That was actually kinda dope in few weird ways. I still think they should never, ever do that again, though.
ShenlongBo's forum posts
[QUOTE="Metamania"]
From french site gamekult: http://www.gamekult.com/articles/A0000082091/
-All the new costumes already shown will be availabe for free on the disc (they are talking about the new ones not the dlc) (1)
-gief can air ultra2 chun ex sbk. (2)
-guy j.mk is a very good cross up. (3)
-like jv.fr they seem to find that cody is extremely powerful. The best of the 3 new chars. (4)DarkCatalyst
1) Nice. It's not the best thing they could have done (Virtua Fighter and Tekken have the best costume system), but some of the 3Ps are nice.
2) Hot damn. Sounds like it has priority over any other air attacks. Gouken might be the only one able to avoid it completely. I want to see this ultra vs Jab Dragon.
3) Always was. Glad they didn't drop the ball here. I also hope s.HK still launches on counter hit, but not holding my breath on that one.
4) It must be something in his damage ratios. He was always in the "competent but unremarkable" distinction before. SFIV's system must be very kind to him.
MM: Well, when I made the nominations last time, my basic approach was to find a character who would feel MUCH different from the player's current main, but which could bring out different elements of gameplay for that player. For example, when you were maining Ryu, I nominated Abel for you. Why? Because Ryu has life easy in Street Fighter IV, and it's easy for players to mistake Ryu's inherently good moves for their supposed high skill. I had seen (and still see) really sorry Ryu players do almost nothing at all, but still almost take the match. By choosing a character like Abel for you, it would have, I reasoned, given you a better, more concrete foundation of fundamentals (spacing and footsies in particular), because Abel gets basically NOTHING for free. He's also different enough from Ryu that, had you decided to go back to him, you wouldn't have too much difficulty transitioning back.
So, knowing that you're now looking at maining Akuma, I might reason something like this: Akuma players need to be able to do more than jump back and throw fireballs for a whole match; they need to be able to bring the offense. So, I might suggest a non-projectile character who relies on heavy aggression to win. Or, I might way, Akuma has low stamina, and Akuma players need to know how to preserve what HP he does have, and therefore nominate someone who does best when they keep it simple. Then again, because of his low stun, it is extra important that Akuma players have solid execution, since a punishing combo on Akuma is double-trouble. If I went that route, I might look for a character that would get you into the habit of finishing your big-damage punishes every time. Make sense?
jks22112: The Ground-Up Project is...
For one month, you use only one character, and that character cannot be your main or any other character you're already highly familiar with. The trick is, you don't get to pick who that new character is for yourself, the other players in the project do. If you say you're in, you tell us who your main is, any of your alt characters, and your playstyle. You do NOT, however, say anything about which characters, if any, you WANT to have chosen for you. You also do NOT chime in when your project main is being decided upon.
Once the decisions have been made, everyone uses only that new main for a calendar month. That means no training mode with other characters, no arcade mode with other characters, no tournaments with other characters, nothing. You play your new main and your new main only. Of course, there is absolutely no way to "enforce" anything about this project, so it all comes down to what you make of it. Personally, I think if you say you'll do it, you should stick it out, no questions asked. Then again, if it winds up making SFIV life something you just cannot stand, then by all means, do what you have to.
[QUOTE="ShenlongBo"]Good stuff. I'm really hoping to get a lot more participants this time, and I'd love for Kreatzion and DC to play along this time too. And Haterade, what gives, man? You're a part of the crew, man, so you gotta do it. I still think Sim was a great choice for you during the first one, but hey, now that you've already tried him, it's not like anyone's gonna suggest it again, right? Well, I won't, anyway. So who will be choosing the characters for us this time? Will you be doing the honors or passing the baton to someone else?Well, I never intended for any one person to make the final decisions, even though it did kind of work out that way last time.[QUOTE="Metamania"] I've been wanting to do a Ground-Up project since the first one ended, so I'm down for it. I hope others are too! Metamania
I say we do it the same as last time: see who's down, set a day for nominations, have a day for deliberations, and then kick off the project.
And remember, the idea is that if you agree to be in, you don't give ANY feedback as to who you WANT to have selected for you, you don't opine when discussion over who your character will be, and you accept whichever character was selected for you.
Also bear in mind that the idea of this project is to expand the knowledge and understanding of the game for everyone who's in, and it's also supposed to result in a good time. So going out of your way to saddle someone with a **** character just for the lols ain't cool. I guarantee you, I have no intention of nominating any character for any player who A) is Dan, or B) doesn't strike me as a legitimately good character for that player.
[QUOTE="ShenlongBo"]I've been wanting to do a Ground-Up project since the first one ended, so I'm down for it. I hope others are too! Good stuff. I'm really hoping to get a lot more participants this time, and I'd love for Kreatzion and DC to play along this time too. And Haterade, what gives, man? You're a part of the crew, man, so you gotta do it. I still think Sim was a great choice for you during the first one, but hey, now that you've already tried him, it's not like anyone's gonna suggest it again, right? Well, I won't, anyway.Ugh... 5,000 more points till I get my scrub ass into G1. It's been a grind, especially with this hot losing streak I've been on. Might have to slap Haterade around a bit to blow off some frustration. Ain't that right bruh?
Alright, so MM has been telling me he's about ready to get The Ground-Up Project part 2 under way. Anyone down?
Metamania
Ugh... 5,000 more points till I get my scrub ass into G1. It's been a grind, especially with this hot losing streak I've been on. Might have to slap Haterade around a bit to blow off some frustration. Ain't that right bruh?
Alright, so MM has been telling me he's about ready to get The Ground-Up Project part 2 under way. Anyone down?
Do you use that Fajita Buster when they are dizzy as well or you just stick that to just when they do focus attacks only?[QUOTE="Metamania"][QUOTE="LikeHaterade"]
I wholeheartedly agree on the Fajita Buster. It is a huge risk move that I very seldom achieve due to the fact that you can't grab out of an attack of if one is crouched. I normally only get it when my opponent is focusing.
LikeHaterade
No. When they are dazed, I will do his fierce launcher to his EX Guacamole Leg Throw.
It's not a fierce, noob, it's a ROUNDHOUSE.:lol:
I don't know, man, I think if anything, counter-style Ultras would lend themselves to more defensive play than offensive. I mean think about it. If you're facing a Fei-Long or a Cammy who's got their Ultra flashing, will you be more inclined to attack, or less inclined? Probably less inclined. Sort of like how you're less likely to jump in at El Fuerte when he's got his Ultra, and you don't throw fireballs at Abel when he's got his.I guess Ono and team weren't kidding when they said they would be giving moves to the characters to counter other moves like Ryu's Shoryuken, because I'm starting to see a lot of anti-air grabs and ultras from guys like T.Hawk or counter ultras from Fei Long and Cammy. This is definitely going to be more emphasis on offense than it was on defense for Street Fighter IV. I'm not sure if it's a good thing though.
Metamania
Then again, if I'm Fei or Cammy in that scenario, I know you have a reason to fear my Ultra, which leads me to believe your offense will probably slow down. In turn, I'd have more room to mount my own pressure, so, who knows? Maybe these situations could lead to more aggression after all. I notice that supers/ultras by their very nature tend to incite more defensive play in general, and I don't see how counter-style Ultras would be an exception to that, but we shall see.
Hmmmm... I'm a little confused by the hostile and sarcastic responses in here, because I think this is an interesting observation. Beats the hell out of all the "The Official This, Than, and The Other Thread (please post in here so I can be popular!")
Anyway, I didn't know that Darksiders had religious undertones. Biblical ones, someone said? I'll have to check that out. The whole concept of fighting angels and demons in and of itself isn't new by any stretch, but I think there's more of a link in how these games are presented than just that. A reflection of society? Maybe so. When you think about our role in affairs overseas, and how our "leaders" sell our enemies as "evil," I think it's a justifiable notion. People tend to reject violence as a solution to problems, unless they can justify it by being on the side of "good" defeating "evil."
As an aside, is anyone expecting Dante's Inferno to be good? I played the demo, and having just a little bit of a background with the classic poem, I found it a little... eh, kind of annoying, I guess. I mean, the fact of the matter is the demo was nothing at all like the work it is supposedly based on, so it begs the question: why call it "Dante's Inferno" at all, when it's obviously something different? It's sort of like how the "I Am Legend" movie is in no way similar to the book it is supposedly based on. Why not just call it something else, then?
When I came in here, I thought there were going to be good points made about how the game doesn't work quite right in several different ways. You know, like having 4-frame startup on jumps, or how airborne opponents can block several Ultras for free. I wondered if maybe there'd be some much-needed ranting against option selecting and shoryuken spamming during blockstrings, maybe a line or two about how aggravatingly easysome of the cast has it compared to others (Rufus's ability to Ultra out of just about everything, Ryu's links melting together like butter while other characters struggle to go past 3 hits, Sagat being able to Ultra after a Tiger Uppercut AND a high step kick, Balrog being able to crouch jab his way out of virtually everything... you know.)
I'll admit I'm not happy with the music and stages in the game either, but as a fighting gamer, that's the least of my concerns. I'm much more interested in getting the gameplay tweaked and balanced - all the superficial stuff can wait. I don't mind people having opinions that differ from mine. What bothers me is the thought that Capcom just might be more likely to cater to your demands than mine, meaning Super SFIV just might have all the faults SFIV currently has, but with bonus stages added on. Not cool.
I sincerely hope Capcom prioritizes my complaints with Super over yours. Function > form.
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