Projectiles in tekken ............ the invincible moves now make a lot more sense. On 12 December 2013 07:47, Stephen Scheidel <gieroadsteve@xxxxxxxxx> wrote: > *watches trailer again just because of boobs* > > > On 12 December 2013 07:37, eccomancer <eccomancer@xxxxxxxxx> wrote: > >> If you watch the trailer for Eliza, her boobs actually get bigger... >> maybe when she bites you and sucks your blood it has some impact on those >> balloons- see her size shen she starts around and when she wins. >> >> >> Sent from Samsung Mobile >> >> >> -------- Original message -------- >> From: Di Lhong >> Date:12/12/2013 17:32 (GMT+02:00) >> To: cpt-fgc@xxxxxxxxxxxxx >> Subject: [CPT-FGC] Re: Hi >> >> I won't play her. Because she has projectiles...also she's pretty similar >> to Alisa...guess that's why she's called Eliza... >> >> >> On Thu, Dec 12, 2013 at 4:57 PM, Manase Zote <bmlzote@xxxxxxxxx> wrote: >> >>> They are definitely prepping for Tekken X Street fighter with Tekken >>> revolution. >>> Invincible moves+fireball zoning :) >>> I like it, she is a true troll character and Di's type too. lol >>> >>> On Thu, Dec 12, 2013 at 10:41 AM, Di Lhong <numotd@xxxxxxxxx> wrote: >>> > Hadoken from Tekken: >>> > >>> > http://www.youtube.com/watch?v=QZ_Gu4iokJE&feature=youtu.be >>> > >>> > >>> > On Thu, Dec 12, 2013 at 10:33 AM, Donaldson, Alasdair >>> > <alasdair.donaldson@xxxxxxxxxx> wrote: >>> >> >>> >> Hey Lb. You do know that Kahn beat HM Titan a while go, right? >>> >> >>> >> >>> >> >>> >> From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto: >>> cpt-fgc-bounce@xxxxxxxxxxxxx] >>> >> On Behalf Of lindsey kiviets >>> >> Sent: 12 December 2013 10:31 AM >>> >> To: cpt-fgc@xxxxxxxxxxxxx >>> >> Subject: [CPT-FGC] Re: Hi >>> >> >>> >> >>> >> >>> >> I watchd some hakumen footage. He has changed and is harder nw than in >>> >> cse. Bt due to his OD he is capable of reverse perfect easily, too >>> poonage. >>> >> Cnt wait to beat khan. >>> >> >>> >> ________________________________ >>> >> >>> >> Date: Thu, 12 Dec 2013 08:28:45 +0200 >>> >> Subject: [CPT-FGC] Re: Hi >>> >> From: ryan820509@xxxxxxxxx >>> >> To: cpt-fgc@xxxxxxxxxxxxx >>> >> >>> >> Dat zoning. Bring on the Hadoukens! >>> >> >>> >> >>> >> >>> >> On Thu, Dec 12, 2013 at 6:17 AM, lindsey kiviets < >>> lindseyak@xxxxxxxxxxx> >>> >> wrote: >>> >> >>> >> >>> >> >>> http://www.eventhubs.com/news/2013/dec/11/eliza-revealed-tekken-revolution-female-vampire-character/ >>> >> >>> >> i see preparations are in place for tekken x sf >>> >> >>> >> ________________________________ >>> >> >>> >> Date: Wed, 11 Dec 2013 21:43:56 +0200 >>> >> Subject: [CPT-FGC] Re: Hi >>> >> From: ilitirit@xxxxxxxxx >>> >> To: cpt-fgc@xxxxxxxxxxxxx >>> >> >>> >> >>> >> >>> >> Generally, in SF the block/hit stun is the same no matter which one >>> of the >>> >> active frames hit. But, after it connects, the rest of the active >>> frames >>> >> are converted into recovery frames. So a move that hits on the first >>> frame >>> >> causes the same block/hit stun as if it hit on the last active frame. >>> >> However, if it hits on the last frame, there are no more active >>> frames to >>> >> convert into recovery frames, so that gets added to the block/hit >>> advantage. >>> >> >>> >> >>> >> >>> >> On Wed, Dec 11, 2013 at 7:24 PM, Stephen Scheidel < >>> gieroadsteve@xxxxxxxxx> >>> >> wrote: >>> >> >>> >> They exist in a few moves but only by + or - 1 frame. >>> >> >>> >> (certain moves being a frame quicker up close) >>> >> >>> >> Not even sure about the new Tekken wrt this. >>> >> >>> >> >>> >> >>> >> Most of the time if a move is blocked the frames will be the same >>> >> regardless of range. >>> >> >>> >> Meaties exist in the game mostly by just spacing a move to make it hit >>> >> deep or shallow to have different spacing after block. >>> >> >>> >> Pretty sure they have a system in place to keep the frames on block >>> the >>> >> same regardless. >>> >> >>> >> >>> >> >>> >> In SF how do they occur ? by overlapping active frames with recovery >>> >> frames ? >>> >> >>> >> >>> >> >>> >> On 11 December 2013 07:58, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote: >>> >> >>> >> I'm curious about how 3D games like Tekken work. Meaties should >>> >> theoretically exist (eg. when an opponent runs into an active >>> attack), but I >>> >> suspect that Namco might adjust the frame advantage to compensate. >>> >> Shouldn't be too hard to test I reckon. >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> On Wed, Dec 11, 2013 at 5:40 PM, Stephen Scheidel < >>> gieroadsteve@xxxxxxxxx> >>> >> wrote: >>> >> >>> >> SF is so weird with frames and meaty stuff. >>> >> >>> >> That does make it interesting though. >>> >> >>> >> >>> >> >>> >> On 11 December 2013 06:46, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote: >>> >> >>> >> It actually depends on the move. Capcom programmed some moves to have >>> >> different frame advantage (and even damage eg. Ryu's close st.hp) >>> depending >>> >> on which frame they hit. >>> >> >>> >> >>> >> >>> >> But in general to calculate the max frame advantage of a meaty, you >>> take >>> >> the base frame advantage, add the active frame you're interested in, >>> then >>> >> subtract 1) >>> >> >>> >> >>> >> So for Boxer's LP dash straight on block (it's actually +5f, not +6f >>> - I >>> >> was looking at incorrect frame data): >>> >> >>> >> 1st active frame = -1f >>> >> >>> >> 2nd = 0f >>> >> >>> >> 3rd = +1f >>> >> >>> >> 4th = +2f >>> >> >>> >> 5th = +3f >>> >> >>> >> 6th = +4f >>> >> >>> >> 7th = +5f >>> >> >>> >> I suspect Boxer's overhead may be one of those moves where Capcom >>> decided >>> >> the frame advantage for active frame individually, because as a late >>> meaty, >>> >> it should currently give 10 + 21 - 1 = +30f on hit! >>> >> >>> >> >>> >> >>> >> On Wed, Dec 11, 2013 at 4:25 PM, Ryan Williams <ryan820509@xxxxxxxxx> >>> >> wrote: >>> >> >>> >> Is there a set amount of frames that are added to a meaty attack? >>> It's not >>> >> something I've ever researched but I'd be interested to know. I was >>> just >>> >> curious as you mentioned that the dash straight would be +6 on block >>> as a >>> >> late meaty. >>> >> >>> >> >>> >> >>> >> On Wed, Dec 11, 2013 at 3:56 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> >>> wrote: >>> >> >>> >> PR Rog says Boxer's LP dash straight being -1 on block is too strong. >>> I >>> >> agree with him. As a late meaty, that would make it +6f on block. >>> If you >>> >> consider how it's used at the moment (spaced so that it only hits >>> late in >>> >> the active frames), so characters would be able to do anything but >>> >> block/focus afterwards. Even their backdashes can get hit because of >>> the >>> >> low pushback. >>> >> >>> >> His LP and MP overhead are now safe on block, but you can only use it >>> for >>> >> combo afterwards if they hit very meaty. >>> >> >>> >> TAP charges faster and is safe even on level 2. >>> >> >>> >> EX Smash is also safer. He didn't even need that buff lol. >>> >> >>> >> Ultra 1 hits differently and may be changed so that it can be used to >>> >> chip, but they're still considering changing it. >>> >> >>> >> I'm really disappointed they didn't fix his hurt and push boxes. He >>> can >>> >> easily avoid x-up oki now with delayed wake up so now some characters >>> don't >>> >> really have pressure options against him. Red Focus doesn't affect >>> him at >>> >> all (he doesn't have multi-hit attacks that don't break armour). He >>> really >>> >> doesn't need hitbox anomalies that make it harder to attack him. >>> >> >>> >> >>> >> >>> >> On Wed, Dec 11, 2013 at 2:58 PM, Nicholas Robertson-Muir >>> >> <nicmuir@xxxxxxxxx> wrote: >>> >> >>> >> I just "slowly" moved from the last db to uf. >>> >> An odd half circle. >>> >> Guile stepped foreward, then Ultra. >>> >> >>> >> On 11 Dec 2013 13:15, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> >>> wrote: >>> >> >>> >> nice nick , what is the notation? >>> >> >>> >> also when can we put plan BB into place place? I want to poon lumi and >>> >> khan at the same time >>> >> >>> >> >>> >> ________________________________ >>> >> >>> >> Date: Wed, 11 Dec 2013 12:20:43 +0200 >>> >> Subject: [CPT-FGC] Re: Hi >>> >> From: nicmuir@xxxxxxxxx >>> >> To: cpt-fgc@xxxxxxxxxxxxx >>> >> >>> >> So, I managed to get a walk forward ultra with Guile yesterday. >>> >> ...aaaaand couldn't do it when I tried to record it :( >>> >> >>> >> On 11 Dec 2013 11:41, "Sean Carrington" <theseancarrington@xxxxxxxxx> >>> >>> >> wrote: >>> >> >>> >> #RESPECT_TO_SMUGDABEST >>> >> >>> >> >>> >> >>> >> Loser's Final : http://www.youtube.com/watch?v=WKx4aut0ufY >>> >> >>> >> >>> >> >>> >> Salty Run back : http://www.youtube.com/watch?v=WKx4aut0ufY. >>> >> >>> >> >>> >> >>> >> On Tue, Dec 10, 2013 at 10:55 PM, Ashraf Barendse >>> >> <ashraf.barendse@xxxxxxxxx> wrote: >>> >> >>> >> It's called Xbox because it's so kak you'll put it back in the box. >>> >> >>> ========================================================================= >>> >> >>> >> You are subscribed to the Cape Town Fighting Game Community mailing >>> list. >>> >> >>> >> //www.freelists.org/list/cpt-fgc >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> >>> >> ________________________________ >>> >> The information in this e-mail is confidential and may be legally >>> >> privileged. 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