It does, play Tekken Revolution. Invincible moves work well against string heavy tactics. On Thu, Dec 12, 2013 at 5:57 PM, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote: > I bet it will work just as perfectly as the crush system does. > > From: Stephen Scheidel [mailto:gieroadsteve@xxxxxxxxx] > Sent: Thursday, December 12, 2013 05:51 PM > To: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx> > Subject: [CPT-FGC] Re: Hi > > 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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