffering tricks. The ones in SF5 so far have been nothing like what was in SF4, so I think so far Capcom is doing a decent job of keeping them mostly extremely situational, and squishing any really general ones that pop up.

    Sagroth wrote: »
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  • Page-Page- Registered User regular
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
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  • ArchsorcererArchsorcerer Registered User regular
    "Looks like I won."

    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • Mr_GrinchMr_Grinch Registered User regular
    So I'm fairly new at fighting games, I've played plenty in the past but not with any clue as to what I was doing, save for "mash button, do quarter circle towards and hope for best".

    I've been really enjoying Mortal Kombat XL and thanks to the Skullgirls tutorial I think I've got a hang of most of the basics but I've a few questions (probably MK focused):

    - Negative edge. I've turned it off because at the end of all my combos I ended up doing the wrong move. So a really really simple combo for me with alien could be 1,1,D,B,2 (Sorry if I've cocked up notation). Now for Alien D,B,2 is a slashing move, whereas D,B,1 is a different move. With negative edge on I nearly always end up doing the move for D,B,1 at the end of that combo, despite pressing 2. Is there any major disadvantage to having it switched off? I've found I've had to adjust my timings on some other moves but that's about it.
    - As a newbie is there anything I should be practicing in the practice mode? Or am I better just getting my arse kicked online and learning why I'm weak and just working on that? Is there something I need to be good at? I've got my specials down so I can get them out 95% of the time when I intend to. Save for back/forward moves which I seem to fluff more often than not.
    - Is a stick worth it? I'm really enjoying MKXL at the moment, and Skullgirls too. Do people find sticks more fun or is it purely to be better? Take a wheel for example, I picked up a wheel not because it improved how I was at the game but because it just made it more fun.
    - Does anyone here play MKXL on PS4 that I could add? I can only play for about 30mins to an hour occasional evenings but it'd be nice to have someone to play against rather than relying on match making.

    Steam: Sir_Grinch
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  • ElbasunuElbasunu Registered User regular
    Mr_Grinch wrote: »
    So I'm fairly new at fighting games, I've played plenty in the past but not with any clue as to what I was doing, save for "mash button, do quarter circle towards and hope for best".

    I've been really enjoying Mortal Kombat XL and thanks to the Skullgirls tutorial I think I've got a hang of most of the basics but I've a few questions (probably MK focused):

    - Negative edge. I've turned it off because at the end of all my combos I ended up doing the wrong move. So a really really simple combo for me with alien could be 1,1,D,B,2 (Sorry if I've cocked up notation). Now for Alien D,B,2 is a slashing move, whereas D,B,1 is a different move. With negative edge on I nearly always end up doing the move for D,B,1 at the end of that combo, despite pressing 2. Is there any major disadvantage to having it switched off? I've found I've had to adjust my timings on some other moves but that's about it.
    - As a newbie is there anything I should be practicing in the practice mode? Or am I better just getting my arse kicked online and learning why I'm weak and just working on that? Is there something I need to be good at? I've got my specials down so I can get them out 95% of the time when I intend to. Save for back/forward moves which I seem to fluff more often than not.
    - Is a stick worth it? I'm really enjoying MKXL at the moment, and Skullgirls too. Do people find sticks more fun or is it purely to be better? Take a wheel for example, I picked up a wheel not because it improved how I was at the game but because it just made it more fun.
    - Does anyone here play MKXL on PS4 that I could add? I can only play for about 30mins to an hour occasional evenings but it'd be nice to have someone to play against rather than relying on match making.

    Practice mode is great for three things that you can't always do live: Practicing basic combos (often called Bread and Butter combos, since they aren't flashy but they are fulfilling and useful) and practicing punishes (like anti-airs) and practicing execution (just generally making sure you can do specials). I don't know what MK's practice room is like, but if you can record the p2 side to jump at you and kick, you can then practice anti airs.

    As for your peripheral, it comes down to preference! I switched to stick after getting frustrated trying to dash properly in Marvel v Capcom 3. I also stink at hitting the HK/HP puttons on a basic gamepad. But you might not have that problem!

    I do think a stick is more fun, too, but it can also be a hassle. The better ones are fairly large and expensive(much cheaper if used).

    g1xfUKU.png?10zfegkyoor3b.png
    Steam ID: Obos Vent: Obos
  • Rex DartRex Dart Registered User regular
    fRAWRst wrote: »
    Rex Dart wrote: »
    Is there a community on the PS4 for PA people who enjoy fighting games?

    since pc and ps4 have cross play for sf5, most people just post in the SE thread for matches

    looking to play other games?
    Yeah, I like a pretty broad spread of fighters. Lately I've been playing SF5 and DOA5. I'm definitely planning to get KOF 14 whenever it comes out. Will probably end up getting Tekken and Guilty Gear at some point.

    Would there be any interest in a PA Fighter group on PS4?

  • WaltWalt Waller Arcane Enchanted Frozen ElectrifiedRegistered User regular
    Mr_Grinch wrote: »
    So I'm fairly new at fighting games, I've played plenty in the past but not with any clue as to what I was doing, save for "mash button, do quarter circle towards and hope for best".

    I've been really enjoying Mortal Kombat XL and thanks to the Skullgirls tutorial I think I've got a hang of most of the basics but I've a few questions (probably MK focused):

    - Negative edge. I've turned it off because at the end of all my combos I ended up doing the wrong move. So a really really simple combo for me with alien could be 1,1,D,B,2 (Sorry if I've cocked up notation). Now for Alien D,B,2 is a slashing move, whereas D,B,1 is a different move. With negative edge on I nearly always end up doing the move for D,B,1 at the end of that combo, despite pressing 2. Is there any major disadvantage to having it switched off? I've found I've had to adjust my timings on some other moves but that's about it.
    - As a newbie is there anything I should be practicing in the practice mode? Or am I better just getting my arse kicked online and learning why I'm weak and just working on that? Is there something I need to be good at? I've got my specials down so I can get them out 95% of the time when I intend to. Save for back/forward moves which I seem to fluff more often than not.
    - Is a stick worth it? I'm really enjoying MKXL at the moment, and Skullgirls too. Do people find sticks more fun or is it purely to be better? Take a wheel for example, I picked up a wheel not because it improved how I was at the game but because it just made it more fun.
    - Does anyone here play MKXL on PS4 that I could add? I can only play for about 30mins to an hour occasional evenings but it'd be nice to have someone to play against rather than relying on match making.

    I play MKX sometimes, just PM me here and I can maybe play. Hard to get a hold of the TV, though.

  • chamberlainchamberlain Registered User regular
    edited April 2016
    Can regular MKX play with MKXL?

    chamberlain on
  • WaltWalt Waller Arcane Enchanted Frozen ElectrifiedRegistered User regular
    XL is just a disc version of the DLC characters

  • chamberlainchamberlain Registered User regular
    I only play Kitana anyway, so I can live without that.

  • templewulftemplewulf The Team Chump USARegistered User regular
    Mr_Grinch wrote: »
    So I'm fairly new at fighting games, I've played plenty in the past but not with any clue as to what I was doing, save for "mash button, do quarter circle towards and hope for best".

    I've been really enjoying Mortal Kombat XL and thanks to the Skullgirls tutorial I think I've got a hang of most of the basics but I've a few questions (probably MK focused):

    - Negative edge. I've turned it off because at the end of all my combos I ended up doing the wrong move. So a really really simple combo for me with alien could be 1,1,D,B,2 (Sorry if I've cocked up notation). Now for Alien D,B,2 is a slashing move, whereas D,B,1 is a different move. With negative edge on I nearly always end up doing the move for D,B,1 at the end of that combo, despite pressing 2. Is there any major disadvantage to having it switched off? I've found I've had to adjust my timings on some other moves but that's about it.
    - As a newbie is there anything I should be practicing in the practice mode? Or am I better just getting my arse kicked online and learning why I'm weak and just working on that? Is there something I need to be good at? I've got my specials down so I can get them out 95% of the time when I intend to. Save for back/forward moves which I seem to fluff more often than not.
    - Is a stick worth it? I'm really enjoying MKXL at the moment, and Skullgirls too. Do people find sticks more fun or is it purely to be better? Take a wheel for example, I picked up a wheel not because it improved how I was at the game but because it just made it more fun.
    - Does anyone here play MKXL on PS4 that I could add? I can only play for about 30mins to an hour occasional evenings but it'd be nice to have someone to play against rather than relying on match making.

    Input device is personal preference, and that's reflected even at the pro level. Street Fighter players tend to traffic in sticks more than not, but there are top level pro players working even the default 360 d-pad. And that thing is hot garbage!

    I like the button control I get from an arcade layout; it helps for button combinations like X+Triangle, or Square+O. I ended up getting a hitbox, and it's best of both worlds for me. As for the fun part, I do feel like the textile sensation is a little more fun. Like how some people get obsessive with mechanical keyboards.

    I'm not great at MKX or Skullgirls, but generally for fighting games you want to play real humans as much as possible. I'd recommend looking on Facebook or Shoryuken for local groups who do weekly or monthly meetups. If you can find people who actually like sharing stuff, you get better much faster. If nothing else, there are plenty of players in the SE++ fighting game thread who can teach you stuff online.

    Twitch.tv/FiercePunchStudios | PSN | Steam | Discord | SFV CFN: templewulf
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