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Fighting Games Weekly | Apr 6-12 | Fighting Games Weekly | Apr 6-12 | DaiGOAT

I bought tickets for all four days (the 3500 one) but now how do I view the archives for friday and today's matches? I can't seem to find them at all

Go to menu > my list > purchase history > click on the VOD > then I think a pink button. That's what I did to watch the archive.
 

Xtyle

Member
Go to menu > my list > purchase history > click on the VOD > then I think a pink button. That's what I did to watch the archive.

yea I was able to do it another way....but now I have another problem. my video plays so choppy most of the time. it is almost unwatchable (2nd day movie). is this how it is or is it just my network issue?

funny, I just found a low quality setting...with that, it plays find now
 
Watching Topanga World has made me reminisce about how this format got started in Japan. At first it was under Gods Garden and from what I remember, the prize money was something like 5k and came from this dude who was supposed to be kind of rich and was big Daigo fan. I think they had 12 players and they played FT10 back then, and it was free to watch.

But the thing that stuck out most to me is that you would play the round robin to determine your seeding. Then 12 would play 11 and whoever won moved down to face 10 and so on. I really liked that back then but they got rid of it. I think Tokido had the longest win streak which was 4, but I don't remember what place he started. But yeah, I would have liked it better if they kept that idea around because even if you got your ass beat in the round robin. Their is still a chance of finishing first if you could run the hardest fucking train anyone has ever had to run. 11 grueling FT10's against the best of the best. Some may say whoever finishes last doesn't even deserve the chance, I say it makes for good drama if that guy actually did or makes a deep run.

that sounds like it would take forever lol

though I think some tournaments do run a ladder-like system at the end
 
Watching Topanga World has made me reminisce about how this format got started in Japan. At first it was under Gods Garden and from what I remember, the prize money was something like 5k and came from this dude who was supposed to be kind of rich and was big Daigo fan. I think they had 12 players and they played FT10 back then, and it was free to watch.

But the thing that stuck out most to me is that you would play the round robin to determine your seeding. Then 12 would play 11 and whoever won moved down to face 10 and so on. I really liked that back then but they got rid of it. I think Tokido had the longest win streak which was 4, but I don't remember what place he started. But yeah, I would have liked it better if they kept that idea around because even if you got your ass beat in the round robin. Their is still a chance of finishing first if you could run the hardest fucking train anyone has ever had to run. 11 grueling FT10's against the best of the best. Some may say whoever finishes last doesn't even deserve the chance, I say it makes for good drama if that guy actually did or makes a deep run.

Never heard of this before, but this sounds awesome.

I don't think it was awesome. You're actually thinking of the first Topanga League though. The problem with that format is that it gives 1st place way too much of an advantage. He only has to win 1 match and he's crowned champion.

Online Gods Garden first consisted of a f10 single elimination bracket consisting of 8 players. Daigo beat Momochi, but then lost to YHC Mochi, who then lost to Sako in the finals.

The 2nd Online Gods Garden featured a ft3 (which was then used in Topanga League). There was a lot of hype behind the Daigo and Sako match because Sako won the last gods garden and the two hadn't played each other in tournament. Daigo beat him 3-0 making him #1 in the ft3 part of the event. The top 6 then played a ft10 round robin. Daigo and Momochi got blown up. Daigo at one point was making Sako look really free with like a 6 game advantage or something only for Sako to make this huge come back. Mago ended up dominating that with Fei and winning the whole thing.

I think Topanga have improved their format with every iteration.
 
I don't think it was awesome. You're actually thinking of the first Topanga League though. The problem with that format is that it gives 1st place way too much of an advantage. He only has to win 1 match and he's crowned champion.

Wait.. as opposed to now when the round robin winner has to win.. zero matches to be champion? And you're saying ONLY 1? :)


I think it would be fun if someone resurrected the round robin into ladder format. It's a way to have a round robin still have a climactic ending, while still giving proper weight to doing well in the round robin section (as opposed to, say, SXSW, where the winner(s) of the round robin had virtually no advantage in the bracket)
 
I don't think it was awesome. You're actually thinking of the first Topanga League though. The problem with that format is that it gives 1st place way too much of an advantage. He only has to win 1 match and he's crowned champion.

I had no idea that was the first Topanga League, it's been so long I just assumed it was GG. But anyways I prefer the ladder system for the same reason Immortal Technique mentioned. The winner of the round robin would actually have to work harder to be the champ then he would right now because he has to win one more set instead of just being crowned the champ after winning the round robin format.
 

Zissou

Member
Third strike had SOME good points! It had godlike art/animation. Also, I can credit a combination of the famous Daigo parry moment and LakeEarth's super appreciation thread with getting into properly playing fighting games. 3S is actually pretty fun to play if 1) you and the people you play with are bad at it and 2) nobody picks Chun. I just think competitive 3S was kind of a dead end.
 

Mr. X

Member
It practically killed capcom fighting games.

hSXUhYZ.png


I can't.
 
Wait.. as opposed to now when the round robin winner has to win.. zero matches to be champion? And you're saying ONLY 1? :)

Not sure where you're going with this.

Are you talking about Asian/World League? That's completely different from the Gods Garden and Topanga A League. The former has players that are not Japanese, while the latter has only Japanese players. This means that the Asia/World League can only take place in 1 weekend so there is no time for anything more than 1 round robin.

Online Gods Garden1: ft10 single elimination
OGG2: ft3 round robin to qualify into the ft10 round robin,

Topanga A League 1: ft3 round robin, 1st place only has to win 1 long set to be champion.

Topanga A League 2-4: ft3 round robin, top players qualify to a long set round robin

Topanga Asia/World League: Long set round robin only

Topanga League has constantly changed their rules. In Topanga League they used to give an advantage based on who you beat in the ft3. The problem with that is that this doesn't guarantee 1st place of the ft3 round robin more of an advantage than anyone who placed below him. 2nd/3rd place could have more of an advantage depending on who he beat. Now 1st place of the ft3 round robin gets an auto advantage against anyone who finished below him.

The problem with the first Topanga League is that the original intention of the League was to utilize long sets to determine the absolute best player. 1st place having to win only once threw that out the window and gave way more importance to the ft3 as opposed to the long set.
 
I was watching some episodes of CC and I randomly decided to play some games with Sagat.

I like. A lot. I think I'm better at Sagat in one afternoon than the hours and hours I spent trying to nail down Makoto.

I mean, I'm still terrible but I can actually win matches with Sagat.

Hope no one ever learns to block wake up dps.
 

Zissou

Member
3S animation was great. It was really smooth and natural but also very snappy. Like Makoto's hayate in 3S was so well done (animation-wise)- the SF4 version of the move looks/feels like trash in comparison.
 
The funny thing is that games like Skullgirl's has more frames of animation than 3S but 3S looks way better to me because it feels like the artists put a lot of effort in putting weight and "follow-through" on the motions of the attacks. There are more to movements to a character besides of how many frames of animations and I feel that some games really don't get that flow as well as others. It's sort of how you can look at the impact in the hits from a Jackie Chan movie or something like The Raid and comparing it to the much rather weak looking hits in a typical Hollywood action flick, one might have more budget and technical stuff backing it up but there something lacking in its fundamentals of displaying the action. It's like comparing Makoto in 3S, in that the reason why she seems so impactful, you can see the pause of when the hit lands and it looks like she puts her weight behind it, while something like a typical Skullgirls combo they are constantly cancelling or interrupting their animation you don't see the impact pause to get that oomph from a hit (not necessarily like hitstop, but sort of how Jackie Chan would pause for a moment when he lands that elbow to the guy's stomach in Drunken Master 2).
 

vocab

Member
I like 3s music, the sprites, the animations. I just hate most of the cast, and the gameplay (universal overhead is cool though). Parries are a high skill aspect of the game, but it's also anti street fighter. Oh hit a button and get punished for it. Alright! It just becomes one fish for parries. You saw when MOV did it to Tokido. It was a slaughter.

Some Japanese 3s is really good, but lets be honest some of those guys are on another level. When you aren't watching them, it's chun vs chun or chun vs ken or chun vs yun. Build meter. Cr.mk into superzzzzzzzz or geneijin into death.

I do like some good urien play though.
 
The funny thing is that games like Skullgirl's has more frames of animation than 3S but 3S looks way better to me because it feels like the artists put a lot of effort in putting weight and "follow-through" on the motions of the attacks. There are more to movements to a character besides of how many frames of animations and I feel that some games really don't get that flow as well as others. It's sort of how you can look at the impact in the hits from a Jackie Chan movie or something like The Raid and comparing it to the much rather weak looking hits in a typical Hollywood action flick, one might have more budget and technical stuff backing it up but there something lacking in its fundamentals of displaying the action. It's like comparing Makoto in 3S, in that the reason why she seems so impactful, you can see the pause of when the hit lands and it looks like she puts her weight behind it, while something like a typical Skullgirls combo they are constantly cancelling or interrupting their animation you don't see the impact pause to get that oomph from a hit (not necessarily like hitstop, but sort of how Jackie Chan would pause for a moment when he lands that elbow to the guy's stomach in Drunken Master 2).

Skullgirls looks like a paper cutout of one person throwing a punch while a paper cutout of a second person acts like they're getting hit, but they're not actually fighting each other.
 

Zissou

Member
Universal overhead was cool- would be nice to see it return to the series. That and taunts actually having some function. Both were cool ideas.
 

Azure J

Member
Third Strike is one of those games I will objectively say is "bad" by virtue of being a successor in the Street Fighter lineage (insert comments about parries and projectile zoning) but love the absolute shit out of both to fuck around in and watch played at high levels.

Edit: Really liking that post SixMachine. I feel like that was something that was bugging me from the first few times I played Skullgirls until now.
Edit 2: It actually took me a really long time to like/"get" GG's animation mostly because of Third Strike and Vampire Saviour funnily enough.
 

petghost

Banned
I think 3s is a good fighting game, but a terrible Street Fighter.

man I agree I guess in that it eliminates some things that were super important to st but I don't see why that should be held against it... It is certainly a really unique and interesting thing on its own. Just because the strategy is different doesn't make it any less interesting imo. Wish they had patches back then to tune up the balance a bit because then I think it would have succeeded on basically all fronts.
 
The guy who played Liu kang was a bad guy in Drunken Master 2

I don't think Robin Shou in Drunken Master 2. Are you talking about the last bad guy? That was Ken Lo.

Skullgirls looks like a paper cutout of one person throwing a punch while a paper cutout of a second person acts like they're getting hit, but they're not actually fighting each other.

This is pretty hilarious, because I do feel this does describe it. I know they hide a lot of details in their animations, but I also feel that I never really get to see it when it actually plays out.
 

Zissou

Member
Isn't it kinda hard to say there's a SF lineage? I mean, ST, 3S, and SF4 are all super different games. Hell, within a given series you have massive differences (alpha 2 vs alpha 3).
 

jerry1594

Member
man I agree I guess in that it eliminates some things that were super important to st but I don't see why that should be held against it... It is certainly a really unique and interesting thing on its own. Just because the strategy is different doesn't make it any less interesting imo. Wish they had patches back then to tune up the balance a bit because then I think it would have succeeded on basically all fronts.
They were considering rebalancing OE but nobody wanted it. I don't know why, it's not like they couldn't include the original too.
 
Daigo has to play Sako and Momochi next. That's going to be really tough. Two players who have given Daigo trouble throughout most of Topanga's history. Daigo should still be the favorite as Sako can't use his main (or at least that's how it seemed after the last time they played) and Momochi hasn't been doing well. Still, they're perfectly capable of beating Daigo as they have showed that in the past especially if they bring their A game.
 

alstein

Member
Isn't it kinda hard to say there's a SF lineage? I mean, ST, 3S, and SF4 are all super different games. Hell, within a given series you have massive differences (alpha 2 vs alpha 3).

That's like saying KOF doesn't have a lineage because 98, 02, XI, and XIII are so different.

And just saw Sirlin's card game Yomi is hitting Steam soon.
 

petghost

Banned
The actual footsie game in sf4 is way closer to 3s than it is to say st or something imo. Try whiff punishing some shit in st man.
 
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