Re: gRE: this is what i found in canal walk

  • From: Ilitirit Sama <ilitirit@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Tue, 29 Apr 2014 18:06:32 +0200

It's official.  The Japanese think DWU in USF4 sucks.

http://wao.blog.eonet.jp/default/2014/04/post-90ee.html


   -

   Delayed wake-up could be done by pressing any 2 buttons after a hard
   knockdown. (no timing involved. you can mash it out and it still works) If
   successful, the word "technical" appears on the screen, and you wake up 11
   frames slower than usual. According to Arcadia (Japanese arcade game
   magazine), "technical" appears 60 frames before you wake up.
   -

   Delayed wake-up is taking the competition by storm. Most players are
   still not used to seeing it, so it slows down the pace of a match and kills
   the flow.
   -

   Of the pool of 12, 13 people (who happened to be around Wao at the
   time), only 1 said he/she is enjoying USF4, 2 said the game is ok, and the
   rest said it's lacking/could be better. The majority of people who are not
   satisfied with USF4 claimed that the game has become less thrilling. Wao
   agrees and says he still prefers AE2012.
   -

   Anti-DWU idea 1: do the same mix-up set-up on the opponent's wake-up as
   AE2012, only this time watch for the word "technical" to appear. For
   instance, upon confirming "technical" appearance, not do option select with
   safe jump, because otherwise the move whiffs and whatever move you're
   option-selecting comes out. Also, in Oni's case, going for careless slash
   or palm on the opponent delaying his/her wake-up leaves you open for
   punish. This strategy doesn't seem too risky once one gets used to doing
   it, but the downside is in a scenario where you go for a side mix-up on
   your opponent in corner. If your opponent chooses to delay his/her wake-up
   in this case, you might get yourself in corner and lose your momentum from
   there.
   -

   Anti-DWU idea 2: come up with a way to kill 11 frames and then do the
   same set-up on opponent waking up delayed. Many players are experimenting
   with whiffing normals, but Wao thinks eyeballing it leads to better
   options. The issue arises when the opponent chooses not to delay his/her
   wake-up. If your set-up involves jump in a case like this, you could get
   blown up by anti-airs very easily. Oki is all about precision, so getting
   confused with or miscalculating the 11 frames could ruin your set-ups and
   put you at a greater risk than necessary.
   -

   Anti-DWU idea 3: do both together. Everybody thought of this at some
   point. Confirmed NOT "technical" -> do the regular set-up. Confirmed
   "technical" -> do the regular set-up after killing 11 frames. It's too
   optimistic, easily said than done. Conclusion: it just doesn't work like
   that, so give it up.
   -

   On a side note, while testing anti-DWU strategies, it was discovered
   that Oni's unblockable on Sagat is gone. Gen's unblockable on Guy seems
   gone also, so unblockables for the most part might be appropriately patched
   out.
   -

   As an exception, Ibuki seems to be able to execute idea 3: jump normal
   after confirmed NOT "technical", kunai after confirmed "technical". It
   seems that she has enough time to choose between the two during her jump
   with a proper timing. Wao has yet to fight any Ibuki, so he is not sure how
   hard it might be to block the said mix-up.
   -

   With DWU, wake-up pressure in general is much easier to deal with now.
   Wao thinks the common thing to do for Oni post-throw (in corner) and light
   palm will be just light DP to gain meter rather than go for some fancy
   set-up for mix-up or safe jump.
   -

   No longer does Wao feel hopeless in crazy vortex games, but as a result
   a lot of matches involve stalling and tend to be less exciting. He wants
   Capcom to do something about DWU when they make changes for the console
   version, and his ideas are

   * if one chooses to do DWU, it gives the other player 1/3 of a bar
   * increase the damage and stun of normal and command throws
   * increase the stun of all sweeps to 200

   -

   Since it might be difficult computationally to make changes to DWU
   itself, Wao thinks throws should be more rewarding. He says he would rather
   get thrown toward the end of the match than monotonously block for eternity
   which he hates doing because it "reminds me of SFxT".




On Tue, Apr 29, 2014 at 1:18 PM, Manase Zote <bmlzote@xxxxxxxxx> wrote:

> Arigato no tomodachi!
>
> On Tue, Apr 29, 2014 at 7:41 AM, Nicholas Robertson-Muir
> <nicmuir@xxxxxxxxx> wrote:
> > Jojo's released today.
> > @Manase and LB
> > I'm going to give you guys details for download later this evening.
> > The US download also gives you an extra costume for 1 character, they
> > include a theme that the ZA PSN store does not.
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