There's more input lag in SFV. Even more than TTT2.
On Thu, Apr 7, 2016 at 11:20 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:
mortal kombat? mortal kombat is pretty frame base. similar to tekken...on
wiff is usually very punishable on reaction.
I think it's because the games are slightly slower than sfv. sfv i can
barely react to big wiffs like mika's cr.hp...
On Fri, Apr 8, 2016 at 1:45 AM, Nicholas Robertson-Muir <nicmuir@xxxxxxxxx
wrote:
Like mk
On 7 Apr 2016 19:28, "Di Lhong" <marongdin@xxxxxxxxx> wrote:
-_-
so this game isn't frame base then...it's basically just input your set
ups and hope it connects?
On Thu, Apr 7, 2016 at 4:30 PM, Stephen Scheidel <gieroadsteve@xxxxxxxxx
wrote:
If you have commitment you don't need frames.
On Thursday, 7 April 2016, Stephen Scheidel <gieroadsteve@xxxxxxxxx>
wrote:
The key is commitment Di.
On Thursday, 7 April 2016, Di Lhong <marongdin@xxxxxxxxx> wrote:
or Laura's cross up set up.
st.mp ex thunderclap st.mk~avante.
What about air to air anti air? like j.lp on opponent who's jumping
in.
On Thu, Apr 7, 2016 at 4:06 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:
Can someone explain to me how SFV anti air system works?
If you anti air someone with a normal. Are you on advantage? or both
player are reset to equal advantages?
Also does anti air system also apply during airborne combo? like if
Mika f+hp near corner and do cr.mp to "juggle" them and make them
restand. Does Mika have advantage to set up throws or no?
f+hp cr.mp restand into throw. Will dragon punch beat this mika
setup?
On Thu, Apr 7, 2016 at 7:11 AM, Manase Zote <bmlzote@xxxxxxxxx>
wrote:
I will leave this here,
http://shoryuken.com/2016/04/01/key-fighting-game-designer-leaves-capcom-for-snk-playmore/