Just a couple of dudes being bros
Other highlights include @6:17
Just a couple of dudes being bros
good grief
only prinnies are allowed to talk like this
i dont think gbfv hits europe till like the end of march, which means i wont be able to use uniclr as an excuse not to buy it
okay, how do i not be bad at street fighter v? iâm trying to not get double perfected by ibuki, but doing a google search only yields âhereâs how to do a hadouken.â i know how to do a fucking hadouken! i just want to know how to press the buttons in the right order! why does every fighting game except for tekken 7 have to have this gatekeeping bullshit that punishes me for not already knowing how to play the damn shit.
Considering just how broad a topic âhow do I get game at a particular game of skillâ can be, maybe it might be easier if you had some examples of stuff that happened that frustrated you? Was there anything that someone was doing to you that you couldnât figure out how to deal with, like they keep dodging dodging you attack somehow or theyâre spamming a move over and over? Were you trying to do anything that wasnât working the way you thought it should, you are just trying to jump in and kick someone and somehow they keep hitting you first, or blocking and then hitting you?
Iâm not a great player myself but Iâll try to offer any help I can give. I google for some guides and I donât know how much you really care about reading, but this Polygon one looks decent. And Pattheflip actually wrote a handbook himself (an excerpt)! And this Core-A-Gaming video is actually a pretty good watch, though itâs 16 minutes so you can also put it on in the background. Itâs ostensibly about why button mashing doesnât work but builds itself into a summary of fundamental skills.
Are you talking about playing online or against the CPU? Iâd say Tekken 7 is just as hard as any other game once youâre competent enough to understand what youâre actually doing, but 2D fighters like Street Fighter and 3D games like Tekken emphasize different mechanics and thatâs especially apparently at lower levels of play. Tekken has you guess high vs mid vs low height attacks, and with a cast as large as it has it can be hard to even guess how to block because there are so many moves for every character. But Street Fighter emphasizes movement more and it can be hard to figure out where you can stand and press buttons and not get killed when youâre blocked. Itâs easier to mash buttons to do all sorts of attacks in a 3D fighter and see something cool though.
I saw this today and it seems like a solid guide on the concept of developing a gameplan.
I recall this idea being helpful to me a long time ago, and I often forget it when learning something new.
Once you have an idea what moves you feel are useful you can then start figuring out specific situations you want to look for during the match and create them so you can use that move, and youâll also know when not to use those moves. Having some sort of goal in mind during a match helped me focus my thoughts and gave me a specific goal to aim for every time I played. Even if I didnât win a match I could still feel success based on how many times my gameplan worked out. And by learning how to utilize your own gameplan you naturally begin to develop an intuition about what is going on during a match, recognizing your situation and what you feel like you want to aim to do at any particular point in time.
By focusing solely on something like âI want to use my crouching medium kick and combo it into a fireballâ, I began to learn âI want to stand this close to my opponent so my kick will hit themâ. Iâll also learn âoh, if I stand that close then I canât block fast enough and Iâm liable to get hit instead.â I also realized things like âoh, after my opponent does that one attack and I block it I am then able to hit them with my crouching medium kick, and when they do that other attack I canât hit them fast enough afterward.â
Sometimes I wonât be able to hit an opponent with my crouching medium kick at all, and then I can focus on trying to figure out some strategy that can trick my opponent into not blocking my crouching medium kick, like walking back and forth at a certain spot. Or maybe if they are constantly blocking my crouching medium kick Iâll just try throwing them instead until I notice theyâre trying to stop my throws. Then I go back to using crouching medium kick. Or if theyâre jumping a lot Iâll realize when my crouching medium kicks arenât safe to do, and I might stop practicing that crouching medium kick gameplan briefly and take time to start practicing a new gameplan to beat someone jumping at me, where Iâm looking for their jumps instead and doing some sort of anti-air move like a dragon punch. Then once they stop jumping and I canl go back to use my crouching medium kick gameplan.
And so on. And then after doing this a bunch, a lot of this information becomes natural through repetition and you just stop thinking about it. You let your muscle memory and intuition handle all the old stuff and you have the headspace to start thinking about something new concerning your medium crouching kick.
I should start by saying sorry, I was frustrated as heck when I wrote this post. Itâs just that when I do Street Fighter matches that take longer to load than to actually fight, Iâm like Homer Simpson trying to find a car horn, Google just doesnât work when Iâm angry. Like, trying to look up strategies, and only getting links telling me what year SFV came out, or how to do a Hakouken (Iâm not that bad). But when I play Tekken, thereâs stuff everywhere for me to look up and study, which is probably why thatâs the only fighting game Iâm even remotely good at. I understand now thatâs mostly me just not knowing where to look, but sometimes itâs like, argh!
aaaaaaand as soon as i post this, it turns out the sfv update makes the netcode even shittier so uh nvm iâll keep learning tekken forever.
hold back or down-back to block
mash standing heavies at maximum range
Weâre not sure about the netcode and whether itâs still got the clock sync problem. Theyâve removed the possibility of using mods to improve it, thatâs for sure, but itâs otherwise entirely unclear what theyâve changed exactly and weâre still lacking any formal analysis of the new behavior, if there is even one.
Of course they couldâve made it much easier for everyone by communicating about what they were gonna do exactly but I guess thatâs too much to ask.
The pessimism and worst-faith readings are definitely faults of Capcomâs history and community management. They could have at least said what the patch actually was doing instead of people having to figure out on their own whether Capcom actually changed anything or were just patching out the thing that improved everyoneâs experience.
It sounds like there actually are improvements but itâs not as complete as what the mods did for whatever reason so some people have definite improved experience and some people donât, or have worse (all anecdotal of course). One-sided rollback is still a problem but the rollback now only goes up to 5 frames instead of 15, or something like that. It also at least dynamically adjusts throughout the match instead of setting it at the start and never adjusting as lag comes in and out.
Seeing people react last night to the initial ideas that the patch was only to block the fan fix was hilarious though.
iâve found the netcode better than before, but not significantly, and there was no explanation to the adjustments.
Well, theyâve put up a rough explanation now, plus itâs been analysed in the meantime, and just as before the problem seems to be they mix up two things, the rollback system and needing to limit clock jitter (what the GGPO guys call the rift), ie the whole rollback thing is to deal with communication lag between two systems but unrelated to that two system that communicate, even instantaneously, need to keep their clocks reasonably in sync. In correct implementations the systems will try to stay within roughly one frame of rift, but in SFV the tolerance is now between 5 and 15 frames because they conflate it with the rollback window, which is a different thing! Looks like the problem was exactly the same before, except the window was bigger. So maybe in 4 years itâll be 1 frame like it should be.
happy uniclr day
The first trailer was released a while ago, but GBVS is getting its first two DLC characters soon, a playable version of the boss (which I think you can actually unlock already by finishing the story mode or something?) and a samurai cow girl (which I am told is one of the most popular characters of the mobile game so I guess sheâs there to move those season passes):
Also Steam versionâs coming in the 13th. I thought itâd be a japan-only release at first but it sounds like itâs worldwide.
Yeah I can imagine there is some fanart of that samurai cowgirl.
Yep.
As also observed with the second Samurai Shodown DLC character pack (since the first one was essentially free) I think this is just how you make that DLC sell now.