Fighting Games
- mad bum
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Re: Fighting Games
Anyone watch that absolute shitshow of a tournament that China had?
They took nearly an hour to even start
Had a stacked pool with all the monsters in one pool and the China pro in an easy pool
Used pc and had constant stick issues with compatibility problems, often taking 20+ minutes each to solve
Constantly kept going down, and then eventually went down for hours
Supposed audio issues where it would be to quiet and then super loud
You can skip through and see some of the issues.
They took nearly an hour to even start
Had a stacked pool with all the monsters in one pool and the China pro in an easy pool
Used pc and had constant stick issues with compatibility problems, often taking 20+ minutes each to solve
Constantly kept going down, and then eventually went down for hours
Supposed audio issues where it would be to quiet and then super loud
You can skip through and see some of the issues.

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- VoiceOfReasonPast
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Re: Fighting Games
Oh boy, they have a lot of catching up to do if they ever want to dominate that industry.
Autism attracts more autism. Sooner or later, an internet nobody will attract the exact kind of fans - and detractors - he deserves.
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- Poonoo
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Re: Fighting Games
This whole thing is him pretty much saying he thinks charge characters and shotos are shit. It's not a tier list at all, it's just salt.rabidtictac wrote: ↑Mon Sep 03, 2018 10:04 am
LMAO look at this hilarious salt baron here. Characters he uses? TAKES SKILL. Characters he doesn't use? NO SKILL
- Kugelfisch
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Re: Fighting Games
That reminds me to ask, what do you guys think about charge characters? I've heard many claim that charge characters are easy and many recommend them for beginners. I never found it to be that way.
With a shoto I can DP at all times, with a grappler I can churn the butter constantly and 720 every jump to buffer grabs if I need them. But with a charge character, that charge is gone once I move forward or stop crouching. I find that much more limiting and much easier for the opponent to exploit.
With a shoto I can DP at all times, with a grappler I can churn the butter constantly and 720 every jump to buffer grabs if I need them. But with a charge character, that charge is gone once I move forward or stop crouching. I find that much more limiting and much easier for the opponent to exploit.
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- rabidtictac
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Re: Fighting Games
I find charge execution pretty difficult in practice and also quite annoying mentally, because you feel trapped. You can't do certain things or move in certain ways at ALL without giving up the right to use moves that you need.
The only charge character that I like and use is Charlie in Alpha 3, because he has a dash and I feel like that compensates for the usual complains I have about charge characters. He also has godlike normals, so not having access to flash kick at all times isn't such a big deal.
I can dash up 360 consistently (could probably buffer a 720 in a dash animation if I practiced), but I do struggle to know whether or not I have charge and whether or not I dropped my input on it. The less said about charge supers/ultras, the better.
And yes, because you can't walk forward, dash forward or jump without losing your charge, it makes you very limited on what you can do. You only have to look at how DSP plays his fucking Dee Jay to see this in action. He spams slide all the time because it's one of the few things he can do while he's holding charge that advances him forwards. Charge characters have to spend a lot of time doing safe turtle shit and waiting for the opponent to fuck up.
Another complaint I have about charge characters is some of them have special moves that don't really do anything for them. Vega is a classic example. His normals are so good, but his specials do very little imo. Walldive is like the only "good" one and it's a meme. Ball is just for chip afaik. His reversal flip kick is good but the charge input means you have to predict a jump-in. Variations on walldive are kinda shit. I was kinda glad to hear he's a motion character now I guess, but considering he's lowest tier in SFV, it sounds like they still haven't addressed the fact that his specials don't do anything for his game, fundamentally. What he needs is a reliable dp, maybe a ghetto 360 like Honda has, y'know shit that would make him a lot scarier in the ranges outside of midrange where he usually plays. Meme walldives don't work at high levels.
The only charge character that I like and use is Charlie in Alpha 3, because he has a dash and I feel like that compensates for the usual complains I have about charge characters. He also has godlike normals, so not having access to flash kick at all times isn't such a big deal.
I can dash up 360 consistently (could probably buffer a 720 in a dash animation if I practiced), but I do struggle to know whether or not I have charge and whether or not I dropped my input on it. The less said about charge supers/ultras, the better.
And yes, because you can't walk forward, dash forward or jump without losing your charge, it makes you very limited on what you can do. You only have to look at how DSP plays his fucking Dee Jay to see this in action. He spams slide all the time because it's one of the few things he can do while he's holding charge that advances him forwards. Charge characters have to spend a lot of time doing safe turtle shit and waiting for the opponent to fuck up.
Another complaint I have about charge characters is some of them have special moves that don't really do anything for them. Vega is a classic example. His normals are so good, but his specials do very little imo. Walldive is like the only "good" one and it's a meme. Ball is just for chip afaik. His reversal flip kick is good but the charge input means you have to predict a jump-in. Variations on walldive are kinda shit. I was kinda glad to hear he's a motion character now I guess, but considering he's lowest tier in SFV, it sounds like they still haven't addressed the fact that his specials don't do anything for his game, fundamentally. What he needs is a reliable dp, maybe a ghetto 360 like Honda has, y'know shit that would make him a lot scarier in the ranges outside of midrange where he usually plays. Meme walldives don't work at high levels.
- Kugelfisch
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Re: Fighting Games
Vega in V has about three actual combo strings in total, only one of his rolls is safe on block and he can start his combos from two moves at best. He's complete garbage. A flowchart character where the flowchart has two possible starting points.
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- Kugelfisch
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Re: Fighting Games
I'll continue the Tekken discussion from tictac's shill thread here.
Nah, you can't really play Heihachi without Mishima stuff. He needs much too much of them for combo starters or to punish ducking. Especially the stuff from wave dashing alone is much too important and useful to not do it.
Nah, you can't really play Heihachi without Mishima stuff. He needs much too much of them for combo starters or to punish ducking. Especially the stuff from wave dashing alone is much too important and useful to not do it.
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- rabidtictac
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Re: Fighting Games
That sucks, because I would play Vega in SFV. I could see myself maybe playing Vega or Nash. I tried to think of another interesting character but none comes to mind.Kugelfisch wrote: ↑Thu Sep 06, 2018 3:57 pmVega in V has about three actual combo strings in total, only one of his rolls is safe on block and he can start his combos from two moves at best. He's complete garbage. A flowchart character where the flowchart has two possible starting points.

I play mika and karin in alpha 3 but that's alpha 3. I don't at all like the way Cody looks in SFV. A big part of what makes him fun for me in USFIV and Alpha 3 is criminal upper and corner traps.
- rabidtictac
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Re: Fighting Games
On a tangential note, I kind of wish Devil Jin was removed from future Tekkens, because he's always been the "best" Mishima all-around. With him gone, there'd be a relatively even triangle between Heihachi, Jin and (bringing up the rear imo) Kazuya. I don't feel that way about Armor King at all because if anything, his ghetto Mishima stuff is much weaker than theirs. So adding him to the game doesn't reduce the scope of competitive play at all, but rather expands it.Kugelfisch wrote: ↑Thu Sep 06, 2018 4:02 pmI'll continue the Tekken discussion from tictac's shill thread here.
Nah, you can't really play Heihachi without Mishima stuff. He needs much too much of them for combo starters or to punish ducking. Especially the stuff from wave dashing alone is much too important and useful to not do it.
I mean, this is something Aris said as well in his tier list discussion. If you play Mishimas, why would you play Kazuya when you could just play Devil Jin? Even compared to Jin, Devil Jin doesn't really lose out on anything. He still has amazing pokes and neutral.
It really feels like the current Tekken tourney meta is Jack, Drag, Devil Jin. I hope Majin keeps improving and we see the meta change away from these characters. Drag in particular really needs a fucking nerf, and unlike Crapcom (with their fucking cammy, guile, akuma boners), I hold out hope it'll maybe happen. I say this as someone who played a lot of T6 Dragunov and still do.
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Re: Fighting Games
I've never been a fan of Devil Jin. In tournament best of three settings that's all fine and dandy and he is strong. I just don't talk about him because I don't like him. I'm still bitter about OG Jin having been changed a lot and Devil Jin practically being made from that plus the retarded laser shit.
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