General Fighting Games Thread

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Well it could have been the near final build. You don't know that! I mean Tekken 6 was a different build to Tekken 6 Bloodline Rebellion and Soul Edge was a different build to Soul Blade.

that still doesnet mean they could tweak stuff even more Like i said NOT final build you dont think that withall these people playing it they arent hereing feedback ?
 
that still doesnet mean they could tweak stuff even more Like i said NOT final build you dont think that withall these people playing it they arent hereing feedback ?

New Jin
I think that Tekken 6 did without two characters... Unlike its counterpart, Street Fighter has tons of updates and title updates. The only difference between T6:BR and T6 was that T6 was originally for the arcades and BR was the console version. (IMO)
 
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thats exactly what i am saying there aare gonna be tweaks and update before and after the game is released especially since sf X T is helmed by capcom
 
Without the tweaks and updates. Would you love a God Teir Sagat? Some people will.

I already miss the TAP Ultra and the awesome recovery time on the headbutt for ROG.
 
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Without the tweaks and updates. Would you love a God Teir Sagat? Some people will.

I already miss the TAP Ultra and the awesome recovery time on the headbutt for ROG.


NO I would absolutly hate a God teir sagat I want balance not 100 kens and sagats variety/balance and simplicity of system is the key in any fighting game
 
NO I would absolutly hate a God teir sagat I want balance not 100 kens and sagats variety/balance and simplicity of system is the key in any fighting game

You should play Guilty Gear then :lol:
 
thats exactly what Iam saying there are going to be tweaks and update before and after the game is released. Since SF X T is helmed by Capcom.

Original post unreadable. Though there will be updates. Also...

You will not use ?textspeak? (?r?, ?u?, ?plz?, etc.) in your messages. Decent grammar is expected at all times, including proper usage of capital letters.
 
NO I would absolutly hate a God teir sagat I want balance not 100 kens and sagats variety/balance and simplicity of system is the key in any fighting game

That is probably why I don't like Ono's approach to Street Fighter. I mean he fills nearly half the roster with shotos and Sagat, but he doesn't have the final-final say as to who makes the cut, but some guy named Takashi Tsukamoto does. Tsukamoto-san is some guy who claims to have a pulse to the competitive fighting game community, but he holds the real power behind the recent uptrend of fighting games that has picked up in the Capcom development team.
 
@sanji, I remember see some tweets from Ono-san going to his office about DLC content...I just have to find that picture.
 
YAWN thats the person not the character anyways i like the roster so far for SF x T so far. I know some games are unbalanced like sf3 but I just would prefer it to at least be close. speaking of wich i guess I need to get my copy of SF3 online how do I redeem my preorder on psn hmmmmm
 
Uryo is a Pro player like Tokido...Dagio..Momochi..Chocoblanka...Kanye..gootecks...Sadfacemarn.
 
street fighter iii online edition will be released on august 23 on xbox live arcade, and on playstation network a day later.
Source: Cvg
ryu
u2 metsu shoryuken hitbox increased, easier to lock-on for full animation (better as an anti-air in general)

• with a counter-hit shakunetsu hadouken (red fireball) you can combo into u2 metsu shoryuken with full animation. Try using it in combination with crouching mk (tl note: Make your opponent block cr.mk, and if they try to focus absorb your regular fireball, if you do an ex it will hit as counter-hit).

For this to combo in this particular scenario, you will need to ex/red fireball -> fadc -> u2 metsu shoryuken.
However, if you score a counter-hit with ex fireball at close range, an fadc is not required for u2 to combo.

• (in-air) hurricane kick's brake frames are shortened by 3. I'm not exactly sure what ayano is talking about here... But he says basically you can use this changed property to alter your jump trajectory.

• solar plexus: Damage is now changed to 40+60 for a total of 100.

• close standing hk on a crouching opponent, on counter-hit, is comboable into sweep. This works regardless of which character your opponent is.



Chun-li
• minor changes here, done to make chun a more stable character apparently.

• (in air) down+mk can now be down with down-forward+mk. However, down-back+mk will not work.

• back+mk on counter-hit gives you +3 frame advantage (did it used to be +1, like with lp and lk on counter-hit??)

• after back+mk, the mk follow-up is easier to hit-confirm into (probably means the input window is extended).

• crouching hk's stun value has been increased to 150.

• u2 kikousho's start-up has been changed to 9 frames. It should be easier to anti-air/combo into now.

• apparently in ssf4 ae, when you manage to land u1 against very specific characters there was some sort of bug that didn't allow the whole uc1 to connect properly. This has been fixed.


Ken
he's pretty good now, so there aren't many changes here. Slight buffs.

• target combo: Hitbox has been made bigger (towards the lower part) so that you can catch crouching opponents more easily. You can also now delay the second hit of the tc.

• ex shoryuken's damage is now 80+30+30 for a total of 190 damage. Should give you a better risk/reward return.



E. Honda
•lp headbutts are back to the way they were in ssf4 console, which is to say invincibility (on the upper half of honda's body) has been restored. However, when you hit your opponent with lp headbutt during its invincibility frames, damage is reduced slightly, to 100.

•mp headbutt has been given lower-body invincibility in a way similar to ssf4 ae's lp headbutt. Ayano notes that for players who've properly researched strategies on how to take advantage of ae's lp headbutt lower-body invincibility, your efforts have not been in vain.



Blanka
in general, blanka's rolling attacks (not sure what they're called in english, but it's the forward roll) have been given a brand new twist.

•firstly, all rolling attacks have increased damage, by an additional 10. As a result,

weak: 110
medium: 120
heavy: 130
ex: 120

• heavy and ex rolling attacks now knockdown if, and only if, you manage to land it within the first 2 attack frames (basically, the frames during which they are fadc-able).

So for instance, when you perform the following combo:
Crouching lk, crouching lk, standing lp, heavy rolling attack...
... You will score a knockdown.

•furthermore, if you manage to land an ex rolling attack within the first 2 active frames, this will put your opponent in a juggle state to be hit by pursuit-property moves. So try and fadc out of that and add damage.

•the charged version of rock crusher (blanka's overhead... I think you can hold down the button to delay the start-up) will give you a +5 frame advantage on hit.

So combos like rock crusher -> crouching mk -> heavy rolling attack are now possible.


Zangief
the changes here revolve primarily around damage.

•weak spd's stun value has been changed to 150.

•the damage for ex banishing fist (aka green hand) has been changed to 90+50 for a total of 140. Stun has also been adjusted to 100+50 for a total of 150.

•crouching lp's hitbox six has been altered. Previously when you do a jump-in and follow-up with a crouching lp, sometimes it whiffs on certain crouching characters. This has now been fixed.
•crouching hk now lowers the height of zangief's vulnerability hitbox (tl's note: In a fashion similar to akuma's cr.mk). During this animation you will not be able to dodge certain attacks.



Guile
has to do with changes that were made from ssf4 console to ae. They've been redone over for the sake of better balance.

•in ae, when you hit guile while he's doing his sonic boom, it's considered a counter-hit. This has been abolished.

•air throws have been changed to 3-frame start-up (tl's note: Down from 4-frame).

•spinning backfist's damage has been revised to 100.

•the first 6 frames of reverse spin kick has throw-invulnerability.



Dhalsim
•yoga inferno's damage is now 75x2+60x3 for a total of 330.

•ex yoga blast's damage is now 90+50. So basically the first hit gives 20 more damage, while the second hit gives 20 less. So if you trade hits with your opponent this will give you slightly more damage.

•standing lp now has 4 active frames instead of 3. However, the overall frame length for this move has not been changed. (tl's note: This either means start-up has been reduced by 1 frame, or recovery has been reduced by 1 frame).

•dhalsim's vulnerability hitboxes on medium/heavy yoga blast has been made smaller, so he's harder to hit during these moves now.

•hk yoga blast will now put your opponent in a state of juggle.



Balrog
in ae, boxer's changes mostly revolved around damage nerfs. This has been revised in the rebalance.

• buffalo head's damage is now as follows,
medium: 120
heavy: 140
ex: 150
which were the values for ssf4 console.

• u2 dirty bull's damage has been increased to 399. However, it takes longer to recover from the special u2 animation on hit.

• this is a minor change but dash swing blow's properties on hit has been changed in a manner that ensures the following combo,
dash swing blow -> crouching mp,
will connect on all characters on hit (tl note: Did this whiff on certain characters in ae?)

• the lower part of close standing hp's hitbox has been enlarged, so that it will no longer whiff on certain crouching characters up-close.



Sagat
he's already pretty good in ae. So there's only one change here:

• after angry charge, the damage for sagat's weak, medium and ex (but not heavy) gets 10 additional damage on top of what it currently is in ae.



C. Viper
damage nerfs and some small changes.

• medium thunder knuckle's damage has been changed from 120 to 110.

• ex thunder knuckle's start-up has been reduced to 25 frames. Also, on hit with this move the frame advantage is 2 frames longer than it currently is in ae. The changes here should make it easier for viper players to catch backdashes with ex thunder knuckle and punish accordingly.

• ex seismo hammer's damage has been decreased from 120 to 100.

• u1 burst time's maximum damage has been reduced to 441. On the plus side, the hitbox for u1 has been increased such that it's now easier to combo from (in-air) burning kick, hp thunder knuckle, etc.

• u2 burning dance's maximum damage has been increased to 410.



Vega
slight changes to make him easier to use.

• crouching hk (slide)'s damage has been increased to 110, which was the value for ssf4 console version.

• cosmic heel's frame disadvantage on block has been reduced by 1. So when blocked, the maximum frame disadvantage for cosmis heel is now shortened to -3.

• sky high claw now knocks down grounded opponents too.

• if u1 bloody high claw hits on the way up (flying towards the wall), the hitboxes for the remainder of the ultra have been increased greatly so that they will always connect.

• u2 splendid claw's start-up has been revised to 8 frames.



M. Bison
ayano notes that they basically want to keep dictator the same as it is now in ae. So only one change here.

• double knee press's stun value has been changed to 100+50 for a total of 150 - for all versions of this move.

Furthermore, the frame advantage for the first hit of double knee press has been increased by 1. So if you do the move and fadc on the first hit, the maximum frame advantage possible is now +5.
go go go!
Called Final Showdown, it’ll release as a standalone game that will feature a massive overhaul from when the fighter released at retail on PS3 and Xbox 360 in 2007.

It’ll have two new characters from the 19 that’ll be in the game, including one called Jean Kujo and VF3 fan-favorite Taka-Arashi, as well as revised mechanics and balance, simplified controls and more.

It’ll also have a “new” single-player mode, leaderboards and one-on-one online battle system.

“Virtua Fighter 5 has always been an authentic arcade fighter, even when played from the comfort of a home console. And, like any proper arcade dynasty, we’ve continued to support, expand and tweak the game in the years since its release,” said VP of Sega West’s digital business arm, Haruki Satomi.

“With Virtua Fighter 5 Final Showdown, we get to bring the ultimate expression of competitive one-on-one gaming to console players in one perfect package.”

No assets were given with the announcement, but we’re promised artwork for later today.
 
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Tag failure!

What's so fun about Skullgirls anyway?

PS3 users have to do a market search but XBL users get it tommorrow?
Skullgirls is just easy to pick up. It has a 6 button layout, no infinites can be done, custom vs match like 1 vs 3, 2 vs 1, and the normal 3 vs 3, Custom assists ( say if you just want a normal attack as a assist than just a special), the start button must be held down in order to actually start..lol
has purchased "Street Fighter® III: Third Strike Online Edition (Full Game and Add-On Content)" from PlayStation®Store.
 
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i left my ps3 to dwnload it while i came to work at work now 4 hours to go yess
 
i left my ps3 to dwnload it while i came to work at work now 4 hours to go yess

I can't say LOL ITS HERE because I haven't seen it yet. ;) I can't wait to try Gill out, he looks overpowered.
 
Isn't he always overpowered? lol

From what I've seen, Gill looks pretty much unbeatable in Arcade Mode, his attacks must be X20 more powerful than normal characters. Still I unlock him from the start so, lol. I suppose you have to finish Arcade Mode with all characters to unlock him nk4e?

EDIT: LOL ITS HERE!!!!!!!!
 
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