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Fighting Games Weekly | July 27 - Aug 2 | Beta luck next time

It's that time again...
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USFIV: Juri
KI: Sabrewulf

Both were former mains before I discovered that I was better suited to play other characters.
 
Here is how I learned Zato, and at the very least, I am proficient with him:

1) Ask who the best person is that mains your character.
2) Look that person up on YouTube.
3) Watch the play, and write down 1-3 things you want to take from it.
4) Practice that stuff for a day.
5) Repeat from 2.

For a month, I went to bed every night watching Ogawa play Zato. I always gained something new. Now, I am past the point where I can learn much from watching Ogawa, but I still pick up snippets here and there. Most of my learning now has to come from experience and improving my weaknesses (like controlling Eddie in the neutral).

That's very helpful, thank you. Would you have any advice as far as mechanics go? For example, are there any I can ignore for the time being while I'm getting to grips with characters or are there any I should be paying particular attention to learning early? All the different Roman cancels and faultless defense cancels are pickling my poor little brain.
 
That's very helpful, thank you. Would you have any advice as far as mechanics go? For example, are there any I can ignore for the time being while I'm getting to grips with characters or are there any I should be paying particular attention to learning early? All the different Roman cancels and faultless defenseman cancels are pickling my poor little brain.

For the love of god figure out how FD works and be safe and smart using it. Like really those mechanics in ASW games can't be stressed enough. Learn about stuff like invuln properties with things like 6A It probably won't hurt to learn basic OSes too like throw OS or how to properly up back FD and stuff. I know the word "OS" is scary but those are really basic things I'd say you should learn at the same time you'd learn crouch tech in SF4 (very early or you just won't be able to deal with basic offense/defense).

Papstr talked about it on FB recently, everything you learn in SF works here, just gotta think differently. Instead of AAing bad jump in attempts, you're more likely to AA a bad airdash or really wild jump in attempt, you just need to be proactive about it in spaces it can happen in. On the ground footsies are the same. Somebody is running in your poke range, poke them. Somebody is whiffing something out there, punish them. You'll have to understand some different angles and air space, but it's the same stuff.

You gotta switch gears in how active you need to cover some things and how you'll need to think about some spaces, but all that stuff is universal across games. SF4(you said SF background so I automatically assume SF4) is kind of a weird game in that it has it's own way of making this stuff work differently lol All this is pretty universal across the games I play.
 
Might as well add the if anyone is standing too close throw them. 0 frame throw are ridiculous. I am so sad by how many times my fafnir got thrown because it wasn't spaced properly. That's specific to GG though I guess.
All the different Roman cancels and faultless defenseman cancels are pickling my poor little brain.
You just need to know how they work, not how to use them. If you play enough games and all your dash ins get stuffed because you can't block, you'll learn to use faultless defense to cancel the recovery eventually. If you jump and get hit by too many grounded normals, you'll learn that you should be FDing when trying to jump out. You can learn a lot obviously by just seeing what other people use against you.
 
Anyone know the best place to get a TE2 PS4 stick in Europe?

I've been looking around as well, but I haven't found anything.
Availability seems to suck very hard when it comes down to the TE2 PS4, but there are tons of TE2 XBone. That's why I was looking for HRAP4 Kai but that's the same story as the TE2 PS4, unless you ship it from JP or US.
 
MKX has 3D fighter symptoms, kinda want to agree 60s or 45s for the timer. Would be nice to see if it can add more viable styles of play.

Reducing the timer to 60 seconds is fine. Won't make that much of a difference because of how fast the game is and revolving around 50/50s.

So people can remember how Not Good SC2 is?

I get why people have a lot of nostalgia for the game, but at high levels the game is about as fun as watching paint dry.

High level SC2 isn't the most exciting, but I enjoy watching it. Lots of people still have nostalgia for SC2, but they're not about going to a tournament or playing other high level players in it and reminded of why they stopped playing the game in the first place.

If anyone is interested in pressing some buttons from home, then check this group out for Dolphin netplay.

https://www.facebook.com/groups/469031933275315/
 
Anyone here play on a Hitbox? I think I'm going to order a PS3/PC Hitbox to get some time in on one before the PS4 version shows up down the road.
 
If you time your meaty and they don't quick rise you just walk up and do it again. It's that simple. The point is SF5 is getting rid of the safe defensive options of SF4 which is the anomaly game in the series compared to what I've played. I think the rounds will end just as fast later on as they do now. The game is very offense oriented and it will get even crazier once people learn it. Did you watch infiltration's stream? Ryu has a denjin reset and he found that on basically day 1 of the beta.
I'm not watching any footage of SFV from online play.
That if they don't quick rise do it again worked in 4, with how far they move (assuming everyone quick rise moves back) they are out of position. Like in 3s or alpha.
 
I saw that one and the price is not bad, only thing that stopped me from getting it was the 2-3 shipping duration but that was because I wanted to have a stick ASAP because of the beta, now it really doesn't matter anymore so I might as well get it.
:)

I'm going to hang on until closer to launch I think. I don't mind that I can't play the beta, and by that time I will have had plenty of time to research options (and maybe more options will be available).
 
It's that time again...
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Ultra: Ryu: Mainly because I previously mained him and I still like to play as him
Marvel: Spiderman/Doom/Dante, Chris/Doom/Spencer: These were teams I experiment with and continued to use afterwards
Ultimax: Chie/Aigis: I was originally going to main Chie, but ended up switching to Narukami instead. I also like to play as Aigis since shes one of the most unique characters in the game.
GG Xrd: Sol Badguy: Fun to play as
 
It's that time again...
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Mvc2:
Main: storm cable cyclops
Side: amingo shuma doom

Usf4:
Main: dhalsim
Side: sagat, hawk

Mvc3:
Main: Spencer Dante doom
Side: cap Vergil doom

3s:
Main: Necro
Side: Q, Alex

MkX:
Main: goro
Side: kano

Xrd:
Main: Faust
Side: bedman

Smash:
Main:dedede
Side: peach

Tekken:
Main:Miguel
Side:paul
 
main: lau
sub: jean
pocket: taka, goh, akira (soooo rusty), wolf, jacky


want to learn: pai, brad
 
I was looking at the Dota 2 prize pool and those payouts are ridiculous.

52k for 12th
200k for 8th
1.1mil for 5th
2.7mil for 3rd
6.2mil for 1st

I wonder if Capcom has plans to fund their prize pools for CPT using in game perks/sales.
 
I was looking at the Dota 2 prize pool and those payouts are ridiculous.

52k for 12th
200k for 8th
1.1mil for 5th
2.7mil for 3rd
6.2mil for 1st

I wonder if Capcom has plans to fund their prize pools for CPT using in game perks/sales.

gotta split those by like 5 and manager. But yea 12th still gets more than a fgc tourney winner
 
I was looking at the Dota 2 prize pool and those payouts are ridiculous.

52k for 12th
200k for 8th
1.1mil for 5th
2.7mil for 3rd
6.2mil for 1st

I wonder if Capcom has plans to fund their prize pools for CPT using in game perks/sales.
Like said before, we are a long way from e-sports territory.

People were getting ecstatic over EVO breaking 200K this year... Hearthstone had more than that for an event to tease their latest expansion.

Yeah the FGC is growing but so is e-sports.
 
It's that time again...
yYwr71l.jpg
I only play additional characters if my main is boring me and I am thinking about switching. I don't ever counterpick. In Marvel, I have Dormammu/Morrigan/Phoenix if my opponent is below my skill level to keep things interesting.

That's very helpful, thank you. Would you have any advice as far as mechanics go? For example, are there any I can ignore for the time being while I'm getting to grips with characters or are there any I should be paying particular attention to learning early? All the different Roman cancels and faultless defense cancels are pickling my poor little brain.
I would say that you can ignore blitz shield for now. Faultless Defense is essential because you can get reset forever in the air without it.
Definitely get used to Dead Angle.
Roman Cancels can wait.

In order of importance, I would say:
Burst
Faultless Defense
Dead Angle
Roman Cancel
Blitz Shield

Blitz Shield usage is pretty rare, and it has an inherent gamble in that you can be counter-blitzed. It is getting changes in the next version because it is underutilized right now.

My SF 4 main is going to get nerfed so hard.
ComboFiend said he is dedicated to buffs, not nerfs. Nothing about Bison is too strong, IMO.
 
Like said before, we are a long way from e-sports territory.

People were getting ecstatic over EVO breaking 200K this year... Hearthstone had more than that for an event to tease their latest expansion.

Yeah the FGC is growing but so is e-sports.

Agreed. It does bother me a little, though, since it always feels like fighting games would be a natural fit for people who don't play.

It just hasn't grown enough yet, I suppose.
 
Agreed. It does bother me a little, though, since it always feels like fighting games would be a natural fit for people who don't play.

It just hasn't grown enough yet, I suppose.
Rising Thunder boys... BELIEVE!

PC? Check.

F2P? Check.

Built for online? Check.

Easier inputs? Check.

Big funding by a huge corporation? NOPE!


Though to be fair... Riot wasn't exactly a big corporation before they made LoL and look where they are now.
 
Rising Thunder boys... BELIEVE!

PC? Check.

F2P? Check.

Built for online? Check.

Easier inputs? Check.

Big funding by a huge corporation? NOPE!


Though to be fair... Riot wasn't exactly a big corporation before they made LoL and look where they are now.

Speaking of which, if Rising Thunder utilizes GGPO3, which games used GGPO2 for their online matchmaking?
 

I'll be honest, before I could think of Akira & Sarah when I first saw this my brain said "Oneida". The love and passion you've shown this series is unparalleled man LOL. Your username is more synonymous to the series than the term "Virtua Fighter" by now!

I blame Sega for leaving it to die :(
 
Faultless Defense is the biggest one. For starters, know that it's the only way you can air block. On the ground, it let's you ignore chip damage and push your opponent out further, at the cost of some extra blockstun.

Like Anne mentioned that I mentioned, get familiar with 6Ping airdash angles. I had a pretty big writeup on stuff but can't really grab it because I'm on mobile and at work.
 
I'll be honest, before I could think of Akira & Sarah when I first saw this my brain said "Oneida". The love and passion you've shown this series is unparalleled man LOL. Your username is more synonymous to the series than the term "Virtua Fighter" by now!
thanks man! lately the big labor of love has been NYGX. check out the poster i made for the event - i'll be printing these and giving them out at the event.
Need to play oneida in VF again. TTT2 doesn't do it for me.
I'll try to play on PSN sometime this week, and let y'all know beforehand when I'll be on.
 
ComboFiend said he is dedicated to buffs, not nerfs. Nothing about Bison is too strong, IMO.

I like that everyone seems to have potentially strong things at the moment.

A side note on what I hope to see maybe changed since I've been playing chun the most in the beta.

Imo I want them to expand some of chun's hit boxes on some normals, since even compared to 4 they seem to have gotten shorter even for similar looking normals. Like fir example her cr.mk has no hitbox around her boot and it looks weird that she has to get all the way to the heel to hit or her forward j.hk is much stubbier than sf4, it's like she has the no boot hitbox thing again. I know hit boxes don't necessarily need to match the animation 1 to 1 but it's just more noticeable when it comes up short since a body part is within the enemy and not reaching far enough to hit.

I wouldn't be mad if they decide to do nothing though, she is above average in pokes (but not amazing like she is in other games). Though since it is harder to start a combo game on the ground compared to other characters (you have to link off the cr.lk into cr.lp to special cancel but in many cases cr.lp is quite short to hit. You can do 3S style cr.mk pokes into special but it's not like a lot of reward as say birdie landing a cr.lp into super like at E3), i think reinforcing her footsie game could be interesting even though the mechanics could potentially lean toward a rushdown heavy game. I'm interested in seeing how things develop, even with early impression so far.
 
I like the stubby normals. Really makes you think about -walking into effective range- rather than just waiting for the opponent to come to you, which is how most players play footsies.

Another common footsie problem is very strong, long-range normals being very easy to abuse such as Chun's stHP and Bison's stHK in SF4. I like how Chun and Bison have been made weaker in footsies but stronger in other areas in SF5.
 
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