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Magnet_Man

One Winged Slayer
Member
Oct 27, 2017
3,038
The giant hands are all over the game. Look at the story mode. They're so you can see normals easier.
I've read that interview about Street Fighter's design choice, yes. I still don't buy it, but sure.

I can get the concept behind a design choice and still think it looks ugly. Cartoony looks like DBFZ, Guilty Gear, and 2D sprites can pull off the distorted body shapes since they're cartoons and sprites had no fixed model, but the semi-realistic look that recent 3D Street Fighters have been using, the oversized limbs aren't working for me. It starts getting into uncanny valley for me. Unnatural body shapes like Abigail and Zangief can pull off the giant hands / feet since they're already exaggerated models, but normal people size people like Ryu, Chun Li, Nash, and Guile? It becomes way more off putting. The animation of Nash picking up / adjusting his glasses just makes my head spin.
 
Oct 28, 2017
660
I would, but I'm doing the Cell Games tournament right now. Might be available in about 30-40 minutes.

I could also do a quick FT2 while I'm waiting for my next match.

Ah I'm gonna be busy for like ten-fifteen so don't worry about the FT2. Just quote one of these when you're done with the tournament and if we're both free we'll run some.
 

BackwardCap

One Winged Slayer
Avenger
Oct 28, 2017
2,472
I remember seeing a hilarious video of Broly's Dramatic Finish dubbed over with Ed Edd n Eddy sounds effects but I can't find it anywhere now.

I hope it wasn't deleted.
 
Oct 28, 2017
660
ggs, Flux. I'm kind of amazed that sub team did as well as it did. I was expecting to get bodied 2-3 games and then leave but since it had a hot hand I rode it a little longer lol.

Whoever decided chaining into Yamcha's 5M wasn't a true blockstring needs to be slapped. I get bodied by so many level 3s because I auto pilot into it when I'm stressed. I remember last time we played I got salty and mentioned I was going to drop him and you said he was my best character, and overall I think you ended up being right. He carried me for most of those matches with both teams.

I feel like whether or not I have a chance to beat you during a match is predicated on if I can overwhelm or stall out 21's opening gambit. She has so many options there, all safe, and all lead to the corner and 40-50% that it turns into a steamroll from that point on. If I can ride that out it's 50/50, but if she ever got that first hit it was almost always a bodying in your favor. That's probably why Ginyu was doing better than Vegeta overall. I think Vegeta was able to put in work if I successfully made you block but I had a ton of trouble getting into that spot because I couldn't weave through all of 21's silos at the start lol.

I don't think I've ever played someone who was as strong at super dashes as you are. I genuinely mean that as a compliment. You make almost all of them safe, and the odd few that aren't, you alternate your options afterward enough that it still makes me pause even when I know I have the advantage.
 

FluxWaveZ

Persona Central
Verified
Oct 25, 2017
10,890
ggs, Flux. I'm kind of amazed that sub team did as well as it did. I was expecting to get bodied 2-3 games and then leave but since it had a hot hand I rode it a little longer lol.
GGs. I'm actually surprised I was having so much trouble against the Ginyu team, but I at least started really adapting near the end. Guess, naturally, I was unfamiliar with some of the quirks in the MU. What you say is interesting regarding preventing Android 21 from gaining momentum, which creates enough breathing room for you to operate. Always feel terrible when I lose 21 at the start, lol. I guess with her strength in the neutral and her ability to convert for big damage from it, the more I get frustrated when avenues are shut down to move forward. She's got some very good openers, but I need to spend more time figuring out when to use which (like, what exactly would be the opener against Vegeta Blue's 5H backed by an assist and such).

Yamcha is just so annoying, but I think that plays into just how bad at defense I am. With Yamcha, a lot of it has to do with staying still and reacting to then get out of pressure. So I try that, but the impatience rises dramatically anytime I'm forced into those situations, and this is exacerbated when he gets sliding KDs off of everything. Gonna get better at that.

You're pretty good at shutting down my offense by force through offense of your own; basically pressing buttons when there's a slight pause in my pressure. It feels a bit like an OS; pressing during block stun and, if the opponent leaves a gap, your attack will come out, but if they continue with a true block string, you'll just continue to block. Tried to think of ways to open that up during the set, and I just tried to make the pressure tighter, instead of basically getting hit out of my turn. You did some pretty crazy 2Hs that somehow hit many times too, lol. During loss streaks, I was gradually playing worse because it was getting in my head, where it just seemed that you were playing way faster than I could think, and everything I tried would fail.

For super dashes, I actually need to learn to abuse them more. It's hard because this game's training mode is pretty ass, but I need to learn the best options to do after a blocked super dash in different situations so that I can keep the pressure on. I do it way too much though, running into stuff I shouldn't like Tien's beam or Yamcha's fang stuff, but I do like using it liberally combined with assists to cover multiple parts of the screen at once and secure a quick approach. I like alternating between doing that and pure zoning using 21's options and assists as well; I just need to get better at baiting super dashes for the 2H.
 
Oct 28, 2017
660
During loss streaks, I was gradually playing worse because it was getting in my head, where it just seemed that you were playing way faster than I could think, and everything I tried would fail.

On that note, I do think Yamcha is pretty underwhelming overall in a lot of ways, but the meter burn wolf fang is the best whiff punisher in the game by a country mile and really good at creating hesitation. That is the single tool that keeps him relevant, imo, and the one most prone to getting into someone's head. Being able to whiff punish anything short of a jab from 80% screen distance into a full combo is something wholly unique to him, I think, and having to keep it in mind for anything you throw out in neutral can really weigh on your mental stack and make you play slower trying to compensate for the possibility of it.

Yamcha is just so annoying, but I think that plays into just how bad at defense I am. With Yamcha, a lot of it has to do with staying still and reacting to then get out of pressure. So I try that, but the impatience rises dramatically anytime I'm forced into those situations, and this is exacerbated when he gets sliding KDs off of everything. Gonna get better at that.

Playing Yamcha against you is simultaneously fascinating and stressful because I can tell you're just like "I don't want to deal with this, I'm just going to vanish/up back and if I get out I get out" whenever I get the WFF in, and that beats almost all of his options that do major damage. So I resort to the delayed M second hit to catch those, and it works, but that's such a horrid starter it never breaks more than 2K damage even with a meter, so I constantly have to weigh the odds of going for the home run and probably not connecting vs. going for the sure single when I'm already down 5 runs. Fascinating and stressful lol.

For super dashes, I actually need to learn to abuse them more. It's hard because this game's training mode is pretty ass, but I need to learn the best options to do after a blocked super dash in different situations so that I can keep the pressure on. I do it way too much though, running into stuff I shouldn't like Tien's beam or Yamcha's fang stuff, but I do like using it liberally combined with assists to cover multiple parts of the screen at once and secure a quick approach. I like alternating between doing that and pure zoning using 21's options and assists as well; I just need to get better at baiting super dashes for the 2H.

Honestly I thought your 2Hs were pretty damn solid too. There was more than one case where you presented a facade of being, if not unsafe, negative enough that I could begin my approach, and damn near every single time I got launched to the moon. That's a recurring theme of your neutral, I noticed. You space well enough and play just passively enough to make it seem as though there are gaps that can be pushed through, and then I end up hanging myself because I horribly misjudged the situation. I don't really have anything to offer in regards to reinforcing that because, as you noticed, it kind of kicked my ass, it's just something I noticed in regards to your playstyle.

And yeah, one of the reasons I think scramble situations are so insane in this game is that there's simply no way to manually set them up yourself and practice them. Training mode is one of many things in this game that needs a second look but probably isn't a big enough priority to warrant it, sadly.
 

FluxWaveZ

Persona Central
Verified
Oct 25, 2017
10,890
On that note, I do think Yamcha is pretty underwhelming overall in a lot of ways, but the meter burn wolf fang is the best whiff punisher in the game by a country mile and really good at creating hesitation. That is the single tool that keeps him relevant, imo, and the one most prone to getting into someone's head. Being able to whiff punish anything short of a jab from 80% screen distance into a full combo is something wholly unique to him, I think, and having to keep it in mind for anything you throw out in neutral can really weigh on your mental stack and make you play slower trying to compensate for the possibility of it.
It threw me for a loop when a near full screen blocked Kamehameha was straight up punished with that move. Crazy. You're right, I was probably thinking too much about it. I felt like I wasn't comfortable on the ground at all when Yamcha was on the screen.

I tried to make Hit work here and there, but I just feel like my team's fire power is significantly lessened when he's on the team compared to when Broly is. He just can't open opponents up properly outside of some heavy conditioning created to open up a single option later on. It's unfortunate.
 

Twig

Member
Oct 25, 2017
7,486
MAN.

I really didn't give a shit about Vegito. Like, well enough, I accepted he was gonna get in, wasn't against it. But, rather apathetic.

So then Zamasu trailer comes out and I'm fuckin' stoked and Vegito even more lookin' like a chump.

And then this trailer.

Fuck.

Time for Krillin, Zamasu, Vegito. LET'S GET IT GOIN' BABY.
 
OP
OP
donkey

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,861
As we're getting closer to OT2, what are we looking at for the subtitle? Let's Rock The Dragon?
 

LightBang

Member
Mar 16, 2018
1,423
Vegetto looks so cool they outdid themselves with this one. The DLC characters have been very solid.

In other news SonicFox was defeated twice last night. Hopefully Dekillsage will make it to the Summit of Power and we can have a hype tournament with the two new characters and balance changes. Arc Systems wouldn't drop a balance patch mid-Combo Breaker would they?
 

sandboxgod

Attempting to circumvent a ban with an alt
Banned
Oct 27, 2017
4,919
Austin, Texas
^ Funny I was just bout to post the samething. Was able to deflect my way out of the corner last few matches!

Also been utilizing Air Dash a bit better. Still find Airdashing a bit easier on a dpad then my stick though
 

SENPAIatLARGE

Banned
Oct 25, 2017
2,501
I hope Nappa's saibamen get a buff/adjustment. Every good Kappa I've seen doesn't even bother with them due to their inconsistency.
 

Vulnicura

Banned
Oct 26, 2017
166
Yep some good deflects here. I like your team. Probably a lot more fun for people to fight then my Bardock/SSJ Goku/GokuBlack team

Thanks! I switched out Bardock a day or ago for Tien because his assist is pretty bad. I've managed to get some pretty some fun stuff accomplished using 18 with Teen Gohan + Tien assists!
 
Oct 25, 2017
7,624
canada
As we're getting closer to OT2, what are we looking at for the subtitle? Let's Rock The Dragon?

I like it

I hope Nappa's saibamen get a buff/adjustment. Every good Kappa I've seen doesn't even bother with them due to their inconsistency.

They are weak as hell and not only that they can interrupt Nappas combos. That shouldnt be a feature

Doesn't rogueyoshi use them during combos?

Theyre ok in combos but require strict timing so utilizing them online is hit and miss
 

sandboxgod

Attempting to circumvent a ban with an alt
Banned
Oct 27, 2017
4,919
Austin, Texas
I'm probably bout to go out and enjoy some sunlight again. But I could play a few games sometime today too.

https://www.twitch.tv/bum1six3 -- Is his name Bum that's playing right now? Nappa/FatBuu/16 looks like a fun team full of big boys. He's having some probs dealing with this typical Cell/KidBuu/Vegeta team right now tho.
 

Astral

Banned
Oct 27, 2017
28,115
What do you do against people who jump and block on wakeup after a hard knockdown? I'm in training mode setting the A.I. to do that and they always successfully block unless I Dragon Rush of course. They jump immediately after. I don't seem to have the opportunity to do a mixup.
 

vexx987

Banned
Oct 25, 2017
155
Modesto, CA
I reached super saiyan 3! Feels good man lol. The only characters i consistently lose to are cell, a. Gohan and 16. Trunks and Bardock are still really scary too. Lots of rage quitters the closer i got, it was pissing me off. Always tier whoring sheep that rage quit.
 

closer

Member
Oct 25, 2017
3,170
What do you do against people who jump and block on wakeup after a hard knockdown? I'm in training mode setting the A.I. to do that and they always successfully block unless I Dragon Rush of course. They jump immediately after. I don't seem to have the opportunity to do a mixup.

You can iad and it covers it, many char have their own specific stuff tho

If it's immediate it's a soft knockdown, if the slide it's a sliding knockdown, a hard knockdown means they cant really do stuff after

_______

Large hit combo list by discord dude: https://docs.google.com/spreadsheet...j7U_E-UOKQk9_vJYbIDFpT6O6TU/edit?usp=drivesdk
 
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Astral

Banned
Oct 27, 2017
28,115

closer

Member
Oct 25, 2017
3,170
They get the block, but since you are hitting them meaty you can continue your pressure (if you do this often tho ur gonna get reflected). You can also just jump at where theyll be and mash light. After you knock someone down and they do their recovery they can always block. For soft knockdowns it's more tricky and dependent on positioning, they have more options. It's good to have an idea for what you want to do if you are reading their tech options

Heres a vid showing it for sliding: https://youtu.be/yLJ86O8sUNs

Iad h is also a safejump setup for the majority of the cast, meaning after a hard knockdown itll hit meaty (itll hit crouchers and be blocked otherwise) and also keep you safe if they wake up with something invincible. Again tho, anything meaty can be reflected
 
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NamasteWager

Member
Oct 27, 2017
879
Thinking about getting DBFZ on PS4 this week. Am I too late into the game? Is it still really populate and does it seem like it will remain popular?

I play a fair amount of GG, but finding a fight takes 20+ min sometimes
 

closer

Member
Oct 25, 2017
3,170
Im on pc and i can get matches consistently, maybe it dips a bit past 1 am est. I dont think you're too late, stuff is still developing, execution in this game is fairly simple, tho ppl who have been playing for months definitely have an advantage.
 
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