[CPT-FGC] Re: Hi

  • From: Manase Zote <bmlzote@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Thu, 12 Dec 2013 18:20:49 +0200

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.
>>>> >>
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>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
>>>> >>
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>>>
>>
>
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