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This is resource F8HHHV8, an Archived Thread.
Original location: http://swfchan.org/8373/ Recognized format: Yes, thread post count is 15. Discovered flash files: 1 / > /fap/ > Thread 8373 Age: 31.69d Health: 0% Posters: 9 Posts: 15 Replies: 13 Files: 1+3 >> Anonymous 16feb2016(tu)06:45 No.28831 OP P1 [G] Street fighter V just got released,celebrate with some old but good. [IMG] Juri.swf (6.74 MiB) 480x640, Compressed. 2222 frames, 24 fps (01:33). Ver10, AS3. Network access: No. Text: Yes. Bitmaps: Yes. Audio: Yes. Video: No. <METADATA> [find in archive] >> Anonymous 16feb2016(tu)07:49 No.28835 A P2R1 I never played a street fighter in my life but back when this flash was released I got a massive Juri-Han fetish. >> Anonymous 16feb2016(tu)12:46 No.28850 B P3R2 SF5 isn't out yet. This is just the next beta >> Anonymous 16feb2016(tu)13:10 No.28852 C P4R3 >>28835 Same here. >> Anonymous 16feb2016(tu)14:57 No.28856 D P5R4 >>28850 wtf u talking about it got released today the other versions will come later, ill wait for those i have no desire pay extra to get every character >> Anonymous 16feb2016(tu)17:26 No.28867 OP P6R5 >>28835 It's them hair and feet man. >> Anonymous 16feb2016(tu)17:52 No.28871 E P7R6 >>28856 You can unlock them without paying bro. You just have to wait until they're released. And they'll be available to buy and unlock at the same date. >> Anonymous 16feb2016(tu)18:02 No.28872 A P8R7 >>28867 The hair and the crazy for me. >> Anonymous 17feb2016(we)06:41 No.28902 F P9R8 DON'T STOP MAKE IT POP >> Anonymous 20feb2016(sa)05:41 No.29032 G P10R9 is there a way to do her pussy in this? if not can someone make an edit? >> Anonymous 20feb2016(sa)06:18 No.29033 H P11R10 pirated it, tried it sf5 is to sf4 what sf4 is to sf3 >> Anonymous 20feb2016(sa)07:08 No.29034 OP P12R11 >>29033 And that means? >> Anonymous 21feb2016(su)05:45 No.29061 H P13R12 >>29034 Easier, less depth, unbalanced, definitely worse... but it tried some cool things (fang's poison, no death by chip damage), and it's still not really a bad game. If it didn't cost what's basically 150$ in my country (eastern europe is a sad place), I'd probably buy it, just because everyone will switch to it from sf4. Guess I'll hope that Killer instinct PC release will come at a reasonable price. Anyway, combos are way easier to pull off now, since the game has input buffering (I'm guessing about 5 frames of it). Remember those 1-frame-links, where you had to input medium punch on THE EXACT FRAME where light punch finishes recovery? If you input that medium somewhere towards the end of the recovery, it will work. Consequently, there are way less of those links possible now. Only 4 characters can actually chain light into medium. It's mostly just MP>HP>special for better damage and LP>LP>special for abare. Low mixup hitconfirm chains are weak, low LK>LP>special is all everyone has. Speaking of mixups... there are two kinds of overheads in fighting games: <20 frame ones that don't deal much damage, but are still useful because they keep your enemy pressured and stressed, and >20 frame ones that can actually be comboed into 25% of your opponent's health bar. All overheads in sf5 are 22-26 frames, deal little damage, can't be cancelled, no hitstun advantage, and most are unsafe on block. Blocking is really easy now. Blocking is also what you'll do a lot, invincivility frames are few and far between. In most fighting games, backdash has invincibility. In SF5, it doesn't. That takes some depth out of okizeme, if you're laying on your ass, you're not Ken/Ryu, and your opponent doesn't have a command throw, you just block. Which, as we've established, is easy now. That's kinda boring, kinda bad. Oh, right Command throws. There's a lot of them, and they're all bad. None of them have invincibility and they come out super slow. Zangief's Piledriver was 2 frames in sf4, now it's fucking 5. That's too fast to react jump to, so okizeme against grapplers is still a glorified guessing game, but having them next to you while you're still on your feet is not scary anymore, since your point blank strength is just as good as theirs, if not better. While I personally always hated the aforementioned guessing game, characters who have extremely strong close range options, and the difficult part of their game is getting into that close range are an good addition to the fighting game genre, that greatly diversifies games by making the zoning game a very high priority in games with such characters. In SF5, Zangief is basically just a short range, high damage dhalsim. In retrospect, FADC allowed for some cool stuff, and it was almost as good as roman cancels. In SF5 some characters can cancel normals into V-Triggers in a similar way MvC3 allowed cancelling into X-Factors. But usually, VT-cancelling will just mean one more normal in a combo, since it doesn't move you forward, and doesn't give you enough time to dash in. You can't cancel specials, so safe reversals aren't a thing (there's hardly any reversals anyway), can't cancel overheads... I guess you can cancel into an overhead or tick-throw but V-triggers have like a second long animation, so that would be pretty obvious. There's very little depth to this. tl;dr: combos too easy, blocking too easy, wake-up games too shallow, cancels too shallow, grapplers are basically gone. Ultra combos (or Critical Arts or whatever) finally last less than a fucking minute though. Probably the best thing about this game. >> Anonymous 22feb2016(mo)00:49 No.29082 H P14 >characters who have extremely strong close range options, and the difficult part of their game is getting into that close range are an good addition to the fighting game genre, that greatly diversifies games by making the zoning game a very high priority in games with such characters. It was late, I was tired, and writing understandable sentences is hard. >> Anonymous 22feb2016(mo)01:22 No.29086 OP P15R13 >>29082 What matters is that you tried. |
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