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[Fighting Games] As conceived in 2016 by Twitter operators

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Posts

  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    You cant preview it

    I need to know how stupid servbot/servbot/servbot looks

  • Folken FanelFolken Fanel anime af When's KoFRegistered User regular
    Knob wrote: »
    You cant preview it

    I need to know how stupid servbot/servbot/servbot looks

    Twitter: Folken_fgc Steam: folken_ XBL: flashg03 PSN: folken_PA SFV: folken_
    Dyvim Tvar wrote: »
    Characters I hate:

    Everybody @Folken Fanel plays as.
  • l_gl_g Registered User regular

    How nice of them to have Team Scrub initially shown on the web page

    Cole's Law: "Thinly sliced cabbage."
  • Blackbeard7Blackbeard7 Registered User regular
  • XehalusXehalus lofi Registered User regular
    can Marvel 5 be Marvel 2

  • TransporterTransporter Registered User regular
    Knob wrote: »
    Knob wrote: »
    Apparently the plot is Kukri from kof14 kidnapped all the female fighters, dressed them up in skimpy outfits against their will and is making them fight in order to harvest their shame

    Thats gonna be a Real Big No from me, dogg

    This is not accurate.

    Although I’m not sure the actual reason is better.

    None of what’s happening is real or is happening to the real KoF fighters. It all takes place in Kukri’s dream dimension.

    They are so accurate because he’s fought them all before and has magically accurate approximations of their personalities.

    He’s having them fight so he can collect enough dream energy for it to BECOME real.

    It is so accurate that he is recording what’s happening in his dreamspace, and dream Mai wants the video of girl Terry to be mailed to Real Mai, so she can show real Andy.

    Thats gonna be a Real Big No from me, dogg

    Hence the, “Not sure if better”

    It’s essentially “She breathes through her SKIN” the videogame.

  • ArchsorcererArchsorcerer Registered User regular
    Xehalus wrote: »
    can Marvel 5 be Marvel 2

    It's just gonna be Marvel vs Marvel.

    Disney will absorb Capcom and everything in its wake.

    XBL - ArchSilversmith

    "We have years of struggle ahead, mostly within ourselves." - Made in USA
  • Kevin CristKevin Crist But it's like we weren't made for this world Though I wouldn't really want to meet someone who was.Registered User regular
    I have a feeling that my reg MVC2 team of Juggy, Sent and Blackheart would have too much Big Boy overlap.

    acpRlGW.jpg
    Steam: YOU FACE JARAXXUS| Twitch.tv: SkinnerSweet
  • BahamutZEROBahamutZERO Registered User regular

    are these bootlegs, or do they actually have the capcom and marvel licences

    BahamutZERO.gif
  • Kevin CristKevin Crist But it's like we weren't made for this world Though I wouldn't really want to meet someone who was.Registered User regular
    Are you a cop?

    acpRlGW.jpg
    Steam: YOU FACE JARAXXUS| Twitch.tv: SkinnerSweet
  • BahamutZEROBahamutZERO Registered User regular
    I am required by cop law to inform you that I am a cop if you ask me that, because I am a cop, yes

    BahamutZERO.gif
  • vagrant_windsvagrant_winds Brings a Magic Infused Gun to a Swordfight. Registered User regular
    edited September 2018
    I had a hyped "I can't believe that worked" moment in BBTag yesterday. I was in Cross Combo in the corner and towards the end of it @Bryar got a skillful Hakumen counter off. I perfectly timed an Active Switch, took zero damage from the barely there invincibility frames, and continued combing his second character for a tiny bit more.

    He got revenge later in other matches with brutal Izayoi mixups. I can't believe she's always in her good stance in Tag. :(

    vagrant_winds on
    // Steam: VWinds // LoL: VWinds // PSN: vagrant_winds //
    // 3DS: 4682-8868-5037 // Switch: SW-5306-0651-6424 //
    AshtonDragonl_gArcticLancerA Kobold's Kobold
  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    Oh snap, Katarina f,f+2,4 is still an i13 launcher. The 2 extra frames added weren't on startup of the 2, they're on the 4 so it won't jail. Nice.

    Transporter
  • l_gl_g Registered User regular
    Knob wrote: »
    Oh snap, Katarina f,f+2,4 is still an i13 launcher. The 2 extra frames added weren't on startup of the 2, they're on the 4 so it won't jail. Nice.

    Is the 4 guaranteed when the f,f+2 is a CH?

    Cole's Law: "Thinly sliced cabbage."
  • l_gl_g Registered User regular
    edited September 2018
    4z87xeas0pww.png
    I ain't saying it's the matchup
    but maybe it's the matchup

    More seriously, I had no idea Phenom is counted as a Guile player? Has he actually been using Guile more this year than Necalli?

    l_g on
    Cole's Law: "Thinly sliced cabbage."
  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    he's not, it's a mistake. he actually tweeted about it. my elite detective skills have concluded that the list is managed by a single parakeet anyway

    guile is so good. he's better than menat. way better. Menat can be abused. In fact, Phenom was one of the first people to really shit on Menat in tournament in a high profile way

    you can't maul Guile. he bites back

  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    edited September 2018
    l_g wrote: »
    Knob wrote: »
    Oh snap, Katarina f,f+2,4 is still an i13 launcher. The 2 extra frames added weren't on startup of the 2, they're on the 4 so it won't jail. Nice.

    Is the 4 guaranteed when the f,f+2 is a CH?

    Yeah, its a natural combo. Launches on hit. 2nd hit is just duckable on block now for the punish.

    e: the 4 is guaranteed after a normal hit. True NC i13 launcher.

    Knob on
  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    Surprise, everyone

    Cervantes announced for SC6

    KwoaruTransportertemplewulfUndead MonkeyDragkonias
  • DragkoniasDragkonias Registered User regular
    They finally added a feature where training mode measures guard damage. I've wanted that for the longest.

    vagrant_winds
  • RadiusRadius Registered User regular
    Everyday we stray further from God's light
    Steam Switch FC: 2799-7909-4852
    BahamutZEROvagrant_windsPolaritiel_gArcticLancerStiltsReynolds
  • THESPOOKYTHESPOOKY im alucard Registered User regular
    On 1 hand, I need to stop using Claudio's df1, 2 so much

    On 2 hand, 50% of people cannot seem to understand that it is a two-hit string, and launcher, and eat the second hit every goddamn time

    3715dce84e531295d5cf9e9c7b7c0b5c.png
    WeedLordVegeta
  • ArcticLancerArcticLancer Best served chilled. Registered User regular
    Derp. Forgot the old thread closed. Ah well, found my way back eventually. :P

    Guess what else happened? The stars aligned and I finally finished my fightstick repaint.
    mwmvjd1x3mwi.jpg
    Feels good to be done, but also feels good to be able to play fighting games again. :D Also, surprising nobody I'm sure, Blade Strangers feels really good on stick where I was kinda let down by the joycons. I don't expect people to get super into that game, but I hope a bunch of you buy it because it seems like the sort of thing that would be good to 1) get more of and 2) give them a chance to refine at some point and 3) who knows, more weird characters for DLC?

    THESPOOKYtemplewulfUndead MonkeyBahamutZEROl_g
  • THESPOOKYTHESPOOKY im alucard Registered User regular
    Tekken 7 is having a sale on Steam:


    Tekken 7 also had sidesteps, which I am trying hard to get better at since I play chars with very strong SS buttons like Kazuya and Claudio
    My friend showed me this chart I've been referring to, and I am curious if the Tekken heads out there like @Knob know if it is actually good advice to follow

    tekken-7-sidestep-character-spreadsheet.jpg

    3715dce84e531295d5cf9e9c7b7c0b5c.png
  • Undead MonkeyUndead Monkey Anchorage, AKRegistered User regular
    Derp. Forgot the old thread closed. Ah well, found my way back eventually. :P

    Guess what else happened? The stars aligned and I finally finished my fightstick repaint.
    mwmvjd1x3mwi.jpg
    Feels good to be done, but also feels good to be able to play fighting games again. :D Also, surprising nobody I'm sure, Blade Strangers feels really good on stick where I was kinda let down by the joycons. I don't expect people to get super into that game, but I hope a bunch of you buy it because it seems like the sort of thing that would be good to 1) get more of and 2) give them a chance to refine at some point and 3) who knows, more weird characters for DLC?

    Damn, that's a pretty stick. Beautiful work.

    SteamID: Pudgestomp
    XBL: InvaderJims
    Bnet: Pudgestomp#11153
    ArcticLancervagrant_windsl_gPolaritie
  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    THESPOOKY wrote: »
    My friend showed me this chart I've been referring to, and I am curious if the Tekken heads out there like @Knob know if it is actually good advice to follow

    I have a minor issue with these sidestep charts. On one hand they're better than nothing, I guess. But the problem is they're mindless and replacing an actual plan. You shouldn't be really blindly stepping randomly, you should be stepping to intentionally beat a certain option. Like, "I guess I'll randomly SSR a bunch because I'm playing against King" is gonna get yourself murderated. A few of King's key move definitely don't track well to his left, but he isn't helpless on that side. If I notice you're stepping right willy nilly hoping to slip something at random, I'm going to adjust my own play to cover my left and destroy random SS.

    Or that Kazuya advice. "SSL a lot because it destroys the character!" No it fuckin' doesn't. It can sometimes get you away from random electrics, hellsweeps, and f,f+3 but Kaz can absolutely kill you on his right side if you're randomly stepping without thought.

    So my thought is basically I guess they're a good starting point, but you should really know exactly what you're trying to SS before getting wild with it. If you don't have a solid read on their next move and how/if to step against it, you're probably better just blocking it out or even backdashing or something.

  • l_gl_g Registered User regular
    edited September 2018
    THESPOOKY wrote: »
    On 1 hand, I need to stop using Claudio's df1, 2 so much

    On 2 hand, 50% of people cannot seem to understand that it is a two-hit string, and launcher, and eat the second hit every goddamn time

    Is it a natural combo? Or are they just challenging the second hit every time?
    Knob wrote: »
    THESPOOKY wrote: »
    My friend showed me this chart I've been referring to, and I am curious if the Tekken heads out there like @Knob know if it is actually good advice to follow

    I have a minor issue with these sidestep charts. On one hand they're better than nothing, I guess. But the problem is they're mindless and replacing an actual plan. You shouldn't be really blindly stepping randomly, you should be stepping to intentionally beat a certain option. Like, "I guess I'll randomly SSR a bunch because I'm playing against King" is gonna get yourself murderated. A few of King's key move definitely don't track well to his left, but he isn't helpless on that side. If I notice you're stepping right willy nilly hoping to slip something at random, I'm going to adjust my own play to cover my left and destroy random SS.

    Or that Kazuya advice. "SSL a lot because it destroys the character!" No it fuckin' doesn't. It can sometimes get you away from random electrics, hellsweeps, and f,f+3 but Kaz can absolutely kill you on his right side if you're randomly stepping without thought.

    So my thought is basically I guess they're a good starting point, but you should really know exactly what you're trying to SS before getting wild with it. If you don't have a solid read on their next move and how/if to step against it, you're probably better just blocking it out or even backdashing or something.

    One thing which confuses me a bit is that I'm not sure if I should be sidestepping in the direction "away" from a move or the direction "into" a move. When I do succeed in a sidestep/walk, it seems to be because I did it super far in advance, and when I failed I'm not sure if it's because the timing is wrong or the direction is wrong or both. Like, let's say you're looking at a generic move like Paul's standing 4. His leg moves from his right in the direction of his left. Should I be stepping towards his right ("into" the move, as if I were dodging in Dark Souls lets say), or should I be stepping to his left "(away" from his move)?

    I presume that full homing moves (those with the sparkling trail) will hit you when you sidestep regardless of direction of sidestep if you are in range unless it's a special interaction (e.g. a high tracking move vs. Steve's command sidestep?).

    l_g on
    Cole's Law: "Thinly sliced cabbage."
  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    edited September 2018
    If you are in SS or SW animation, homing moves will hit you.

    Generally, you want to step 'into' the move. A standing 4 is a right kick, so you want to SSL. Keep in mind that all moves track differently. Just because a move is a right punch or right kick doesn't mean you can guaranteed SSL it. It might track well to that side. It might track to both sides. It might break the rule of thumb and track to the right but not the left. A SS might not avoid it, but maybe a SW will. Just gotta lab it out.

    Knob on
  • l_gl_g Registered User regular
    Knob wrote: »
    If you are in SS or SW animation, homing moves will hit you.

    Generally, you want to step 'into' the move. A standing 4 is a right kick, so you want to SSL. Keep in mind that all moves track differently. Just because a move is a right punch or right kick doesn't mean you can guaranteed SSL it. It might track well to that side. It might track to both sides. It might break the rule of thumb and track to the right but not the left. A SS might not avoid it, but maybe a SW will. Just gotta lab it out.

    Yeah, I'm sure there are plenty of moves that go against rules of thumb, but I'm still at the point where I don't even have the rules of thumb figured out yet!

    If I'm not deliberately buffering into a move/sidestep at the end of a move, is there any cost in just entering a d/f as I go into recovery before I start holding backwards? If I'm doing a move that is relatively safe against the character I'm fighting against (i.e. it's not a situation where the frame advantage gives them a guaranteed punish), will I just get a free chance at a parry? Or is there quite a bit of time after a d/f has been entered where you can't block?

    Cole's Law: "Thinly sliced cabbage."
  • DragkoniasDragkonias Registered User regular
    Figuring out what does and doesn't track is probably the biggest trial and error part of Tekken.

    templewulf
  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    l_g wrote: »
    Knob wrote: »
    If you are in SS or SW animation, homing moves will hit you.

    Generally, you want to step 'into' the move. A standing 4 is a right kick, so you want to SSL. Keep in mind that all moves track differently. Just because a move is a right punch or right kick doesn't mean you can guaranteed SSL it. It might track well to that side. It might track to both sides. It might break the rule of thumb and track to the right but not the left. A SS might not avoid it, but maybe a SW will. Just gotta lab it out.

    Yeah, I'm sure there are plenty of moves that go against rules of thumb, but I'm still at the point where I don't even have the rules of thumb figured out yet!

    If I'm not deliberately buffering into a move/sidestep at the end of a move, is there any cost in just entering a d/f as I go into recovery before I start holding backwards? If I'm doing a move that is relatively safe against the character I'm fighting against (i.e. it's not a situation where the frame advantage gives them a guaranteed punish), will I just get a free chance at a parry? Or is there quite a bit of time after a d/f has been entered where you can't block?

    Not the greatest idea. You don't get locked out of blocking by tapping df, but say your opponent has like a 14f low d+4 and a 14f mid df+2. Pretty common. If you tap df super quick and go to block, your df input is gone by the time the low is active. You'll block the mid, but get hit by the low. You need to be registering the df during the frame the low hits you, or you don't get the parry. You can be really early with the df, but it has to be held when the low becomes active. Which means if they did the df+2 then you're in crouch and got hit. Doesn't even have to be the same frames. 13f df+1 and 15f d+4 means theres only a 2f window you can play with. Not humanly feasible.

    Tapping df then holding back can be a good idea against some strings with a mid/low mixup in them, sort of like a fuzzy guard with a parry instead of a low block. There has to be a difference in timing between the mid and low though or you'll die as described above.

  • ph blakeph blake Registered User regular
    I'm having way more fun playing Heihachi than I ever did playing Leo/Shaheen. He's hard as shit and I'm terrible, of course, but it's a fun kind of terrible.

    Right now I'm pretty consistent on electrics in training mode from neutral but hit it maybe 20% of the time in a real match situation out of movement/buffered out of recovery.

    I think I just need to go for it more in actual matches to get used to it. I keep avoiding it cause "what if I fuck up" but honestly who cares?

  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    If you do a normal wgf and it hit, they still got launched. If they blocked, you're -10 with a little pushback and they have to visually process that it wasn't a real ewgf. People miss the punish on wgf all the time. Just Do It.

  • BroloBrolo Broseidon Lord of the BroceanRegistered User regular
    edited September 2018
    FD|Fujimura (Ibuki) vs. CYG|Chris Tatarian (Ken)
    801 Strider (G) vs. XSK Samurai (Akuma)
    RB|Snake Eyez (Akuma) vs. DouyuTV|Xiao Hai (Cammy)
    UYU|OilKing (Rashid) vs. FOX|Momochi (Kolin)
    MJ|Gama (Cammy) vs. CO|Dogura (Urien)
    FAV|Sako (Menat) vs. CYG|GamerBee (Cammy)
    BCF|Commander Jesse (Dhalsim) vs. AB|StormKubo (Abigail)
    Liquid|John Takeuchi (Rashid) vs. RB|Bonchan (Karin)

    Losers bracket:
    Toi (M. Bison) vs. SB|JB (Rashid)
    CYG|Daigo Umehara (Guile) vs. TSD|Serpentaurus (Zeku)
    FE|Humanbomb (Chun-Li) vs. Stupendous (Zangief)
    WN|Shine (Ibuki) vs. Dankadillas (Dhalsim)
    Neon (Kolin) vs. DNG|Itabashi Zangief (Abigail)
    Ponos|Moke (Cammy)
    ChrisCCH (Guile) vs. FD|Haitani (Akuma)
    FOX|Justin Wong (Menat) vs. FOX|Punk (Karin)

    SCR top 32 is on now!

    It's been a bloodbath so far!

    Drowned in pools:
    FOX|Tokido (Akuma)
    UYU|Brian_F (Balrog)
    Mago (Cammy)
    EG|NYChrisG (Ibuki)
    Ghost|NuckleDu (R. Mika, Guile)
    GGP|Kazunoko (Cammy)
    CYG|Fuudo (R. Mika)

    Brolo on
  • BroloBrolo Broseidon Lord of the BroceanRegistered User regular
    Fujimura and Daigo both out, 1st round of top 32

  • l_gl_g Registered User regular
    edited September 2018
    Knob wrote: »
    l_g wrote: »
    Knob wrote: »
    If you are in SS or SW animation, homing moves will hit you.

    Generally, you want to step 'into' the move. A standing 4 is a right kick, so you want to SSL. Keep in mind that all moves track differently. Just because a move is a right punch or right kick doesn't mean you can guaranteed SSL it. It might track well to that side. It might track to both sides. It might break the rule of thumb and track to the right but not the left. A SS might not avoid it, but maybe a SW will. Just gotta lab it out.

    Yeah, I'm sure there are plenty of moves that go against rules of thumb, but I'm still at the point where I don't even have the rules of thumb figured out yet!

    If I'm not deliberately buffering into a move/sidestep at the end of a move, is there any cost in just entering a d/f as I go into recovery before I start holding backwards? If I'm doing a move that is relatively safe against the character I'm fighting against (i.e. it's not a situation where the frame advantage gives them a guaranteed punish), will I just get a free chance at a parry? Or is there quite a bit of time after a d/f has been entered where you can't block?

    Not the greatest idea. You don't get locked out of blocking by tapping df, but say your opponent has like a 14f low d+4 and a 14f mid df+2. Pretty common. If you tap df super quick and go to block, your df input is gone by the time the low is active. You'll block the mid, but get hit by the low. You need to be registering the df during the frame the low hits you, or you don't get the parry. You can be really early with the df, but it has to be held when the low becomes active. Which means if they did the df+2 then you're in crouch and got hit. Doesn't even have to be the same frames. 13f df+1 and 15f d+4 means theres only a 2f window you can play with. Not humanly feasible.

    Tapping df then holding back can be a good idea against some strings with a mid/low mixup in them, sort of like a fuzzy guard with a parry instead of a low block. There has to be a difference in timing between the mid and low though or you'll die as described above.

    Yeah, definitely still got plenty of holes in it! The thing I'm driving at is that if I'm already committing to the idea of blocking high, then I'd have gotten thumped by the low anyway, but if I'm already committing to the idea of blocking high, does this parry input cost me anything while giving me a little bit extra coverage? I'm thinking of it as being a sort of option select that isn't perfect, but still gives me just a bit more when I'm committing to a particular decision where I anticipate that it's too risky to commit to blocking low and trying to react high.

    l_g on
    Cole's Law: "Thinly sliced cabbage."
  • DragkoniasDragkonias Registered User regular
    A 10 string!? In a tournament...and it worked!

  • RadiusRadius Registered User regular
    edited September 2018
    Momochi's counters make me wish my brain could understand Kolin.

    C'mon Punk, he gave you the hat, you can do this

    SonicPunk is the best player in the world. I can't believe he got 5 crouching medium punches in a row.

    Radius on
    Everyday we stray further from God's light
    Steam Switch FC: 2799-7909-4852
  • templewulftemplewulf The Team Chump USARegistered User regular
    Radius wrote: »
    Momochi's counters make me wish my brain could understand Kolin.

    C'mon Punk, he gave you the hat, you can do this

    SonicPunk is the best player in the world. I can't believe he got 5 crouching medium punches in a row.

    Did they do the fusion dance? I regret missing this tournament!

    Twitch.tv/FiercePunchStudios | PSN | Steam | Discord | SFV CFN: templewulf
  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    No matter how the rest of top 32 shakes out, tekken top 8 is guaranteed to be 6 Americans and 2 Koreans

    ...fucking chet chetty is in top 8 of a TWT major. Ell Oh Ell.

  • KnobKnob TURN THE BEAT BACK InternetModerator mod
    Damn, PLing knocked out. The Lei dream is dead

    Tekken 7 Top 8
    Winners
    Joey Fury vs Dimeback
    Jimmy vs Speedkicks

    Losers
    Shadow20z vs Chet
    Jackie Tran vs Saint

    3 Jacks
    1 Asuka
    1 Bryan
    1 Hwoarang
    1 Claudio/Anna
    1 Paul

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