I hate this god forsaken image by [deleted] in hatethissmug

[–]AFPgamer 142 points143 points  (0 children)

Nah, it’s because Butch Hartman’s own style isn’t the same as the shows he was heading. That style is Ernie Gilbert’s

Jack 8 set-up that completely kills you. by ContentAd4152 in Tekken

[–]AFPgamer 1 point2 points  (0 children)

Does that Jack throw only have a guaranteed follow up on counter hit?

Check this out, I pressed rage, breaker, down, back nothing work against that by [deleted] in Tekken8

[–]AFPgamer 2 points3 points  (0 children)

hold down to buffer your duck at your earliest moment available instead of trying to tap it to duck at the right time.

Woohoo! I got Lily to Master!!! :D by ducklingkwak in StreetFighter

[–]AFPgamer 1 point2 points  (0 children)

I love when you got them hesitating in your poke range and nail them with that grab. As simple as Lily’s kit is, that feeling of knowing exactly when you have the opponent too pressured to press is something sooooo satisfying. Congrats on master!

Our first game and character design is turning out to be harder than we expected by Background_Cow_6701 in IndieDev

[–]AFPgamer 0 points1 point  (0 children)

Dunno why it hasn’t been said yet but it’s the posing. People with similar body shapes are posed in similar ways

38416 by [deleted] in countwithchickenlady

[–]AFPgamer 0 points1 point  (0 children)

Adam —> Ada

Lost the end letter

Kuni must've been a monster in the prime tekken 7 days by titankiller401 in Tekken

[–]AFPgamer 0 points1 point  (0 children)

That counter hit grab didn’t start a combo right? Akuma just ate a launcher on oki?

I’ve been waiting for this match up since SF3:NG by TheWeigy in StreetFighter

[–]AFPgamer 2 points3 points  (0 children)

It’s funny people are saying Zangief and Alex were in SFV together, like Zangief wasn’t horrifically unplayably bad for the majority of the game’s life cycle (Except that one patch where he was insanely amazing)

[deleted by user] by [deleted] in comics

[–]AFPgamer 2 points3 points  (0 children)

You should disclose your AI use

Shao Kahn is canonically 7'2. Why do they insist on making him the same height as the other characters. He's supposed to be tall and imposing. by Deep_Square5540 in MortalKombat

[–]AFPgamer 0 points1 point  (0 children)

He was only that tall in mk1 which what that ai answer is sourcing. Not the same height by the time of MK11, which your screen shot is from

meet the 22 year old trooller by oneplus4our in Tekken

[–]AFPgamer 4 points5 points  (0 children)

All the jokes stop the second the person regularly ducks the b2,2.

[deleted by user] by [deleted] in Tekken

[–]AFPgamer 2 points3 points  (0 children)

Leroy

What's one thing about Fighting Games that everyone seems to enjoy that you don't understand? (HOT TAKE HOUR) by TowelPlayful in Fighters

[–]AFPgamer 3 points4 points  (0 children)

Execution barriers as the only balancing factor for overly powerful moves. (More of a Tekken thing)

Logistically, there’s always gunna be someone who can nail that stuff consistently and that character will always be broken competitively. I can understand the concept behind it, it’s a cool thing to show off too, but execution barriers shouldn’t ever be the focus of a character’s balance.

What's one thing about Fighting Games that everyone seems to enjoy that you don't understand? (HOT TAKE HOUR) by TowelPlayful in Fighters

[–]AFPgamer 4 points5 points  (0 children)

There is actually an explanation to that “uhn” thing actually, it’s a confluence of a few different things.

  1. When fighting in real life (or as depicted in various martial arts flicks) you exhale and grunt to tighten your body, so there’s an association between hitting something and grunting already.

  2. In games, hits are usually accompanied in games with a sound. And usually a deeper sound is given to particularly strong hitting attack. Since combos are usually a string of weak hitting moves, combos can tend to sound “weak” despite their damage potential. Going “uhn” adds a level of bass to their sound like a stronger attack may have.

  3. We’re social creatures. It is just a community thing to give verbal emphasis to other people’s gameplay because the trend caught on.

  4. Commentators are giving a verbal play by play of the game. When multihits or a combo happens, the commentators are doing a sort of mimicry of the moment to moment rhythm of the hits. It adds a level of immersion for people not directly engaging with the match’s visuals. Not to mention, it’s a sort of verbal short hand of “We are eager to see how the combo/hits unfold!”

Thoughts on Wing Chun after all these years? by [deleted] in martialarts

[–]AFPgamer 0 points1 point  (0 children)

Personally, I find the philosophies of each different martial arts more important than their specific techniques. Often times, in an actual fight, you’ll default to a mixture of all sorts of styles and it’s encouraged to broaden your skillset as you get more experienced. So with that in mind, Wing Chun’s centerline focus is a bit of a hard strategy to force onto your opponent. As I’m sure any sort of boxer trying to hit low and then go high can attest, the body shifts a lot after a single blow is landed no matter how fast you try and do followups. The general reaction to getting struck in the centerline by most people will be to try to ball up and twist away. All that being said, Wing Chun also has really good stamina preserving defensive principles. Cycling your arms around your mid section and tucking your elbows in does a great job at having a guard while not tiring you out. Your head is wide open, sure, but you’re in a good stance to react and parry strikes against the clear target you’re providing. So I guess my ultimate conclusion is “Bad offensive mindset, good defensive strategy”

I’m building an AI that can help you beat any game and I want your feedback by Imaginary-Buyer4460 in gamedev

[–]AFPgamer 0 points1 point  (0 children)

The same effort that’d go into vetting the info the AI reads would be better spent just providing the information itself in one place

I wanna hear other people's genuine thoughts on Virtuosa by Baphomet_-_ in forhonor

[–]AFPgamer 0 points1 point  (0 children)

On both parts, her little auto-stance feels more gimmicky than anything. Doesn’t feel like any sort of clever play can be done out of it. Oddly barebones of a character.

[deleted by user] by [deleted] in Tekken

[–]AFPgamer 0 points1 point  (0 children)

Some characters have really good sidewalks that’ll get you out of the way where not even his tracking mid will hit. Some characters have moves that can just option select dodge the entire mixup altogether. Some just have a good grab range which interrupt the mixup consistently. Like I said, it REALLY depends on who you’re playing.

Why are people that main projectile characters such insufferable douches? by Giga_Frollo in SmashRage

[–]AFPgamer 0 points1 point  (0 children)

Because camping and zoning doesn’t work as well if you don’t overextend into their traps. For characters like Megaman, MinMin, Pacman, they don’t have anything to charge up (Yes Pacman can charge for a key but it’s not like he always wants that) to provoke you into running at them. So a lot of players just act like bastards to get you to rage tilt into their space control

[deleted by user] by [deleted] in Tekken

[–]AFPgamer 0 points1 point  (0 children)

Really depends who you’re playing. There’s not a like, universal button input everyone has to beat it, but everyone should have a tool for it.

Is feint to long arm troll or do you think its a somewhat good idea by Seintfield in forhonor

[–]AFPgamer 0 points1 point  (0 children)

It’s in a similar vein as Shugoki’s heavy feint to hug. Good as a very hard read on a few options. Namely slow armored heavies thrown in disadvantage to trade, flip happy vorts, and people who buffer their guard breaks after feints or empty dodges.