*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. >>> ========================================================================= >>> You are subscribed to the Cape Town Fighting Game Community mailing list. >>> >>> //www.freelists.org/list/cpt-fgc >>> >> >> >