If anybody has problems with the Brook Converter for Xbox One, I just had a massive undertaking involving focusattack and Brook resulting in a new firmware update to work with Windows 10 x64 bit service pack whatever. Gonna test if the fix actually worked tomorrow.
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
I was watching the SFV tourney before Capcom Cup (?) in December. They did with Vega what I wanted them to do with Bison: make him an aggressive motion character with strong mid-range game and fun dive mixups.
I'll likely still play Bison, but Vega, Karin, Necalli and even Birdie look more up my alley in terms of going ham.
Urien and Alex are definitely possible as well, of course. Alex will fit right in, I think, but I'm curious to see what they're doing with Urien's weird idiosyncratic game from 3.
I was watching the SFV tourney before Capcom Cup (?) in December. They did with Vega what I wanted them to do with Bison: make him an aggressive motion character with strong mid-range game and fun dive mixups.
I'll likely still play Bison, but Vega, Karin, Necalli and even Birdie look more up my alley in terms of going ham.
Urien and Alex are definitely possible as well, of course. Alex will fit right in, I think, but I'm curious to see what they're doing with Urien's weird idiosyncratic game from 3.
Urien's angled fireballs that lead to huge combo damage is something that is definitely going to require substantial change in this environment where there's no universal mechanic for negating fireballs (or any attack in general) while in midair. Maybe have extremely harsh juggle limits coming from it. Dhalsim and FANG have angled fireballs, but I don't think they get nearly the reward from them that Urien is accustomed to.
It's pretty obviously true that a character stocked with meter is more threatening than a character who isn't, but in 3S the gulf between not having meter and having meter was so huge. The approach that Capcom took with Yun and Makoto and Dudley in SF4 was kind of interesting. Like everybody else in SF4, they all had many sources of hit confirmable combo damage that requires no meter, something that Makoto certainly didn't have much of in 3S. In Yun's case, his ability to extract combo damage without meter was so huge, his EX moves now so useful, and the cost of GJ so huge, that GJ became an entirely optional part of his game, which is completely the opposite of how he functioned in 3S. Makoto lost her slot-machine nature of being able to obliterate an opponent who guessed wrong versus her command throw if she had SA2 stocked, which is an unfortunate loss of spiciness but probably overall better for the game.
If I had to make a change to Urien that would help him fit into the game but not totally eliminate his idiosyncrasies, it would first be to give him one unique juggle rule that resembles 3S: activating Aegis instantly resets the juggle limits on an opponent in juggle state. This would allow him to retain some of his awesome comboing power with Aegis, as well as leaving the door open to its use as either a mixup tool or a combo extender. While the charge partition mechanics of 3S that were probably unintentional led to Urien being able to do incredible things, I'm not sure if they'd intentionally want that back, and it'd be a big call as to whether it would be universal to charge characters if it were to come back. As a compromise, I would probably let him have a short charge time on his tackles while retaining their substantially negative frame advantage on block. While having separate charge times on headbutt and tackle might be jarring, having it be JUST A LITTLE longer on headbutt might be necessary if they envision it being one of his primary anti-airs: the elbow uppercut is the slower startup and riskier one with huge reward, while the headbutt is the faster startup and more reliable one but requires charge.
Of course, in my dreams a charge character has a mechanic where he burns a meter to instantly gain an arbitrary charge, but that's both too technical and not uniquely flashy enough.
One that that I do wonder if they'll change is giving him more combo possibilities from his normals. At a higher level, Urien had no shortage of combos, but at a lower level it seemed like on the ground the only move he had that would combo into a special move was crouching HP.
One that that I do wonder if they'll change is giving him more combo possibilities from his normals. At a higher level, Urien had no shortage of combos, but at a lower level it seemed like on the ground the only move he had that would combo into a special move was crouching HP.
That's one thing I wrestled with a lot when I was just starting to get passably good at fighting games around the sf3 era. So many 3s characters can't combo from so many normals. Q can only combo from IIRC close mk. Given how well Birdie can convert and how we no longer have close vs far normals for beginners to learn, I predict it'll be a bit easier.
Lady commentator is worthless. Man commentator kinda sounds like the funny guy from Silicon Valley.
Cujo Kate is relatively new to commenting, isn't she? She's doing pretty well, considering. But yeah, I hope she gets better than "Wow, man, crazy, oh gosh, that's just... wow."
Posts
Also brain-dead charge characters.
I feel a sudden need for Street Fighter: Musical no Hadou to exist.
Like Remy.
Wait...
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Do you want a Razer Atrox stick, as made famous by this EVO moment:
They're on sale today for 50% off!
https://insider.razerzone.com/index.php?threads/insider-ces-2016-appreciation-event.10666/
Having Dudley as the thumbnail art for this is just mean
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Good Game Peace Out? GGPO style netcode for MKX? Oh my goodness that would be amazing!
Basically remaking the whole infrastructure of the game for the sake of better netcode is pretty crazy, but what else could this mean?
Steam Switch FC: 2799-7909-4852
NRS: never again
Any improvement would be welcome, but MKX on PC was such a headache that I'm not sure I care.
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Watching Graham Wolfe
I am considering playing v.... ugh
V
Vega
I watched the footage from PSX and felt the same. Also Vega was super fun in the beta.
and i ain't just saying that because i got my wishlist characters
Good! Very good.
Now, complete your training. Strike down your old main, and join the Dark Side.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
He's been rocking fools. Which videos were you watching?
i dont think he'll have his charge partitioning dash -> charge special stuff
but man i want chariot juggles
I'll likely still play Bison, but Vega, Karin, Necalli and even Birdie look more up my alley in terms of going ham.
Urien and Alex are definitely possible as well, of course. Alex will fit right in, I think, but I'm curious to see what they're doing with Urien's weird idiosyncratic game from 3.
its just a shame with alex slated birdie's days with me are numbered since I always said I'd play him if he's in (unless he's absolute garbage)
And it looks like the final set of USF4 Excellent Adventures will feature Smug. The Dudley player, not Mike Ross' default expression.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Steam | Twitter
Steam | Twitter
Steam | Twitter
Urien's angled fireballs that lead to huge combo damage is something that is definitely going to require substantial change in this environment where there's no universal mechanic for negating fireballs (or any attack in general) while in midair. Maybe have extremely harsh juggle limits coming from it. Dhalsim and FANG have angled fireballs, but I don't think they get nearly the reward from them that Urien is accustomed to.
It's pretty obviously true that a character stocked with meter is more threatening than a character who isn't, but in 3S the gulf between not having meter and having meter was so huge. The approach that Capcom took with Yun and Makoto and Dudley in SF4 was kind of interesting. Like everybody else in SF4, they all had many sources of hit confirmable combo damage that requires no meter, something that Makoto certainly didn't have much of in 3S. In Yun's case, his ability to extract combo damage without meter was so huge, his EX moves now so useful, and the cost of GJ so huge, that GJ became an entirely optional part of his game, which is completely the opposite of how he functioned in 3S. Makoto lost her slot-machine nature of being able to obliterate an opponent who guessed wrong versus her command throw if she had SA2 stocked, which is an unfortunate loss of spiciness but probably overall better for the game.
If I had to make a change to Urien that would help him fit into the game but not totally eliminate his idiosyncrasies, it would first be to give him one unique juggle rule that resembles 3S: activating Aegis instantly resets the juggle limits on an opponent in juggle state. This would allow him to retain some of his awesome comboing power with Aegis, as well as leaving the door open to its use as either a mixup tool or a combo extender. While the charge partition mechanics of 3S that were probably unintentional led to Urien being able to do incredible things, I'm not sure if they'd intentionally want that back, and it'd be a big call as to whether it would be universal to charge characters if it were to come back. As a compromise, I would probably let him have a short charge time on his tackles while retaining their substantially negative frame advantage on block. While having separate charge times on headbutt and tackle might be jarring, having it be JUST A LITTLE longer on headbutt might be necessary if they envision it being one of his primary anti-airs: the elbow uppercut is the slower startup and riskier one with huge reward, while the headbutt is the faster startup and more reliable one but requires charge.
Of course, in my dreams a charge character has a mechanic where he burns a meter to instantly gain an arbitrary charge, but that's both too technical and not uniquely flashy enough.
One that that I do wonder if they'll change is giving him more combo possibilities from his normals. At a higher level, Urien had no shortage of combos, but at a lower level it seemed like on the ground the only move he had that would combo into a special move was crouching HP.
That's one thing I wrestled with a lot when I was just starting to get passably good at fighting games around the sf3 era. So many 3s characters can't combo from so many normals. Q can only combo from IIRC close mk. Given how well Birdie can convert and how we no longer have close vs far normals for beginners to learn, I predict it'll be a bit easier.
Hoooly crap chris g's vergil just took dual kevin apart that round
edit oh geeze grand finals chris g goes 6-0 what a shame
Steam | Twitter
Cujo Kate is relatively new to commenting, isn't she? She's doing pretty well, considering. But yeah, I hope she gets better than "Wow, man, crazy, oh gosh, that's just... wow."
Edit: She's basically white Kif during a match.