Quantcast
Channel: Recent Discussions — shoryuken
Viewing all 45982 articles
Browse latest View live

Super Smash Bros. General 2.0 - Git Gud or Whine Trying

$
0
0
Welcome to 2.0 folks! We needed to restart the Smash General since we had gone WAAAAAAY over 500 pages.

Here's most of the stuff carried over from the OP in the previous thread.

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
image

Megaman Announcement Trailer
image

Wii Fit Trainer Trailer
image

Sonic Trailer
image

Comet Observatory/Rosalina Trailer
image

Champion of the Ring Trailer/Lil Mac
image

Challenger From the Shadows/Charizard and Greninja Trailer
image

Goddess of Light/Palutena Trailer
image

Red, Blue, Yellow/ Pac-man Trailer
image

By Book, By Flame, by Crest of Flame/Lucina and Robin Reveal Trailer
image

Looks like we don't have a choice!/ Shulk Reveal Trailer
image

Amiibo First Set Trailer
image

Smash Bros. for Wii U - Launch Date Trailer
image

Smash Bros. Amiibo Trailer
image

Super Smash Bros. for Wii U Direct
image

The Future King/ Bowser Jr's Trailer
image

One Dog, One Bird, One Zapper/ Duck Hunt's Trailer
image

Mewtwo Strikes Back! Trailer
image

Lucas Comes Out of Nowhere! Trailer
image

Roy Seals the Deal! Trailer
image

Here Comes A New Challenger! Ryu Trailer
image

Super Mario Maker Stage Trailer
image

Cloud Storms into Battle!/ Cloud Trailer
image

Bayonetta Gets Wicked!/ Bayonetta Trailer
image


Other
Sakurai Smash Bros. Direct
http://www.youtube.com/watch?feature=player_embedded&v=vQD1yJinzeQ#!

April 2014 Smash Bros. Direct
image

Mii Fighters Suit Up for Wave 2
image

Mii Fighters Suit Up for Wave 4
https://www.youtube.com/watch?t=1&v=z8T5_HH7ypo



Not everything is as relevant anymore so I didn't bring over everything but hey you can ride the smash 4 nostalgia hype train with the above vids! Maybe there may be some new developments on the horizon with the Switch out but we gotta wait till E3 more than likely. In any case, discuss and do what you normally do!

The Next Big Thing: Abigail General Thread

$
0
0
Holy crap he's huge!



image

http://www.capcom-unity.com/harrisony/blog/2017/07/17/the-super-human-hot-rodder-abigail-makes-his-way-to-street-fighter-v-on-july-25th

V-Skill: Hungabee

Abigail thrusts his sizeable belly forwards (either high or low) countering the opponent’s attack and setting himself up for a combo opportunity.

V-Trigger: Max Power

After popping his two-bar V-Trigger, Abigail can charge up his four different heavy punches for one hit of armour and extended juggles. A full charge will break the opponent’s guard.

Critical Art: Abigail Special

Abigail slams his opponent with a downward open-palm strike that puts them into a daze. He then hoists them into the air, pummels them like a makeshift speedbag before launching a savage hook that shatters the screen.





Xbox 360

$
0
0
Xbox live .. can anyone help me connect my Xbox live in hcmc I'll be happy to pay if you can help

FAO Capcom: Fix, don't nerf!

$
0
0
So today rolled in the new 1.03 update and a few changes came with it, one of which is a good example of what I feel is a negative practice of Capcom and something that should be avoided as you try to improve the game.

- First came the patch note that you'd made changes to system and game mechanics.
- Then came the patch note that you changed capture states so that if a character is captured more than three times they would fall out.

These two changes fixes the Spider Man infinite and turns it into a small loop. However next...

- You also noted that you'd made changes to Web Ball which can be seen is now noticeably slower with more recovery than before.

The question to ask is, why? You made the changes to the system mechanics, you put a cap on the number of capture states a player can be trapped in, you fixed the infinite, so why does that require an actual nerf to Web Ball as well? It's a nerf for the sake of nerfing for being part of a problem you wanted to solve. Spider-Man isn't even a dominant character at the minute, OG Web Ball might have became useful down the line and this is the lesson to be learned.

Only do what's neccessary, absolutely no-one knows where this game is headed and we won't find out for at least a couple of years, Web Ball wasn't a problem before, the hit stun glitch and capture states were a problem, so just leave it at that and let the community figure out the rest of the solutions to gameplay problems.

Only fix what needs fixing, don't nerf as well.

Guilty Gear Xrd -REVELATOR- one of life's gilty pleasures

$
0
0
image

- New Character (Though it could be a millia reskin)
- Unreal Engine
- 3D Elements?
- ISHIWATARI
- SOL DUSTLOOPS

I'm hyped as all hell for this. Everyone wanted a new GG and we got it, GOD DAMNIT YES.

The new look is going to get a fair amount of hate. But to be honest I'm trying my HARDEST to care less.


UPDATE AS OF 27/07/2013 (British Format)

Loketests being held in Japan as of August @Akibahara

The first rule of Clone Saga... - Spider-Man General Discussion

$
0
0
Discuss all things Peter Parker related here.

2017 MLB Thread: PLAYOFFS! Cubs/Dodgers and Stros/Yanx

$
0
0
ITS almost BASEBALL TIME

2015 HIGHLIGHTS
image
image
image

image

BARTOLO HIGHLIGHTS
image
HITTING HIGHLIGHTS
image
LMFAO AT "LETS WATCH HIM RUN"

BARTOLO COLON THE ULTIMATE ATHLETE
image

MC Cthulhu - USB and RJ45 connections

$
0
0
So, I think I know the answer to this question but I would like it verified. I have not been able to find an answer using the search option on this forum or Google in general. There is also some conflicting information out there on the topic despite how simple it is.

I am building two sticks to use with my retro collection for all the systems the MC Cthulhu supports. http://www.jasenscustoms.com/mc-cthulhu states that the MC Cthulhu has issues over USB. However, it does not state if it's issues with USB over an RJ45 connection or if it's just a problem in general with the MC Cthulhu regardless of your connection type. However, Paradise Arcade has the board on sale with an USB connector soldered on which states that it will work over USB using the pre-soldered USB connection. And then you can add in support for other systems directly to the Cthulhu by wiring it up separately to the board (at least that was my take).

My question is can I buy the PA board and use the USB connect through an USB neutrik for my PC, PS3 and original Xbox and then add a second RJ45-based Neutrik to my stick and wire it up and have it support all the rest of the consoles without issue? Obviously I wouldn't have both plugged in at the same time (I know somebody will mention that haha).

Again, sorry for the mundane question but I honestly had issues finding an exact and consistent answer.

Thanks

The Relationship/Dating Thread: We will argue over your issue like we're your parents...even yell.

$
0
0
:smokin:THE RELATIONSHIP/DATING THREAD RULES AN GUIDELINES:smokin:
New Thread for a New Year
1) This thread if for opinions and knowledge of women/men in general. Relationships, dating, situations, issues, sex..etc. I ask that everyone keep it REAL and not DUMB.:cool:


2) Don't knock anyones opinion nor take it for full regard unless the majority agrees. Otherwise take it an mold it to your liking.:chat:


3) Make sure to look through the thread for situations that may be similar to yours. If you can't a member shall just point out a post that has the answer you are looking for.:wow:


4) We have lady members, so respect their opinions and views please.:tup:


5) IF you feel uncomfortable expressing it within here, I am willing to answer it through PM.:shy:


6) Ignorant answers will be deleted as well as disses toward those that may have not walked your path.:nunchuck:
7) Concerned about your health....please resort to www.WebMD.com for further help rather than srk.:wtf:

8) Please no "Post a Pic" reply. It will be deleted. ALONG WITH THAT--> sending pics of someone without their knowledge can lead to a ban... so think before doing so.:annoy:


9) If you want one member to answer your question, please state his or her name in the beginning. (ie hey ______insert trustworthy member...):pray:


10) Relationship questions should be given enough detail for those willing to help to understand (your age, length of time together, and issues at hand aka your an her fault) :sweat:

11) This is NOT a journal. Any day to day posting will be deleted and you will be warned.:zzz:

12) Trolling will get you an infraction and possible ban. So watch yourself.

13) THOSE THAT ARE DATING/IN A RELATIONSHIP with some that post on this site... please keep any "at home issues" off the site. I NOR any mod can help you other than infract/ban the both of you.

14) Remember we have a younger generation on this site now and folk viewing from all over. SEXUAL topics/issues please try to keep serious.


Good luck. I will try to answer as many as I can and hope srk's finest will help also.:tup:




Thanks!!
Koop:woot:

SRK Comp. Pokemon Thread MK2: Welcome to Ultra Po Town

$
0
0
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.)

List of Pokemon Classes (Work-In-Progress!):
Regular Pokemon: Anything not Listed Here


Legendary:
Mewtwo
Mew
Celebi
Lugia
Ho-oh
Kyogre
Groudon
Rayquaza
Deoxys (all forms)
Heatran
Dialga
Palkia
Giratina (both forms)
Darkrai
Shaymin
Shaymin S
Arceus
Reshiram
Zekrom
Kyurem W
Genesect
Xerneas
Yveltal
Zygarde (All Forms)
Cosmog
Cosmeon
Sogaleo
Lunala


Guardian:
Tapu-Koko
Tapu-Bulu
Tapu-Lele
Tapu-Fini


Ultra Beast:
Buzzswole
Pheromosa
Kartana
Celesteela
Xurkitree
Nilhego
Guzzlord

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

Dragon Ball Fighter Z announced! 2.5D, 3v3 and made by ArcSys

$
0
0
Arc System Works about to kill Marvel before Capcom.

Will post better version of the screenshots soonish. Press release at:

http://www.bandainamco.co.jp/files/E38389E383A9E382B4E383B3E3839CE383BCE383ABE38395E3.pdf

PDF died, translated press release:

An innovative fighting game in the “Dragon Ball” series with “2.5D” graphics

“Dragon Ball Fighters”

Available worldwide in 2018!

Bandai Namco Entertainment (Main office: Minato-ku, Tokyo; president: Ooshita Satoshi) are launching the action game “Dragon Ball Fighters” in early 2018, for Playstation 4, Xbox One, and Steam, and featuring new “2.5D” anime graphics. This game, the latest in the series of “Dragon Ball” home console games, will be developed worldwide as a full-fledged “Dragon Ball” fighting game.

This current project is a genuine fighting game that distinguishes itself from previous entries in the “Dragon Ball” series. Its development is being handled by Arc System Works, who have handled numerous 2D fighting games that have won acclaim both in Japan and overseas, thoroughly recreating in-game the look of the “Dragon Ball” anime beloved around the world. You will be able to enjoy the world of “Dragon Ball” by experiencing battles overflowing with realism; it’s like an anime that you can move yourself.

Battles utilize 3-on-3 team fights, and you can enjoy strategic tactics such as mastering character affinities and building teams. In addition, this innovative fighting game incorporates the thrill of high-speed battles and flashy special attacks people have come to expect from “Dragon Ball”.

It is currently in development so that you can enjoy the world of “Dragon Ball” with new graphics. Please look forward to it.


Hiroki Tomoko comment:

This game has turned into a “2.5D battle” combining 2D anime presentation and 3D solid presentation. In recent years there have been many “Dragon Ball” games where you fly around through 3D space, so the reason for bothering to choose 2.5D is because there are some things only it can express. Although at first glance it looks just like 2D animation, since it’s made in 3D the camera can move to different angles, allowing for a wider range of expression and introducing many unique productions that are impossible in only 2D or 3D. I am sure that all the players will be able to experience “Dragon Ball” battles that feel like an anime they’re running in real time. Look forward to “Dragon Ball” battles you can only experience in this game.

image

Official website: http://dba.bn-ent.net/

bXNw50l.jpg

A Beginner's Guide to Juri

$
0
0
A Beginner's Guide to Juri

mhPVozD.png


Introduction
I don't claim to be a Juri expert, and as of this writing Juri has been officially out for a week or so. “What kind of introduction is that!?” You might be asking. “How awfully presumptuous of this scrub to think he can start writing a guide on a character that isn't even 2 weeks old!”

Well it's all true. I also don't doubt that the meta for her will change over the coming months, though when that happens I will update the guide to reflect it.

With that said, maybe SFV is your first fighting game you really dug into, and are overwhelmed with how complicated Juri feels in relation to the rest of the SFV cast. Or maybe like me you are an old Juri player, and are baffled on how you are supposed to play her in this game. If that sounds familiar, then hopefully this guide will help you.

As with my general philosophy with learning a new fighter, I will try and simplify the amount of things you need to learn with a character. Juri by her nature will still have more things to memorise than your average SFV character, but I will try and recommend stuff which are easier to apply to multiple situations rather than stuff which are more optimal but have more specific requirements (I guess a part of the reason why I am writing this guide is because there is already crapton of Juri “BnB combos” vids out there which are unnecessarily complicated or too situational for someone trying to learn a character.)

Terminology
I'll be referencing the following moves as such because I'm lazy to memorise new names:
Hazanshu → Ryondansatsu (qcb+K)
Fuhajin → Fuharenkyaku (qcf+K)
Pinwheel → Tesenrin (dp+K)

Strengths
Almost all of her combos lead back into her oki
Plays the SFV meta of frametrap/throw/shimmy well
Strong abare
Weaknesses
Her throw game only leads into resetting the neutral (even in the corner).
Her “get off me!” moves in EX Pinwheel and V-reversal only resets the neutral, making it tough for her to fight out of the corner or reverse momentum.
Her options are very limited if the opponent can successfully prevent her from gaining Fuhajin stores.

Moveset
Normals

s.LP
3f jab. Works as a jab AA but not Ryu tier.

s.LK
solid s.LK

s.MP
Standard s.MP. Leads into her TC but its hard to hit confirm it. Frametraps 3f moves with c.MP. At 5f startup and 3 active frames, it's her next best dash punish if s.HP is too slow (read: Nash)

s.MK
A respectable s.MK to push someone out. It's +1 on hit -4 on block, making it the worst frames wise out of the ladies with similar s.MK (Karin, Chun and Cammy). It hits twice and the 1st hit is cancellable however.

s.HP
The god. You will live or die in footsie battles by how well you can whiff & dash punish with this. It has great priority and leads into her most damaging combo with Fuhajins stocked. It can be comboed into MK Hazanshu, but it's difficult to hitconfirm. For that reason I would suggest you go for LK Hazanshu for hitconfirms. Did I also mention that this is Juri's go to AA? This is easily Juri's best button.

s.HK
On paper this move looks great. A hopkick that moves forward, hops over lows and even CCs! In practice the startup and airborne frames are kind of slow to come out. With that said I haven't really had enough time to properly explore this move. So who knows, maybe in a months time every online Juri will be trying to do their best Ken Masters impression with it. Can be used during oki to blow up someone who habitually backdashes on their wakeup.

F+MK

Has really good reach for an overhead.

B+HK

A Ryu style axe kick. It's a little tricky to time it to hit meaty on someone's wakeup but it's worth it since it's an easy hitconfirm. If they block you can cancel into a Fuhajin store so it's win-win either way.

c.LP
4f jab.

c.LK
3f low. Can be chained into LP to start combos.

c.MP
One of Juri's best buttons. Good priority, +0 on block, and hits high enough to tag most low crushing attacks like Ibuki's OH or Juri's own MK Fuhajin. It works as a great button to test the opponent's defences, or as a defensive poke.

c.MK
It's got respectable reach for a c.MK. It's nothing much by itself but gets noticeably more threatening when you have HK Fuhajin stored, and becomes down right scary when you can confirm into V-Trigger using it (by doing c.MK xx HK Fuhajin (1 hit) xx V-Trigger).

c.HP
Her go to CC punish against a blocked DP. It also starts off her incredibly powerful CC AA combo, but in practice it is too unreliable of an AA to work against a well spaced jump-in (its hurtbox extends past its hitbox). This changes in FSE where it becomes a proper AA. It may be a viable strategy to v-trigger a jump-in on reaction to try and fish for that CC, but it's an unexplored strategy at the moment.

c.HK
Nothing special as far as sweeps go, but in FSE you can cancel it into LK Fuhajin to make it safe.

j.LP
A fast and effective air-to-air. Works well as a jump back AA if you were too slow to react to a cross up jump with anything else, or if you are expecting to trade blows in the air.

j.MP
Causes a juggle state by itself or leads into her air TC. Note that her hurtbox extends past her hitbox, so you should only try this if you don't think you will trade blows.

j.HP
Her other great air-to-air option. As the the angle of her kick suggests its best to use it early in your jump arc as you rise up against most jump-in attacks. It's also practically designed to deal with Vega's walldives or Bison's headstomps.

j.LK
A typical j.LK.

j.MK
A solid crossup j.MK.

j.HK
A typical j.HK. Note that it has to hit deeper than you'd expect to make it combo.

Target Combos

MP → F or B + HK
Deals good damage but suffers from the 2nd hit missing crouchers. While Juri does have 2 moves that force a restand the only way you can combo them into her target combo is by v-trigger cancelling, and she has better combos if that's the case. It's kind of a shame since in FSE her TC can also be jump cancelled into some very stylish looking combos, but it is what it is. It might be worth going for this TC after an ambiguous j.MK crossup if you know the opponent has to AA standing up.

j.MP → j.HK
Sends the opponent flying down to the ground. Serves a similar function to her air grab in calling out predictable jump-ins.

Specials

Hazanshu

This move is strictly just for punishing fireballs and ending combos. It's her easiest special to confirm into CA. The EX version gains fireball invincibility after the initial startup frames and causes a juggle state.

Pinwheel
LK makes it possible for her to combo into CA off certain normals. It can be spaced to be safe on block on a standing opponent but it is very difficult to make safe on a crouching one.
MK is her AA DP. Due to it having upper body invincibility near the start and it having a deceptively short horizontal reach, you want to wait for the opponent to get in fairly deep with their jump-in before you use it.
HK is her most damaging combo ender without using resources.
EX is Juri's reversal DP. Note that it has 7 frames of startup and only 1(!) frame of invincibility. Get ready to be sad when someone meaties you out of it.

Fuhajin
LK is her most multi-faceted and arguably most important Fuhajin. You can use it to create classic Guile pressure, on knockdown it can create setup situations, and it can be used to make her other Fuhajins safe. It's biggest weakness is its short range, which can put you in situations where you are throwing the fireball at unsafe ranges or at a safe range but the opponent can simply walk back to escape the pressure. On the other hand opponents that are moving backwards to avoid the fireball works out to your favour since it gives you times to safely replenish Fuhajin stores or v-skill.
MK will go over lows, but it's unsafe on block so I wouldn't recommend you try it unless you are really confident in your reads. It's main use is that it unlocks Juri's most damaging combos starting from a HP, which you can get a lot of mileage out of thanks to how awesome s.HP is.
HK improves a lot of punishment options for Juri, which is further enhanced since you can v-trigger cancel the 1st hit for an even bigger punish.
EX hits low and is -2 on block making it a decent special to just throw out there. It is also a good combo ender as well.
Note that she is able to destroy fireballs with her kicks.

Throws
Her throws... could be better. All of them reset to neutral, and don't give you time to go for Fuhajin stores without being punished by anyone with decent reach. Be warned that her forward throw puts Zangief within his LP SPD range.
It's possible to catch someone waking up pressing buttons by following up a throw with s.HK or c.MP, though s.HK may get stuffed by 3f normals. I don't know why, but I can verify that this works. Then again why Nash players insist on doing wakeup buttons without having a reversal will forever be a mystery.
You may have heard a frequent comment (usually accompanied by tears) that Juri has a massive throw range. In reality she actually has a below average throw range, approximately 0.585 (she is somewhere between Ryu who has 0.55 and Nash who has 0.6), but her great forward walk speed is what makes it looks so good.
Like all air grabs Juri's air grab has a rather interesting property of removing her lower hurtbox during the grab animation. This means its possible to bait anti-airs by whiffing an air throw, particularly those pesky jab anti-airs.

V-Reversal
Like her throws, her V-Reversal resets the neutral, and she isn't safe to go for Fuhajin stores on anyone with reach. Her V-reversal also suffers from a small quirk in that it hits low, so it can even whiff against certain attacks.

V-Skill
Her v-skill has 2 stages to it. If you just tap it she will do a crossup attack. You can try and be cute with it by setting up a fireball followed by v-skill for an ambiguous crossup, but don't rely on it it because her v-skill is -1 billion on block.
You can also brake cancel out of the v-skill mid-dash by pressing MP+MK again. Again you can try and be cute with it in doing Ken-style dash cancel mixups, but don't rely on it.
The real reason to use her v-skill is to charge it to max (you will get a visual cue of of a dust cloud pulse beneath her feet), which you can then dash cancel out to store it. The charged version is fireball invulnerable after the initial startup frames and lets you punish things at distances that you normally wouldn't be able to, and you can usually end most combos that you would end with HK Fuhajin. As an added bonus it also gains a pretty good chunk of V-gauge on hit.
The side-switch property is also good for helping you getting out of corner situations. Just keep fishing with that c.MP or c.MK and then hitconfirm into the charged v-skill.
Note that once you have charged long enough to get the upgraded V-Skill, you get to keep the charged version even if the opponent hits you out of the charging animation.

CA
The fireball travels about 2/3 of the screen, however it decreases in damage the further it travels so its best to either combo into it or use it to punish jump ins.

V-Trigger (Feng Shui Engine Alpha)
FSE gives the following benifits:
  • Forward dash distance increases
  • Fuhajin no longer requires to be stored (each use will consume the bar)
  • LK Fuhajin travels farther, faster and has 2 hits
  • Her s.MP -> B or F+HP TC can be jump cancelled
  • Her air normals all cause a juggle state and can be chained together in order of lesser to greater strength i.e. j.LP ->j.MK -> j.HP (each chain cancel will consume the bar)
  • Her standing and crouching normals can all be chained together in order of lessser or equal to greater strength i.e. c.LK -> s.MP -> s.MK -> s.HK (each chain cancel will consume the bar)
  • c.HP becomes a more reliable AA
  • c.LK, s.MK(2nd hit), c.HK and s.HK can now be cancelled into her Fuhajin.
FSE is largely unexplored still but opens up interesting stuff like:
  • c.HK (blocked) xx MK Fuhajin to punish people who would try and punish a blocked sweep with their own sweep
  • Blocked MK Fuhajin is normally super punishable, but when cancelled into LK Fuhajin during FSE it becomes a 3f frametrap
  • You can cancel a whiffed LK Fuhajin into V-Trigger to create some interesting setup situations
  • It alters a number of chained and unchained normals in small and subtle ways. Check the framedata link at the bottom of this guide for the full breakdown, but the most important thing to keep in mind is that for some odd reason her j.HK and j.HP have 3 less plus frames on hit making comboing into her c.HP trickier, on the other hand her j.LP and j.LK gain 3 more plus frames on hit making it possible to combo into a c.HP from a deep jump in.

Combos, Frametraps, Shimmies, and other things
Because Juri has so many different combos depending on what resources she has, it will be pretty crazy for me to type it all out and for you to try and memorise it all by rote. Instead I will list the combos by it's starter, and then what you can end with depending on resources. If you are finding it hard to memorise all her combos in the heat of the match, I would suggest you just stick with the combos that use the bare minimum of resources for now, as it's better to end your combo with something sub-optimal than it is to drop the combo afterall.

c.LK → c.LP
Used for: 3f Punish
Combos with: LK Pinwheel, HK Pinwheel (needs to be deep or it whiffs), HK Fuhajin xx MK Fuhajin

s.LP
Used for: 3f punish (when starting from c.LK would cause too much pushback)
Combos with: LK Pinwheel, HK Pinwheel (needs to be deep or it whiffs), HK Fuhajin xx MK Fuhajin

s.LK

Used for: 4f punish
Combos with: LK Pinwheel, HK Fuhajin xx MK Fuhajin

s.MP → B or F+HP target combo
Used for: After landing an ambiguous j.MK on a standing opponent, frametrap after a s.LP, dash punish
Combos with: MK Pinwheel, LK Fuhajin (delay) HK Fuhajin xx MK Fuhajin, Fuhajin(Store) → EX Fuhajin, CA, (V-Trigger only) jc. j.MP v HK Fuhajin xx MK Fuhajin

c.MP
Used for: 5f punish, fishing for hit confirms in the neutral, frametrap after a s.MP
Combos with: LK Hazanshu, HK Fuhajin xx MK Fuhajin

c.MK
Used for: 6f punish (c.MP is generally a better punish, but c.MK has slightly more reach), catching feet in the neutral
Combos with: LK Pinwheel, HK Fuhajin xx MK Fuhajin

s.HP
Used for: Whiff punishing, punishing dash-up grab, shimmy, after a cross-up j.MK
Combos with: MK or LK Hazanshu (LK is easier to hitconfirm), MK Fuhajin > c.MP xx HK Fuhajin, MK Fuhajin > c.MP xx LP Hanzashu xx CA

s.HK
Used for: Fishing for CCs
Combos with: forward dash > s.LP xx HK Pinwheel, HK Fuhajin xx MK Fuhajin

c.HP (ground)
Used for: Optimal damage after landing a j.HK or as a CC against blocked DPs
Combos with: HK Pinwheel, LK Fuhajin xx HK Fuhajin xx MK Fuhajin, EX Hazanshu > HK Pinwheel, HK Hazanshu xx CA, after a crush counter you can do a slight walk forward and do any of her s.HP combos.

c.HP (anti-air)
Used for: risky CC attempt
Combos with: B+HK(1 hit) xx HK Pinwheel, LK Fuhajin (delay) EX Hazanshu > HK Fuhajin xx MK Fuhajin, LK Fuhajin (delay) HK Hazanshu xx CA

B+HK

Used for: Used meaty on the opponent's wakeup or after a j.MK
Combos with: HK Pinwheel, LK Fuhajin xx HK Fuhajin xx MK Fuhajin, Fuhajin(Store) > EX Fuhajin, LK Hazanshu xx CA

EX Hazanshu:
Used for: fireball punish
Combos with: HK Pinwheel (if it hits deep), HK Fuhajin xx MK Fuhajin, HK Fuhajin (2nd hit) xx V-Trigger > HK Fuhajin xx MK Fuhajin

j.MP
Used for: calling out predictable jump ins.
Combos with: HK (target combo), HK Fuhajin xx MK Fuhajin, EX Fuhajin, LK Pinwheel xx CA

CA combos
Note that any combos that ends with LK Pinwheel or Hazanshu can also be cancelled into your CA.

V-Trigger combos
(After V-Trigger activation) s.HP xx MK Fuhajin > c.MP xx HK Fuhajin xx MK Fuhajin
(After V-Trigger activation) s.HP xx MK Fuhajin > c.MP xx LK Hazanshu xx CA
Note that any combos that leads into HK Fuhajin on a standing opponent i.e. c.MK xx HK Fuhajin can have HK Fuhajin cancelled on the 1st hit to go into your V-Trigger combo.

Frametraps:
s.LP > s.MP > c.MP will catch 3f buttons in between
c.MP xx LK Hazanshu will catch 3f buttons
(V-Trigger only) MK Fuhajin xxt LK Fuhajin will catch 3f buttons

Tick throw
Blocked point blank s.LP into throw. Hold forward as you press throw as otherwise it may whiff if they walk backwards.

Shimmy
Walk back into s.HP

Safejump
Fuhajin (store) into jump is a safejump.

General Gameplan
As Juri your goal is to try and grab all your unique resources in order to make your options more dangerous. Try and make sure you are always stocked on Fuhajin and then v-skill if you can. With that said don't give up momentum for resource gathering, there's no point in gathering every resource if the opponent or worse, you, are already dead before you can make use of it.

How you are going to prioritise which Fuhajin store you get first will vary depending on MU and player habits, but as a general rule you can go with: LK Fuhajin > HK Fuhajin > MK Fuhajin.

LK Fuhajin is generally best because you can use it to force the opponent to go on the defence, thus giving you more time to acquire more resources. HK Fuhajin afterwards as it allows you to score a knockdown after certain buttons, allowing you to go on the offence and if they're foolish enough not to quickrise, gives you a chance to sneak in one more Fuhajin store. MK Fuhajin opens up her most damaging combos off of a s.HP.

Whether you should prioritise getting HK Fuhajin over MK Fuhajin will depend on the player. HK is generally the safer bet as it has more general applications, but if your opponents has habits that can be exploited with s.HP (likes to dashup throw, likes to whiff buttons in the neutral, is susceptible to being shimmied) then going for MK Fuhajin can be more lucrative.

When you have multiple Fuhajins stocked her damage output increases. Ending a combo with HK Fuhajin xx MK Fuhajin does slightly more damage than ending it with EX Fuhajin and you save yourself 1 bar. Because of this and from having a very active playstyle, Juri has a pretty easy time getting CA stocked so long as she doesn't need the metre to reversal.

Okay, so you know you want to get her Fuhajin stores, but how do you do it? A good player will not give you the opportunity to get them for free, if they see you go for raw Fuhajins in the neutral, they will try and stick to you at a distance where they can easily punish it on reaction, which is especially easy for characters that can cross the screen quickly like Cammy or Balrog.

For that reason you should try and get your Fuhajin stores in the following way:
Cancelling an AA s.HP into it.
Ending a blockstring i.e. B+HK xx Fuhajin (Store)
Ending certain combos i.e. B+HK xx Fuhajin (Store) > EX Fuhajin
While your opponent is too preoccupied defending against your LK Fuhajin i.e. ending a combo with HK Fuhajin xx MK Fuhajin xx LK Fuhajin will cause the fireball to meaty against quickrise, giving you time to get another store.
Negating their fireballs with it (don't do this against a slow fireball as you will be baited)
Seeing the opponent committing to something that leaves them unable to react to a Fuhajin store i.e. jumping back, whiffing buttons in neutral

Ending blockstrings with Fuhajin (Store) is particularly good since even if you didn't score a hit, you still benefited by having gained one Fuhajin. That said, be cautious about doing this against grapplers as it leaves you at -2 and in a vulnerable position to be command grabbed (you DEFINTELY do not want to do it against Gief with CA stocked).

In summary, I think it's best to think of Juri as a hybrid midrange-counterpoker/rushdown character in SFV. She has rushdown in the sense that every character in SFV can be played rushdown, but she doesn't really have the tools to keep relentlessly pressing on the opponent outside of FSE. Instead you should try and move in and out, testing your opponents defences with her buttons and then confirming them into a KD to start her oki. If they manage to successfully defend against your mixup, don't try and force the rushdown and instead reign it back and start the process over again.

Simplifying the learning process even more
If you managed to read all of that (congratulations for sticking through!) and still feel overwhelmed with learning Juri, then don' fret. Like with any other character it can be effective to simply stick with a learning a few but highly effective techniques with Juri and then gradually tacking on more things as you master them. I would suggest you master the following things depending on your rank and you should be good:

Bronze Tier Hero
  • Learn how to consistently AA using her s.HP and MK Pinwheel
  • Learn how to control the ground game with her s.HP and c.MP and to a lesser extent s.MK and c.MK
  • Learn how to meaty someone's wakeup using B+HK, and to mix it up with throw
  • Learn how to hitconfirm her B+HK into a combo or to do a Fuhajin store if it gets blocked
  • Learn how to combo an ambiguous crossup j.MK into her s.HP combo
  • Learn a basic punish such as c.MP xx LK Hazanshu
  • Get familiar with situations where you can safely go for a Fuhajin store and when not to
[As you can see all you need to be successful at this stage is just to understand Juri's neutral buttons and to abuse B+HK on someone's wakeup]

Silver Tier Hero (In addition to everything from Bronze Tier)
  • Learn the combo variations out of her c.MP, s.HP and c.MK and how you could land these buttons
  • Learn how to cancel into her V-trigger combos from HK Fuhajin
  • Learn how to tick throw with s.LP > throw
  • Be aware of when you can go for more damaging combos when you have Fuhajin stored, but also being able to do the minimum punish when you don't.
  • Learn your CC combos and get familiar with commons scenarios where you would most likely land a CC (such as blocking a DP, or tagging them with s.HK after a forward throw).

Gold Tier Hero and Beyond (In addition to everything from the above tiers)
At this point you should be thinking of knuckling down and learning the ins and outs of her completely.

Further reading:
Juri's framedata (credit to @LordWilliam1234 ): https://docs.google.com/spreadsheets/d/1phr4jOfiXuaLxZgE1vk1myee_QK2RqP_M2cmnXOERDE/edit#gid=2113719160
Hurtbox/hitbox viewer (credits to @eiSH and FrameTrapped): eish.deviantart.com/art/Juri-624733439
Juri's normals to specials interaction guide (credit to @jaysdc): forums.shoryuken.com/discussion/210989/googlesheet-every-normal-to-every-special-interaction-exhaustive-list#latest

Players to watch:
fLoE - CFN: Floejisan - https://twitch.tv/floe
Ai Ai - CFN: aiaitomo
Yossan - CFN: yossan
Sako - CFN: option9

SchoolGirl Zombie Hunter at TGS 2016 PS4 exclusive?

$
0
0
Looks epic awesome!!

update: western launch November 17, 2017
http://www.siliconera.com/2017/10/01/school-girlzombie-hunter-gets-november-17-release-north-america-first-english-screenshots/


http://gematsu.com/2016/09/d3-publisher-announces-schoolgirl-zombie-hunter-ps4

http://gematsu.com/2016/09/sgzh-school-girlzombie-hunter-teaser-website-opened

https://www.d3p.co.jp/sgzh/

http://gematsu.com/2016/09/first-look-sg-zh-school-girl-zombie-hunter

https://twitter.com/SGZH_official

Perhaps it will have co op like Zombie Army Trilogy, that would be incredible. Tamsoft does have online experience with Senran Kagura Estival Versus handling 10 players plus hordes at 60 fps, and their co op experience with Neptune vs Zombie Army, its possible for SGZH to support 5 players online coop, especially if they want to optimize sales.

I really like the character designs, for an anime art direction, the characters look cool and "realistic" without being supermodels like the Onechanbara characters. Of course there are critics that label them as "generic", but that completely misses the artistic expression that protagonists don't have to look like superstars to look good and matter in the plot.
some people say the faces are the same, I say they are crazy and should get an eye exam. That's like saying DOA faces are all the same. They have their obvious differences in complexion and overall appearance.

We have yet to see how it controls, but it might play like a TPS, or hybrid. Also one of the gameplay screens shows 2 of the girls together, and I dont think it has a cross merge combination summon mechanic like Z2 Chaos, it could actually have legit online co op. plus the girls are promoted as a team of 5, plus the emphasis on guns, this might be an unrelated spiritual successor to Left 4 Dead series and Rebellion's Zombie Army Trilogy (and underrated masterpiece, theres no other zombie shooter game as fun as ZAT) if they play their cards right.

plus we seen how populated and gory Onechanbara can get
(example)
image

D3 and Tamsoft really have a new masterpiece in their hands, even labeled as an Onechanbara spinoff, its possible for SchoolGirl Zombie Hunter to go mainstream (or a little higher in the popularity ladder), especially if its gunplay entices the western masses and it has online group co op to get more to jump in.

and before anyone nitpicks the graphics. the game could be aiming for 60 frames per second, destructible costumes, and lots of blood and gore, plus large enemy populations (and possibly group co op on top of all that), and perhaps customization, so of course something's gotta give to deliver the full spectrum of gameplay features they wanna include. plus as we have seen from games like Zombie Army Trilogy, the most fun games don't need the greatest graphics to look and play good. :)

now it's a matter if XSEED is gonna localize it. well we'll see gameplay at TGS 2016, so there's more to learn.

Captain Marvel - Combo/Tech Thread

$
0
0
I'll be maintaining and posting combo and tech information for Captain Marvel as the game goes on. I'll routinely update relevant info found in the thread.


Legend
s. = standing
c. = crouching
d/df/f/uf/u/ub/b/db+ = direction
j. = jump
sj. = super jump
sh. = super hop (super jump then hold down)
qcf = quarter circle forward
qcb = quarter circle back
hcb = half circle back
xx = cancel into...
dash = direction+LP+HP or double tap direction

P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Hard Punch
HK = Hard Kick

blitz = Blitz Blow (HP+HK)
flight = Flight (qcb+HP+HK)
absorber = Photon Absorber (dd+K)
blast = Photon Blast (qcf+P)
flurry = Strike Flurry (qcb+P)
takeoff = Take Off (hcb+K)
Binary = Binary Ignition (dd+LK+HK)
Power Blaster = Power Blaster (qcf+LP+HP)
Lvl 3 = Stellar Stream (qcb+LP+HP)

Fly Loop = while flying (xx f/uf.dash, j.HP)


Key Combo Pieces
Captain Marvel has a lot of options as far as combo pieces you can swap in and out, making her a very flexible character. This will be a brief on common pieces you'll see.
  • Blitz Chains - After doing HP+HK, j.HP/j.HK/j.d+HP are your common go to for follow ups based on which combo your doing and what height. Here area few key examples
    • ..., blitz, slight delay, j.HP, land, c.HP, etc...
    • ..., blitz, j.d+HP, j.HK, land, c.HK, etc...
    • ..., blitz, j.HP xx j.qcb+LP, land, c.HK, etc...
    • ..., sj.HP xx blitz , j.HP, etc...
  • Fly Loops - Her Fly Loops are simply hitting j.HP xx flight, j.LP, j.HP [xx uf.dash, j.HP] repeat. An interesting thing of note is that the amount of times you can do this is impacted by height and a few other factors. Most combos are fine mashing uf.dash, but additional hits can be added in by tossing in f.dashes as well. In most cases that end in ground enders, this is often more effort than it's worth since you'll have to reduce optimizing the ender for what is very little gain in meter and damage. For combos ending in the air however you can get more mileage. In most cases a basic launch can net about 8x dashes with the following pattern: f/uf, uf, uf, uf, f, f, uf, uf
  • Corner Carry pick up - This string is intended to carry opponents farther on hard knockdowns. Captain Marvel benefits greatly from corner enders and this can be very helpful in covering that distance: hard knockdown, c.LK, c.HK, f+HK. This will also work on ground bounces but can be more difficult. Sometime s.LK over c.LK may be more reliable in certain situations in the corner.
  • OTG Ender - One of her two optimal ground enders is: c.HK, f+HP xx blitz xx Power Blaster. Based on the amount of hit stun scaling you may have to modify this. This is the order to adjust:
    • c.HK, f+HP xx blitz xx Power Blaster
    • c.HK xx blitz xx Power Blaster
    • blitz xx Power Blaster
  • Flurry Ender - The other optimal ender is to end with flurry(LP), *long pause as you fall*, j.HK xx flurry(HP), land, blitz xx Power Blaster. If scaling is too high omit the blitz.
  • Near Corner Air Ender - when landing a flurry(HP) in air, you can increase the damage by letting the opponent fall a bit closer off the bounce toward you. The closer they are, the more damage. This however can drop it at farther distances, so experiment.
  • Connect lvl 3 Hyper - In order to land a lvl 3 hyper in optimized combos, you will need to rely on flurry(HP). Particularly the jumping version is a ideal. Make sure you have not already used a hard knockdown.


BnBs
While s./c.LP lead to quicker hits, we'll be starting most combos on df.LP and s./c.LK since these are buttons mostly likely used in her neutral and confirms. Some of these can be optimized slightly more, but for more effort and very little gain. The easiest optimizations involve adding additional Fly Loops by adding in f.dashes to remain lower. This can harm optimized enders, but can be good in enders that would be forced to do the minimal enders already. I'll be keeping Fly loops to f/uf.dash, then repeat uf.dash outside of key situations where enough value warrants use. I'll note damage and meter gain as well, keep in mind damage can vary heavily on distance, timing, and character. The meter posted is the total gained, not counting spent.

BnB 1
  • Far from corner - s.LK, s.HP, s.HK, f+HP xx blitz, j.HP, s.HP, s.HK, c.HP, sj.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx Power Blaster (5801 dmg, 1 meter)
  • Midscreen - s.LK, s.HP, s.HK, f+HP xx blitz, j.HP, s.HP, s.HK, c.HP, sj.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+H xx flurry(HP) xx Power Blaster (5932 dmg, 1.2 meter)
  • Corner (Flurry Ender) - s.LK, s.HP, s.HK, f+HP xx blitz, j.HP, s.HK, c.HP, sj.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+H xx flurry(LP), *fall*, j.HK xx flurry(HP), land, blitz xx Power Blaster (6233 dmg, 1.6meter) [note: We're skipping an s.HP early on to optimize the ender. You can add it back and and skip the final blitz for consistency among variations]
  • Corner (OTG Ender) - s.LK, s.HP, s.HK, f+HP xx blitz, j.HP, s.HP, s.HK, c.HP, sj.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+H, j.HK, land, blitz xx Power Blaster (6053 dmg, 1.2 meter)
  • Corner ender w/ lvl 3 - s.LK, s.HP, s.HK, f+HP xx blitz, j.HP, s.HP, s.HK, c.HP, sj.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+H xx flurry(HP), land, Lvl 3 (7336 dmg, 1.2 meter)

BnB 2
  • Far from corner - s.LK, s.HP. s.HK, f+HP, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx Power Blaster (5669 dmg, 0.9 meter)
  • Midscreen - s.LK, s.HP. s.HK, f+HP, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx flurry(HP) xx Power Blaster (5795 dmg, 1.1 meter)
  • Corner (Flurry Ender) - s.LK, s.HP. s.HK, f+HP, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx flurry(LP), *fall*, j.HK xx flurry(HP), land, blitz xx Power Blaster (6173 dmg, 1.5 meter)
  • Corner (OTG Ender) - s.LK, s.HP. s.HK, f+HP, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP, j.HK, land, c.HK xx blitz xx Power Blaster (6173 damage, 1.1 meter)
  • Corner ender w/ lvl 3 - s.LK, s.HP. s.HK, f+HP, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx flurry(HP), land, Lvl 3 (7224 dmg, 1.1 meter)

BnB 3
Below are the Fly Loop (5x) versions. You can extend to 8x, however it is only recommended for the far variations since it the gain is minimal in corner and you'll have to do unoptimized enders for much more difficulty.
  • Far from corner (5x) - s.LK, s.HP, s.HK, f+HP, c.HP, sj.HP xx flight, j.LP, j.HP, f.Fly Loop (x1), uf.Fly Loop (x4), j.d.HP xx Power Blaster (5607 dmg, 0.8 meter)
  • Far from corner (8x) - s.LK, s.HP, s.HK, f+HP, c.HP, sj.HP xx flight, j.LP, j.HP, f.Fly Loop (x1), uf.Fly Loop (x3), f.Fly Loop (x2), uf.Fly Loop (x2), j.d.HP xx Power Blaster (5868 dmg, 1 meter)
  • Midscreen (5x) - s.LK, s.HP, s.HK, f+HP, c.HP, sj.HP xx flight, j.LP, j.HP, f.Fly Loop (x1), uf.Fly Loop (x4), j.d.HP xx flurry(HP) xx Power Blaster (5739 dmg, 0.99 meter)
  • Midscreen (8x) - s.LK, s.HP, s.HK, f+HP, c.HP, sj.HP xx flight, j.LP, j.HP, f.Fly Loop (x1), uf.Fly Loop (x3), f.Fly Loop (x2), uf.Fly Loop (x2), d.HP xx flurry(HP) xx Power Blaster (6170 dmg, 1 meter)
  • Corner (5x, Flurry Ender) - s.LK, s.HP, s.HK, f+HP, c.HP, sj.HP xx flight, j.LP, j.HP, f.Fly Loop (x1), uf.Fly Loop (x4), j.d.HP xx flurry(LP), *fall*, j.HK xx flurry(HP), land, blitz xx Power Blaster (6122 dmg, 1.4 meter)
  • Corner (5x, OTG Ender) - s.LK, s.HP, s.HK, f+HP, c.HP, sj.HP xx flight, j.LP, j.HP, f.Fly Loop (x1), uf.Fly Loop (x4), d.HP, j.HK, land, c.HK, f+HP xx blitz xx Power Blaster (6058 dmg, 1.1 meter)
  • Corner ender w/ lvl 3 (5x) - s.LK, s.HP, s.HK, f+HP, c.HP, sj.HP xx flight, j.LP, j.HP, f.Fly Loop (x1), uf.Fly Loop (x4), j.d.HP xx flurry(HP), land, Lvl 3 (7324 dmg, 0.99 meter)

BnB 4
This is ideal for corner carries. These can be modified for any hard knockdown and some ground bounces near the ground or in corner.
  • Full screen from corner - df.LP, c.HK, c.LK, c.HK, f+HK, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x2), j.d+HP xx Power Blaster (5769 dmg, 1 meter)
  • 4/5ths or less screen from corner- df.LP, c.HK, c.LK, c.HK, f+HK, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x2), j.d+HP, j.HK, land, blitz xx Power Blaster (6027 dmg, 1 meter)

Ground/low Blitz Confirm
  • Full screen from corner - blitz, j.HP xx flurry(LP), land, f.dash, c.LK, c.HK, f+HK, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x2), j.d+HP xx Power Blaster (6315 dmg, 1 meter)
  • 4/5ths or less screen from corner- blitz, j.HP xx flurry(LP), land, f.dash, c.LK, c.HK, f+HK, c.HP, sj.HP xx blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x2), j.d+HP, j.HK, land, blitz xx Power Blaster (6621 dmg, 1 meter)

The NEW Official Arcade Stick Art Thread NO IMAGE QUOTING!

$
0
0
Been thinking about doing this for some time now.

Since people were using the old TE/SE art thread for stuff other than MadCatz sticks and the threads for the other sticks were just about ignored. Here's a new thread to cover art for all sticks (MadCatz, Hori, Namco, Sega, custom, etc.)

If possible, please upload your pics to the SRK Sticks Imageboard (http://srksticks.booru.org/) Instructions will be listed below.

Rules
-NO IMAGE QUOTING. Copy the image's URL and paste it. The forum should automatically recognize it as a link when you click on "Post." Failure to do so will result in an infraction.

-Please do not post full 300dpi images on the forums. This slows down the thread for everyone. Anyone who does so will receive an infraction. Resize your images to around 1024 pixels in width.

Contributors
Shin-RoTeNdO (for the original TE/SE thread)
Likkuid - Flickr: blastd's Photostream
MarkMan
Canto
zero2000
d3v
Lizanias
KaboXx - http://shoryuken.com/f13/marvel-vs-capcom-3-templates-56k-warning-261763/
Fiveaways - HORI FS3 template
syn13
chuu
Montoia

Art Templates!
MadCatz TE 2/TE2+:
-Official MadCatz TE 2 Blank Template
-D3vlicious TE2 Template (Art Hobbies compatible)
-Art's Hobbies TE2 Template
MadCatz TE-S+:
-Art's Hobbies TE-S+ Template
MadCatz SE/Wii/BrawlStick:
-Original MadCatz SE Template
-D3vlicious SE Template (w/ more accurate buttons)
MadCatz TE Rd.1:
-Original MadCatz TE Template
-Art's Hobbies TE Template (w/ more accurate buttons)
MadCatz TE Extended:
-Art's Hobbies Extended TE Template
MadCatz TE 'S'/TE full panel:
-Art's Hobbies Full Panel Template
MadCatz TE Bottom Panel:
-Art's Hobbies TE Bottom Panel Template
MadCatz TE Combat Panel Rd.1:
-Art's Hobbies TE UMK Round One Template
MadCatz TE Combat Panel Extended:
-Art's Hobbie TE UMK Extended Template
MadCatz TE Combat Panel Full:
-Art's Hobbies TE UMK Full Panel Template
Hori FS3:
-Fiveaways' FS3 Template
Hori RAP1/T5
-Art's Hobbies HRAP1/T5 template
Hori RAP2/3/EX
-Art's Hobbie HRAP2/3/EX Template
Hori RAP.V series:
-D3vlicious HRAP.V series Template
-syn13's HRAP.V series Template
-Art's Hobbies HRAP.V series Template
Hori RAP.V series KAI:
-Art's Hobbie HRAP.V series KAI Template
Hori RAP Premium VLX:
-RAP-VLX Template
Hori Fighting Stick V3/VX -blklighting21 Hori FSV3/VX template
Hori Fighting Edge -SynWerks Fighting Edge Template
Namco:
-Art's Hobbies Namco Template
Agetec:
-Art's Hobbies Agetec Template
Agetec VMU:
-Art's Hobbies Agetec VMU Template
SFAE:
-Art's Hobbies SFAE Template
Sega VSHG
-Art's Hobbies VSHG Template
Qanba Q4/Eightarc Fusion
-D3Vlicious Qanba Q4 Template
-Art's Hobbies Qanba Q4 Template
Mayflash
-Mayflash Template
-DacoTaco's Mayflash Template
Project GiantSword
-PGS Template
NHTran
-Art's Hobbies NHTran Template
MAS Systems
-D3vlicious MAS Template
MadCatz FightStick Pro
-Art's Hobbies SFxT Pro Top Panel Template
-Art's Hobbies SFxT Pro Bottom Regular Panel Template
-Art's Hobbies SFxT Pro Bottom Full Panel Template
MadCatz Fightstick VS
-Art's Hobbies SFxT V.S. Top Panel Template
-Art's Hobbies SFxT V.S. Bottom Regular Panel Template
-Art's Hobbies SFxT V.S. Bottom Full Panel Template
-Art's Hobbies SFxT V.S. Side and Back Panel Template
MadCatz Soul Calibur V T.E.
-Art's Hobbies TE Soul Calibur V Top Panel Template
-Art's Hobbie TE Soul Calibur V Top Full Panel Template
Hori Soul Calibur V/Gundam Extreme Vs.
-Art's Hobbies Hori Soul Calibur V Top Panel Template
Injustice Battle Edition
-D3vlicious Injustice Battle Edition Template
Razer Atrox
-Razer Atrox Official Art Template
-Art's Hobbies Razer Atrox Top Panel Template
Qanba Q2
-ArcadeShock Qanba Q2 Pro Template
-D3Vlicious Qanba Q2 Pro Template
NiteWalker's Simplecase Widebody
-SimpleCase Widebody Template
-SimpleCase Widebody with Bottom Panel
Venom
-Venom Template Square Lights
-Venom Template Circle Lights
MadCatz TE-S+
-MadCatz Official TE-S+ Template

likkuid's Preview Templates
Download SFIV_TE_FLOPROJEK_v2.rar from Sendspace.com - send big files the easy way <ALTERNATIVE LINK>

Lizanias' Templates
Download TE_S Mockup Template 1.4.rar from Sendspace.com - send big files the easy way

Other Templates
RapidShare: 1-CLICK Web hosting - Easy Filehosting

Making Your Stick Pretty: A Custom Stick Art Guide/Tutorial by: d3v
Making Your Stick Pretty: A Custom Stick Art Guide/Tutorial

Art swap tutorials
How To: Add Custom Art to Your TE FightStick
How To: Add Custom Art to Your SE FightStick

Image Mishmash: Stick Art Request Thread
The Stick Art Request Thread

Old Stick Art Threads
The Official Street Fighter IV TE/SE Template Thread
Top Panel Template HRAP2SA/HRAP3
PS3/Wii Hori Fightstick Art Template Thread
The TE/SE Fighstick Template Thread Categorised by Character/Theme *very image heavy*
Spoiler:
The ff. are guidelines for uploading to the SRK Sticks imageboard.
  • Create an account at http://srksticks.booru.org/
  • In the Posts page, click on Add (near the bottom of the page).
  • Under Source, be sure to add the link to either the printer friendly version of the file (300dpi PSD or PDF) or your post in this thread.
  • Tags are separated by spaces, use "_" for tags with multiple words (e.g. "srk_sticks")
  • Check if your tags are similar to other existing tags, if they are, then use the existing ones.
  • Make sure to tag the artists involved
  • Rate your image honestly

Xbox 360 pcb,HELP!

$
0
0
Hi guys, I'm new in the forum. I need help with the xbox 360 pcb, I cut this part by mistake. What is it? , can i change / buy this piece?
help me!

woOD54Q.jpg

WTS Foehammer Stealth /w Brook UFB $200

$
0
0
Foe Hammer Stealth Case - Hickory
Jasen's Customs Braided USB Screw In Neutrik Style connector
Brook Universal Board
Braided wiring harness
JLF Link disconnect joystick shaft
3 FH washers


Just finished building last week. Maybe 20 matches use on it.

$200


DSC_1200.jpg
DSC_1203.jpg
DSC_1215.jpg
DSC_1216.jpg
DSC_1217.jpg
DSC_1218.jpg

Voltron: Legendary Defender (Netflix series from TLA & Korra directors and Studio Mir)

.Metal.

$
0
0
Welp, due a bug of the forum software the old thread has been renamed as Moldova News :rofl:
So in order to avoid problems because no one is able to find the thread i am making a new Metal thread to keep with the discussion of this great music genre :rock:

Here is the link to the old thread

http://forums.shoryuken.com/discussion/13512/moldova-news#latest

If there is anything that you think that could be on the OP just tell me to put it here :tup:

Fighting Game Comedy

$
0
0
[media=youtube]3EF5h6WJAq4&NR=1[/media] has inspired me to find as many fighting game-based lolz as possible. Whether it be through Youtube or people's stories of funny moments.

A few I've found so far...

HSF2AE AI is a bitch:
[media=youtube]yxBp8rolWWY[/media]

Bang Install gone wrong (not an actual Homo-Genius vid):
[media=youtube]U158VC5u6kk[/media]

A video highlighting why nobody plays MKvDC:
[media=youtube]iABgrhiC-Y8[/media]

King of HOOTAH 98:
[media=youtube]9ae-90BV480[/media]

I'm not even sure what game this is...
[media=youtube]OGyf-lNQ81Y[/media]

Don't put your hands in the garbage disposal:
[media=youtube]A4AlHKaUkao[/media]
Viewing all 45982 articles
Browse latest View live


Latest Images