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Rashid General Thread: Desert Storm - second new character

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On 9/11 Capcom revealed the second new Street Fighter V character at the Dubai Games2015. His name is Rashid and he looks (from the footage so far) to be a fast playing character with a mix of guy/rolento/ibuki. More info soon.

For now here's the first footage

Video
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Image VS screen
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Brook PS3/PS4 "Fightboard" PCB Thread

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Hey Everyone,

Brook just announced a new 40mm x 40mm Square PCB called the "Fight Board". Myself and few SRK tech talk members had some early access to the board and have been testing it for the past few weeks. With the help of our feedback they are ready for retail production and will be available through Brook's retail channels worldwide later this month (November 2015) at around $40 (US).

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Features:
- Auto detects PS3 and PS4
- No 8 Minute Timeout on PS4
- SOCD Cleaner
- Firmware Updatable
- Optional Access to Turbo, Analog Controls (via firmware Update), TouchPad & Touchpad button, & LEDs.
- Common Ground

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*One thing to note is that It requires soldering to access the inputs and does not come with screw terminals. So break out those irons...

As far as initial performance goes myself and @wazwuz have found the board to perform slightly faster or atleast equal to a FC4 pad hacked board. We will be testing further and with more detail when the retail firmware is available.

Brook via @gogo.zippy will be closely monitoring this thread throughout its initial release and as always will be available for questions and feedback.

Chun-Li Fan Comic: CHUN-LI: THE GAUNTLET (in-progress)

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*note: This comic has a little RyuxChun-Li shipping in it. So if you like that stuff, great. If not, that's cool too. Hope you enjoy the comic.

Plot: Chun-Li takes on Shadaloo... alone! Will she survive?

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(more pages to come)

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

Chun-Li Fan Comic: CHUN-LI: THE GAUNTLET (in-progress)

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*note: This comic has a little RyuxChun-Li shipping in it. So if you like that stuff, great. If not, that's cool too. Hope you enjoy the comic.

Plot: Chun-Li takes on Shadaloo... alone! Will she survive?

chun_li__the_gauntlet_cover_by_tree_ink-d9yjq7e.jpg

chun_li__the_gauntlet_page_1_by_tree_ink-dabmlvs.jpg

chun_li__the_gauntlet_pg2_by_tree_ink-daphlbn.jpg

chun_li__the_gauntlet_pg_3_by_tree_ink-daphln5.jpg

chun_li__the_gauntlet_pg_4_by_tree_ink-daphls6.jpg

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(more pages to come)

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

Let's talk about money - The Gambling Thread

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Since the Powerball is at $1,300,000,000. Also, what gambling games do people play when/if they gamble? It can be dice, cards, slot machines, etc. Anything gambling related.

Note: Don't talk about investments/markets in this thread, that's what the "Let's talk about money - The Finance Thread" is for.

GigaMaidens - A Game About Way Too Big Anime Lady's

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This post has become outdated. There was a detailed description of the game here but I need to update it with new info.

For now though, enjoy this artwork.

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madcatz te round one help

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hi ya I brought a 360 te round one the person I brought it from had tried doing mods with it and tried changing buttons but some how lost the metal base plate is there some way of getting a replacement or can it be replaced with a plexi and delivered in the uk

The music is... passable (Music Discussion Thread)

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If the music in the gameplay trailer is any indication of the game's music then the soundtrack is still going to suck ass, consisting of the same generic brass horns and dubstep breaks we've heard in every single game since God of War came out, instead of having any personality whatsoever.

Where the fuck is Okugawa?

The Rap Thread: News, Reviews, Rants & Opinions: Volume 9 - Yes, we know "Hip Hop"

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Ok last round you muthafucca went Forum Platinum... I need triple platinum. So here is your advance on posting:

1)Discuss rap news, album reviews, etc. all on this thread. BASICALLY EVERYTHING DEALING WITH THE GENRE OF HIP HOP

2)No more of this some crew vs. some crew shit either.

3)No posting links to any file downloads. Use AIM or PM's in order to communicate that.

4)DO NOT POST THE WHOLE ARTICLES. Post the link to the article.

5)Hold respectable argument. Do not flame someone cause they like a particular group. State your disagreement.

6) New comers.... Please understand MAJORITY of the older members know a significant amount of knowledge or may have discussed a particular topic. Try to go 'with the flow' as discussing the topic at hand. Trust me, this topics change constantly.

7) New comers pt. 2. Please do not come into the thread asking who listens to a particular artist or what you think is the greatest. It will get you no where. watch the thread. We not only have musicians/industry insiders/album reviewers but people who listen to a BROAD range of music in rap (underground, midwest, west coast, east coast, down south, international) .


Use your fucking heads.



Now go out an get make me a triple platinum thread

Thank you
Koop
CEO of SRK Posting Records and Entertainment

"I'll never cut corners in my practice!" Ibuki Notes, Tech and Q&A thread

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Obviously there's gonna be a lot of work to optimizing Ibuki. She's not a character that you can be lazy with and get results and she has some inherent flaws that have to be overcome with other parts of her toolset in order to maximize her. Use this thread to look up notes, tech options or just generally ask a question about the character.

DevilJin's notes on Ibuki. Updated with overall gameplan with Ibuki and what you should focus on trying to land in the match..

https://docs.google.com/document/d/1ATYZPnVT3cT08VM2apM456h0P_DKLutPHFnTkiuVOdY/edit

Write out of gameplan
Ibuki can be a tricky character to use. She has a lot of different elements of what makes a good character, with some inherent flaws to keep her from being too overpowered. She has the really fast walk speed of a mid range character, but has buttons with large hurtboxes on them more similar to a lower tier character like Gief or Guile. Which means pressing the correct buttons with Ibuki will be a bit more nuanced than it is with Ryu or Chun Li. You’ll have to do a lot more counter poking and whiff punishing, but it’s possible to work the neutral game with her normals and when mixed with a meter for EX kunai, can make some dangerous things happen even before V Trigger.



The key to her neutral game I feel is 3 main things.

Find a way to land LP raida.
Find a way to land s.MK, c.HK, s.HK target combo (aka sweep target)
Find a way to gain V Gauge (land your V Skill and f+HK/s.HK)

Those are the 3 main things you need to focus on as those will get you to a victory the quickest. These are also great things to focus on because they will also inevitably complete her neutral game (or at least the most important aspects of it). Learning each one also teaches you how to use her different buttons and v skill. LP raida and sweep target are good for giving you strong setups for pressure and/or carry to the corner. Your V Trigger is important to turn the match around and give you access to much bigger damage, so the V Skill and f+HK/s.HK can become important there as well. Below I’ll go over these 3 options and the neutral tools to get you to those situations in depth.


NOTE: The kunais ARE an important to her gameplan, but I feel they can’t be the MOST important since they’re a finite resource and IMO she can honestly win matches without using them other than to VTC into a combo. It’s more a sub part of her gameplan that adds to the basics you are already using. I’ll go over those in a later section.



1. Landing LP raida is important for Ibuki because it can be done without having to fish for a counter hit or 1 hit confirm which makes it easier on execution and muscle memory to accomplish. The nice thing about LP raida is that it basically is like ending a combo with a command grab. It’s an attack grab that has the same knockdown properties as a throw so whenever you land it, the opponent can only neutral tech. Giving you a pretty set and forget dash up s.LP or s.MP as a meaty. One of the issues with a lot of characters in SFV is that they have difficulty covering all non invincible button presses after a knockdown combo. LP raida makes it so Ibuki doesn’t have to worry about this. You knock them down you should know what to do. s.LP is easier to time as a meaty, but s.MP can also work.

Your best options to land LP raida are to connect with her LP, MP, HP target combo at close range, land s.MP at a slightly farther range or from furthest range you can just chain s.LK into LP raida. In order to land her LP target combo safely, you’ll want to link with c.LP or s.LP. Preferably s.LP since that’s faster. s.LP, LP, MP, HP, into LP raida confirm at close range. If you see the target string is getting blocked you can press LK to keep yourself safe on block (end the target string with LK instead of HP) . This is only really good at near point blank range though so you wont always have access to this.

s.MP, s.LK, LP raida is really important as this is one of the farther ranged confirms into a combo that you can do safely. Pretty easy to confirm as you can easily see that the s.MP and s.LK have connected before committing to the LP raida. Just remember the cancel window for s.LK into LP raida is pretty short. You can’t hesitate at all when comboing into LP raida or it will whiff or just not come out. You can land this combo from almost the max range of s.MP.

s.LK straight into LP Raida also works, but it is harder to confirm. You’ll have to look for this as a whiff punish when people whiff certain buttons in front of you or just play with your gut and go for it. s.LK to HK kazekiri is also a nice alternative that does a bit more damage, but doesn’t give you as good oki.




2. Finding a way to land s.MK sweep target is also a BIG part of her gameplan. Firstly, it’s a bit more difficult to confirm since you will have to put together counter hits or one hit confirms to get it to land. When you do, it gives you solid meterless damage, corner carry and basically the best post combo meaty setup in the game. Mainly because you can cancel the sweep target into MK command dash and be at very heavy plus frames (probably between like 8 and 10 frames or more). Get enough time to shimmy, throw, meaty and everything inbetween. They go into an air reset that doesn’t cause a knockdown so there is no tech available to them. They just have to take the pressure.

Your main tools for landing s.MK sweep target combo are counter hit s.LP, counter hit s.MP, counter hit c.MP and one hit confirm/whiff punish s.MK.

Counter hit s.LP/s.MP/c.MP combo into s.MK at similar ranges. s.LP will combo into s.MK at max range, while s.MP and c.MP whiff at max range. Which means s.LP is your most guaranteed counter hit. If s.LP lands on counter hit, go straight into s.MK. s.MP and s.MK have more range than s.LP, but they will only combo into s.MK from around the same range as s.LP. s.MP and c.MP counter hits are still really good and give you a bit more time to confirm if you land them. Even if you just mash s.MK after s.LP and they block, you’re still only minus 1 on block. You can set up these counter hits by doing different frame traps to open people up for them. You can do s.LP or s.MP then walk in throw. Then then next time they expect a throw counter hit them with another s.LP or s.MP then combo that on counter hit into the s.MK and start the sweep target.

Play around with the buttons and watch the PAN pressure tutorial for other ideas on how to get the counter hits off these buttons.

The other important way to land s.MK sweep target is raw landing the s.MK. There’s different ways to do this. You can try to one hit confirm this by just looking for the s.MK to hit and then going into the target combo. This is pretty hard to do though as the cancel window for the swep target is pretty short and doesn’t give you a lot of time to confirm if the opponent isn’t really doing anything first. You can try to look for a counter hit message to help you confirm, but you of course ideally want to land this without a counter hit sometimes.

In order to more reliably land this without counter hit, you can try to look for whiff punishes or shimmy people during throws and do it. An example is walking up to Ken right around his s.HK range, making him whiff the s.HK then pressing s.MK and going into the target. You can also walk up to someone then walk backwards to shimmy and punish their throw whiff with the s.MK.


3. Building her V Gauge by landing her V Skill and f+HK or s.HK are I feel the last big part to her neutral game. Ibuki I feel is designed like Necalli where she’s made to be a comeback/late game character. She can win at the start of the round, but it does take a good amount more of resets and pressure as most of her heaviest damage and oppression comes from having the VTC and the bombs ready. You can win an entire round pretty easily just off the momentum from the V Trigger bombs.


When you are in mid to far range, your main tools are going to be V Skill, f+HK and s.HK. This is because Ibuki’s main combo conversion tools like her standing punches and kicks have short range and large hurt boxes that aren’t really conducive for long ranged poking. They’re meant more to win as you get closer, but not much effectiveness once you’re far out.


V Skill is very important as it beats most standing and crouching normals from the opponent once active. She is susceptible to counter hits and her hurt box is rather large before and after its active, but once its active its got a pretty nice hit box that can stuff button really well. It’s technically a projectile so it will beat any normal that isn’t a projectile as long as its spaced right. The non charged version builds about ⅓ V Gauge on hit and a tiny bit on block. The charged version is slower start up, but has a bigger hit box and is very safe at only minus 3 on block.

The regular version is only minus 5 on block so you can still use it in block strings against most characters without worry. Long as you’re spaced out far enough you can use strings like s.MP, c.MP to V Skill to catch people trying to press buttons after or just build a bit of V Gauge. During the initial start up frames of her V Skill she seems to move back a bit giving her room to make buttons whiff and punish them. This is a good help to her neutral game as it allows her to poke without worrying about the large hurt boxes on a lot of her poking buttons. Plus the V Gauge build.

f+HK and s.HK are also pretty important. f+HK is your main tool that can priority trade vs mediums and lights and still win. It also crushes most low normals so you can use it and win for free against a lot of low hitting normals. Space it towards max range for the most effectiveness, but even if you use it at close range it’s still safeish at minus 3. Just be careful of the heavy start up and how her hurt box extends during the move. If you land this move on counter hit and get crush counter, you should usually just combo into HK kazekiri.

s.HK works pretty well vs a lot of good standing buttons and is only minus 2 on block. It’s also a bit faster start up than f+HK. Really good to counter hit buttons like Karin’s s.HK, Mika’s s.MK and other strong annoying standing buttons. Has no lower hit box though so it will lose to any lower hitting mid button or a low attack. If you land this on crush counter you can easily go into s.HP, HK kazekiri from a decent range. If you have V trigger you can do all kinds of nasty damage and reset to them. If they’re too far away from s.HP you can always throw EX raida then command dash in with Raida and keep pressuring.

s.HK also has a really good AA hit box that can stuff farther range jump ins pretty easily. On crush counter you can command dash in and Raida as well.


Frame data: https://docs.google.com/spreadsheets/d/1phr4jOfiXuaLxZgE1vk1myee_QK2RqP_M2cmnXOERDE/edit#gid=1665473429

Hit boxes: image

PAN's videos on Ibuki's Pressure/Setups and Neutral Game.


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Super Smash Bros. General - Patience and Spacing....or Whine and Moan

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Ok new game has been announced this shall be the thread for discussion and speculation. Let's try to keep it civil guys. Whether you think the game is a fighting game or not, the games are fun. I put the thread in GD to avoid as much BS as possible.


SRK's Smash League thread by our very own Colonel Gilgamesh
http://forums.shoryuken.com/discussion/193105/srk-smash-league-thread-starting-october-10th/p1

If you haven't signed up for SRK league yet get in contact with CG and tell him what you would like to participate in. Rules, times, and what to expect are in the OP of the thread.


IRC thread for match making
http://client01.chat.mibbit.com/?server=orion.psigenix.net&channel=#srk-smash

Alternate Link
https://chat.mibbit.com/?server=orion.psigenix.net&channel=#srk-smash

https://client01.chat.mibbit.com/?server=chronos.psigenix.net&channel=#srk-smash

https://client01.chat.mibbit.com/?server=aurora.psigenix.net&channel=#srk-smash

https://client01.chat.mibbit.com/?server=deep13.psigenix.net&channel=#srk-smash


Discord....the new hotness for matchmaking
https://discord.gg/Eyscr


Unlockable Character Requirements
Here's the list according to Smashpedia, so make of that what you will
Character Special Unlock Matches number
Bowser Jr. Beat Classic Mode with Bowser on 7.0 difficulty or higher. 100
Dark Pit Beat Classic Mode 4 times. 50
Duck Hunt Beat Classic Mode 8 times. 110
Dr. Mario Beat Classic Mode as Mario. 60
Falco Beat Classic Mode for the first time. 20
Ganondorf Beat Classic Mode with Link or Zelda. 80
Jigglypuff Beat Classic Mode with a character using customizations. 120
Lucina Beat Classic Mode with Marth, Ike and Robin. 40
Mr. Game & Watch Beat Classic Mode 10 times. 90
Ness Beat Classic Mode 2 times. 10
R.O.B. Beat Classic Mode after obtaining 200 figures. 70
Wario Beat 100 Man Smash.




website:
http://www.smashbros.com/us/

Trailers
E3 2013 Trailer w/ Villager announcement
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Megaman Announcement Trailer
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Wii Fit Trainer Trailer
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Sonic Trailer
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Comet Observatory/Rosalina Trailer
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Champion of the Ring Trailer/Lil Mac
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Challenger From the Shadows/Charizard and Greninja Trailer


Goddess of Light/Palutena Trailer
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Red, Blue, Yellow/ Pac-man Trailer
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By Book, By Flame, by Crest of Flame/Lucina and Robin Reveal Trailer
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Looks like we don't have a choice!/ Shulk Reveal Trailer
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Amiibo First Set Trailer
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Smash Bros. for Wii U - Launch Date Trailer


Smash Bros. Amiibo Trailer


Super Smash Bros. for Wii U Direct


The Future King/ Bowser Jr's Trailer
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One Dog, One Bird, One Zapper/ Duck Hunt's Trailer
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Mewtwo Strikes Back! Trailer
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Lucas Comes Out of Nowhere! Trailer
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Roy Seals the Deal! Trailer
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Here Comes A New Challenger! Ryu Trailer
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Super Mario Maker Stage Trailer
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Cloud Storms into Battle!/ Cloud Trailer
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Other
Sakurai Smash Bros. Direct
http://www.youtube.com/watch?feature=player_embedded&v=vQD1yJinzeQ#!

April 2014 Smash Bros. Direct
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Mii Fighters Suit Up for Wave 2
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Mii Fighters Suit Up for Wave 4
https://www.youtube.com/watch?t=1&v=z8T5_HH7ypo


E3 2014 info
Invitational Tournament Trailer Info
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Takes place Tues, June 10th from 4-6:30pm. It will be streamed via Twitch.


Sakurai's 90 minute conference will be at 10 to 11:30 PM ET on June 10th
http://www.polygon.com/2014/5/16/5724506/nintendo-e3-2014-smash-bros-3ds-game-developer-discussion



E3 2014 Build Character Movesets
Sonic
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Zelda
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Yoshi
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Wii Fit Trainer
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Villager
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Toon Link
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Shiek
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Samus
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Pit
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Pikachu
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Megaman
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Marth
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Mario
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Luigi
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Lil Mac
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Kirby
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Greninja
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Fox
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Donkey Kong
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Bowser
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Example in how the ledge mechanics work
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Final Smashes shown as of E3 2014
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Let the games begin...

Rainbow Mika change requests (with ACTUAL community input)

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What buffs or nerfs (if any) do you guys think she should get? I'm thinking that there's a decent chance for another balance patch before the next CPT because season 2 has not been warmly received unless you main Laura or Rog.

My wishlist is this:

Reverse the nerf to the cr.HP. Make it +1 on block at max range again. The move has to be precisely spaced to be plus so I don't understand why they nerfed it.

Reverse some of the nerfs to the Clap/Passion Press/Rope Throw. I'm fine with the mid-screen wall bounce being removed but they over-nerfed this move to the extreme. Give it back the range it had, make it come out at 6 frames again, and make getting a wall bounce in the corner more lenient. Right now if you're a tiny bit out of that corner and you throw someone into it doesn't count. I'm fine with it being massively negative on block. I personally think they whacked this move hard because of the option select people found with it.

Buff her sweep to 10 frame startup and slightly better recovery on whiff/block. I don't know why Capcom is terrified of this move being good. It sucks that you can't punish every sweep in the game like every other character. And because it's so horribly unsafe on block there's no reason to use unless you use it to beat Guile's V-Skill, Laura's charged fireball, or Gief's charged HP. Or obviously you have V-Trigger ready. If they're so terrified of it being good and she gets Oki from that then add more recovery on hit so she can't go in.

Buff MK. There's varying ways to make this move better so she can actually play footsies with top tier.
Solution 1: give it faster startup like 7 frames.
Solution 2: give it more range, something like Beta 2 range.
Solution 3: make it 0 on block instead of -3.

MK right now, and for most of the character's existence, is a pretty garbage move. It's a decent poke but it straight up loses to god pokes from characters like Necalli or Karin or Chun.

Faster recovery on the V-Skill. The idiots at Capcom thought that by giving you armor at frame 5 and make the buff carry over would make it useful which is horribly wrong. The problem with the V-Skill, and this has always been the problem with this move, is the recovery it has. You just cannot use it against in a vast majority of matchups. Almost every single character can punish it in some way. And you definitely can't use it to absorb a fireball because the fireball zoners can still punish it. If you try to V-Skill a Hadou, Ryu can just dash in once and HK tatsu you. If you try to V-Skill a Boom, Guile can just dash in and jump Heavy you and even if you block that he can still pressure you.

Before anyone cries foul that buffing the V-Skill would make her stupid good against zoners you have to consider the change to white health regen in season 2.

Take away the buff to throws, give it faster recovery and/or the Mic comes out faster and has a bigger arc, and double the amount of pips of V-meter it builds.

*Edit: reverse the nerf to Mika's EX Peach. Give her back the Oki she had in season 1.

Make super a legit reversal. I doubt they will ever do this but it would be nice. By extension, Laura and Vega should also be able to reversal with Super.

TLDR:

Reverse cr.HP nerf.
Reverse some of the nerfs to Clap/Passion Press/Rope Throw.
Buff her sweep.
Buff MK.
Buff the V-Skill.
Reverse the EX Peach nerf.
Maybe buff Super so it's a legit reversal. [/quote]

Programming the LVT3 using Arduino IDE

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Hi,

First time poster here, I would just like to know if anyone has had any success in programming an LVT3 from Paradise Arcade Shop using the Arduino IDE software. There is a lot more flexibility using this software and I believe the proprietary LVT3 software available on ArcadeUpgrades.com is unusable at the moment. Just looking for any advice or examples of success. Thank you!

-- Weightlifting & Nutrition Thread -- v9.0 Optimized

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**Useful Links**
Men's Health detailed routine (very helpful)
Men's Health Fitness Forum
Diet Plans (for gaining, not losing)
Explanations of exercises
How to tone up those abs

Most of you probably didn't expect a thread like this from a skinny guy like me, but I don't think the old one still exists, so here's a new one.

Some beginning weightlifting suggestions can be found on these websites, such as this:
Great - you've decided to try bodybuilding. Perhaps you want to build mass, tighten up your midsection or slim down; those are all possible with strength training. Whatever your reason (and you should definitely write down your goals for starting and your realistic expectations of what you hope to achieve in the short and long term),m you should follow a clearly defined program.

Don't expect us to provide you with any so-called success; let's state for the record right now that some training methods are smarter and better than others, but nothing resembles a secret. Our role here is to teach and guide you through your first three months so that you can take your training to the next level and design a personal routine that meets your needs.

Is there one program that's right for everyone? No. Did you really expect that one routine would serve the needs of the female college basketball player who wants to make a more dominating presence on the court, the 45 year old businessman looking to firm his body and improve his health, and the young man interested in competitive bodybuilding? Every person who trains has different motivations, desires and genetic potential, and each must make his or her own adjustments in putting together a particular program. It's really not so difficult. But before you get started, here are some points you'll want to consider.

1. Get a physician's release if you are over 40 or have had any sort of previous injury or impairment.

2. Be realistic but positive. Assess your current condition and where you want to be in three months, one year and five years. Keep focused on your goals and know you'll achieve them.

3. Commit yourself to three months before making any judgements about whether it's working or not. The truth is, you're probably a bit impatient, and sculpting your physique takes time. Changes take place incrementally, but three months is long enough to notice some significant changes in strength and size. Persistence and dedication are characteristics that all successful bodybuilders have in common. Do you?

Designing Your Exercise Program

Before getting into your program, you need to develop an understanding of how and why you're building your exercise routine. Although we've gone ahead and designed a program for you, just about everything in ti can be changed depending on your particular circumstances. Your primary objective here, as a beginner, is to build a solid foundation - and not just any training program will take you there in an efficient manner. Study the following points to better understand your bodybuilding program.

Bodypart Training

Bodybuilders group exercises by bodypart and train one muscle group at a time. Working one are with 1-3 exercises ensures that you train it thoroughly. Experience says that this type of training is the most efficient for bodybuilding. (Circuit training, on the other hand, allows you to do movements for different bodyparts back to back with no rest in between).

Every major muscle group should be developed to prevent muscle imbalance and the risk of injury. The major muscle groups include legs (quadriceps, hamstrings, calves, glutes), chest, shoulders, back (Trapezius, lats, erectors), abdominals and arms (biceps, triceps).

Exercises

You can choose from any number of movements that target a particular muscle group, but beginners should stick with the basics to develop a solid foundation. The first exercise you do for a given bodypart should be a compound movement. (A compound or multijoint movement, unlike an isolation exercise, has movement at two or more joints and thus brings in a greater number of assisting muscle groups. Note: Some bodyparts like biceps, triceps and calves can be worked with pre-dominatantly isolation exercises.)

Some basic movements can be done in a number of ways; for example, you can do a bench press with a barbell, with dumbbells or on a machine. Eventually, you'll learn how to do them all and use the in your training arsenal.

Two similar exercises can target a muscle differently. For example, the bench press is a good exercise for most of the chest, but the incline press (essentially a bench press done on an incline bench) works the upper pectorals more effectively. When you put exercises together to form a routine, you'll want to include those movements that hit the same muscle in different ways. That's why you normally include 2-3 exercises when you work each bodypart.

Weights

During the first couple of training sessions, you'll want to go pretty light just to get a feel for how to do the movement correctly. After you feel comfortable with the form, begin adding weight.

Even an experienced lifted should always do his first set as a warm-up with practically no weight to flush to target muscle and connective tissue with blood. On the second set, add a couple of small plates and do the exercise again. Was it still east? If so, and assuming you used good form, add more weight. If you struggled to reach 12 repetitions, add just a little bit of weight. (Adding weight on successive sets is called pyramid training and is one of the safest ways to train.)

Continue adding weight until it becomes tough to complete 8-12 reps. Your goal is to train in the range where you reach muscular failure at 8-12 reps. Once you find a challenging weight, stick with it. So you'll become stronger and be able to increase the number of reps. Once you can do 12, it's time to increase your training poundage by about 10%. At this heavier weight, you won't be able to do 12 reps, but with time you'll once again be able to. Keep working in this fashion.

The principle behind this type of training is known as overload. It states that for improvements to occur, you must impose a demand on your muscles greater than what they're accustomed to (for bodybuilding purposes, about two-thirds of your maximal strength). Your muscles compensate for this strain on the cellular level by adding protein to grow thicker and stronger. At that point, the same load is no longer sufficient to induce further changes, more load must be added. That is, you must progressively add training stimulus to make continued improvements.

Keep track of your training poundage by recording your weights, sets and reps in a training log alongside a list of your exercises.

Some bodybuilders swing and heave, cheating for the sake of pushing heavier weights. Remember, the name of the game here is not weightlifting, but rather bodybuilding.
(to be continued)

MGTOW Chronicles:Men Going Their Own Way


SRK Comp. Pokemon Thread MK2: Welcome to Po Town (Loco man talks $#!+, gets hit)

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The old thread was getting bloated, so I think it's time to start fresh.

Old thread: http://forums.shoryuken.com/discussion/184949/srk-competitive-pokemon-battling-thread-logoghoul-and-white-shadow-win-bye-gen-6/p1

Current Type Chart:
vnstODV.jpg


Current SRK Ruleset:
Banned Pokemon:

Mewtwo
Lugia
Ho-oh
Blaziken (With Speed Boost)
Kyogre
Groudon
Rayquaza
Deoxys (all forms)
Dialga
Palkia
Giratina (both forms)
Darkrai
Shaymin S
Arceus
Reshiram
Zekrom
Kyurem W
Genesect
Xerneas
Yveltal
Sogaleo
Lunala
Pheromosa
Power-Construct Zygarde
Gengarite
Kangaskhanite
Blazikenite
Salamentite
Lucarionite

Clauses:
Evasion boosting Items and moves (besides Double Team) are banned.
Sleep (You may only put one of your opponents to sleep at a time)
Moody (The ability Moody may not be on any of your pokemon)
Same Dex # (You may not have two of the same pokemon on the same team.)

Handy Guides:

EV Training and You: A guide for Beginners and Experts
http://www.serebii.net/games/evs.shtml

So You Wanna Be a Master: A Guide to Teambuilding for VGC (And Other Metagames)
http://pokemonforever.com/Thread-ORAS-Teambuilding-Guide-VGC

The Sharkade - SAN JOSE

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Capsule Entertainment presents

[ SHARKADE CIRCUIT ]

Weekly STREET FIGHTER V & KOFXIV tournaments + casuals in San Jose CA. (Tekken 7 & MvCi soon)
2 sets of head-to-head arcade cabs, 1 projector, 11 standard stations.
Lots of room to bring your own console & games.
________________________________________________________________

[ LOCATION ]

The Sharkade (Breezy Excursion, back entrance)

1020 The Alameda
San Jose, CA 95126

PARKING MAP:
http://i20.photobucket.com/albums/b215/CPS_IV/sharkademap_zpsvopdxw8s.jpg
________________________________________________________________

[ GAMES ]

GAME: Street Fighter V
DATE: Thursday nights weekly

GAME: The King of Fighters XIV
DATE: Friday nights weekly

GAME: Tekken 7 (coming soon)
DATE: Friday nights weekly

GAME: Marvel vs. Capcom Infinite (coming soon)
DATE: Thursday nights weekly
________________________________________________________________

[ TIME ]

* On-site Signups 7:00pm - 9:00pm
* Tournament Matches begin roughly around 9:00pm
________________________________________________________________

[ PRICES ]

* $5 Venue Cover
* Free tournament, no entry fee
(may change to $2, winner takes all starting February 2017)

Pre-Registration:

Godlike Combo Tournament Software Mobile App
http://www.godlikecombo.com/

[Note] No refunds will be given once the tournament has begun.
________________________________________________________________

[ PRIZES ]

This is a seasonal circuit. 1st, 2nd and 3rd highest ranked players will receive trophies after the 3 month season ends. Winners of each weekly ranbat tournament will receive free venue cover for their next visit. Free venue cover will be awarded to the top place finishers depending on the size of that weeks bracket. Ranbat points will be awarded to the top 8 finishers. Details listed below:

{ Waived Venue }

8-16 entrants = 1st place
17-32 entrants = Top 2
33-64 entrants = Top 3
65+ entrants = Top 8

{ Ranbat Points }

1st = 12 points
2nd = 8 points
3rd = 6 points
4th = 4 points
5th = 2 points
7th = 1 point

{ Season Trophies }

1st Place Rank = Gold Trophy
2nd Place Rank = Silver Trophy
3rd Place Rank = Bronze Trophy

Trophies will be custom etched with:

*GAME NAME*
SHARKADE CIRCUIT *SEASON*
1ST, 2ND or 3RD PLACE *depends on trophy*

KOF_TROPHY_zps2frz4hda.jpg
________________________________________________________________

[ RULES ]

* Legacy Controller function & bluetooth controllers are banned. Wireless controllers must use USB dongle to be legal. The revised PS4 controller is legal as long as its used with a USB cable.

* You may not register or enter anyone other than yourself unless you pay in advance. No IOUs will be accepted either.

* Double elimination bracket

* 2/3 wins each match advances you into the bracket

* 3/5 Winners Final, Loses Final & Grand Final to advance

* Default game settings will be used (time, rounds, etc.)

* Blind Character Pick enforced by request. (only judges may enforce this)

[Note] Although this is unlikely, we reserve the right to change any rules for any reason
________________________________________________________________

[ LIVE STREAM / RECORDING ]

Live streams planned at The Sharkade starting around the end of January 2017.
Once we have access we will be live streaming on the CE Twitch channel:
Watch live video from cpsiv on www.twitch.tv

Tournament matches will be archived on our Youtube channel: https://www.youtube.com/user/CPSfour
________________________________________________________________

[ EQUIPMENT USED ]

* Asus low input lag monitors ( 10ms delay )
* Sony Playstation 4
* Head-to-Head arcade console cabinets
* Gaming Projector ( 17ms delay, 1 frame )
________________________________________________________________

[ ADDITIONAL INFO LINKS ]

https://www.twitch.tv/cpsiv
https://twitter.com/cps_iv
https://www.facebook.com/groups/capsule.entertainment/
https://www.facebook.com/CapsuleEntertainment/

http://www.godlikecombo.com/
https://twitter.com/godlikecombo
https://www.facebook.com/godlikecombo

https://twitter.com/TheSharkade
https://www.facebook.com/TheSharkade
https://www.facebook.com/groups/1766694596883186/
________________________________________________________________

Monthly cash pot tournaments ($10 venue, $10 pot) one Friday night of the month.
Top 3 placers receive laser engraved medals.


14291899_1234962476538374_5496995206075512213_n_zps3cpx2gkw.jpg

PARKING MAP:

sharkademap_zpsvopdxw8s.jpg

14222141_1228722917162330_655745162014735643_n_zpsiqtwkd93.jpg
14202682_1228722960495659_5844416876592001312_n_zpsnyloiqvb.jpg
14199580_1228722993828989_2273141978396616071_n_zps7yxvwvpt.jpg
14203336_1228722883829000_6470378443438002976_n_zpsvjnsksah.jpg
14117946_1228722853829003_1470374983388526747_n_zpsrezkf9tb.jpg

UFC (and other MMA organizations) vs. fictional fighting games (Street Fighter, Tekken, etc.)

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Now, I personally am not a fan of the UFC because of all of the emphasis on manliness and gratuitous violence over strategy, technique, and skill, but I figured that I would make this thread to compare and contrast real-world MMA fighting with the fighting in fighting games such as Street Fighter and Tekken. I also know that although the Ultimate Fighting Championship is the most well known mixed martial arts organization, it isn't the only one; Bellator and the World Series of Fighting are two other well-known MMA organizations. I came up with the following comparisons between real-life MMA fighting and fictional fighting games such as Street Fighter and Tekken.

In real-life MMA, wins can comes by either knockout or submission, but in fictional fighting games, there are no submissions; all wins are either by KO or by having more vitality than your opponent when time expires. There is also no ground fighting, either, when you fight your opponent off your feet. The closest thing to it in fictional fighting games is crouching, when you can sweep-kick to knock your opponent down, but that's it. And in real life, vitality is not measured in life bars. And in a video game, pressing a single button will make half of the game's attack's not hurt you. In real life, you need to react multiple different ways to multiple different attacks. Also, in all fights, all MMA fighters wear shorts and gloves, and the case of females, a shirt, or at least a bra. In fictional fighting games, fighters can wear pretty much anything.

Now, I may not like the UFC, because I think it's nasty, but I still wonder how their fighting styles would translate into a fictional fighting game. How would fighters like Conor McGregor or Ronda Rousey (she returned to the octagon on December 30, 2016 to face Amanda Nunes for the women's bantamweight title, and wound up losing again) have their fighting styles translate into the Street Fighter universe? How would they fare against characters like Ryu, Ken, and Chun-Li? And what it would be like if the next Street Fighter game implemented MMA influences in its fighting system?

And what comparisons can you come up with contrasting UFC with Street Fighter?

Let's talk about money - The Finance Thread

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yeah.. it's a longshot but i figured why not. i'm starting a new job on Tuesday. it's sorta big for me, and i'll be making more than i did in previous jobs.

here's the problem.. after fixed expenses (rent, utilities) i'm not sure how to allocate this income. i managed to build up some savings in my previous jobs, but i'd always eat into them due to lack of discipline. i've posted the gist of my questions below. i'm a little inexperienced with finances so some of these might be pretty basic:

- i know there's a rule out there that 10% of income should go into a risk-free interest bearing investment, like a bank account. do most people put 10%? (note: the rule i know is to save 10% before any expenses, including tax)

- if you decide to save more than 10%, how do you (personally) divide your savings? for example, 10% can go into a bank account, 10% into a high risk/high interest fund, and 5% under the mattress in cash (25% savings total).

- do you try to keep your savings above a certain level? say maybe $1000 minimum in the cheque account, $5000 in savings, etc?

- for the previous question, i figured another strategy would be to build up some reserves in a bank account (a few thousand), then once i reach a certain $ value, stick everything i'd normally save into a high risk/high interest account. good idea? when should a guy feel "comfortable enough" to start thinking about riskier options than a savings account?

===

feel free to post any info or questions on organizing finances. being the internet (and SRK), you can't expect to receive (or be taken as seriously as) an unqualified opinion from a financial advisor... but maybe you'll get a little help.

i don't have a mortgage, wife and kids, or car to pay off.. obviously some of you guys will. that's a different ball game to me, but i'd be interested in hearing how you guys juggle things.

Absolute Question and Answer Thread v.3 (ASK YOUR QUESTIONS HERE!)

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Rebooting the thread since the last one was invaded by bots on the Unknown account.

Obligatory link to the old thread.

Please check this thread for a comprehensive list of quality posts.

Intro by Trouble Brewing (with some additional edits by d3v).

Welcome to the world of arcade sticks!

Many fighting game fans, both casual and competitive, decide at some point to ditch the pad for an arcade stick. At one time, the options for American consumers were very limited, but following the release of Street Fighter 4 and subsequent revitalization of the fighting game scene, many new products are available on the market.

Why use a stick in the first place?

Simply put, most fighting game fans find them to be the superior control method. The stick itself is generally considered to be more precise and fluid than a d-pad. Having access to six (or eight) buttons on the control panel is also extremely useful for many advanced techniques in a variety of games. Some of the older, grizzled veterans also prefer them as they grew up playing on arcade parts. The ?authentic feel? is very important to them.

That being said, when most people first change to a stick from a pad, they find their execution suffers in the short-term. This is totally normal! It takes most people a few weeks of practice to get used to playing on a stick. Spend some time in training mode before considering going back to pad, or altering your stick in some manner. You will adjust.

What is the best stick?

The truth is there is no ?best? stick. The answer is subjective. The important thing is understand the differences, so you can make good decisions for yourself.

What is the difference between Japanese and American parts?

In short, Japanese parts tend to be more sensitive and responsive. American parts typically require more effort to move and engage button commands. People generally view Japanese parts to be of higher build quality. That doesn?t mean they are necessarily ?better.? Most of the top Japanese and American players use Japanese arcade parts.

On top of that, these days pretty much all of the commercially available off-the-shelf arcade sticks use Japanese arcade hardware, so they are easier to find.

What is the difference between Sanwa, Seimitsu, and other manufacturers?

Sanwa and Seimitsu are the two largest producers of Japanese arcade hardware. Which should you get? Ideally, try both out and decide which you prefer. If that isn?t an option for you, just get a stick with Sanwa parts. The Madcatz TE stick is full Sanwa stick and buttons and most of the Hori Real Arcade Pro (HRAP) line has a Sanwa stick at minimum. Seimitsu parts also have a lot of fans, but really, you can?t go wrong with Sanwa.

As far as American parts go, ironically the best American parts currently come from a European company, ?iL.? If you?d like to know more about Sanwa, Seimitsu, and the other arcade part companies, consult the essentials thread.

What stick should I buy?

There are basically four price ranges sticks come in: around $50, around $120, around $150, and $250+.

Around $50

Get the Mad Catz SE

In the $50 range, you first need to understand that these sticks do not have real arcade parts in them. They use knock off parts. If you want an entry level stick, or aren?t sure how serious you are about fighting games as a hobby, they are good options.

Why the Mad Catz SE? It?s very easy to mod. If you ever decide you want to move on to real arcade hardware, Sanwa and Seimitsu parts more or less drop right in.

Around $120

The around $120 range generally features sticks with arcade parts, full or partial. The big sticks to look out for here are from Mad Catz and Hori.

Mad Catz offers the TE stick, which features a Sanwa stick and buttons. Hori offers the Real Arcade Pro (HRAP) line, which comes in a few flavors. Normal HRAPs have a Sanwa stick, but have Hori (read: knockoff) buttons. HRAP SAs are full Sanwa, stick and buttons. HRAP SEs are full Seimitsu. Both the Mad Catz and Hori lines are easily modded with other parts, so those knockoff parts in the HRAP3 line can be easily dealt with. The HRAP and TE lines also have slightly different button layouts.

You can?t really go wrong with any of them. The one thing the Mad Catz TE has going against it is the lack of backwards compatibility with playing PS2 games on the PS3. Most people don?t use the PS3 for serious play of PS2 games anyway. Other than that, the TE is a solid choice. There are certain specialty mods (dual console modding) that are much easier to do on the TE than the Xbox 360 HRAP line.

$150

The 150 and above price range is usually reserved for top of the line arcade sticks with premium features. These features may include dual console functionality (at the cost of official licensing from Sony or MS), ease of modding with swing open top panels, touch panels, LED lighting, metal construction, etc.

Examples of these include the Hori Fighting Edge, MadCatz Tournament Edition 2, Hori VLX, the various multi console Qanba sticks, and the Razer Atrox.

$250+

The $250+ range is generally reserved for custom builders. There are a number of excellent custom builders lurking around SRK.

Sticks in this price range are for people who aren?t satisfied with off-the-shelf sticks, or want to have something unique. If you are just getting started in the arcade stick world, these might be more than you want to pay for. They are worth every penny though!
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