Stage Select

-PVL93-

Member
  • Posts

    941
  • Joined

  • Last visited

Reputation Activity

  1. +1
    -PVL93- reacted to HeavensCloud in The SF6 Thread: Back in my day we had to tick before throw!   
    I'm guessing it's frustrating for top players like Knee, who won on movement and defence to now have to deal with aggressive game mechanics that mitigate those strengths.  Legacy players want to win with the fundamentals they've been using for the last 25 years.  
  2. +1
    -PVL93- reacted to Sonero in The SF6 Thread: Back in my day we had to tick before throw!   
    Kind of wild this new era of FGs were in. Now that top players are complaining about games, are we going to get people calling Knee a scrub for not adapting?
  3. +1
    -PVL93- reacted to elliephil in The SF6 Thread: Back in my day we had to tick before throw!   
    Dudley would be a good fit for sf6. Here's to hoping.
  4. WTF
    -PVL93- reacted to CESTUS III in The SF6 Thread: Back in my day we had to tick before throw!   
    Street Fighter EX 6 development going well 😁
     
    Warning BIG pic
    click bunch of times for true size
  5. Insightful
    -PVL93- reacted to misterBee in The SF6 Thread: Back in my day we had to tick before throw!   
    The most accurate way to play 3S at home is emulating it on a PC through MAME/other low latency emulators.  Hook your PC up to a CRT for the true old school experience.
     
    Fightcade uses FinalBurnNeo as its emulator, and FinalBurnNeo has significant input delay.  It's the online standard and tons of people are used to it -- but it will feel laggy if you're used to the real arcade cab.
     
    30th Anniversary is just emulation, so if you are already using MAME/other emulators there's really no point to owning it except for online play.  The only person I know who actually plays 30th Anniversary is @Sonero.
     
    3S Online Edition is an actual port made from the ground up - it's not emulated.  It feels like a different game because it actually is.  Purists will hate it because of this.
     
    My local arcade is a Jazzy Circuit location and people play on real arcade hardware.  If the CPS3 core for the MiSTeR ever gets completed I'm sure that will be a legit way to play the game also.
  6. +1
    -PVL93- reacted to Darc_Requiem in The SF6 Thread: Back in my day we had to tick before throw!   
    The SF3 ports are something else. It seems like they are all off to varying degrees. Is there a port considered legit? 3SOE seemed to be well received from what I remember. It's still ridiculous that 30th had worse netcode that 3SOE.
  7. Insightful
    -PVL93- reacted to elliephil in The SF6 Thread: Back in my day we had to tick before throw!   
    Per random fightcade users (both good and bad players), the console port of 30th is considered to be "slow" and "feels off." I have never had a solid explanation as to why 30th anniversary is reviled so much for offline 3s. The 30th anniversary port is allowed by Jazzy Circuit, the grassroots 3s tournament series ran by the most dedicated 3s players. In terms of port quality, it is very good compared to every other port.
     
    3s online edition is also pretty good but there are some issues with the balancing and the game running too fast. Yun's genei jin not scaling properly is one of the most glaring problems. Many players consider it to be a different game.
     
    Everything else is either too slow, the sound queues are off, or straight up the wrong version of the game. They are also all very old.
  8. +1
    -PVL93- got a reaction from purbeast in The SF6 Thread: Back in my day we had to tick before throw!   
    I was talking about the PS4 version. It just looks bad graphically. The current gen build naturally runs and looks well 
  9. Insightful
    -PVL93- got a reaction from purbeast in The SF6 Thread: Back in my day we had to tick before throw!   
    Unpopular opinion but 6 isn't doing much better visually. I generally like the overall presentation, sound effects, the graffiti splashes when drive impact hits, and how the cutscenes transform the game during level 3/criticals, and obviously the character models have an insane amount of detail 
     
    But then you look at the matches or even still screenshots and it's like a late PS3 game - poor shadowing, bland color gamut on most stages, weird lighting solution where you have both the stage sources and like a spotlight above which makes characters shiny, it's so strange to me 
     
    I'm not gonna let go of the theory that releasing SF6 on PS4 caused Capcom to hold back significantly so that console can maintain 60fps - the demo alone was really rough with very visible jaggies and blurriness 
     
    I predict in a few years there will be a major re-release that cuts off PS4 support, because I just don't see them sticking with it until like 2029 or whenever the next street fighter is supposed to launch. I'm assuming at least 5 years of support for 6
  10. +1
    -PVL93- reacted to purbeast in The SF6 Thread: Back in my day we had to tick before throw!   
    I can't believe how bad SF5 has aged.  It just looks so bad and like it is in a beta form in all aspects - graphics, sounds, UI, etc.
     
    I remember when they first showed it off with that Ryu battle (at Evo I think)  and thinking how awesome it looked.  And then from the time the actual beta came out and how bad that was handled, it just went downhill.
  11. +1
    -PVL93- reacted to elliephil in The SF6 Thread: Back in my day we had to tick before throw!   
    All the characters look like clay putty and the UI looks like stock assets. The game should have came out with that cell shading filter tho. Still looks very cool for a fighting game to have that.
  12. Insightful
    -PVL93- reacted to Darc_Requiem in The SF6 Thread: Back in my day we had to tick before throw!   
    @-PVL93-The Dreamcast was doomed before it even released. Sega pissed off US Retailers and publishers with the early Saturn launch. This made it hard for Sega to get stores to even carry the Dreamcast at US launch. This was mirrored in Japan but for different reasons. Japanese Retailers and Developers were pissed at Sega for killing the Saturn early because it was a very successful system in Japan. 
  13. +1
    -PVL93- reacted to Darc_Requiem in The SF6 Thread: Back in my day we had to tick before throw!   
    The Saturn is a perfect encapsulation of Sega as a company. It symbolizes it's mismanagenent perfectly as well as highlights the talent of it's development teams to make quality software in sprite of it. Sega was one of the pioneers of 3D gaming. Despite having numerous 3D arcade hits. They didn't build the Saturn with 3D in mind at all initially. It was only when they got wind of the PS1 did they altered course. It's why the Saturn is so complicated of an architecture. 2 CPUs, 1 Co-Processor, 2 GPUs, 2 Sound Chips, and another chip just for the CD-ROM. If Sega of Japan had just swallowed their undeserved pride and listened to Sega of America more specifically Tom Kalinske, they'd probably still be in the hardware business....but that's whole other post in and of itself.
  14. LOL
    -PVL93- reacted to elliephil in The SF6 Thread: Back in my day we had to tick before throw!   
    PS1 Xmen vs Street Fighter frame drops are legendary. The game would really begin to chug when two Juggernauts played.
     
     
     
     
  15. +1
    -PVL93- reacted to Doctrine_Dark in The SF6 Thread: Back in my day we had to tick before throw!   
    I loaded up the PS1 version of Alpha 3 for a quick playthrough just to see how it felt. 
     
    Not gonna lie, a lot of Capcom's fighters were ass on PS1, but Alpha 3 surprisingly holds up well. 
     
    Mainly if you're just looking to play around with Arcade or World Tour Mode. 
     
    Now to remind myself of how bad X-Men Vs Street Fighter on PS1 was...
  16. Insightful
    -PVL93- reacted to purbeast in The SF6 Thread: Back in my day we had to tick before throw!   
    I could have sworn that I read the character models actually have skeletons and layers of muscles below the textures.  If so I'd guess they just change the properties of the outer textures like opacity  and color, to show the inner skeleton.  The skeleton doesn't have to be hi-res either since it's only seen in those instances.
  17. +1
    -PVL93- reacted to elliephil in The SF6 Thread: Back in my day we had to tick before throw!   
    My game froze on this lol
  18. +1
    -PVL93- reacted to AriesWarlock in The SF6 Thread: Back in my day we had to tick before throw!   
    That reminds me of guys like Chard Warden and El Pressador
     
     
    "ps triple"
  19. +1
    -PVL93- reacted to elliephil in The SF6 Thread: Back in my day we had to tick before throw!   
    I thought sf6 used RE engine? Or are you just speaking generally?
  20. +1
    -PVL93- reacted to Jocelot in The SF6 Thread: Back in my day we had to tick before throw!   
    Don't worry, SF7 and Tekken 9 will be a true return to form 🙂
     
  21. +1
    -PVL93- reacted to Jocelot in The SF6 Thread: Back in my day we had to tick before throw!   
    I got no horse in this random OG vs New Blood debate. I'm just here for the memes 
  22. +1
    -PVL93- got a reaction from Hecatom in The SF6 Thread: Back in my day we had to tick before throw!   
    Everybody knows Mighty No 9 is the best mega man game
  23. Insightful
    -PVL93- reacted to Sonero in The SF6 Thread: Back in my day we had to tick before throw!   
    The issue with top players is that they can't sort out whether average strength of characters is better so they're running into more mid players with better tools than they used to. Because character parity is getting better, and mid level players are better equipped overall (say people like me running the cast rather than top players but at the top too), then the information you need to succeed becomes larger. That information is making games feel random. Funny enough when I tell people smaller casts are better and they flip, this is what I'm referring to.
     
    The situation now too is far more perilous because a mid level player like me has significantly more, and better, practice. I'll have better understanding of match ups, I'll have more practice in them (because online got better), I'll have more access to higher end tech. The skill floor is a lot higher in some ends. That means that when a top player fucks up, they are really going to get railed hard. This wasn't necessarily the case before. Even when SRK was popping, the people who had access to the tech and access to a scene with enough quality players to prepare for match ups was a different issue. Justin is the King in MvC2, Justin also benefitted from being in a hyperbolic time chamber compared to the rest of the country in that game (this is not all dismissive of the GOAT by the way).
     
    When it comes to Japan vs USA, there are some things that Japan does better overall. Had a homie who got stationed in Korea and got to play a lot of SF5 online over there. The way he talked about how "low level" players over there played compared to over here was wild. Before that though, Japan had a bigger edge in geography. The world vs Japan was really, for the most part, the world against Tokyo. Tokyo as a city had better facilities to get good at these games while having a higher concentration of players than a lot of the planet. For the older games, that meant a lot. Netplay has done a lot to make the world flourish (Japan included in this too, in respect to Strive, Verix won and the guy is from Africa...fucking wild times in FGs).
     
    Yeah, older games are hard. But they're hard because they were trying to figure out how to make these things half the time. The other they were trying wild ideas which sometimes panned out, some times didn't. Games now a days are waaaay better designed overall than older ones. I love the old games too. But like Justin Wong told somebody in some interview: "In older games, a character just sucks because they have no way to combo into super." that situation doesn't really happen now a days.
     
    Where things get really weird is when certain tools become too punishing that they warp situations. For better or worse, Marissa is a scrub's best friend. Marissa/Abigail/Etc type of design is basically built to carry people. They may not want to admit it in their souls, but it leads to more fraudulent wins than not. Zero in MvC3 was a career maker. Zero is easily the most fraudulent character in any VS game. There are people who got farther in tournaments playing this character than they probably had any right of doing. But hey, that's what we signed up for. Once a character can disproportionately do damage on common situations, real randomness happens. Marissa did 80% on a reversal, you got outplayed I guess.  Even in MvC2 if you still follow it, GeneralThrillah put in time with Iron Man/War Machine/Cable and grinded it out. But a lot of his wins were from random hit into 300%; that type of stuff is where things truly get random. We know there are people who are carried, we just don't talk about it. The FGC just don't have the vocabulary, insight or wisdom, to kinda talk about those things.
     
    So there are a lot of factors. Drive Rush and Drive Parry are still big iffy mechanics. I don't know how you fix Drive Rush because it means reworking a lot of frame data. Don't know if you can fix drive parry at all TBH. But it can't possibly be that the games have gotten easier yet the same people are still on top.
  24. +1
  25. +1
×
  • Create New...
Stage Select