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S2 Laura: Now with 50/50 more grappling fun

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In this thread we discuss the whereabouts of our electric beauty in season 2. We already did that a lot in the other thread but I thought it would be better to have a new thread for the following year.

Here are the changes that has been found in the S2 beta by testing or datamining. Keep in mind that this comes from a beta and that therefore NONE of this is final Turns out all the changes were final.

These are therefore the changes according to Capcom's official patch notes.

HURTBOX
  • expanded hurtbox when character changes direction
  • changed the hurtbox when character changes direction while crouched

NORMALS
  • st. LK: hurtbox around the hitbox has been expanded forwards and downwards, and decreased upwards
  • st. MP: hurtbox during frames 1-3 of motion has been expanded forward
  • st. HP: adv on hit changed from +3 to +4; adv after VSF cancel changed from -1 to +1
  • st. MK: startup decreased from 6 to 5f; entire motion shortened by 1f; adv on hit/block changed from +2/-1 to +3/-2
  • st. HK: hurtbox during frames 1-7 expanded forward; hurtbox on the last 2 startup frames expanded forward; adv on CC changed from +17 to +16
  • cr. LP: recovery increased by 1f; hitstun increased by 1f, allowing L/EX bolt to connect after cancelling from it
  • cr. MP: hurtbox during frames 1-3 expanded forward; hitbox decreased upwards
  • cr. LK: adv. on block changed from -2 to +1
  • cr. MK: upwards hitbox decreased (about a half); pushback greatly reduced on both hit and block
  • cr. HK: dmg -10
  • j. MK: downwards hitbox decreased

COMMAND NORMALS
  • f+HP: 1f faster startup (18f to 17f)
  • Twist Barrage (f+HP > st. HP): juggle potential increased
  • Dual Crash (st. MP > st. MK): adv on hit changed from +1 to +2

SPECIALS
  • Thunder Clap: meter gain decreased on activation and increased on hit/block
  • EX Thunder Clap: adv on block changed in VT from +3 to +7; increased air juggle potential but strengthened limitation after juggle
  • L Bolt Charge: +1 active frames (3 to 4)
  • Volty Line (V-Skill): non-VT damage -10 (80); adv on hit changed from 0 to +2 (+3 in VT); VT stun -20 (180); airborne from frame 14; added hurtbox around legs while active; expanded hurtbox around legs upwards and forwards while active
  • V-Reversal: 1f slower startup (16f to 17f); adv on KD decreased from +26 to +16 (-1 after dash vs qr); sends the opponent much farther away

THROWS & HIT THROWS
  • Forward throw: damage -10, stun -50; meter gain decreased
  • Back throw: adv on KD decreased from +20 to +17 (-1 after dash); stun -20; meter gain decreased
  • Split River (M Bolt Charge > P): damage -20 (70/90 in VT); adv on KD increased from +9 to +18 (+1 after dash vs qr)
  • Rodeo Break (M Bolt Charge > K): damage -20 (70/90 in VT); adv on KD increased from +17 to +18 (+1 after dash vs qr)
  • Sunset Wheel: 1f faster startup (6f to 15f); base damage +10 (L = 160); meter gain dramatically increased; motion start point moved forward when receiving damage or motion is cancelled, hitboxes adjusted accordingly. In VT: stun +10 (230), adv on KD increased from +13 to +15 (-2 after dash vs qr), distance reduced
  • EX Sunset Wheel: 1f faster startup (19 to 18f); stun +50 (250/280 in VT); now projectile invincible during frames 1-20; adv on KD increased from +13 to +15 (-2 after dash vs qr); motion start point moved forward when receiving damage or motion is cancelled, hitboxes adjusted accordingly

Chun Li General Thread: Blue Jade

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468px-ChunLi.jpg

As Ryu and Chun were the first to be revealed no one created a seperate thread for them. So here is the Chun discussion thread.

I'm guessing most mainers will stick to her as she really plays really unique and now she has new tools and many changes (Lighting Kicks became a motion move!)

So, let's discuss.

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Religion & Mythology Thread

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Since people talk mostly about politics in "The Current State of the World and US (updated first post)" thread and I couldn't find an existing thread, I posted this one.

I'll start it off. I always wondered if Lucifer and Satan are the same being or 2 different beings. In the old testament, apocrypha, and new testament, passages leads me to believe that they are 2 different characters. In other words, they are not the same. Satan always existed, kinda like Hades in Greek Mythology, then Lucifer got banished to Satan's realm by God because of Lucifer's protests and uprising against God.


EDIT: Someone else wrote this:
Satan or beast and Lucifer are 2 different entities. God righteousness demand that all His creation have to be tested, for all have free will to exercise. It is said in Proverbs 16:4 " The Lord have made all things for himself, even the wicked for the day of evil". God can not tempt man with evil(James 1:13).It is also said in James 1:12 In order to receive the crown of LIFE, man have to be tempted and tried. So for all these to happen God created Satan , "The tempter", to test all His creations. During the old age, Lucifer who also needs to pass the test, but instead of asking forgiveness, He and his angles revolted against God. Thats why he is cast into the earth. God have also given Satan power but He can not do things without the permission on those who believe in God. This evil force rules the earth, gives power to Lucifer and his angles to deceive the earth in all way.

Some say Lucifer and Satan are same. If Lucifers power is removed then with what power he is acting ?. With an external force acting , how can Lucifer had an evil thought. Who is the beast in Rev having 7 heads, Is Lucifer created like that ??.

Cammy General Discussion: To Bee or not to Bee

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image

From SRK's article.
http://shoryuken.com/2015/06/15/going-hands-on-with-street-fighter-v-cammy-and-birdie-conduct-their-very-own-british-invasion/
Our agile Delta Red agent returns, looking as sharp as ever. Capcom reps told me she’s one of the “most requested” characters, so if you were among the crowd clamoring for Cammy, congrats, the developers have heard your cries! Perhaps the most noticeable change to her arsenal is that a key input has been simplified, which we’ll get to shortly.
Current Movelist

V-Skill: Axel Spin Knuckle (MP + MK)

Similar in style to Zangief’s Banishing Flat, this allows Cammy to dodge through a projectile with an attack that resembles Guile’s Spin Back Knuckle. While it doesn’t neutralize the projectile like the good ol’ green hand does, it’s a very nice addition to her repertoire.

V-Trigger: Delta Drive (HP + HK)

Cammy’s V-Trigger benefits aren’t as immediately visible as other characters: you might just think her speed increases. But many of her moves gain more subtle advantages during the time the gauge is ticking down, including increased recovery speed and being able to pass through the opponent.

V-Reversal: Strike Back (towards+KKK)

Special Moves

Spiral Arrow (QCF+K)
Cannon Spike (DP+K)
Cannon Strike (during forward jump, QCB+K)

Not much new to report here. However…

Hooligan Combination (HCF+P)

Yeah, remember how this started and ended at a weird diagonal in previous games? No more–it’s the half-circle motion we all know and love. As for the inputs afterwards…

Razor Edge Slicer (No input)
Fatal Leg Twister (close to ground, LP+LK)
Cross Scissors Pressure (close, in air LP+LK)
Cannon Strike (K)

…even better, you’ve still got all the follow-ups!
Critical Arts

Cross Stinger Assault (2xQCB+K)


Ryu Season 2

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Hey guys.. thought we should use this as an archive to Ryus changes once they are confirmed..

What have you guys heard? Any specific nerfs or buffs?

"whats a kick" - barlog thread

Marvel Studios thread | Spider-Man vs Birdman

The MMA Thread. Toddler Is Ass #RondaRIPsey

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Here we are. Lets get another 1000 pages in.

UFC 121 happens this Saturday with the Great White Hope Brock Lesnar against Mr. Brown Pride Cain Velasquez. Discuss.

The Current State of the World and US (updated first post)

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Lets keep the politics and even the conspiracy crap in this thread and not pollute the rest of the forum.

Thank you.

SANWA JLF-TP-8YT new seems oxidize

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Dear

I bought new a SANWA JLF-TP-8YT in arcade store, but it have on a rainbow reflect like oxidazion. Does it normal? In my other hrap SANWA JLF-TP-8YT stick not lile it.

Another thing with my finger the appearance is not smooth.

THX

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[HELP] Screw is caught

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Dear

2 screw from my HRAP PS2 is caught could you help me? I try wd 40 for rusted parts and chain oil but not work. Could you help me please?

THX

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Lightning strikes twice! (and even more in a vortex) - Season 2 matchups thread

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Season 2 has come, and with it a whole bunch of obstacles to Laura's amazing oki and pressure have been lifted, whether via DPs requiring meter (which builds slower anyway) to be fully invincible, or the 5 frame command throw, or many other changes. I thought I should make a thread to gather up our collective knowledge on Season 2, and let the old matchup thread serve as an archive of what we had to go through last year.

It's been rough in terms of getting variable opponents to fight online this week, but so far I've seen:

Guile
This was hell in S1. I thought the changes would change the fight against Guile drastically, giving us the advantage now that we can EX Command Throw even through his V-Skill fireballs, but because of how slowly you build meter now, getting your first bar can be pretty challenging, and he can wall you off for quite a while. That said, if you can build meter he doesn't get to dash in to the 2-hit fireball for free anymore, which I think has changed the way Guiles behave quite a bit; they tend to jump now, and it becomes a real mixup that you can control rather than Guile being free due to his booms recovering too fast for you to actually get jumpins.

Ryu
I felt the same about turtle Ryu as I did about Guile, but the EX command throw seems like it might be less useful here because the range at which you can do it is also the range at which you can just jump onto the Ryu. I need more data on this, since I've barely gotten to play any Ryu this week - it's been pretty much Week of Gouki online. I have a good feeling about the combined effect of nerfed DPs and our command throw changes though, the few matches I've had really showed how big a deal it is that you can't invincible reversal us all the time.

Akuma
Even accounting for the fact that this is pretty early, I think he is at worst a good matchup, and at best pretty much free for us. His air fireball is something we can V-Skill forward through and then punish him, his demon flip is super slow and easy to punish with HP Bolt, and his fireballs are slow enough that EX command throw is a much more valid reaction than against Ryu or Guile. He does do a ton of damage if he manages to hit you, but if you play defensive it doesn't seem like he has many ways to get in that you can't react to easily.

Zangief
I didn't actually fight one. I wish I could get to fight a Zangief, both because I find him to be the most fun matchup as Laura, and because the rest of the forum seems to be having a lot of trouble with him. I didn't think he was much of a problem matchup in S1 (5-5 at worst; 6-4 on average), and I don't think his changes have shifted him that much, but I haven't seen any in the sea of Gouki that is CFN right now. I'm really looking forward to seeing what we can do with 5MK and command throw loops in this matchup.

Overall, I think we're in a good position. Even the roughest matchups I could think of last season don't look too bad right now. Like I said in the other thread, this is the Year of Laura, for sure.

How do you all feel Season 2 has changed the matchup landscape for us?

HITBOX HELP - Half Circle motions help

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So I recently got a Hitbox panel for my Hori VLX and I'm loving it. I just tried KOF for the first time and I can't get Roberts Half Circle moves to come out. I do left down right twice but the super climax combo doesn't come out. What am I doing wrong? Is it because I'm missing the diagonals? Usually on hitbox you don't need to hit those. Someone please let me know. Thanks.

Madcatz Street Fighter V Fightstick Alpha

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I'll keep this thread updated with all details of this stick as it's released including links to mods etc once they happen







madcatzfightstickalpha2.png

Madcatz Street Fighter V Fightstick Alpha for PS4/PS3

Release Date-
=Unknown

SRK Front Page article via @d3v -
http://shoryuken.com/2015/08/31/mad-catz-unveils-street-fighter-v-arcade-stick-and-controller

Case-
Fightstick Alpha Case (New/Original Design)
=Weight (Unknown)
=Dimentions (Unknown)
=6 button Vewlix design (Prototype looks like it has a slightly larger gap between LP/LK buttons and MP/MK buttons)

Metal Panels-
=Unknown

Plexi/Art-
=Unlikely to have any future plexi option due to case design (No where to screw in plexi and curved base front)

Bottom Padding/Feet-
=Has some type of padding (Specifics unknown)
=Does not appear to have feet in stock photo (Unknown)

Joystick-
=Unknown

Buttons-
=Unknown

PCB-
=Unknown

Wiring-
=Unknown

USB Cable-
=Wired
=Unknown if cable is removable








Finished mods from community-
=Not available at this time








COZrk9hW8AE070T.jpg






I won't make too many assumptions, but it looks like a budget stick. (EDIT- It is)
I believe we need more budget sticks on the market to get more new fighting game players familiar with using arcade sticks at a reasonable cost.

The base looks a bit thin by the photo, so I'm unsure if a JLF shaft would clear that. (EDIT- Likely will be high enough to swap joysticks, mentioned mod friendly by MarkMan on Twitter)

May not be Sanwa parts to keep costs low.

It's cooler (6 button) instead of dick (8 button) which is BADASS (This sentence is an SRK Tech Talk inside joke. Don't take it personally)

Match Up Shake Up Thread (Season 2 Match Up analysis)

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So we got major buffs. Everyone can agree on that, I believe. The question is, against who. This thread is intended to specifically talk about how the match ups changed due to specific changes from season two alterations. It's look pretty good so far. I bet we will at least see one Juri at Capcom Cup this year if the right people take her seriously.

Xuandou Zhiwang, Chinese Free to Play fighting game (Currently in closed beta)

[Announcement] Dynasty Feud - 2D local/online brawler

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Hi SRK!
I'm not used to post in such specialized forums, but I did't want lose the chance of showcasing our game in the biggest FGC :)
Dynasty Feud is a 2D fighting game for 2-4 players, in which dynasties (composed of 5 members) of different civilizations and ages will fight until only one of them remains alive.
image
qgCvDb9.gifLSZuvJr.gif

The gameplay consists of fast paced battles enhanced with some platformer mechanics. Each combat will be different; from archers to melee fighters, annoying snipers or fast characters are going to confront you in the battlefield.

Dynasty Feud is planned to be released this year before summer on Steam.

Hope you like what we have, tell me if you have any doubt or suggestion please, I'll be posting here progresses and changes. We also planned to organize a Beta before the official release, so stay tuned!

Chun-Li Fan Comic: EVIL RYU V. CHUN-LI (complete)

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*note: this comic has a RyuxChun-Li shipping. So if you are into that, great! If not, that's cool too. Hope you enjoy the comic

Plot: Chun-Li fights to break Ryu free from the Satsui no Hado

evil_ryu_vs_chun_li_pg_1_by_tree_ink-d9ulvft.jpg

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evil_ryu_vs_chun_li_pg_5_by_tree_ink-d9uthed.jpg

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evil_ryu_vs_chun_li_pg_8_by_tree_ink-d9uti3f.jpg

evil_ryu_vs_chun_li_pg_9_end_by_tree_ink-d9utide.jpg


*Art by Sergio Briseño,
*Written and Produced by me

Chun-Li Fan Comic: EVIL RYU V. CHUN-LI (complete)

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*note: this comic has a RyuxChun-Li shipping. So if you are into that, great! If not, that's cool too. Hope you enjoy the comic

Plot: Chun-Li fights to break Ryu free from the Satsui no Hado

evil_ryu_vs_chun_li_pg_1_by_tree_ink-d9ulvft.jpg

evil_ryu_vs_chun_li_pg_2_by_tree_ink-d9ulw6f.jpg

evil_ryu_vs_chun_li_pg_3_by_tree_ink-d9ulwm0.jpg

evil_ryu_vs_chun_li_pg_4_by_tree_ink-d9uth4l.jpg

evil_ryu_vs_chun_li_pg_5_by_tree_ink-d9uthed.jpg

evil_ryu_vs_chun_li_pg_6_by_tree_ink-d9uthpt.jpg

evil_ryu_vs_chun_li_pg_7_by_tree_ink-d9uthu9.jpg

evil_ryu_vs_chun_li_pg_8_by_tree_ink-d9uti3f.jpg

evil_ryu_vs_chun_li_pg_9_end_by_tree_ink-d9utide.jpg


*Art by Sergio Briseño,
*Written and Produced by me

The Final Fantasy Thread 2.0 | FFXV: OUT NOW! It Really Did Exist...

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I searched and couldn't find the old thread so I'm guessing it's gone.

I'm taking on my second play through of Final Fantasy XII now, just got past Barheim Pasage. I'm taking it a lot more extreme this time around, taking more time to grind EXP, LP and loot. I already had a pretty decent save file, level 71's to show, but after dropping the game when I completed it, I found all the abilities I had a bit over whelming and felt I couldn't enjoy experimenting with the Gambit system on a deeper level properly... So I opted to go through the game again... With my past experience I should be able to abuse it a lot better.

One thing I'm finding difficult is working Steal into my Gambits. I'm a right theif in that game, it has to be done, but I'm a bit bored of stealing from everything manually. I found that the enemies have a tendency to give you two items when using steal, as opposed to the common one from killing. I realised this as I noticed stealing off enemies untill it said "such and such has nothing to steal," but would still get a drop off the kill. It's worth it sometimes though as for me, that loss of one hit isn't so dramatic when doing simple grinding.

I guess my main focus this time around is experimenting with the Gambits more, as opposed to simply over leveling my characters. I already have a few Technicks ideas that I didn't think of last time around. Infuse + Steel Gourget + DPS + Pheonix Down x n = sounds like a win to me...

Any ideas you think would be good to mess around with?

Use this thread to talk about the Final Fantasy series...
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