This week, we lost one of our lovelies and long time member of the SFO community @thebroodles aka Bradley Seagers. To honour him, all venue fees from June's monthly will be given to his family to be donated to their charity of choice. Hope He is still playing fgs wherever he is.
Brad was one of the first friends i met when I moved to Leeds. We've travelled together many times across various fighting games all around the country and kept in touch a lot while he was streaming.
Rest in Peace man. My thoughts and wishes are with his family at this time.
Figured they'd added upperbody projectile invuln or something to wakeup frames but this seems like a strange internal check if highshot is onscreen. Might be a more technical explanation but still can't really tell if this is a bug, cos having a flag for this seems too specific.
Its weird, standing hurtbox that would typically interact on first frame wakeup just never appear if Sagat Highshot is onscreen during wakeup frames. Strikes work, and other fireballs (Ryu AKI etc) don't produce this behaviour. It seems like its a specific condition for Highshot.
@JustAKidd55 Its a delayed cancel from the Crouch MK iirc. First demo is a late cancel, second is an immediate cancel for comparison.
The late cancel basically means that Juri's further forward when the cancel to Fuha stock goes through, which allows it to connect consistently.
Grand Impact by name.
Grand Impact by nature!
The prize pool for the finals this Saturday is now at a whopping $1243 Do NOT miss your chance to grab your share of this beast of a prize. Sign up for the LCQ now before sign ups close at the end of Friday!
Links below!
@Shivs_Vii@emmqueueess find it's definitely problematic on those with a qcb input on the same button; so like Ryu and Akuma get Hasho/Adamant when you go for a crosscut DP.
Bypass tends to be an autocorrect timing for a regular DP input. Helps to end on downforward to avoid qcfs/super input overlaps.
@SilverRupee_ Aye, nice to have in the arsenal I suppose but dangerous to present without much info on your opponent's habits.
Losing to pretty realistic wake-up decisions (DI, EX DP, PP backthrow) kinda forces you to impose with baiting the premptive/reactive responses to make it work.
@FrostXCVI Needs an extreme battle queue for it to just disable DI for both players, give you infinite resources and the opponent entirely unable to block or dash.
The way the game was meant to be played.
@FrostXCVI Yeah, the lack of armor etc (think its slower too?) makes a lot more palatable but the uniform nature of the stimulus itself is extremely welcome in GBVSR.
Think I'm ok with the DIs in SF6 that animate a little ambiguously cos the other stimuli are there (soundfile, red/black)
@FrostXCVI Usually get an email within like 2-3minutes after purchase so I'd guess something must've gone wrong. Probably worth submitting a support ticket to see if they can shed any light.
@TheMusclenoob haha, aye, relatable.
I'll keep an eye out for anything more reasonable, search for decent pads is basically never-ending given how quickly we mill through them.
Last 4 pads I had all had this 1F flick-back thing, its a nightmare.
@TheMusclenoob https://t.co/YbzVhUyjjJ Found this for PS4 and this seems to be a series of controllers/customs that use this technology. Pretty expensive and I can't speak to the quality, but might be worth looking into.
@TheMusclenoob Had a quick look but doesn't seem to be. Think the tech they use is called "hall-effect" so that'd be the term to google to find stuff related.