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Sailor Moon S - Arcana Heart? We know thee not. The All-Girls Fighter of kings.

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Anyone else play this game? Just picked it up about a month or two ago for SNES9x, played some casuals with friends. Fun game, save for Uranus, pretty balanced.

Anyone ever seen a tier list? I've yet to find one.

Obligatory vids:

Shoryuken - [Bishoujo Senshi Sailor Moon S match] Japanese casuals 12

Shoryuken - [ Bishoujo Senshi Sailor Moon S ] All Character Combo Exhibition (NEW VERSION)

Found a SFC cart of this game on ebay for like $10 including shipping, thinking about grabbing it. Still need an SNES though.
Hella boring day, so I thought I'd do this.

Keep in mind, I don't consider myself THE authority on this game, there may be things I'm overlooking. This is largely what I've seen/experienced. I may be judging some chars too harshly, others too favorably. I think this is fairly accurate though.

Lastly, everyone aside from Pluto/Chibi is viable, and even those two have *something* going for them (even if it results from bad situations).

That said...

Jupiter
+ lariat, guard cancel 360 make it nigh impossible to jump in on her. guard cancel 360 will also destroy badly spaced normals
+ strong keepaway w/ thunder dragon and coconut cyclone
+ high damage off lariat combos w/ resets into 360
+ strong oki

- slow normals/walkspeed (this is negligible, you wont be playing footsies too much)
- super isnt very good (damaging, but slow startup/recovery, no invul... honestly you can just forget this exists)

Mars
+ 2 of the best, if not THE best projectiles in the game. fire snake (ground fb) is fast, recovers quick, knocks down. burning mandala (aa fb) travels at an angle that can be difficult to jump over. this pretty much makes her the #1 zoner imo.
+ good walkspeed, fast normals
+ damaging bnb
+ can easily corner trap people w/ fire snake
+ super does good damage even on block, can confuse people (looks like fire snake, but starts travelling upward)

- gc is kinda meh

Neptune
+ jab dp is hilariously hard to stop/punish. just do it.
+ good, safe oki
+ decent fb, not as good as mars though
+ good range on normals, decently fast

- has problems w/ the above two chars (gets fb trapped very easily vs mars, has a little trouble getting around jupiter's fbs)

Mercury:
+ fastest character, has one of the better footsie games
+ pretty good dp, though neptune's is better
+ has two fbs that function similarly to mars (again, not quite as good)
+ has a wall jump

- super is kind of awkward to use

Moon:
+ far jump combined w/ dash canceled air fb gives her a pretty decent left/right game... probably her best aspect.

- short range on normals
- only really gets decent damage in the corner

Venus:
+ good reach on chain attacks
+ good dp
+ multiple fbs etc. see above.

- chains are fairly laggy
- air to air is meh
- painfully slow movement

Uranus:
+ has an infinite (!!!)
+ has a forward dash

- fb game is kinda poor
- infinite is hard to set up, a lot of gc baiting etc is needed to land a clean hit
- forward dash can be reacted to. blindly charging at your opponent will get you killed.

Pluto:
+ her super ranks among the best in the game. safe on block, can be canceled into, can be used as a ghetto forward dash... it has many useful applications.

- lp fb does not go fullscreen, hp fb only covers the space in front of her. don't expect to win fb wars too often.
- laggy normals
- only really becomes a threat at low hp

Chibi-Moon:
+ useful super (good chip dmg, covers the battlefield, once she gets started its almost impossible to move forward against her)
+ dives/instant overhead give her a decent mixup game
+ uhhh... she's moe? :3

- laughable range/speed on normals
- terrible fb, you wont win fb wars. ever.

http://db.tt/lvd4OOdj

I made a spreadsheet with my translation of the matcbup chart from japan.

Jupiter is godtier
Neptune mars mercury and moon are high

Jupiter just has all the tools in the game and back turn light lariat combos do 100% off of any crossup you land.

Neptune has the best DP, and her super dp will do 70% life on counterhit, making it the best and most reliable big punish in the game.

Mars has sickingly good fireball lockdown and can confirm into her HK flipkick off anything for good knockdown and oki.

Mercury has the best LK and decent fireball and reversal options

Moon is the most mobile character and gets some pretty sick keepaway and mixups off doing air hearts during her dashes.

Venus has chain into up fireball lockdown, the up fireballs are insanely good and give you sickening plus frames on hit and block. You can link multiple of them in a combo and do her desperation move after one if you input it fast enough, giving venus access to the most reliable 100% DM combos. Also venus love me chain is a decent reversal tool. J7.HP is a pretty sick instant overhead. And up fireball into walkup throw/love me chain is sick.

Pluto is worthless without her DM, it recovers superfast on whiff giving her forward dash capabilities, and DM whiff cancel combos which can actually do some sick damage if you have the execution. DM whiff leads into sick pressure and mixups too, but you need to lose 50% of your life for pluto to start being a real character, making her have a lot of uphill battles.

The reason Uranus is lowtier despite her godlike training mode status is that her DC lockdown gets blownup by GCs, her fireball sucks ass, her forward dash has a super long duration and isn't invincible, and her normals aren't all that. You can shutdown her forward dash BS with a wellplaced fireball or LK and keep her out all day. But if she gets in she can infinite you so her matchups are all sorts of wonky. Bitch can't do shit versus fireballs that travel over uranus world shaking.

Don't play Chibi moon. Well ok, her DM leads to decent fullscreen chip setups, but that is a lot of chip you're going to have to deal in order to win.

I wrote this all out on my phone so it probably looks like shit, but there you go, my knowledge on the tiers from memory.


Justice League/DC movie thread

Motion mapping with macros software

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Has anyone tried controller macros?
I'm having some trouble with 360 motions and I'd like to map the motion on a single button. Do you know of any software that would allow me to do so? I'm using DS4Windows and it has a macro recording option but the recorded motion just doesn't work correctly in the game. It's A LOT slower than what I recorded.

Has anyone had success with any software?

-- 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)

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

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vKZcClc.png

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.

oSRCa07.jpg

Karin General Thread: Elegant offense for a more civilized age.

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Today's Changelog (Sep. 23)

Adding more detailed info on normal moves, including images. (in progress)
Minor changes to special moves section.

News

Karin revealed at TGS 2015 (SRK)
Gameplay breakdown from Haunts (Capcom-Unity)

Official Media

Reveal trailer:
image
Official art:
12001011_10153721605622147_5838274233787575002_o.jpg
Moveset card:
sfv-karin-movelist.jpg
Twitter character card:
11990484_10153724671392147_764449657309849712_n.png?oh=a0dee000ac6468d4ad291308967279b8&oe=566AEB53
Vine character card:

If this is too small on your browser, click the V.
Random screenshots:
12038685_10153721604222147_587933412381389847_o.jpg
12017602_10153721635197147_633057580665090218_o.jpg
12027580_10153721604277147_5496327583950893580_n.jpg?oh=c0d998cbc59491dd45b40dbf2378cf9e&oe=56AB7543

Video Footage

--TGS build--
VesperArcade moveset breakdown:
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Character walkthrough with Nuki:
image
TGS stream footage:
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image
image
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image
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Developer vs. Mago exhibition:
image
Gamespot footage:
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IGN footage:
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Other sources:
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Moveset Info/Speculation

Normal Moves:
Will be added to in the future. In the meantime, here's a summary.

Light attacks so far have not been seen to lead into any combos. No cancels, or links outside of counterhit, have been found in videos. Presumably, they will only be useful to push the opponent away on defense, or to set up tick throws or other mixup.

Known cancelable normals: s.MP, s.HP, cr.MP, cr.MK, cr.HP.
Anti-airs: s.HP, cr.HP.
Crush counter: s.HK.
Command normal: f+MK (overhead.)

Known links: s.MP > cr.MP, cr.MP > cr.MK, s.HP xx V-trigger > s.HP.
Special Moves:
QCF+K - Sappo. Command dash that either be used for mixup afterward or canceled into either of two followups.
  • P - Tenko. Angled upwards strike with one arm, launching the opponent and allowing followups. Using this immediately after Sappo changes the properties of the move in unknown ways.
  • Down+P - Orochi. AKA "shoulder." Karin rams into the opponent with her back turned.

QCB+K - Mujin Kyaku. AKA "upkicks." Current speculation is that this move has automatic followups depending on which kick button you used.
  • LK has no followup and is probably safe on block.
  • MK continues the upkicks into something that resembles Karin's overhead f+MK. It does not fully combo on hit. Properties are unknown, but it may be useful as a frametrap, a high-low mixup, or as part of juggles.
  • HK has a longer continuation that fully combos on hit, and is probably your choice meterless combo ender outside of V-trigger, likely unsafe on block.

QCB+P - Ressen Ha. Arcing rainbow palm that hits overhead and knocks down on hit. Has two potential followups:
  • Down+K - Senha Kusabi. Sliding kick that hits low.
  • Up+K - Hopping grab that works against standing opponents. May be usable to avoid some common punishes/low attacks.

QCF+P - Guren Ken. AKA "rekka." Only available during V-trigger, a chain of variable attacks that can be used as a hitconfirm, or for general pressure or mixup. See below for details.
Guren Ken followups:
It seems like the above movelist card is not thorough in listing all of her possible options at each step during rekka. For the moment I will assume that it's accurate and make the corrections when they've been contradicted by video evidence.

Step 1:
  • QCF+P - Guren Ken. The initial rekka hit. Hits twice.
Step 2:
  • K - Guren Kyoho. Ends the rekka by backdashing to safety, used to bait counterattacks. Drains a lot of V-gauge. (Input is speculation.)
  • P - Guren Hosho. A palm strike that ends the rekka. Can combo into CA.
  • Up+P - Guren Senha. Arcing rainbow palm that hits overhead, and allows a link afterwards.
  • Up+K - Guren Resshu. Hopping grab that works against standing opponents. May be usable to avoid some common punishes/low attacks. (Listed as step 3, but seen in step 2 during videos.)
  • Down+K - Guren Kusabi. Sliding kick that hits low. (Listed as step 3, but seen in step 2 during videos.)
  • Down+P - Guren Chochu. Single elbow strike that continues the rekka. Leads to step 3.
Step 3:
  • Down+P - Guren Hochu. Karin crosses behind the opponent and strikes their back. Hits crossup. (Input is speculated.)
  • Up+K - Guren Resshu. Hopping grab that works against standing opponents. May be usable to avoid some common punishes/low attacks.
  • Down+K - Guren Kusabi. Sliding kick that hits low.


This post will be regularly updated with links to new content/information once it's available.

Cammy General Discussion: To Bee or not to Bee

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11659399_10153535208647147_9065406217554277338_n.jpg?oh=80f73c97108378e85a52b2eda06e7aff&oe=563037B8




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)



Is sub 8ms lag from the controller worth pursuing?

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I'm working on a new joystick controller. It's already working on USB as a normal HID device, with the minimum 8ms of lag that allows. I have found a way to reduce the lag to 1ms, with assistance from the author of vJoy. Basically I use interrupt endpoints, which have a 1000Hz update rate compared to 120Hz for HID, and a special software driver for Windows. A similar driver could be created for Linux/MacOS, but games consoles with USB will never be supported.

I'm not a hardcore player myself. I mostly play retro stuff and find that a 1000Hz update rate helps in some real machines and emulators... Or maybe it's just in my mind. What I want to know is if it's worth developing this hack into a more user friendly app for Windows, or if people are happy with 120Hz updates.

FPS players seem to like "overclocking" their mice to get faster updates, but again it isn't clear if it really makes much difference.

The controller is fully open source: https://github.com/kuro68k/Superplay

Once developed the technology could work with other controllers. It will be open source too. Well, anyone is free to work on this idea, it doesn't just have to be me.

Maybe we won't know if it's worth it until we try.

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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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SFV FAQ/INFO: Lots of server issues. Battle Lounge seems to work to an extent

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Patch release date and info (March 28th for first patch with challenges, ranked rematch, 8 player lobbies and various bug fixes/March 30th is Alex and Fight Money Shop)
http://www.capcom-unity.com/haunts/blog/2016/03/24/sfv-march-update---release-date-and-new-details



Targets and Extra Battle challenges will be available later in the year, with Battle Tips and Trials coming in March.
http://shoryuken.com/2016/02/11/street-fighter-vs-survival-challenge-modes-provide-solo-distractions/


Alex info
http://www.capcom-unity.com/haunts/blog/2016/03/10/new-character-alex-and-sfv-update-details

MvC Infinite Character Speculation/Request Thread

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Let's keep all the wishlists and character requests contained to this thread. Let's not clutter up the forum and other threads with this.

Brook Universal Fighting Board Thread

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Hi Everyone,

I have been given the honor to announced that Paradise Arcade Shop, Arcade Shock and Jasen Hicks have teamed up with the Brook team to create the controller PCB of our dreams: The 5 in 1 Universal Fighting Board.

Features:
- Auto-Detects PS3, PS4, XBOX360, XBOXONE, & PC (XINPUT)
- No 8-Minute Time-Out on PS4
- Screw Terminals for easy wiring and installation
- Firmware Updatable via USB
- Stick can be mapped to DP, LS, RS
- SOCD Cleaner
- TP Key, L3, R3 Buttons Available
- Turbo Support
- LED functions

Technical Specs & Performance tests via TheSuperGun.com:
http://www.thesupergun.com/electrical/brook-universal-fighting-board-technical-findings/

Firmware Upgrades Download Page:
http://www.brookaccessory.com/download/Universal Fighting Board/

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Prototype board Installed into my TE2:

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First Look & Basic Installation:
image

One again, huge thanks to the team from Brook, Paradise Arcade Shop, Arcadeshock, and Jasen Hicks for making this a reality.

To kick it off @Jasen Hicks will be giving away his Classic Panzer Case with a 5 in 1 board installed! Please see his Facebook page for details!

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Unpopular gaming opinions SECOND IMPACT

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Don't know who made the first thread, but I'm making the second. Post your opinions about games that you're sure others will find unpopular. I'll begin:

- Metal Slug 3 is a PIECE OF SHIT. It's like Sonic CD: super-freaking-bad, yet everyone loves it for some reason. It has multiple paths. WHOOPDEE FREAKIN' DOO. I can fall asleep playing this bore-fest. It's tedious, and started the "let's make the series Battletoads-cheap" trend that 4 and 5 continued. 3 is better than 4 or 5, but that's it.

- Metal Slug 6 is WAAAAAY better than the rest of the series. That's right. You heard me. Unique character properties, good pacing in the levels, good bosses, all around fun. Way better than shitty, shitty 3. And a little better than 2 or X. Plus, it's the only game in the Anthology that doesn't lag so bad it's nearly unplayable. Though it still lags a little.

- Yes, the Anthology lags, at least on PS2. If you aren't noticing it, TRY LOOKING HARDER because it's there.

- Sonic CD sucks. I say this like once every three months. But it's true. It's the second-worst Sonic game ever made, right behind Sonic 360/PS3. Sonic Team can suck my balls. If I ever get the money I'm buying Sonic. As in the rights to the characters and games. So I can make one that doesn't fucking suck.

- To paraphrase Viscant: Sonic 2 had it right. We've been going in the wrong direction ever since. Add this: Sonic 2 wasn't made entirely by Sonic Team. That should tell you something right there.

- Final Fantasy 7 was overrated, as was 12.

- Square-Enix is shit.

- Vyse is the best main character in an RPG ever. Ever. Cloud doesn't even come close.

- A fun and competitive 3D Street Fighter is possible. Just because all current attempts have sucked doesn't mean they should stop trying.

- No, people aren't saying your favorite game is a piece of shit just because they suck at it. Chances are if 95% of the world says it is a piece of shit, it's because it's a piece of shit. This is directed to you Sonic fanboys out there.

- Kirby Superstar was the SNES's best game. Yes, I've played Super Metroid, Yoshi's Island, Illusion of Gaia, and (in all likelihood) any other game you care to mention.

- Doom wasn't a corridor shooter. It was an arcade action twitch game that spawned corridor shooters. Doom plays nothing like what it preceded. That's why people still play it and make levels for it.

- Metroid Prime isn't a corridor shooter. It's an exploration-RPG game that just so happens to put you in a first-person perspective, using guns, in corridor-heavy environments.

- The Wiimote sucks. Except for WarioWare. Actually the Wii sucks in general. And I love every other Nintendo system I own.

- Ocarina of Time wasn't as good as Wind Waker. Yeah, I said it. Wind Waker's only blemish was the Triforce hunt.

- No game, past or present, has as cool a final boss battle as Wind Waker. Gears of War kinda-sorta comes close.

- Gears of War is 20 times better than any shitty Japanese game you care to mention.

- Shmups are, at their basest level, about memorization. I hope that shmups become more random and promote more reactivity instead of Dance Dance Revolution twitch. Geometry Wars is a move in the right direction. So was the meteor level in Gradius V.

- Astroboy is the best GBA title you've never played. It's by Treasure and is very Gunstar Super Heroes-ish. Find this game NOW.

- Double Dragon Advance is the second best GBA title you've never played. Give it five minutes and tell me it wasn't worth every penny, I dare you.

- Metal Gear sucks. I just care for the story. On the inverse, Snake is awesome and makes Smash Bros. more awesome just by being in it.

- The American Zelda cartoon was FUCKING GREAT regardless of what otaku Japanophiles believe. Cocky ass mercenary Link > never talks game Link.

- Captain N... was mostly shit. :rofl: But the good episodes were stellar. And yes, the same Link appears here, and other than some initial whining, he's as cool as ever.

- Pichu w/ goggles better be in Brawl.

- See that dude in my AV? That's Rei, the coolest Capcom character ever made. He got the shaft in the game he was in... so he better be the star of MvC3 :rofl: (Insert El Salvador reference here)

- Symphony of the Night was not the best Castlevania game.

- Super Castlevania 4 was better than SotN. /braces for impact

- Megaman X8 is the best X game. Ignore Gigavolt Man-o-War's stage, though. The rest of the game is pure sex.

Kara Raging Demon (if you discover shortcuts post them here)

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Hey guys,
How is everyone cancelling overhead into raging demon?
What are the exact inputs necessary to perform a kara demon (cancelling demon from a normal attack)?

I'm trying to do it like SF4 where I could double tap F+LP+MP twice into LK+HP, but it doesn't seem to be working.
For some reason it seems like I have to end with the stick in the up+forward direction and then it seems to work.

Also I've noticed you do the old SF4 raging demon anti-air by cancelling cr.MK (to low profile a jump-in attack) into Raging Demon.


EDIT: Thanks Kuwabara. It looks like I was letting my stick come to neutral without realizing it.

If anyone else learns of any shortcuts for buffering demon please share them here :sunglasses:

R.Mika General Thread: She's Stone Cold

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Rainbow Mika General Discussion Thread

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Gameplay Video

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Introduction

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Having made her first and only appearance (until now) in Street Fighter Alpha 3, R. Mika has long been a fan-favorite and we’re super stoked to bring her back after a long absence from the series. As a flamboyant young wrestler, Mika dreamed of one day becoming a star in the ring, much like her idol Zangief. Training under the strict tutelage of her coach, she traveled the world engaging in random matches with street fighters in order to spread her name and popularity.

R. Mika’s wrestling prowess will be on full display in Street Fighter V, as she dazzles opponents with a large variety of high-flying moves. This time around, her wrestling tag-team partner Nadeshiko also assists in the fight!

By calling Nadeshiko at the right time using R. Mika’s V-Trigger ability, you’ll be able to setup sneaky attacks and punishing command grab mix-ups that are sure to knock the stuffing out of your opponent. Players who enjoy close-combat guessing games and striking fear into the hearts of opponents will find R. Mika an absolute delight to play.


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R. Mika pulls out her trusty microphone and gives a heart-pumping monologue to the crowd. The longer the buttons are held down, the more powerful her normal and special throws become! During her monologue state, she is able to absorb one hit from the opponent and can also cancel the speech at any time by letting go of the buttons, causing her to fling the mic at the opponent.


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V-Trigger: Nadeshiko (3 Variations)

Now this is wrestling! Depending on the direction held during the V-Trigger activation, R. Mika’s faithful tag-team partner will deliver a surprising, high flying attack at the opponent from different angles: neutral (body splash from above), hold back (dropkick from the front), hold forward (dropkick from behind). The different variations keep opponents guessing and afraid to hit buttons, perfectly setting up R. Mika’s damaging command throws.

Fans lucky enough to be attending PAX Prime this weekend in Seattle will have a chance to try out R. Mika at the Capcom booth, so be sure to swing by to see how she plays!


Move List
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Combos
st.MP, qcf+P (Shooting Peach)

st.MP [link] st.MP, qcf+P (Shooting Peach)

Target Combo = st.LK~st.MP, qcf+P (Shooting Peach)

st.HP, qcf+P (Shooting Peach)

st.MP [link] st. HP, qcf+P (Shooting Peach)

st.HP [link] st.MP, qcf+P (Shooting Peach)

cr.LK, cr.LK, st.LP, qcf+P (Shooting Peach)

j.HP, f+HP, qcf+K (Wingless Airplane)

st. MK (Counter Hit), st.MP, qcf+P (Shooting Peach)

[Corner] st.MP, [link] f+MP~MP (Passion Rope Throw Forward), (wall splat), f+HP, qcf+K (Wingless Airplane)

st. HK [link] st. MP, qcf+P (Shooting Peach)

st. HK [link] st. MP, qcf+Two Punches (EX Shooting Peach)

st. HK [link] st. MP - V-Trigger - [link] st.HP, qcf+P (Shooting Peach)

st. HK [link] st.MP - V-Trigger - Nadeshiko(Back), qcf+K (Wingless Airplane)

Crush Counter st.HK (against mid air opponents), qcf+P (Shooting Peach)

Crush Counter st. HK (once again, mid air opponents), qcf+P (Shooting Peach)

Nadeshiko V-Trigger offers very nice combo extensions, zoning, mix up and even defensive options, offering quite a bit of versatility.



Madcatz TES+ Rant

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I have purchased a tes+ 10-12 months ago. It was my second stick after the Hori Rap4 which I hated so much back then because the stick was very light and it had a Hayabusa joystick which I dint like. Anyways before a month or two I experienced a issue of the R2 button not working at all and btw I dint drop it or cause any major exterior damages to it only minor scratches. Since I live in Dubai where there is only one stick modder who is not really specialized in fixing broken sticks, he replaced the button for me and the button was working again. I felt relieved at that time thinking that I wont face anymore issues with this stick. However; after another month or so it happened again but this time it was even worse. I tried replacing the button again swapping connectors and nothing worked. I felt sorry for the hori that I dint do well, used to smash it when I play xD and dint know how much better it was than this new stick which was supposed to have better PCB... etc. The other issue was when I connnect it to a PS4 the stick works well in the PSN menu but once it gets to the game it does not work even after choosing a user. I must replug the stick 3-4 times in order for it to work. Okay so now im stuck with this TES+ which has connectivity issues and a broken R2 button.

I need suggestions from you guys telling me what is the best solution now. And sending the stick back to amazon is not an option because these sticks are all faulty and I amm not the only one facing this issue. I do not want to send it back and then after 9 months approx. of usage get the same connectivity issues again.

Double Dragon IV having (18?) playable characters for story mode = the ultimate Double Dragon ever

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It's coming for PS4 and PC. Double Dragon is finally thinking outside the box. Just as Street Fighter II onward isn't just about Ryu and Ken (it woulda sucked if the series just stuck with those 2 characters. Just like Art of Fighting 1 sucks with just Ryo and Robert, and Fatal Fury with just the trio.), Double Dragon series can be much more, making everyone playable and expanding its playable selection


developer interviews
http://m.neogaf.com/showthread.php?t=1338708

http://gematsu.com/2017/01/double-dragon-iv-overview-trailer-actions-detailed

trophies
https://psnprofiles.com/trophies/5796-double-dragon-4

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https://www.arcsystemworks.jp/dd4/

Fighting games aren't the only ones that benefit from larger selection of playable characters, beat em ups benefit also and enhances their charisma, replay value and play incentives.

http://gematsu.com/2017/01/double-dragon-iv-details-background-modes-characters


the story mode has to be beaten to unlock Tower, and Tower progression unlocks the extra playable characters,

"finishing all stages unlocks Tower Mode. Play this mode to unlock enemy characters for use in Story Mode."

but it is still great at least there is a means (without cheating) to have a large selection of playable characters for not only vs. but also for the entire story mode as well, practically turning it into a Free mode. Urban Reign making all its npcs and enemies playables and more, sure made it more epic.

"Progress in this mode and you may even unlock a certain fan favorite character!"

it must be Marian. It's the 30th anniversary and she deserves to finally kick ass in an official Double Dragon beat em up.
Willy would be boring, just shoot/rifle smack enemies, lame, no contest. Double Dragon Neon did tease a badass Marian in the climax.
Even though storywise Marian was killed (wasn't she revived in the arcade version afterwards?),
we know there are tons of games an examples where killed characters still become playable characters to choose from.
(even in some fighting games stories)

the lack of online lobbies hurts it a bit (ASW you have some of the greatest netcode talent in the industry!
what are you thinking shortchanging DDIV's online?) well it has Share play, does that mean after the hour session, players group up again and can continue share play?

Perhaps if Double Dragon IV does really well, ASW could use Double Dragon IV features as a foundation and rejuvenate the series as a new ongoing beat em up series. There is controversy about the retro graphics, but hey, at least they aren't chibis (Phantom Breaker Battle Grounds) or some tacked on flash game graphics (Power Rangers).

Overall, more optimistic about DDIV than any Double Dragon before it. ASW's Hard Corps Uprising did surpass Contra III in every category, although if it had Contra III/C:HC retro graphics, it probably be more well liked. but I dunno, I like both the retro and ASW stylized art. Maybe later they might do a new Double Dragon with at least Sailor Moon Arcade tier graphics. and expand to 4 players co-op and stuff. there's lots of things they can do for the series. and in my opinion, what Double Dragon IV is doing is really making Double Dragon series much more interesting.
now all that remains is the overall level design, soundtrack, story content length, challenge, learning curve, and more.

Degrassi/Vampire Diaries/teen dramas

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do you guys watch instant star or south of nowhere? I've caught up to all of the third season of instant star and that shit is like gold for drama. And unlike degrassi some people may make it off a virgin haha. degrassi everyone seems to get laid like no ones business besides the Christian girl.

Who has the easiest anti-air in Season 2?

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I've dropped from ultra silver to ultra bronze after the season change and a brief absence in general. I was most successful with Alex last season but playing him now feels wonky. I relied vary heavily on jab anti airs with most of the cast last season and since my reactions are bad in general I struggle with anti air dps. I like Boxer's st.mp. Is it still good? Which characters have the easiest anti airs for people with bad reaction speed?
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