Just saw something I don't think I've seen before in AE. During Guile's u2, I did a super (Dudley's) while the camera was still at an angle, seemed way earlier than you'd usually be allowed to do a move...
I got tired of Schoals ruining it for JeFailey
Because other parts of grappler's toolsets are compromised in order to facilitate a playstyle that emphasizes getting in close and being rewarded for it.Why are command grabs unbreakable? I honestly think this is one of the dumbest things in fighting games. There is no reason for command grabs to be unbreakable at all yet they are.
Because other parts of grappler's toolsets are compromised in order to facilitate a playstyle that emphasizes getting in close and being rewarded for it.
Take that away and.. well they might as well be grabs. Which they already have, by the way.
So what is your plan for balance today? Making whiffed normal grabs worse and/or devaluing the use of all normal grabs?I don't get your logic. Command grabs were invented in SF2 with Geif. Except all grabs in SF2 were unbreakable including SPD. Command grab was just intended to be another throw which was unblockable and unbreakable They didn't become breakable till later on. There is no reason why command grab should be unblockable. They already do more damage, have faster start up, and better range than normal throws. Also the fact they have remain unbreakable has forced handicaps on grapplers removing tools they should have but don't because command grab for no reason HAVE to be unbreakable. It's silly and it's been a detriment to the evolution of fighting games. It's a "rule" that serves no purpose other than "that's just the way it is".
And by doing that, you suddenly make all of those normal throws riskier, devaluing the use of throws in general relative to other mechanics. Which then you have to compensate for by either scaling damage/meter or giving the user other advantages. Then, you have to scale command throws to be even more rewarding relative to normal throws.If you want to break non normal throws play Tekken.
The system of command throw versus normal throws is perfectly fine. Normal throws are easier to execute but do less damage and can be broken. Command throws do more damage and can't be broken but are more difficult to execute.
I guess to balance breakable command throws you would have to make the tech input equivalent in execution to a command throw. So to break a Zangief throw you also have to input a 360 motion.
My system doesn't devalue normal throws it actually makes them more of a viable option upclose for a grappler.And by doing that, you suddenly make all of those normal throws riskier, devaluing the use of throws in general relative to other mechanics. Which then you have to compensate for by either scaling damage/meter or giving the user other advantages. Then, you have to scale command throws to be even more rewarding relative to normal throws.
Escalating domino effect that causes more problems than the one it's trying to solve. Well, if there is really a problem in the first place.
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Does it prevent HDMI capture?
Does it prevent HDMI capture?
Wasn't something like this also said about PS3 and its region locking feature? Did any devs bother to place restrictions? Other than Atlus and P4A I mean.
They couldn't, because then they'd be blocking the output to the TV.
If anything, you have to deal with HDMI capture in a separate way, through a stripper, as the box may (PS3 did, I believe) or may not (Xbox 360 didn't, I believe) encrypt the signal being sent to the output device.