Ema Lovely, post: 3826948 wrote:
How about boxers turn around punch?
Truest Strike, post: 3826994 wrote:
Is it alright if I use this same information but in another site? I'll post your name and everything for due credit.
prorook, post: 3826998 wrote:
I dunno about the reset definition. I always thought that a reset was a pause in a combo that will reset damage scaling
Ijiwaru, post: 3827001 wrote:
Akuma needs to be in the dive kick list!
... I'm just a fanboy like that lol
You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.-Mike_ZEveryone (should) be mindful that if there isn't a new generation after my generation, the FGC (fighting game community) will basically become extinct, so it's important to think about the future.-Daigo Umehara
koogy, post: 3162021 wrote:
abare: "converting random hits into big damage"
Guilty Gear also focuses on Abare, which is the concept of, say... Ryu hitting someone with a max range crouching forward. In most SF games, the most you'll get is a fireball / super. However, imagine you could cancel it the fireball (again) and go into a huge air combo. Converting that tiny hit into a much bigger combo is a huge deal. However, Guilty Gear lets you do many different ways. Sometimes though a perfect anti-air, you get a 15% combo. A perfect risky attack may lead to a counterhit, giving the attack ground bounce abilities, wall bounce abilities, wall stick, etc. Playing strong footsies with characters can lead to counterhits that lead to 50% damage.
zafo999, post: 3827013 wrote:
I may be nitpicking a bit here, but I'm not sure if it's quite right to refer to footsies as a "playstyle" so much as a basic element of fighting game strategy. I might suggest Maj's definition of footsies instead:
"A subset of zoning focusing primarily on close range normals, where the most common goals are to knock the opponent down and set up crossup opportunities."
zafo999, post: 3827013 wrote:
I may be nitpicking a bit here, but I'm not sure if it's quite right to refer to footsies as a "playstyle" so much as a basic element of fighting game strategy.
HNIC Mike, post: 3827017 wrote:
any place where i can find walk speeds for sf4 characters?
and are there any specific places i can look for the correct way to tech throws?
deadfrog, post: 3827015 wrote:
BurnYourEgo: I'd agree. Sometimes your goal when you play footsies isn't necessarily to set up something greater; sometimes your "goal" is just to out-footsie them. On the topic of greater goals, another example of a very common objective is to corner your opponent. Heck, sometimes all you want to do is distract him enough that he won't anti-air your next jump-in.
T-Rez, post: 3827029 wrote:
What exactly is the difference between a chain and a target combo? Aren't they the same thing?
Pro wrestler, post: 3827030 wrote:
What is a Super Jump in SFIV? It is mentioned in the SFIV guide as something essential to know when moving around.
seasofcheese929, post: 3827036 wrote:
So, I was too embarrassed to post this in the TvC forum, so I thought I'd ask here. In TvC, there's a lot of talk about loops vs. infinites. What exactly is the difference between them?
HBRD, post: 3827038 wrote:
It's pretty much infinites vs. semi-infinites. Semi-infinites include dust loops (Ragna in GGXX#R), Daipan loops (Fuerte in IV), and Momiji loops (VAkiha in MBAA).