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Mattatsu

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Everything posted by Mattatsu

  1. I guess the tether does stick even if Baiken is hit
  2. @Dayaansorry, I won’t be able to play tonight. Not sure about tomorrow either or this weekend all of a sudden. Will let you know. @Yiceman same goes for me with strive
  3. I may hit you up tonight. I have to see how work goes though.
  4. Yeah, the block button works well. I don’t prefer it over back to block, but I like that it removes proximity guard, and how you can buffer any move while blocking. It obviously nullifies left/right mix, but doesn’t help with high/low, so they usually just double down on that (more so in MKX than MK11).
  5. Yeah, when I’m playing MK and I want to block, I have to press back and block at the same time. I don’t need to hold back of course, but I can’t seem to get my hands to not do it.
  6. I’ll play you here and there, but tbh, I’m not planning on playing it a ton right now.
  7. Akuma’s. I listened to a lot of music like that around ‘99 (drum and bass/jungle) so it really brings me back. Plus, I just think that theme is one of the best at representing its character. It suits him so well
  8. I do like the stage a lot - it’s a lot simpler than a lot of the other 3S stages, which is nice. It doesn’t have my favourite OST, but it’s close
  9. Are you being serious or joking? Lol, I can’t tell, but that’s an opinion I haven’t seen yet
  10. Obligatory: I main Ibuki now, so air parries are the best invention ever
  11. Games? 😆 on a serious note, I should be good to go in a few days. I’m trying to sort out a simple and (hopefully) effective gameplan to build from, while learning the ranges for my best buttons/tools and working on my hit-confirms.
  12. Sounds good! I should be able to play one of the evenings over the weekend
  13. It helps a ton! Thank you! Also... Thanks! I knew there was some invulnerability, but for some reason thought it was 2 frames... Also, I often just say meaty interchangeably with oki, even though I realize they're not the same thing (I should probably stop that lol) It was a single throw attempt that was teched. He just did a short step before doing the throw attempt, but no need to review as you explained what to look for (which was very helpful) Sorry, I may not have used the right term, but it's when you jump and then press LP+LK to either jump over throws (if you're early), or tech them (if your jump is late). Your whole post was great, but I really appreciate you putting this bit in at the end. I was starting to feel like I had to really dig into these SGGKS and things now, while I'm still learning how to use Ibuki. I'll probably buffer the odd parry here and there before some attacks, but it won't be my focus at the time. Thanks again Dayaan!
  14. I am interested in trying her out. It’ll be my first time booting up Strive since like a month after launch. I haven’t seen her do a double-jump yet though, which could be a bit of a deal breaker for me, if true. It’s probably not a huge deal but I love the air mobility in GG. I’m not sure how okay I’d be maining a character without a double jump
  15. Lmao not going to lie, my second thought after seeing that rope move was how much it was likely to back-fire for me
  16. Based on my understanding of how to do the SGGK (from this video: https://www.youtube.com/watch?v=7xb2AeqKjmg), you do the SGGK by tapping Forward or Down, then a button, then LP+LK, treating the button as if you were doing a kara throw. I don't know what Higa's inputs were, but in the below video, he does several meaty throws where you see him take a small step forward, right before the throw (like at around 2:03 and 2:21. Also, I don't mean the times he whiffs a button as the opponent is rising). Without knowing his inputs (or his intentions), it'd likely be impossible to know if it was a SGGK, a parry buffer before a throw, or just a short walk-up throw... I guess my question is just how prevalent are these parry OSs (SGGKs, parry buffers, and jump tech) in normal, high level play?
  17. I remember 3-4 years ago when I wanted to get better at SFV and for some dumb reason, thought playing “honest ST” as a side game would help with my fundamentals. I labbed ST Ryu for a week and went to my first local to enter an ST tournament and got stomped 0-2 on stream and I think I got double perfected my last match. 🤣 in all honesty, it would’ve been nice to stick with and would’ve helped my fundamentals, but it was not the definition of honest that I thought it was
  18. Hey @Dayaan, I spent today looking at some Higa (IB) videos, which lead me to (finally) look up what the SGGK OS was and how to do it... Since then, I've noticed a lot of micro steps right before a throw... Is that commonly an SGGK OS, or just someone walking before throwing? I know it's hard to tell, so I guess my question is, how prevalent are SGGKs?
  19. I should probably post that link here lol: https://lofi.netlify.app/post/fc2-json-pack-auto-download-roms-from-fightcade-2/ “Try the FC2 JSON downloader. It works with the newest version of Fightcade and automatically downloads any game/chipset you need to run a new game.”
  20. I was just thinking about modded re-balanced games (like the 4rd strike and UMK3 modded roms, etc), and they're never going to adapt the majority player base. Sure, it's great they buffed Sean and Ibuki for mine and Darc's sake, but they also (likely) nerfed Chun and drastically changed Ken. That's not going to bode well with the majority of the player-base who plays those characters. I find the revised Ken fun actually, but I'm okay playing him because I don't intend to take 3S Ken seriously anymore, so I don't mind playing him and warping my player-sense for actual 3S. To be honest, 4rd Strike (which is on FC2, and from what I gather, different than the 4th strike project) is fun, but because it hasn't been adopted by the majority of players (it only had like 5% of the players in its lobby than 3S had), I'm only going to play it for fun, and will still be maining/labbing official 3S (even if Ibuki doesn't have a sweet wall-jump in it). You also have the problem that games like 3S are so old and people are so familiar with them, that they want them to remain exactly how they were balance-wise, possibly even the graphics and presentation. They've been labbing punishes and opposing character-specific combos/setups for 20+ years, they're not going to want a balance change now. Especially since you can still watch classic matches from 2005, and have all of that tech still work today. This is why things like Ultra Super Turbo (or whatever the newer SF2 games are called) never really appeal to the competitive (or casual-competitive) players. There's also a sense of it being a bit of a cash-grab too, which turns some people off. If there was an official update to 3S, I personally wouldn't want them to change the balance at all. It just feels wrong to me (like they're trying to fix something that should be left alone at this point). I think the best outcome would be to keep the balance, timing, coding, and everything arcade perfect but make the sprites/graphics higher resolution through upscaling and filling in the blanks where needed to best represent the original sprites, without adding new details. Give it a deep training mode, with frame data and hit-boxes, and of course rollback and cross-play, and you may have something. If there is a single combo that would work on this version and not a 3S arcade cab (or vice versa) then I'd think that the newer version is flawed. What I would be excited about though, is if SF6 was a lot more like 3S than SFV. I don't necessarily mean parries and stuff like that, but the characters in 3S feel so much less restricted. Movement is faster and easier, and while it definitely has very oppressive and cheap stuff, it feels more like you're fighting the opponent, rather than being somewhat hindered by the game. SFV feels a lot more stiff than 3S to me (and I don't mean animation wise). I would love for the next SF game to be more mobility-minded and faster than SFV. Nothing like a Marvel game, but IMO, 3S gets it perfectly... I also wouldn't mind if they reduced and refined the mechanics. Take some of the restrictions away - I think we only need one meter (excluding stun), and we need characters with more options at round-start than we get in SFV.
  21. No worries! I hear you. GGs my friend. That version is wacky but fun
  22. Hey @Darc_Requiem, can you set yourself to “online”, It doesn’t look like I can challenge you while you’re away
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