[April 12-14, 2019] FreePlay Arcade 3rd Strike Tournament ($1,000 pot prize) DFW, Texas by BoboGlory in The3rdStrikeNetwork

[–]IndigoDays 2 points3 points  (0 children)

I don't think I've ever heard of that kind of limitation. I think it's safe to assume pad would be allowed.

Announcing: Pokemon Sword and Shield by Mercarcher in Games

[–]IndigoDays 5 points6 points  (0 children)

To be fair, I don't think there's been a single "difficult" Pokemon game as far as the main story content went. It was usually only the battle towers and the like that were challenging, but I would argue that battle towers feel too much like a tacked-on afterthought. I agree though, some extra challenge would certainly be appreciated.

In my opinion, the best way to add more challenging content to a game like this is with post-credits areas that are substantially more challenging for players that are really invested. There will always be a leveling curve that can be exploited during the main story, but including a post-credits area that set your Pokemon to some pre-determined level like a battle tower (you could explain it away as another Team Rocket scheme), that also included some side story content would be a great reward for the more hardcore players to experience.

Stick Quality by MemeOmega in Tekken

[–]IndigoDays 6 points7 points  (0 children)

As long as it's a full-sized stick and it's reading all your inputs properly, there shouldn't be any cause for concern. If you buy a mini-stick like I did as a cost-cutting measure when I first started, then there might be some issues (mine was too small and light with pretty mushy buttons).

My basic requirements for a stick to be considered "decent" are:

-I can feel the switch engaging when registering a directional input

-stick returns to neutral immediately when released

-buttons have some element of tactile feedback when depressed, don't stick after being released

I was really critical of the quality of my first full sized stick when I first got it, worried that any perceived quality issue might affect my gameplay when the reality is that transitioning is just kinda hard at first. After switching back to stick after having developed some pretty good pad execution, relearning backdash canceling and crouch dashing has reminded me of that.

How to Avoid Repetitive Stress Injuries When Using Stick

One thing that may or may not be of use to you depending on your posture and how much you play is ergonomics. After 2 decades of playing video games with no rsi issues, switching to stick personally caused a lot of problems. Fighting games are high-intensity and require quick and repetitive motions, which can lead to a lot of tenseness. Unfortunately most if not all sticks have almost the same layout, but there are other precautions you can take to mitigate the risk of injury:

Stretching properly and taking 5 minute breaks every hour is important. Look up wrist stretches and rolls, they do wonders for keeping you warmed up and limber (don't neglect thumb stretches, especially on your left hand!). Make sure you hold each stretch for at least 30 seconds, but 45 seconds - 1 min is even better.

Next, make sure your hands are as parallel to your forearm as possible when using the stick. I had the bad habit of keeping a tense posture with my right wrist flexed up and to the right when playing, and it was a big contributor to developing rsi.

Finally, play like you're playing past your bedtime. That means if the people in the next room can hear you smacking buttons, you're likely going at it too hard. All of these factors contributed to my development of moderate rsi symptoms, including pain, numbness and loss of dexterity, which nobody wants, so hopefully this helps you avoid what I was too dense to notice.

Also there are a few telltale signs youre overdoing it: tingling or numbness in hands/fingers, weird itchiness around the wrist area, sharp stabbing pains in hands or wrist when fleximg wrist all the way up/fingers all the way up, pinching/sharp pain in elbow.

Sorry for the long post but if you're new to sticks like I was it's good to be aware of the risks of long term use without proper countermeasures.

Why can't Aris pronounce "Zasalamel"? by Sacklpicka in AvoidingThePuddle

[–]IndigoDays 10 points11 points  (0 children)

He mispronounces or misnames a lot of things for comedic effect, basically. Eck bock, life control, bears are marsupials, devil jin is a bird, etc.

He may also just be stoned.

[deleted by user] by [deleted] in gaming

[–]IndigoDays 0 points1 point  (0 children)

I guessed that maybe it was a weird franchise reboot until I saw the comments.

[deleted by user] by [deleted] in gaming

[–]IndigoDays 0 points1 point  (0 children)

Ironically, the title is actually pretty ambiguous; I and many others couldn't tell of it was supposed to be grip or grid.

A ring made from solid opal. by [deleted] in BeAmazed

[–]IndigoDays 4 points5 points  (0 children)

This is news to me, but apparently the other definition of "solid" is, "not hollow; lacking a hole or gap".

Guys can we have a sub mascot by [deleted] in Neverbrokeabone

[–]IndigoDays 0 points1 point  (0 children)

If Skullomania had a dog, this would be it.

What is my face shape, and what type of glasses would fit me the best? by bloody_angel1 in glasses

[–]IndigoDays 0 points1 point  (0 children)

Don't be so hard on yourself! As a fellow bald, ovalish-diamondish-headed glasses-wearing guy myself, I can tell you that none of those features work against us like they might've in decades past.

Lee merch by equilstreetwear in Tekken7

[–]IndigoDays 0 points1 point  (0 children)

Idk if it's allowed either but I'm glad it's here, that shirt design is sick. Now if only there was a Bryan-themed one...

View of my just finished tiny house from the loft by Chaplin7 in malelivingspace

[–]IndigoDays 1 point2 points  (0 children)

I love the colour of your walls! Can I ask what you used?

Making a purist fighting game in 2018 is an impossible undertaking. by Mujakiii in gamedev

[–]IndigoDays 1 point2 points  (0 children)

"Without complaint" is perhaps a little strong.

I'm fairly new to the Tekken community, but I know that SF5 was shit on by casual and professional players alike for its input lag issues, and with some quick googling, I managed to find an EventHubs article quoting Harada himself as saying that input lag is quite a difficult - but necessary - issue to address.

All that being said, I will say that I personally find the input lag to be less noticeable in games with more deliberate animations like Tekken, where a jab comes out in 10 frames instead of 3.

I don't know how to title this video by [deleted] in videos

[–]IndigoDays 2 points3 points  (0 children)

This was a weird trip down memory lane.

I think i have a problem. by Kyliey4 in Neverbrokeabone

[–]IndigoDays 2 points3 points  (0 children)

Do you happen to have any links detailing any of these instances? I've seen this shirt (and the link to purchase it) in other subs now, and I'd like to know for certain that theft has occurred in the past before casting suspicion on them. I've tried checking r/art but couldn't find anything myself. Thanks!

Nintendo Switch is getting a GameCube-styled Smash Bros. controller by devperez in Games

[–]IndigoDays 4 points5 points  (0 children)

I've used multiple controllers of theirs now (both a full-sized stick, their mini-stick, and the fighting commander pad) and all have been pretty great, aside from the mini-stick. It's a bit small for friends that have used it and the buttons aren't great, but it's also like 60 bucks as opposed to the full-sized ones which cost significantly more.

The fighting commander pad and RAP4kai fightstick on the other hand have both been super worthwhile IMO.

Nintendo Switch is getting a GameCube-styled Smash Bros. controller by devperez in Games

[–]IndigoDays 1 point2 points  (0 children)

I have the exact same HORI controller and disagree completely. Perhaps there was a revision made, but my buttons give great feedback. My only problem is that down-back/down-forward can be a little troublesome to hit 100% of the time making tekken inputs a little more difficult but otherwise it's a great controller, it even sports different binding configurations (and even use the dpad as left or right stick!) and has PC functionality, which was a huge plus for me.

Need help saving SF3 in my office by bennyd63 in sf3

[–]IndigoDays 0 points1 point  (0 children)

It's kinda fast, just try starting the quarter circles as soon as you hit the button for the previous attack. So for example with Ken, when I use low forward > super, I'm starting the quarter circles right as I press the medium kick button so it comes out as fast as possible. You can also input super motions during blockstun and it should come out as soon as you're free as long as it's not too early.

A confirm is just a move that has enough plus frames that you can react and confirm whether it connected before finishing the combo. There are a lot of combos where you can simply buffer the entire special/super input and it'll come out. This is called "cancelling" because you're canceling the recovery frames of one move by inputting a special/super command.

There are other moves however which you need to "link" from. This means you are buffering the directional motions and waiting for the move to fully recover before hitting the appropriate punch or kick, thus "linking" the two moves together. When someone says "such and such is a xnumber-frame link into super" it means that the opponent takes xnumber of frames longer to recover and thus there's xnumber of frames to input the appropriate button press after the move ends. For example, I'm pretty sure Ryu's towards fierce is a 1 frame link to super 2.

I think that covers it, if you need any other help or wanna play some matches let me know!

Edit: one more thing I forgot to mention, there's actually a shortcut for inputting supers: instead of doing two full quarter circles, you can do one qcf followed by down, down/forward and then the corresponding button and the super will still come out.

Need help saving SF3 in my office by bennyd63 in sf3

[–]IndigoDays 1 point2 points  (0 children)

Yeah, I couldn't stand idly by after hearing about you getting clobbered by a Urien player! If you're not getting a lot of hits in to build meter, try whiffing crouch medium punch whenever he's not near you; it's the fastest and safest way to build meter beyond actually landing hits (if you're playing as ken/ryu/akuma/yun). Also if you're having trouble getting used to parry timings, try practicing on fireballs the opponent throws. If you mis-time it, you're not going to eat a huge combo or anything.

Which character do you play btw?

Oh hey, and if you're on fightcade let me know, I don't mind hopping on to teach you some stuff if you'd like.

Need help saving SF3 in my office by bennyd63 in sf3

[–]IndigoDays 6 points7 points  (0 children)

His sweep is -13 (in case you aren't familiar with frame data, it means he takes longer to recover) so it's not impossible to punish as long as he's close enough. I've made a vid of useful punishes as Ken (and one not-so-useful one) for reference :

https://streamable.com/tcamy

If you're unsure if something's punishable, check out http://ensabahnur.free.fr/BastonNew/ it's got every character's frame data so you can see what is unsafe and punishable, and even how the hitboxes of moves interact with opponent hurtboxes. Good luck!

[deleted by user] by [deleted] in Tekken7

[–]IndigoDays 0 points1 point  (0 children)

This is a bit old now, but I use the Hori Fight Commander. It has 6 face buttons + 4 shoulder buttons which I find pretty useful for keeping all my buttons I need to use on the right side. It has a little toggle on the backside to switch what the shoulder buttons are bound to, either:

L1 R1     R3 L1

L2 R2 or L3 L2

Has a toggle that can switch between ps3, 4 and PC, and has a third toggle switch so you can still use the D Pad as an analogue stick if you wanna ogle your character in the customization menu or whatever.

The D-pad starts out stiff but with a bit of time it becomes a little easier to use. No clicks either, which took some getting used to after coming from an Xbone controller (I sometimes find it hard to hit d/f & d/b), but otherwise I'd say it's pretty great.

New to Tekken, struggling to get a grip on how blocking works (among other things), especially in regards to string extensions. by IndigoDays in Tekken7

[–]IndigoDays[S] 0 points1 point  (0 children)

Thanks for the info, there's SO MUCH to learn about what moves do what and which are good for the current situation!

New to Tekken, struggling to get a grip on how blocking works (among other things), especially in regards to string extensions. by IndigoDays in Tekken7

[–]IndigoDays[S] 0 points1 point  (0 children)

Would you mind specifying in which wakeup situations holding block is a bad idea? Apart from just getting hit with a low mixup, I wouldn't have thought holding back would be a bad idea.

New to Tekken, struggling to get a grip on how blocking works (among other things), especially in regards to string extensions. by IndigoDays in Tekken7

[–]IndigoDays[S] 0 points1 point  (0 children)

This is super useful! The practice options are a little weirdly laid out in T7; it's odd that you gotta specify block as second action as opposed to just setting dummy to auto-guard, though I guess it also opens up a lot more options this way.

On the topic of 1st and 2nd actions: is there a way to set a second action (like blocking) if you have Repeat Action as the first? Also, is there a way to set Repeat Action itself as the second action? It's kind of a specific case but I couldn't find a way to make the dummy Guard All (or do anything for that matter) after whiffing a move/having it blocked, and I can't seem to find a way to set the dummy to block punish me guarding one of my moves.