Re: Re:

  • From: Ilitirit Sama <ilitirit@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Mon, 30 Nov 2015 14:49:42 +0200

The neutral game in VS is somewhat like MvC2 and Melty where you are
rapidly moviing around the screen pressing buttons and then attacking when
you see an opening because of non-optimal positioning on the opponent's
side. If you are losing to players who are good a slowing down the pace of
the game, it means you are probably relying too much on reads based
offense. The opponent will intentionally create situations where you think
it's a good idea to jump (ie. they create the illusion of non-optimal
positioning), only to punish you with chicken-block hit-and-run tactics.
So what happens is that because you can't rely on these reads any more, you
back up and try to bait them instead (does this sound familiar? -_-).

The way around this is to realize that the opponent is not going to attack,
but then instead of jumping (or whatever they were trying to bait out), you
use another offensive strategy. Like if you were always jumping, dash
instead and then start your tri-jump pressure after you get them to block.



On Mon, Nov 30, 2015 at 2:22 PM, lindsey kiviets <lindseyak@xxxxxxxxxxx>
wrote:



triangle jumping makes it faster than kof.
------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on
behalf of Nicholas Robertson-Muir <nicmuir@xxxxxxxxx>
*Sent:* 30 November 2015 12:19 PM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:


You wanna play the game like kof. It's what made it fun I think.
On 30 Nov 2015 13:50, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:


i just had to adjust to your slow pace.



u play a slow game with talbain, i needed to adjust. you play just like
sali.



I just need to overwhelm you with my speed that's all.






------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on
behalf of Nicholas Robertson-Muir <nicmuir@xxxxxxxxx>
*Sent:* 30 November 2015 11:47 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:


Lol. Punk.
I suck at the game, you just happened to suck slightly more.
On 30 Nov 2015 13:37, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:


i cant remember.



it was so long ago.

------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on
behalf of Nicholas Robertson-Muir <nicmuir@xxxxxxxxx>
*Sent:* 30 November 2015 11:33 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:


Vsav?
What you were losing at against me during session?


they will be having mkx on xbone.



single elim.



as the reigning champion on xbone i think i need to represent.





Sali pls..... no more vsav , my fkn right hand is kuk sore from
controlled mashing. im j2g in that game, zabel ftw

------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on
behalf of Ilitirit Sama <ilitirit@xxxxxxxxx>
*Sent:* 30 November 2015 11:03 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:

How many people are going on Saturday?

On Mon, Nov 30, 2015 at 11:43 AM, Nicholas Robertson-Muir <
nicmuir@xxxxxxxxx> wrote:

http://zombiegamer.co.za/ucon-2015-ultimate-gamer-and-gaming-details

There are some details for what Mr Dredd is doing.
On 30 Nov 2015 11:09, "Nicholas Robertson-Muir" <nicmuir@xxxxxxxxx>
wrote:

My thinking exactly.
Ag bring it if you feel like it. If it's too much work, leave it.
I must just remember to bring my Mahvel for the oakes that want it.
On 30 Nov 2015 11:06, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:



ey man,

it doesn't matter to me at all.

if you want to do that il be happy to bring it.



im happy either way, hanging out with the dudes is enough.
------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx>
on behalf of Nicholas Robertson-Muir <nicmuir@xxxxxxxxx>
*Sent:* 30 November 2015 09:02 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:


Well, it's really up to you.
If you want to bring KI and a screen just for the shows, why not?
Otherwise, bring the console and we can show it off on the monster
screen with the 5.1 speakers exploding "COMBO BREAKER" all through the
convention.
On 30 Nov 2015 10:57, "lindsey kiviets" <lindseyak@xxxxxxxxxxx>
wrote:


so we sorted then.



we don't need to being anything else.

------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx>
on behalf of Nicholas Robertson-Muir <nicmuir@xxxxxxxxx>
*Sent:* 30 November 2015 08:53 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:


I'll be at UCT from 7ish onwards.
I've only organised space for 2 PS3 stations, an Ouya multiplayer
station and a friggin uuge PS4 station.
What do you guys need?
On 30 Nov 2015 08:02, "lindsey kiviets" <lindseyak@xxxxxxxxxxx>
wrote:


Morning peeps,



2 things, hxh is okay but I hate kurapica, such a lame character.





what happening on Saturday?



I can bring KI!!!!!!!!!

------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx>
on behalf of Di Lhong <marongdin@xxxxxxxxx>
*Sent:* 27 November 2015 10:40 PM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:

Why be rich with you when i can be rich by myself? lolz

On Fri, Nov 27, 2015 at 2:05 PM, lindsey kiviets <
lindseyak@xxxxxxxxxxx> wrote:


give gold then we split profits.



I bought 66 heavy crafting bags with my laurels.



and now I sold all the items. I made 40g.



I now I have 100g.



if you can gimme another 140g I can buy a ancient wood node. we
gna be rich and control the market. once we sold enough we can buy
oricihalcum node then after we sorted for life.



Orichalcum plated dowels are kuk expensive

------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx>
on behalf of Ryan Williams <ryan820509@xxxxxxxxx>
*Sent:* 27 November 2015 07:00 AM

*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:


*lol*
On 27 Nov 2015 08:59, "lindsey kiviets" <lindseyak@xxxxxxxxxxx>
wrote:



sap pls,



don't upset me!!!!
------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <
cpt-fgc-bounce@xxxxxxxxxxxxx> on behalf of Ryan Williams <
ryan820509@xxxxxxxxx>
*Sent:* 27 November 2015 06:58 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:


Tsek, what if something came up and l couldn't attend? :P
On 27 Nov 2015 08:55, "lindsey kiviets" <lindseyak@xxxxxxxxxxx>
wrote:


sap pls, don't be telling me information that I already know,
tsek

------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <
cpt-fgc-bounce@xxxxxxxxxxxxx> on behalf of Ryan Williams <
ryan820509@xxxxxxxxx>
*Sent:* 27 November 2015 06:54 AM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: Re:


I'll be there!
On 27 Nov 2015 08:52, "lindsey kiviets" <lindseyak@xxxxxxxxxxx>
wrote:


Morning peeps,



Ima be at sessin tomorrow. Can I get headcount on whose coming?
so I know what to bring ps3 or pc.






------------------------------
*From:* cpt-fgc-bounce@xxxxxxxxxxxxx <
cpt-fgc-bounce@xxxxxxxxxxxxx> on behalf of Di Lhong <
marongdin@xxxxxxxxx>
*Sent:* 25 November 2015 08:19 PM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re:

I understand they're trying to attract more players. But does
changing movement make people want to play more? only thing that
this
changed is the skill gap between top players and mid level
players. Which
are the 2 group that will play the game anyways since they like the
franchise.

However, T7 have did brought back older veterans from the dead
like Soyongdori, Crazydongpal, etc. While they were MIA in TTT2.
TTT2 was
too much of a mess when it comes to tag combos, tag assault and
set ups.
It's a combo fest like you said. But on solo mode, it's pretty
decent.

T7 have those odd T5 mini combos along with "bound" combos too.
Like Lei's uf4 f~2 f~2 f~2 ff34 nonsense lolz. So far the game is
still in
beta. I can see some of the characters (especially the recycled
ones like
LUCKY CHLOE! and Gigas) needs work. They added moves from other
characters
which are completely useless in every way. They even said they
added those
move so people have familiarity to older characters -_- 0
function. But
Capo-lite is so fun to play. The struggle makes it fun i guess
lolz.

Overall, the direction T7 is going is pretty good. But just
need to release the rest of the cast and polish some of the "new"
characters...they really feel unfinished somehow.

On Wed, Nov 25, 2015 at 9:20 PM, Ryan Williams <
ryan820509@xxxxxxxxx> wrote:

I second pretty much everything you mentioned. My question is,
what is the solution when you're in the minority and have little
to no
influence? Dissatisfaction and frustration won't accomplish much
unless
there's universal consensus, which - let's face it - is unlikely.
On 25 Nov 2015 15:51, "Ilitirit Sama" <ilitirit@xxxxxxxxx>
wrote:

I agree that a distinction should be made between
adaptation and tolerance in this regard, but if a game
development company
already has a vision and direction in mind for a particular game
that they
are not prepared to deviate from unless it is absolutely
necessary, you're
ultimately faced with two choices: play the game or don't.

True, and in SFV's case they deviated a lot from their
original hype line of high damage/stun. Damage is on par with
SFIV now,
and even less in some cases.

But sometimes you can also be more-or-less aligned with the
vision, but not with the strategy to achieve the goals, or even
the
implementation of the strategy.

Simplified example:
Vision - Ono and Harada say they want more people to play
fighting games
Strategy - They're going to realise this vision by making the
game more accessible to newcomers *and* shorten the gap between
beginners
and veterans
Implementation - Lower execution barriers, and weaken tactics
beginners find hard to deal with (oki, strong normals, spacing,
zoning etc)

I completely agree with the vision. I want more people to
play FGs.

I agree that games could be made more accessible. I don't
agree in shortening the gap between beginners and veterans.

I don't have a problem with lowering execution barriers if it
doesn't have a negative impact on gameplay (see Rising Thunder -
1 button
specials make cross-ups useless unless you attack during
cooldown), and I
don't agree that fundamental, tried-and-tested battle strategies
should be
weakened to accommodate new players. I mean, this is one of the
reasons I
play Fighting Games after all.


On Wed, Nov 25, 2015 at 3:36 PM, Ryan Williams <
ryan820509@xxxxxxxxx> wrote:

I agree that a distinction should be made between adaptation
and tolerance in this regard, but if a game development company
already has
a vision and direction in mind for a particular game that they
are not
prepared to deviate from unless it is absolutely necessary,
you're
ultimately faced with two choices: play the game or don't.

There are a number of things in a wide variety of fighting
games that l absolutely despise. Do l possess the necessary
influence as an
avid, experienced and long time fighting game player to force
the
developer's hand so that my specific criteria are met? Not
really. If that
truly was the case, many modern fighting games would most
likely have
turned out very differently. The reality of the matter is that
the arcade
scene and mentality will not return. Those days are long gone
and we have
to look to the future, even if that future contains things that
we can't
make sense of; at least, not initially.

Returning to the subject of adaptation versus tolerance, if
the latter is one's immediate reaction to a particular game,
it's safe to
say that you'd know which decision to make. I personally
wouldn't waste my
time on a game that l know l'd only be able to tolerate.
On 25 Nov 2015 15:03, "Ilitirit Sama" <ilitirit@xxxxxxxxx>
wrote:

I think the biggest factor - which also happens to be
what people hate - is the ability to adapt and to accept
change.

I agree for the most part, but I think that sometimes
adaptation gets conflated with tolerance. For example, let's
say there's a
game that forces a neutral situation after every knockdown.
Now on the one
hand, it's bad for the attacker because they can't maintain
pressure. On
the other, the defender doesn't have to worry about having to
guess on wake
up. So it's an aspect of the game that can work for or
against you. The
problem is, I simply don't like this style of fighting game.
It's exactly
why I quit SFxT. There was rarely ever any tension during the
match
because you could ukemi out of knockdowns, and once you did
score a
knockdown, 80% of the time momentum was simply just reset. So
for me it
was never a case of adapting to ukemi in SFxT (you couldn't
even adapt to
it until v2012 where it became throw punishable), it was just
a question of
whether or not there was anything else in the game that made
up for it
being in the game in the first place.


On Wed, Nov 25, 2015 at 2:28 PM, Ryan Williams <
ryan820509@xxxxxxxxx> wrote:

I think the biggest factor - which also happens to be what
people hate - is the ability to adapt and to accept change.

A few years ago, when T6:BR was released, l hated it. It
didn't feel like the Tekken games l'd played in the past
(T5:DR
specifically, which is tied with the original Tekken Tag
Tournament as one
of my all time fave Tekken games). The emphasis was less on
poke play and
spacing, with a noticeable shift to string-based, 50/50-style
gameplay.
TTT2 was an all-out combo fest which barely resembled it's
predecessor. It
had slightly improved movement, but it also had several
glaring flaws.

I played both games for a long time. I wanted both games
to be something they weren't and would never be. Personally,
l've made
peace with the fact that newer fighting games will not
emulate the gameplay
that vets favour. You'll have to adapt to the new way of
doing things.
Expecting modern fighting games to be virtually identical to
the games of
yore is unrealistic and will only result in frustration.

When it comes to something like T7 or even SFV, l'd still
be happy to play both games if there is something to enjoy.
If not, l have
so many other fighting games to play that it wouldn't bother
me in the
slightest if these games don't provide a satisfactory
experience. All l'm
saying is, l'm prepared to adapt to the new changes, for
better or for
worse. We live in an age where we aren't always going to get
what we want
as seasoned fighting game players. That's the reality.
On 25 Nov 2015 13:53, "Di Lhong" <marongdin@xxxxxxxxx>
wrote:

Yeah. It's only in certain situation where frame is put
into factor in my case (like df1 on hit or block). But in
terms on using it
raw, the walk speed doesn't effect as much i think since we
tend to move
around in open space. But in terms of df1 on hit...if i
don't do dragunov's
d2 (low swipe) instantly, there's a lower chance of it
hitting and if i
have to dash in a bit after df1 hits. The momentum is
shifted to my
opponent.

Still need to get used to system changes. Getting up is
VERY different now. No more float okis.

On Wed, Nov 25, 2015 at 6:34 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

In theory it should work like that but in practice it
turns that the shorter distances make certain things more
risky because of
factors like frame advantage and pushback. To put it in
another way,
suppose you have a sword and a knife. You obviously use
the knife for
short range combat, and the sword from further away. The
sword allows you
to play a distance game; knife allows you to attack quickly
from up close.
Now if you reduce the sword to just slightly longer than
the knife, you can
still do the same thing but now it becomes much more risky
because it
because easier for the opponent to counter-attack if they
block. So you
might as well just use the knife.

This is exactly what happened with Ryu's cr.mk and cr.mp
in SFV. cr.mk was his main poking tool. It had less
frame advantage than cr.mp, but it was very good at
controlling space. Now that cr.mp and cr.mk have the
same range, there's no reason to use cr.mk anymore,
especially since it's negative on block.



On Wed, Nov 25, 2015 at 1:12 PM, Wynand-Ben <
paashaasggx@xxxxxxxxxxx> wrote:

Isnt this just something you need to get used to?

You are used to your old range so it feels odd and you
need to retrain you brain.
The new characters dont have any existing stuff that
people are hanging on to, so their ranges dont feel wierd
since its all new?

Just speculation.

We the need to god damned game on consoles...

------------------------------
Date: Wed, 25 Nov 2015 18:01:37 +0700
Subject: Re: RE:
From: marongdin@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx


I see. I wonder if these changes were intentional or a
"stealth" nerf.

The biggest issue is when i want to use a move at max
range to "reset" my position to a comfortable zone that i
know my character
have superior advantage...but then...it wiffs...thank you
harada lolz

On Wed, Nov 25, 2015 at 5:54 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

How do you guys deal with this in SF or other 2D
fighter games (with out the use of projectiles

I generally... don't. It's like you said, in
situations where certain and actions and strategies become
really risky
then defense becomes more important. I wonder if game
developers actually
realise this.

SFV has this same issue. It seems to me that Namco and
Capcom want to make games where reading the opponent plays
a bigger role
than before. In the past, top players would just stomp on
everyone else
because they had superior movement, spacing and command of
their
characters' toolsets. In SFV and in Tekken, toolsets and
basic movement
are nerfed, and spacing cannot be used as effectively to
control the
opponent because of the lower pushback. This shortens the
gap between top
and lower levels, but also leads to high risk/high reward
play, or
situations where neither player is a willing to commit to
a move.


On Wed, Nov 25, 2015 at 12:46 PM, Di Lhong <
marongdin@xxxxxxxxx> wrote:

Walking speed in T7 is throwing me (espcially with
dragunov's d2) and a few top players off in some
situation. Executing moves
as fast as possible usually miss now in certain situation.
I see Knee and
other koreans are having issue with this too. (Knee lost
mastercup because
is generic d4 wiffed after fff3 on block...). And to dash
up and do the
same move doesn't work as well, since the advantage is put
into the
defensive player. I remember Salie mentioning about the
nerfed push back on
block moves.

How do you guys deal with this in SF or other 2D
fighter games (with out the use of projectiles...since T7
doesn't have
projectiles. So their footsies is a bit different?)

The 2 new ORIGINAL characters (Katarina and Claudio)
doesn't have this issue for some odd reason. Their range
is insane. The
recycled "new" characters like Josie, Gigas, Lucky Chloe
and even Shaheen
in certain situations seem to have range issue.

It seems like the game favors the person holding back
even more so now. Which is perfect for me lolz

On Wed, Nov 25, 2015 at 2:58 PM, Nicholas
Robertson-Muir <nicmuir@xxxxxxxxx> wrote:

I saw the video last night as well.
It looks worse in motion.
On 25 Nov 2015 08:29, "Donaldson, Alasdair" <
alasdair.donaldson@xxxxxxxxxx> wrote:

Good to see that they’re using the new tech to the
fullest. Sigh.



Also, now I’ve got that song stuck in my head -

My blue jeans is tight…





*From:* cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:
cpt-fgc-bounce@xxxxxxxxxxxxx] *On Behalf Of *Ilitirit
Sama
*Sent:* 24 November 2015 06:26 PM
*To:* cpt-fgc@xxxxxxxxxxxxx
*Subject:* Re: RE:



Lol this looks so much like a troll pic. Real
unfortunately.

[image: Andy Bogard King of Fighters 14 image #4]



On Tue, Nov 24, 2015 at 5:19 PM, Nicholas
Robertson-Muir <nicmuir@xxxxxxxxx> wrote:

That's pretty neet.



Still want to get a regular android tab to work with
remote play as well.



On Tue, Nov 24, 2015 at 4:40 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

PS4 remote play on PC.

https://www.youtube.com/watch?v=8YuKCs5jet4



On Tue, Nov 24, 2015 at 4:35 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:

Lol, did SNKP really name their latest KOFXIV trailer a
"pre-PSX promo"?

I mean, even I wouldn't be as harsh as calling it
Megadrive-era graphics...



On Tue, Nov 24, 2015 at 4:18 PM, Ilitirit Sama <
ilitirit@xxxxxxxxx> wrote:


https://www.youtube.com/watch?v=ILbomcBefis&feature=youtu.be








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