Dark Octave
Banned
Some may even say it's down right fierce._dementia said:damn, Sanford's Guy is fierce
:'D
Some may even say it's down right fierce._dementia said:damn, Sanford's Guy is fierce
It's a "next-gen" filter but since everyone keeps asking I'll just change it backYoshichan said:Threi, I currently have my 3D glasses on but I'm not noticing anything different about your avatar What am I doing wrong?
Threi said:It's a "next-gen" filter but since everyone keeps asking I'll just change it back
:lol :lol :lol Wow, I'm sorry. Hey, at least 3D is "next-gen" for movies!Threi said:It's a "next-gen" filter but since everyone keeps asking I'll just change it back
dankir said:Man they need to tone down the crouchin' quick punch link into everything!!!
That's like the prime attack in this stream for the past 3 hours !!!
Sp00ky said:Thanks for all the support, apologies to anyone who has been having stream issues, I've been trying to smooth it out over time as best i can.
Sp00ky said:Thanks for all the support, apologies to anyone who has been having stream issues, I've been trying to smooth it out over time as best i can.
Sp00ky said:Thanks for all the support, apologies to anyone who has been having stream issues, I've been trying to smooth it out over time as best i can.
THanks for the translationKuroNeeko said:A few notes on character tweaks from the blog.
I don't have much experience with any of these characters so bear with me on some of the terminology.
Cammy:
* Cannon Spike was a bit too powerful, so they've tweaked it. They have not mentioned how.
* Some attacks that were harder to use have been made easier to use (speed at which they come out is faster, etc.)
* Example given is that her Axel Spin Knuckle (spinning back knuckle?) in particular should be easier to use.
* Some of her normals now feature increased hit detection
* Example: Her far s.rh now works a bit better as an anti-air, covers a bit more area in front of her, and can also serve as a better poke.
* Example: In SFIV, there were times when it looked like her cr.rh should hit but it didn't. They've tweaked it to make it easier to hit with.
* Example: Her jumping light kick works a bit better as a cross-up attack which should make it easier to jump in on an opponent.
* While there were a number of positive changes made to Cammy, the (sweeping) damage nerfs mean that her tweaks won't stand out as much. Still, she now has a few new ways to attack, so overall, the devs think her gameplay has expanded.
* Devs tried to take a new approach with CQC; something that was different from her Gyro Rise Smasher.
* CQC is a counter, so it requires that you actually get hit for it to trigger.
* Reading your opponent will be a big factor in getting it to land.
* The damage on her CQC is quite high, ranking her among the harder hitting ultras. This damage has the potential to single-handedly turn a match around into your favor. Dev's acknowledge that it's harder to land, but they've compensated for it by making it hurt when it does.
* While devs feel that CQC has potential against all of the brawlers, they don't recommend you using it against grapplers unless you like the taste of Screw Pile Drivers. (CQC won't work against grapplers.)
Fei Long:
* In past SFs, Fei Long was all about relentlessly pushing forward on your opponent, especially through the use of his Rekkas. That hasn't changed in SSFIV.
* To keep in line with F. Long's image, they've increased the strength of his more "linear" attacks.
*Example: They've changed the timing on his engekishu (f.hk). Engekishu is a two-hit attack, but in SFIV, opponents had the chance to slip a focus attack in between hits which diminished its appeal. In response, they've giving it the ability to break focus attacks now, in addition to all its previous properties.
*They've made it easier for you to input Fei's Rekkukyaku so it should come out a bit more easily. (I don't think the command has changed, just that they've made the input more forgiving.)
* Fei Long's Gekirinken (U2) works in the same way as Cammy's CQC.
* They feel that a counter ultra works well with Fei Long, even more so than Cammy.
* Example: Take Fei Long's main weapon, his rekkas. From an opponent's point of view, they're going to want to do whatever they can to shut that attack down and keep F.Long from stringing them together. Mixing Gekirinken in between rekkas is a pretty good way to land it.
Working on Sakura now. Will update this entry when finished.
Arde5643 said:Another alternative stream:
http://www.justin.tv/inerd18#r=Ltz5MUU~
Plays with more diverse cast although lower quality stream.
They'll also answer your questions.
KuroNeeko said:A few notes on character tweaks from the blog.
I don't have much experience with any of these characters so bear with me on some of the terminology.
Cammy:
* Cannon Spike was a bit too powerful, so they've tweaked it. They have not mentioned how.
* Some attacks that were harder to use have been made easier to use (speed at which they come out is faster, etc.)
* Example given is that her Axel Spin Knuckle (spinning back knuckle?) in particular should be easier to use.
* Some of her normals now feature increased hit detection
* Example: Her far s.rh now works a bit better as an anti-air, covers a bit more area in front of her, and can also serve as a better poke.
* Example: In SFIV, there were times when it looked like her cr.rh should hit but it didn't. They've tweaked it to make it easier to hit with.
* Example: Her jumping light kick works a bit better as a cross-up attack which should make it easier to jump in on an opponent.
* While there were a number of positive changes made to Cammy, the (sweeping) damage nerfs mean that her tweaks won't stand out as much. Still, she now has a few new ways to attack, so overall, the devs think her gameplay has expanded.
* Devs tried to take a new approach with CQC; something that was different from her Gyro Rise Smasher.
* CQC is a counter, so it requires that you actually get hit for it to trigger.
* Reading your opponent will be a big factor in getting it to land.
* The damage on her CQC is quite high, ranking her among the harder hitting ultras. This damage has the potential to single-handedly turn a match around into your favor. Dev's acknowledge that it's harder to land, but they've compensated for it by making it hurt when it does.
* While devs feel that CQC has potential against all of the brawlers, they don't recommend you using it against grapplers unless you like the taste of Screw Pile Drivers. (CQC won't work against grapplers.)
Fei Long:
* In past SFs, Fei Long was all about relentlessly pushing forward on your opponent, especially through the use of his Rekkas. That hasn't changed in SSFIV.
* To keep in line with F. Long's image, they've increased the strength of his more "linear" attacks.
*Example: They've changed the timing on his engekishu (f.hk). Engekishu is a two-hit attack, but in SFIV, opponents had the chance to slip a focus attack in between hits which diminished its appeal. In response, they've giving it the ability to break focus attacks now, in addition to all its previous properties.
*They've made it easier for you to input Fei's Rekkukyaku so it should come out a bit more easily. (I don't think the command has changed, just that they've made the input more forgiving.)
* Fei Long's Gekirinken (U2) works in the same way as Cammy's CQC.
* They feel that a counter ultra works well with Fei Long, even more so than Cammy.
* Example: Take Fei Long's main weapon, his rekkas. From an opponent's point of view, they're going to want to do whatever they can to shut that attack down and keep F.Long from stringing them together. Mixing Gekirinken in between rekkas is a pretty good way to land it.
Working on Sakura now. Will update this entry when finished.
Foxy Fox 39 said:Loving the Team Spooky stream - first stream in a long time that runs buttery smooth - but with that said I wish they'd give the people more of a show.
Just kinda boring to see lp.lp.lp.hurricane punch. Like try to do something new/crazy/weird!
AkumaHokoru said:We are pretty much feeling the game out and trying to get our characters down not really out to put on a show per-se so much as letting you guys see what we do/come up with. if we streamed the 2nd tv though...your brain would likely explode. all the experimentation is on the 2nd setup
Mr Jared said:Check out the awesome Dudley Munny my girlfriend made-
so gdlk. Currently trying to convince her to come to NorCal Regionals next month to auction it off. Otherwise, it's being sold at an anime convention :lol
Leunam said:Hold on, an armor breaking normal? As in, it has armor breaking properties or it just hits twice really quickly?
Leunam said:Hold on, an armor breaking normal? As in, it has armor breaking properties or it just hits twice really quickly?
I didnt know. It got linked in one of our channels and I declared it awesome. considering i was the juri on the stream all weekend I decided to use it but I can use another avatar it isnt a problemPloid 3.0 said:I made that avatar
Foxy Fox 39 said:Makes sense. Who was that guy yesterday that was killing with seth? Is he still in the rotation?
I didnt mean it I swear! It's just a awesome avatarAugemitbutter said:i smell avatar-theft!
gutter_trash said:steel my tag too while you're at it!
But I am a current juri player.gutter_trash said:steel my tag too while you're at it!
Iron E Man said:Finally pre ordered my copy <3 amazon.
Also considering I'm not that great at the game who else wants to do lower skilled matches when it comes out i hope im not alone :[ :lol
yup GT:Ra1d3nmgsKuugrr said:I'm down for some scrub matches. :lol What version are you planning to get? 360?
Iron E Man said:yup GT:Ra1d3nmgs
kensk said:Sup guys, at Spooky's right now, been playing Deejay exclusively on the stream. Hope yall enjoyed my performance even though I usually just get bodied by Art. :lol
Deejay impressions:
Solid, has an answer to lots of stuff, even if its super specific (and horribly unsafe/useless outside that situation).
Max out has mediocre recovery, like a Hadouken, feels like Vanilla Guile in plasma wars.
Every version of Dread Kicks seems to have some invincibility, but ends before active frames start. All of them feel really safe.
No good way to reliably combo into an ultra.
Excellent if situational normals.
SHORT HOP! Do jump forward/back and immediate down + LK and you will do a move that makes you fall really fast, good for baiting punishable anti-airs.
Do his backdash and pause and look at his hands :lol
God's Beard said:Wait, so the official way to land counter ultras is American resets? Oh. My god.
God's Beard said:Wait, so the official way to land counter ultras is American resets? Oh. My god.
KuroNeeko said:I'm sorry, I don't know what you mean.
God's Beard said:When you fail a combo, but try to pick it back up and throw out another attack. Basically means you're a shit player that can't do his own combos. Capcom says that if you fuck up, just throw out the counter and hopefully they try to punish your mistake.