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I'm sorry mei mei boogo away ill beat you up >
You just mad you're wrong.go away ill beat you up >
Good. One less R. Mika to worry about.Some people aren't so lucky.
MY GAME IS LEGIT MISSING R MIKA WHAT THE FUCK @Capcom_Unity pic.twitter.com/pucxjeP48V
— Pssych (@Pssychh) February 17, 2016
Yeah, I've been using that same advance combo for Mika. She's got the tools to get you into the corner, and the tools to keep you there while she breaks every bone in your body.Good. One less R. Mika to worry about.
In case y'all haven't seen this, J.Wong made a big *** list of combos he's been doing. I'm a scrub who's still trying to get hold on links so one of you good players try this.
That seems pretty lame tbhany time I look at a combo and it starts with a jump in I'm like "nah"
in fact any combo that's more than like three hits I'm like yeah no sorry that's too much work
I'm currently maining Rashid but if it turns out that he's only good as some kind of combomonster then yeah I'm switching to Gief (or Alex when he's released)Just let Bleck play Guile or Gief
>1-frame linksfootsies and zoning is generally safer than "man I sure hope I don't **** up this 1-frame link, 'cause if I do they can probably punish me really hard and I don't think taking 400 damage is gonna be worth the extra 80 that I might get if I land this last HK"
1/20th of a second sounds a lot easier than 1/60th, and I'm garbo at SF. Only "combo" I can do consistently is Ryu's MP > HP > HK and that's a ****ing Target Combo so that doesn't even really count.yeah, but, see, the thing is, who cares
anyone who thinks that 3 frames is notably easier than 1 frame has probably already graduated from korean frame counting school so it doesn't matter, and everyone who thinks that 1 frame was kind of a bull**** window (ahem!) was not, I assure you, asking for 3 frames instead
Good choice. That way I won't have to body you for the third time when I could be spending the time boding some other nerd.evo sux im goin to anime expo fam
see the thing is, average human reaction time is around 15 frames-ish, assuming 60fps - I'm not exaggerating when I say that there's basically a lot of FGC people who can literally count frames after decades of practice, and that FG developers don't understand that most people can't ****in' do that1/20th of a second sounds a lot easier than 1/60th, and I'm garbo at SF. Only "combo" I can do consistently is Ryu's MP > HP > HK and that's a ****ing Target Combo so that doesn't even really count.
He's asking if you hit, check to make sure it hit, then continue with the next hit, with every hit. Which you don't need to do, because if a hit confirms, you're guccihonestly I don't even know what that means
nnnnope, I'm not sure what that has to do with anythingHe's asking if you hit, check to make sure it hit, then continue with the next hit, with every hit. Which you don't need to do, because if a hit confirms, you're gucci
I don't have a problem with Tumblr, but Undertale Dating Sim. Really? I mean, you do you, but... you know...Is it bad that my Undertale Dating Sim has over 1,000 followers on it's tumblr?
I know the hell I'm facing and I'm fully embracing it with open armsI don't have a problem with Tumblr, but Undertale Dating Sim. Really? I mean, you do you, but... you know...
You made a point against 3FL by referencing average human reaction time when that's really not the factor that comes into play here. Rather, what's being tested is the ability to time presses well after you've initiated the combo. At the point of continuing your punish, no part of a combo requires reactive play. I think that's what Kurri was getting at.nnnnope, I'm not sure what that has to do with anything
you misunderstand; I'm saying it's hard to learn the timing on the button presses for combos because human reaction time isn't fast enough to be able to register what you've done correctly without previous experience in learning how to do this - people who aren't already skilled at reproducing timing for combos in games like this are going to be told something like "combo Ryu's standing medium punch into a crouching hard punch" and they're going to go into training mode and have no idea how to do that other than just mashing the second input and hoping that they can guess where the timing isYou made a point against 3FL by referencing average human reaction time when that's really not the factor that comes into play here. Rather, what's being tested is the ability to time presses well after you've initiated the combo. At the point of continuing your punish, no part of a combo requires reactive play. I think that's what Kurri was getting at.
Traditional fighters have always had that huge barrier to entry, though, and it's pretty difficult to take away that barrier without significantly changing a lot of things that are very central to the game - like that tech skill.you misunderstand; I'm saying it's hard to learn the timing on the button presses for combos because human reaction time isn't fast enough to be able to register what you've done correctly without previous experience in learning how to do this - people who aren't already skilled at reproducing timing for combos in games like this are going to be told something like "combo Ryu's standing medium punch into a crouching hard punch" and they're going to go into training mode and have no idea how to do that other than just mashing the second input and hoping that they can guess where the timing is
the expectation is that it's gonna take a couple of minutes for them to get it down, but what the experienced players don't understand is that telling a person who is new to this whole thing to sit down and practice a thing that has a 1/20th of a second window of success is going to take hours of practice, doing a thing that has barely any feedback in a pedagogic capacity, and what shouldn't be a surprise is that telling them "well it used to be even harder" isn't going to help them learn it any faster, nor is it going to convince them that learning it is a good use of their time
my point is making the 1-frame links into 3-frame links only made it easier for people who already played fighting games often to do them, but does not make learning or practicing combos as a new player any significantly easier
I'm pretty sure no one is as scrubby as I am.Holy hell, there's actually a bigger scrub than me in this thread?!
Idk if I should feel happy or sad.
Rising Thunder seems to have done well. At least that's what people tell me.Traditional fighters have always had that huge barrier to entry, though, and it's pretty difficult to take away that barrier without significantly changing a lot of things that are very central to the game - like that tech skill.
That's a big part of why I like smash, though - it's more reactive combo-wise and much of the game you can just kind of "feel out" with practice and general play.
You're talking about the initial learning curve and intuition of actually grasping combos in regards to this. I don't particularly disagree with you on that either, I just don't think that point was made especially clear in your earlier posts. Your last sentence references what you said earlier but the full context makes complete sense. Admittedly, being a place where a lot of FG stuff is a given to me now makes it a lot easier to overlook all that so sometimes things need to be put into perspective.you misunderstand; I'm saying it's hard to learn the timing on the button presses for combos because human reaction time isn't fast enough to be able to register what you've done correctly without previous experience in learning how to do this - people who aren't already skilled at reproducing timing for combos in games like this are going to be told something like "combo Ryu's standing medium punch into a crouching hard punch" and they're going to go into training mode and have no idea how to do that other than just mashing the second input and hoping that they can guess where the timing is
the expectation is that it's gonna take a couple of minutes for them to get it down, but what the experienced players don't understand is that telling a person who is new to this whole thing to sit down and practice a thing that has a 1/20th of a second window of success is going to take hours of practice, doing a thing that has barely any feedback in a pedagogic capacity, and what shouldn't be a surprise is that telling them "well it used to be even harder" isn't going to help them learn it any faster, nor is it going to convince them that learning it is a good use of their time
my point is making the 1-frame links into 3-frame links only made it easier for people who already played fighting games often to do them, but does not make learning or practicing combos as a new player any significantly easier
What I always did for finding the timing of links such as ryu St.HK(stand hard kick) > St.LK(stand low kick) was to do St.HK then hold up after pressing the button. You will jump as soon as the HK is over. I do that a few times to get a rough idea of how long I need to wait before pressing the next button. I can usually get the timing down after about 5 mins. It's the best way I've figured out for getting timings down.you misunderstand; I'm saying it's hard to learn the timing on the button presses for combos because human reaction time isn't fast enough to be able to register what you've done correctly without previous experience in learning how to do this - people who aren't already skilled at reproducing timing for combos in games like this are going to be told something like "combo Ryu's standing medium punch into a crouching hard punch" and they're going to go into training mode and have no idea how to do that other than just mashing the second input and hoping that they can guess where the timing is
the expectation is that it's gonna take a couple of minutes for them to get it down, but what the experienced players don't understand is that telling a person who is new to this whole thing to sit down and practice a thing that has a 1/20th of a second window of success is going to take hours of practice, doing a thing that has barely any feedback in a pedagogic capacity, and what shouldn't be a surprise is that telling them "well it used to be even harder" isn't going to help them learn it any faster, nor is it going to convince them that learning it is a good use of their time
my point is making the 1-frame links into 3-frame links only made it easier for people who already played fighting games often to do them, but does not make learning or practicing combos as a new player any significantly easier
Bleck does that a lot.I just don't think that point was made especially clear in your earlier posts.