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

  • From: Ryan Williams <ryan820509@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Wed, 30 Apr 2014 08:07:46 +0200

*LOL* We definitely should :P


On Wed, Apr 30, 2014 at 12:32 AM, Di Lhong <numotd@xxxxxxxxx> wrote:

> 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.
>>> =========================================================================
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>>>
>>> //www.freelists.org/list/cpt-fgc
>>>
>>
>>
>

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