morning peeps, thanks Nick for the game , stole your costume pack too. the game is interesting, kinda works like bb , 4 buttons, low, medium, high and special. chaos code ftw though, I cant get that infinity down with mg hikaru. :( does anyone know what version we playing? I have a feeling we playing 1.1, but I dunno. From: numotd@xxxxxxxxx Date: Wed, 30 Apr 2014 00:32:59 +0200 Subject: Re: gRE: this is what i found in canal walk To: cpt-fgc@xxxxxxxxxxxxx I vote we watch this type of movie for the session: https://www.youtube.com/watch?v=RuZHuHYmoFw This was gold when i was 10 lolz On Tue, Apr 29, 2014 at 6:06 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote: It's official. The Japanese think DWU in USF4 sucks. http://wao.blog.eonet.jp/default/2014/04/post-90ee.html Delayed wake-up could be done by pressing any 2 buttons after a hard knockdown. (no timing involved. you can mash it out and it still works) If successful, the word "technical" appears on the screen, and you wake up 11 frames slower than usual. According to Arcadia (Japanese arcade game magazine), "technical" appears 60 frames before you wake up. Delayed wake-up is taking the competition by storm. Most players are still not used to seeing it, so it slows down the pace of a match and kills the flow. Of the pool of 12, 13 people (who happened to be around Wao at the time), only 1 said he/she is enjoying USF4, 2 said the game is ok, and the rest said it's lacking/could be better. The majority of people who are not satisfied with USF4 claimed that the game has become less thrilling. Wao agrees and says he still prefers AE2012. Anti-DWU idea 1: do the same mix-up set-up on the opponent's wake-up as AE2012, only this time watch for the word "technical" to appear. For instance, upon confirming "technical" appearance, not do option select with safe jump, because otherwise the move whiffs and whatever move you're option-selecting comes out. Also, in Oni's case, going for careless slash or palm on the opponent delaying his/her wake-up leaves you open for punish. This strategy doesn't seem too risky once one gets used to doing it, but the downside is in a scenario where you go for a side mix-up on your opponent in corner. If your opponent chooses to delay his/her wake-up in this case, you might get yourself in corner and lose your momentum from there. Anti-DWU idea 2: come up with a way to kill 11 frames and then do the same set-up on opponent waking up delayed. Many players are experimenting with whiffing normals, but Wao thinks eyeballing it leads to better options. The issue arises when the opponent chooses not to delay his/her wake-up. If your set-up involves jump in a case like this, you could get blown up by anti-airs very easily. Oki is all about precision, so getting confused with or miscalculating the 11 frames could ruin your set-ups and put you at a greater risk than necessary. Anti-DWU idea 3: do both together. Everybody thought of this at some point. Confirmed NOT "technical" -> do the regular set-up. Confirmed "technical" -> do the regular set-up after killing 11 frames. It's too optimistic, easily said than done. Conclusion: it just doesn't work like that, so give it up. On a side note, while testing anti-DWU strategies, it was discovered that Oni's unblockable on Sagat is gone. Gen's unblockable on Guy seems gone also, so unblockables for the most part might be appropriately patched out. As an exception, Ibuki seems to be able to execute idea 3: jump normal after confirmed NOT "technical", kunai after confirmed "technical". It seems that she has enough time to choose between the two during her jump with a proper timing. Wao has yet to fight any Ibuki, so he is not sure how hard it might be to block the said mix-up. With DWU, wake-up pressure in general is much easier to deal with now. Wao thinks the common thing to do for Oni post-throw (in corner) and light palm will be just light DP to gain meter rather than go for some fancy set-up for mix-up or safe jump. No longer does Wao feel hopeless in crazy vortex games, but as a result a lot of matches involve stalling and tend to be less exciting. He wants Capcom to do something about DWU when they make changes for the console version, and his ideas are * if one chooses to do DWU, it gives the other player 1/3 of a bar * increase the damage and stun of normal and command throws * increase the stun of all sweeps to 200 Since it might be difficult computationally to make changes to DWU itself, Wao thinks throws should be more rewarding. He says he would rather get thrown toward the end of the match than monotonously block for eternity which he hates doing because it "reminds me of SFxT". On Tue, Apr 29, 2014 at 1:18 PM, Manase Zote <bmlzote@xxxxxxxxx> wrote: Arigato no tomodachi! On Tue, Apr 29, 2014 at 7:41 AM, Nicholas Robertson-Muir <nicmuir@xxxxxxxxx> wrote: > Jojo's released today. > @Manase and LB > I'm going to give you guys details for download later this evening. > The US download also gives you an extra costume for 1 character, they > include a theme that the ZA PSN store does not. ========================================================================= You are subscribed to the Cape Town Fighting Game Community mailing list. //www.freelists.org/list/cpt-fgc