Graphics don't look too promising, but SFV started with shitty graphics too , so I guess that they'll get better with time, also I wonder what version of Kyo will they use this time, looks like rekka Kyo
Outlined is 100% not true. The initial reveal trailer wasn't so great, but actual SFV in ...
Search found 29 matches
- Thu Sep 17, 2015 4:06 pm
- Forum: News and Community Events
- Topic: KING OF FIGHTERS XIV!!!
- Replies: 9
- Views: 11481
- Mon Dec 15, 2014 5:04 am
- Forum: News and Community Events
- Topic: Fighting Game News and Speculation 2012-2014
- Replies: 53
- Views: 23672
Re: Fighting Game News and Speculation 2012-2014
I'll be surprised if it's sped up much, if at all. They look like they want you to feel those hits. Could definitely use faster walking speeds, but as it is, I don't think it's slower than SFIV.
- Sun Dec 07, 2014 2:51 am
- Forum: News and Community Events
- Topic: Fighting Game News and Speculation 2012-2014
- Replies: 53
- Views: 23672
Re: Fighting Game News and Speculation 2012-2014
re: SFV
Other than the guard break, I'm not certain what I'm seeing. I can't tell if that combo to knockdown to OTG hit from Chun was an actual OTG or a SfxT floor bounce follow-up. But at least it looks relatively new and good . The teaser did the game a serious injustice by making it look like a ...
Other than the guard break, I'm not certain what I'm seeing. I can't tell if that combo to knockdown to OTG hit from Chun was an actual OTG or a SfxT floor bounce follow-up. But at least it looks relatively new and good . The teaser did the game a serious injustice by making it look like a ...
- Thu Oct 16, 2014 6:59 pm
- Forum: News and Community Events
- Topic: Fighting Game News and Speculation 2012-2014
- Replies: 53
- Views: 23672
Re: Fighting Game News and Speculation 2012-2014
Speaking of Namco, I hope Tekken x SF is canceled. Let them concentrate of Tekken 7 and maybe Soul Calibur VI. TxSF is a project that involves way too much work for too little reward.
- Tue Sep 23, 2014 12:15 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 111110
Re: USF4 Combo Engine Investigation
Anotak:
omega isn't really like remix, omega is just SF4 with Wacky Special Moves. remix has its own varied neutral/pressure game thats pretty different in feel to sf4. omega still has relatively slow walkspeeds, proximity block, uncancellable dashes, focus attacks, ultras, crossup unblockables ...
omega isn't really like remix, omega is just SF4 with Wacky Special Moves. remix has its own varied neutral/pressure game thats pretty different in feel to sf4. omega still has relatively slow walkspeeds, proximity block, uncancellable dashes, focus attacks, ultras, crossup unblockables ...
- Mon Sep 22, 2014 7:47 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 111110
Re: USF4 Combo Engine Investigation
So, uh, are SF4 Remix modders now out of a job? LOL. :p
Re: Crossup flag
That's pretty lame that there's such a thing as a crossup flag. But If Ryu's 9lk and 9MK have it, does that mean he can't crossup with 7lk or 7MK, i.e. if he jumps backwards and someone walks under him, it won't crossup?
Re: Crossup flag
That's pretty lame that there's such a thing as a crossup flag. But If Ryu's 9lk and 9MK have it, does that mean he can't crossup with 7lk or 7MK, i.e. if he jumps backwards and someone walks under him, it won't crossup?
- Mon Jul 07, 2014 6:05 pm
- Forum: Game Engine Analysis
- Topic: Ideal Combo System
- Replies: 18
- Views: 15476
Re: Ideal Combo System
Wait...you *like* the hitstun scaling thing? I'm also pretty sure it's present in BlazBlue
This response is over two years late, but I didn't bump up the thread. Anyway, I just wanted to confirm that I am NOT a fan of MvC3-style hitstun scaling.I'm a fan of Guilty Gear's systems of gravity ...
This response is over two years late, but I didn't bump up the thread. Anyway, I just wanted to confirm that I am NOT a fan of MvC3-style hitstun scaling.I'm a fan of Guilty Gear's systems of gravity ...
- Mon Jun 16, 2014 2:06 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 111110
Re: USF4 Combo Engine Investigation
You can buffer during the hitstop. HP clap has 5 frames of recovery, you'd have to be extremely fast to do it otherwise. If nothing comes out, then you're pressing the button too soon. If you just dropped the input, then another normal would come out. You still have to time the button press after ...
- Fri Jun 13, 2014 4:01 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 111110
Re: USF4 Combo Engine Investigation
I have two questions:
1) Can someone confirm that you can't buffer the motion for Hugo's claps (any special move?) during the hitstop of another Clap. I keep trying to perform repeat Clap x N combos with SF3 timing, but when I do that, claps after the first one don't come out.
2) Is this ...
1) Can someone confirm that you can't buffer the motion for Hugo's claps (any special move?) during the hitstop of another Clap. I keep trying to perform repeat Clap x N combos with SF3 timing, but when I do that, claps after the first one don't come out.
2) Is this ...
- Tue Jun 03, 2014 7:34 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 111110
Re: USF4 Combo Engine Investigation
Fuerte's been able to do that for awhile now, maybe even since Vanilla. I highly doubt it's intentional, especially since it re-stands the opponent, which looks so unnatural...and un-Street-Fighter-like.
Wow, really? I don't think I've seen this with Fuerte before. is it one of those character ...
Wow, really? I don't think I've seen this with Fuerte before. is it one of those character ...
- Tue Jun 03, 2014 3:47 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 111110
Re: USF4 Combo Engine Investigation
So, uh, anyone know what's up with being able to re-stand after command throw in corner in USFIV? It's odd enough that Hugo can do it after Meat Squasher (s.LP) ( http://www.youtube.com/watch?v=zSloLYCrivw" ), but now Fuerte can do it after Tortilla Propeller (s.LK) ( http://www.youtube.com/watch?v ...
- Tue Dec 03, 2013 11:33 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 111110
Re: USF4 Combo Engine Investigation
Delayed Wakeup is a solid way of weakening the wakeup game, it's basically the same thing as quick rise but in the other direction. The sf series since sfa is filled with moves that are designed to give you options to wakeup differently, it seems like this one might work for once.
The problem is ...
The problem is ...
- Mon Dec 02, 2013 4:14 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 111110
Re: USF4 Combo Engine Investigation
1F increase on hitstop? That's cool for charge characters I guess, though I'm not sure if that's good for anything else (they say this helps with unblockables? I thought that was a hitbox issue? And weren't unblockables confirmed to still be in the beta build?). Am I the only one who misses SF2's ...
- Mon Jun 24, 2013 12:56 pm
- Forum: Game Engine Analysis
- Topic: Got any questions about the MARVEL series?
- Replies: 50
- Views: 36015
Re: Got any questions about the MARVEL series?
I've also played that game way too much. I have a soft spot for the game because it was my first Versus game, back when the prevailing attitude about the game and its ilk was "Versus Trash". I didn't want to play it at first, but it was the only fighter at my local laundromat in Long Island at the ...
- Sun Jun 23, 2013 8:23 am
- Forum: Game Engine Analysis
- Topic: Got any questions about the MARVEL series?
- Replies: 50
- Views: 36015
Re: Got any questions about the MARVEL series?
I don't have a question, but I wanted to post this since it's something I only learned about today from http://rq87.flyingomelette.com/RQ/Marvel/MSHSF/game.html : Marvel Superheroes vs. Street Fighter has a visible stun meter! Apparently it's that green squares thing behind the timer. I have NEVER ...
- Tue Jun 05, 2012 7:40 pm
- Forum: Game Engine Analysis
- Topic: Ideal Combo System
- Replies: 18
- Views: 15476
Re: Ideal Combo System
I see two things missing from this list:
Dash/Run Cancel (Marvel/Darkstalkers/KoF96+/GGXX/Others)
Xenozip mentioned cancelling attacks with dashes, but what about the more common dashes with attacks? While not necessary for the majority of combos in the games they feature in, there are still ...
Dash/Run Cancel (Marvel/Darkstalkers/KoF96+/GGXX/Others)
Xenozip mentioned cancelling attacks with dashes, but what about the more common dashes with attacks? While not necessary for the majority of combos in the games they feature in, there are still ...
- Mon Oct 24, 2011 5:19 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 99086
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
What's this about being able to cancel L2 supers in Alpha 3? I'm pretty sure that's not possible, even in World Tour mode. I played a lot of World Tour and remember the general options, and cancelling a L2 super, specifically, isn't one of them.
On a different and random note, I was looking through ...
On a different and random note, I was looking through ...
- Thu Mar 10, 2011 5:49 pm
- Forum: Game Engine Analysis
- Topic: MvC3 Combo Engine Investigation
- Replies: 178
- Views: 67200
Re: MvC3 Combo Engine Investigation
"Unscale".. LOL! Man, you guys are great.
Persona re: Haggar
Standing C, last hit of qcf+C and qcf+PP all cause ground bounce as well. I think f+C causes ground bounce on aerial opponent. Oh, and regarding special states, don't forget j.U+C causes dizzy on CH.
Persona re: Haggar
Standing C, last hit of qcf+C and qcf+PP all cause ground bounce as well. I think f+C causes ground bounce on aerial opponent. Oh, and regarding special states, don't forget j.U+C causes dizzy on CH.
- Thu Dec 23, 2010 12:37 pm
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 240697
Re: Random Obscure Findings
Eisbahn is German for "ice rink"? Wow, I did not know that. My old Gamefan Vampire guide books had it translated as "Big Ice Burn", plus the katakana for バーン is the same as in Terry's "Burn Knuckle". But All About Vampire Saviour has it translated as "Big Eisbahn" as well. Hmmm. I guess "Eisbahn" is ...
- Thu Dec 23, 2010 2:35 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 240697
Re: Random Obscure Findings
Cool stuff.
Note: Big Eisbahn = Big Ice Burn.
Aulbath's "normal XX back dash XX forward dash" sounds like an infinite just waiting to be found.
Note: Big Eisbahn = Big Ice Burn.
Aulbath's "normal XX back dash XX forward dash" sounds like an infinite just waiting to be found.
- Wed Dec 22, 2010 8:10 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 99086
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
phoenix:
Hey thanks! I haven't gotten a chance to check sh/f for a while. Haven't had much time for anything really, between work, classes, wife+daughter+other-kid-on-the-way. But I'm glad to learn this info!
I suspect A1 is similar to A2 in the way that the hit/block stun levels work, so I'll ...
Hey thanks! I haven't gotten a chance to check sh/f for a while. Haven't had much time for anything really, between work, classes, wife+daughter+other-kid-on-the-way. But I'm glad to learn this info!
I suspect A1 is similar to A2 in the way that the hit/block stun levels work, so I'll ...
- Wed Dec 22, 2010 7:44 pm
- Forum: Game Engine Analysis
- Topic: Random Lazy Questions
- Replies: 279
- Views: 168591
Re: Random Lazy Questions
Could you expound on this please? Thanks.felineki wrote: One more property with regard to random damage carried over from SF2 is that once a character's life goes below a certain threshold, the random component of their attacks will change.
- Tue Nov 09, 2010 5:05 pm
- Forum: Game Engine Analysis
- Topic: KoF Engine Research
- Replies: 108
- Views: 168737
Re: KoF Engine Research
I have nothing to add to this topic. I just wanted to ask: Where is 2k2 framedata website? Thanks.
- Fri Aug 20, 2010 2:25 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 99086
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
Hah. I've had that book for years. The biggest WTF is why did Adon , of all characters, have the most changes, almost all for the worse?
In fact, a lot of the changes didn't make any sense. Chun-li got off fairly easily, cause she's still top tier, just not as stupid as in SFA2. Ken, Ryu, Rose ...
In fact, a lot of the changes didn't make any sense. Chun-li got off fairly easily, cause she's still top tier, just not as stupid as in SFA2. Ken, Ryu, Rose ...
- Fri Aug 20, 2010 2:15 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about CvS, CvSPro, CvS2, or CFE?
- Replies: 88
- Views: 75972
Re: Got any Questions about CvS, CvSPro, CvS2, or CFE?
A bit late, but I thought I'd respond to some things:
Maj:
> EX King's DP did slightly more damage but it was slower and hit higher so i don't think you could connect it off a throw.
I used to play EX-King, and she could definitely connect DP off a throw, though I think it was corner only ...
Maj:
> EX King's DP did slightly more damage but it was slower and hit higher so i don't think you could connect it off a throw.
I used to play EX-King, and she could definitely connect DP off a throw, though I think it was corner only ...
- Thu Jul 08, 2010 5:32 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 99086
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
Sorry for the late reply, but my classes started back right around the time I posted my Qs here, and my final practical was only yesterday.
Dammit:
Hey thanks! I tried messing around with a frame-step emu but it seemed very time-consuming and my methods seemed very shoddy. I'll definitely try that ...
Dammit:
Hey thanks! I tried messing around with a frame-step emu but it seemed very time-consuming and my methods seemed very shoddy. I'll definitely try that ...
- Fri May 14, 2010 3:17 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about CvS, CvSPro, CvS2, or CFE?
- Replies: 88
- Views: 75972
Re: Got any Questions about CvS, CvSPro, CvS2, or CFE?
Sorry to dredge up an old thread (not that it was that far down), but I have a question about CvS1: Does it have a range of values for block/hitstun on ground attacks like CvS2/CFJ, or is it fixed like in SF2? And if it is fixed, what are the values? I have the CvS1 JPN guide which has frame data ...
- Fri May 14, 2010 2:24 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 99086
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
I have a question about the Alpha games: What is the hitstun/blockstun on attacks? Is it fixed per L/M/H/Special attacks a la SF2, is it a small range like per L/M/H/Special/Super in SFIV, or is it huge range like in CvS2 (except for jumping normals, which are fixed)? Or does it differ from game to ...
- Fri Apr 30, 2010 6:57 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about SF3:NG, 2I, 3S, or 3SOE?
- Replies: 89
- Views: 153393
Re: 3S - Progressive Hit Frame System
From what I heard, 3S doesn't use "hit boxes" as much as it uses "hit masks", i.e. instead of the old rectangular boxes used to determine what part of a move can hit and what part is vulnerable, they use masks that more closely match the shape of the sprite. It was supposed to allow for more ...