FGC##201Xrd Reload[st] - Now on Steam!

Just a couple of dudes being bros


Other highlights include @6:17
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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? i’m trying to not get double perfected by ibuki, but doing a google search only yields “here’s how to do a hadouken.” 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 “how do I get game at a particular game of skill” 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 couldn’t figure out how to deal with, like they keep dodging dodging you attack somehow or they’re spamming a move over and over? Were you trying to do anything that wasn’t 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?

I’m not a great player myself but I’ll try to offer any help I can give. I google for some guides and I don’t 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 it’s 16 minutes so you can also put it on in the background. It’s ostensibly about why button mashing doesn’t work but builds itself into a summary of fundamental skills.

Are you talking about playing online or against the CPU? I’d say Tekken 7 is just as hard as any other game once you’re competent enough to understand what you’re actually doing, but 2D fighters like Street Fighter and 3D games like Tekken emphasize different mechanics and that’s 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 you’re blocked. It’s easier to mash buttons to do all sorts of attacks in a 3D fighter and see something cool though.

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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 you’ll 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 didn’t 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 “I want to use my crouching medium kick and combo it into a fireball”, I began to learn “I want to stand this close to my opponent so my kick will hit them”. I’ll also learn “oh, if I stand that close then I can’t block fast enough and I’m liable to get hit instead.” I also realized things like “oh, 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 can’t hit them fast enough afterward.”

Sometimes I won’t 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 I’ll just try throwing them instead until I notice they’re trying to stop my throws. Then I go back to using crouching medium kick. Or if they’re jumping a lot I’ll realize when my crouching medium kicks aren’t 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 I’m 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.

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I should start by saying sorry, I was frustrated as heck when I wrote this post. It’s just that when I do Street Fighter matches that take longer to load than to actually fight, I’m like Homer Simpson trying to find a car horn, Google just doesn’t work when I’m angry. Like, trying to look up strategies, and only getting links telling me what year SFV came out, or how to do a Hakouken (I’m not that bad). But when I play Tekken, there’s stuff everywhere for me to look up and study, which is probably why that’s the only fighting game I’m even remotely good at. I understand now that’s mostly me just not knowing where to look, but sometimes it’s like, argh!

aaaaaaand as soon as i post this, it turns out the sfv update makes the netcode even shittier so uh nvm i’ll keep learning tekken forever.

hold back or down-back to block

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mash standing heavies at maximum range

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We’re not sure about the netcode and whether it’s still got the clock sync problem. They’ve removed the possibility of using mods to improve it, that’s for sure, but it’s otherwise entirely unclear what they’ve changed exactly and we’re still lacking any formal analysis of the new behavior, if there is even one.

Of course they could’ve made it much easier for everyone by communicating about what they were gonna do exactly but I guess that’s too much to ask.

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The pessimism and worst-faith readings are definitely faults of Capcom’s 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 everyone’s experience.

It sounds like there actually are improvements but it’s not as complete as what the mods did for whatever reason so some people have definite improved experience and some people don’t, 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.

i’ve found the netcode better than before, but not significantly, and there was no explanation to the adjustments.

Well, they’ve put up a rough explanation now, plus it’s 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 it’ll be 1 frame like it should be.

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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 she’s there to move those season passes):


Also Steam version’s coming in the 13th. I thought it’d be a japan-only release at first but it sounds like it’s worldwide.

Yeah I can imagine there is some fanart of that samurai cowgirl.

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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.