I think so many good ideas went into Lucia's gameplay design that they had literally none left when they got to making her VT1.
She gets EX kick specials that now just cost V-gauge. Wow. I mean sure, it means she can use EX moves without losing the ability to do CA, but on the scale of boring VTs that is some Season 1 ish.
Also I find it interesting to think that of all the things Capcom hasn't cribbed from SNK in their endless back and forth of mechanic cribbing, it's that Capcom hadn't had a character that prominently cribbed K''s (wtf that punctuation, it isn't "K double-prime", but "K-dash possessive") Iron Trigger (i.e. that move where does a point blank range projectile which then has follow-ups). Maybe it's that in the generally less-mobile world of numbered SF sequels, that kind of projectile-negator with projectile or AA or combo damage follow-up would be too strong? But now Lucia kinda has that with her hacky sack flame kicks.
Also I find it interesting to think that of all the things Capcom hasn't cribbed from SNK in their endless back and forth of mechanic cribbing, it's that Capcom hadn't had a character that prominently cribbed K''s (wtf that punctuation, it isn't "K double-prime", but "K-dash possessive") Iron Trigger (i.e. that move where does a point blank range projectile which then has follow-ups). Maybe it's that in the generally less-mobile world of numbered SF sequels, that kind of projectile-negator with projectile or AA or combo damage follow-up would be too strong? But now Lucia kinda has that with her hacky sack flame kicks.
Also I find it interesting to think that of all the things Capcom hasn't cribbed from SNK in their endless back and forth of mechanic cribbing, it's that Capcom hadn't had a character that prominently cribbed K''s (wtf that punctuation, it isn't "K double-prime", but "K-dash possessive") Iron Trigger (i.e. that move where does a point blank range projectile which then has follow-ups). Maybe it's that in the generally less-mobile world of numbered SF sequels, that kind of projectile-negator with projectile or AA or combo damage follow-up would be too strong? But now Lucia kinda has that with her hacky sack flame kicks.
Guile's V Skill?
I suppose so, but he only had one follow-up possible, right? Does Lucia get to pick which follow up kick she does, or is that fixed from the button she presses in the initial kick?
You get to pick. The kick strength used for Fire Cracker (the first part of the move) is irrelevant. No option to cancel into the run like K' can cancel into slide. That might actually be too strong. Maybe that should have been her VT1 instead of free EX moves.
If she could cancel into the run at no cost that'd almost be like having FADC / Ken's VT1!
Also having played a ton of Geese in Tekken 7 in the past few years, I would love it if there was some hack where the jump speeds for Geese and Akuma were greatly increased just for fun playing against one another. Because Tekken was a game that wasn't really designed around having an air game, anti-air as a general concept isn't really there and the result of a given move against a jumping move often feels like a crapshoot. Sure you can jab people out of the startup of orbital, but most characters don't really have moves with hitboxes designed to counter jump-ins that are already in progress. Geese and Akuma's jumps are really slow, and sidestepping counters the hell out of normal jumping, especially in Geese's case where he doesn't have the command jump that has a tracking kick option. But what Geese and Akuma both have are multiple good moves for anti-air! Whether ones that cost meter, or Geese counters, or DP, or even jump back fireball, they both have a lot more moves that can be used as good or goofy options against their own style of jumping. So what if you just had pseudo-2D matches with them with jumps that are stronger for fun? It'd probably be obnoxious AF against the regular Tekken cast, though.
Also I find it interesting to think that of all the things Capcom hasn't cribbed from SNK in their endless back and forth of mechanic cribbing, it's that Capcom hadn't had a character that prominently cribbed K''s (wtf that punctuation, it isn't "K double-prime", but "K-dash possessive") Iron Trigger (i.e. that move where does a point blank range projectile which then has follow-ups). Maybe it's that in the generally less-mobile world of numbered SF sequels, that kind of projectile-negator with projectile or AA or combo damage follow-up would be too strong? But now Lucia kinda has that with her hacky sack flame kicks.
It's been a while since I've played SFV, but there's another mechanic that I don't think Capcom has used yet, if at all? Angel and Momo (KoFXI) both have chain commands. They don't all combo well together, but you could start with something like Fwd+HP, then that can link into Up+HP, or Down+HK, or Back+HP, which any of those can link into something else.
I know the SFV cast almost all have some kind of direction+button command move, but none of them really combo into one another more than once. Ed and Falke are kind of unique-ish though, and I don't think KoF has a similar character like them?
Very serious question: how are the eyes in the fox mask moving?
I don’t think they are. I think it’s the old “eyeballs are slightly behind the opening for the eye, giving the illusion that the eye is following you” trick that haunted houses use.
Also I find it interesting to think that of all the things Capcom hasn't cribbed from SNK in their endless back and forth of mechanic cribbing, it's that Capcom hadn't had a character that prominently cribbed K''s (wtf that punctuation, it isn't "K double-prime", but "K-dash possessive") Iron Trigger (i.e. that move where does a point blank range projectile which then has follow-ups). Maybe it's that in the generally less-mobile world of numbered SF sequels, that kind of projectile-negator with projectile or AA or combo damage follow-up would be too strong? But now Lucia kinda has that with her hacky sack flame kicks.
It's been a while since I've played SFV, but there's another mechanic that I don't think Capcom has used yet, if at all? Angel and Momo (KoFXI) both have chain commands. They don't all combo well together, but you could start with something like Fwd+HP, then that can link into Up+HP, or Down+HK, or Back+HP, which any of those can link into something else.
I know the SFV cast almost all have some kind of direction+button command move, but none of them really combo into one another more than once. Ed and Falke are kind of unique-ish though, and I don't think KoF has a similar character like them?
Yeah, one of the interesting KOF standards is that virtually any cancellable normal can chain into command normals, and often when this is done the command normal gains the property of cancellability but loses the property of overhead (if it had it). This is idiosyncratic to KOF and has never really been adopted by SF as a general system.
But then there are characters with multiple chaining paths out from that in KOF, which reflects the chaining options that other characters have in special moves (e.g. Kyo has multiple ending options from his QCF+P chain). Karin is one of the most KOF-ish characters in her gameplay from the outset in SFA3, having chains with multiple options, a command grab, a counter move, etc. Cammy and Akuma have their special jumps that have a bunch of options out from it! There are still a handful of chain combo things that have combo/mixup options in a fixed fashion in SF, but they aren't prevalent. On the flip side, this type of fixed string with particular options is extremely prevalent in the 3D fighting games, like Tekken and SC.
What I'm getting at is that if you want a game where EVERYBODY is like that, you should play UNIST because everybody can chain backwards, forwards, and into overheads (if they have them).
Very serious question: how are the eyes in the fox mask moving?
I don’t think they are. I think it’s the old “eyeballs are slightly behind the opening for the eye, giving the illusion that the eye is following you” trick that haunted houses use.
yeah the eyes are hollows with the irises printed on the back, which creates that optical illusion
Tekken continues to be the best, most fun fighting game
UNTIL you have to consistently break throws
Didn't you hear? Throws are garbage in Tekken, because everyone can break them on reaction, every time.
All you have to do is watch which hand they're grabbing with and break accordingly, it's a totally fake mix-up!
Yeah, after playing Tekken and watching a lot of streamers/tournaments how "useless" throws are is greatly overblown.
Pro players are the only ones I see do it consistently and even they still get hit. High level players it's like 50/50. And low/intermediate is like...nah.
I think you shouldn't rely too heavily on throws as they can become a crutch but I think a lot of new players here older players call throws bad and then don't even bother using an important part of their moveset.
Tekken continues to be the best, most fun fighting game
UNTIL you have to consistently break throws
Didn't you hear? Throws are garbage in Tekken, because everyone can break them on reaction, every time.
All you have to do is watch which hand they're grabbing with and break accordingly, it's a totally fake mix-up!
Yeah, after playing Tekken and watching a lot of streamers/tournaments how "useless" throws are is greatly overblown.
Pro players are the only ones I see do it consistently and even they still get hit. High level players it's like 50/50. And low/intermediate is like...nah.
I think you shouldn't rely too heavily on throws as they can become a crutch but I think a lot of new players here older players call throws bad and then don't even bother using an important part of their moveset.
Honestly, side step throw is one of my favorite things to do in Tekken. Nailing the read into Hwoarang's neck breaker side throw defines a lot of my late 90s gaming
If you are playing against most people and have to guess a throw break and it isn't a chain throw, guess 1+2.
Most scrubs like myself don't bother with the throws that can be broken with 1 because they so often get broken by people mashing jab furiously that if we ever do go for a throw, it'll be a throw that isn't 1+3 or 2+4.
Sometimes I throw because I want you to break it. Either because the break switches sides, or puts me at a range/frames that are good for me. Every throw causes a different situation on break. If you learn what they are, you can throw for advantage even if they're sharp at breaking.
+1
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Euphemonitsudemo sagashiteiruyodokka ni kimi no sugata woRegistered Userregular
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Its so interesting seeing all these great players who went unnoticed for so long because traveling was cost prohibitive suddenly making such a big impact.
Its so interesting seeing all these great players who went unnoticed for so long because traveling was cost prohibitive suddenly making such a big impact.
Hopefully as 'eSports' becomes more recognized, Visas become less of a barrier as well.
Posts
Perhaps I can interest you in my meager selection of pins?
what the hell is going on
critical mass of people sick of letting other people get away with it
Looks like a few people finally got sick of her "apologizing only to pull the exact same shit a month or so later" and it snowballed from there.
RIP
She gets EX kick specials that now just cost V-gauge. Wow. I mean sure, it means she can use EX moves without losing the ability to do CA, but on the scale of boring VTs that is some Season 1 ish.
This is very accurate
Guile's V Skill?
I suppose so, but he only had one follow-up possible, right? Does Lucia get to pick which follow up kick she does, or is that fixed from the button she presses in the initial kick?
Also having played a ton of Geese in Tekken 7 in the past few years, I would love it if there was some hack where the jump speeds for Geese and Akuma were greatly increased just for fun playing against one another. Because Tekken was a game that wasn't really designed around having an air game, anti-air as a general concept isn't really there and the result of a given move against a jumping move often feels like a crapshoot. Sure you can jab people out of the startup of orbital, but most characters don't really have moves with hitboxes designed to counter jump-ins that are already in progress. Geese and Akuma's jumps are really slow, and sidestepping counters the hell out of normal jumping, especially in Geese's case where he doesn't have the command jump that has a tracking kick option. But what Geese and Akuma both have are multiple good moves for anti-air! Whether ones that cost meter, or Geese counters, or DP, or even jump back fireball, they both have a lot more moves that can be used as good or goofy options against their own style of jumping. So what if you just had pseudo-2D matches with them with jumps that are stronger for fun? It'd probably be obnoxious AF against the regular Tekken cast, though.
Okay, yeah, this sounds dope
https://clips.twitch.tv/SincereAnimatedMagpieGivePLZ
XBL: InvaderJims
Bnet: Pudgestomp#11153
Perhaps I can interest you in my meager selection of pins?
It's been a while since I've played SFV, but there's another mechanic that I don't think Capcom has used yet, if at all? Angel and Momo (KoFXI) both have chain commands. They don't all combo well together, but you could start with something like Fwd+HP, then that can link into Up+HP, or Down+HK, or Back+HP, which any of those can link into something else.
I know the SFV cast almost all have some kind of direction+button command move, but none of them really combo into one another more than once. Ed and Falke are kind of unique-ish though, and I don't think KoF has a similar character like them?
Steam: TheArcadeBear
Very serious question: how are the eyes in the fox mask moving?
I don’t think they are. I think it’s the old “eyeballs are slightly behind the opening for the eye, giving the illusion that the eye is following you” trick that haunted houses use.
Yeah, one of the interesting KOF standards is that virtually any cancellable normal can chain into command normals, and often when this is done the command normal gains the property of cancellability but loses the property of overhead (if it had it). This is idiosyncratic to KOF and has never really been adopted by SF as a general system.
But then there are characters with multiple chaining paths out from that in KOF, which reflects the chaining options that other characters have in special moves (e.g. Kyo has multiple ending options from his QCF+P chain). Karin is one of the most KOF-ish characters in her gameplay from the outset in SFA3, having chains with multiple options, a command grab, a counter move, etc. Cammy and Akuma have their special jumps that have a bunch of options out from it! There are still a handful of chain combo things that have combo/mixup options in a fixed fashion in SF, but they aren't prevalent. On the flip side, this type of fixed string with particular options is extremely prevalent in the 3D fighting games, like Tekken and SC.
What I'm getting at is that if you want a game where EVERYBODY is like that, you should play UNIST because everybody can chain backwards, forwards, and into overheads (if they have them).
yeah the eyes are hollows with the irises printed on the back, which creates that optical illusion
UNTIL you have to consistently break throws
Didn't you hear? Throws are garbage in Tekken, because everyone can break them on reaction, every time.
All you have to do is watch which hand they're grabbing with and break accordingly, it's a totally fake mix-up!
Ah, damn. I guess Snake Edges are the real bullshit after all.
it's true, thank god 1 or 2 are the only buttons I need to hit--by themselves, mind--to break throws
Yeah, after playing Tekken and watching a lot of streamers/tournaments how "useless" throws are is greatly overblown.
Pro players are the only ones I see do it consistently and even they still get hit. High level players it's like 50/50. And low/intermediate is like...nah.
I think you shouldn't rely too heavily on throws as they can become a crutch but I think a lot of new players here older players call throws bad and then don't even bother using an important part of their moveset.
Honestly, side step throw is one of my favorite things to do in Tekken. Nailing the read into Hwoarang's neck breaker side throw defines a lot of my late 90s gaming
Most scrubs like myself don't bother with the throws that can be broken with 1 because they so often get broken by people mashing jab furiously that if we ever do go for a throw, it'll be a throw that isn't 1+3 or 2+4.
Hopefully as 'eSports' becomes more recognized, Visas become less of a barrier as well.
// Switch: SW-5306-0651-6424 //
why, exactly