I vote we watch this type of movie for the session: https://www.youtube.com/watch?v=RuZHuHYmoFw This was gold when i was 10 lolz On Tue, Apr 29, 2014 at 6:06 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote: > 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. >> ========================================================================= >> You are subscribed to the Cape Town Fighting Game Community mailing list. >> >> //www.freelists.org/list/cpt-fgc >> > >