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  1. Today
  2. Darc_Requiem

    The SRK2 Saloon Thread

    Eventhough the robot modes leave something to be desired, I appreciate how good the vehicle modes are on the older models. You can clearly see that he was a Datsun 280Z and Nissan 350Z. The newest model, while clearly superior, doesn't seem to be based on a real car. He's not a 370Z or Skyline GTR. I could be mistaken though, maybe he's based on a non Nissan car.
  3. DangerousJ

    The SRK2 Saloon Thread

    You've come a long way, Smokescreen.... 2015 Combiner Wars and 1985 G1 robot mode 1985 G1 and 2015 CW car mode 2008 Universe and 2015 Combiner Wars robot mode 2008 Universe and 2015 CW car modes
  4. Lord Vega

    The Marvel Movie/TV Thread

    Ah, Thanos. He represents God who became evil. You don't want to end up like Thanos since you will eventually lose by self destruction. A hero or a group of heroes will also stop you. That is how karma works. The law of cause and effect which is simple physics is karma. The villain will eventually lose unless he turns to the Light like Darth Vader. Darth Vader also represents God who allowed his inner demons or dark side to consume him. And to just put it out there Sephiroth is the same type of character as Darth Vader. The name Sephiroth refers to God. The Tree of Life. Look it up, it's true.
  5. DangerousJ

    The Marvel Movie/TV Thread

    The biggest WTF.. Luke Cage will not have a sweet Christmas anymore. Luke Cage cancelled! https://deadline.com/2018/10/luke-cage-cancelled-marvel-netflx-mike-colter-cheo-hodari-coker-1202486487/#respond There is something rotten in state of Disney.
  6. DangerousJ

    The SRK2 Saloon Thread

  7. Yesterday
  8. MillionX

    The SRK2 Saloon Thread

    ^holy shit yessssssss... that will be saved ASAP. yeah, great thing about Vampire Diaries, folks--- it gave us Nina Dobrev x 3! (Elena, Katherine, and an earlier doppelganger; the name escapes me at the moment) *EDIT---currently I'm watching a "detractor" stream of dsp playing Soul Caliber VI... this game is looking quite lazy so far, sadly...story is conveyed with plain pictures and text....not even an ounce of animation going on. C'mon, Namco-Bandai.... get out of here with that lazy foolishness. This is how you'd do the story in a fighting game about 26 years ago in the 16-bit days, man.
  9. DangerousJ

    The SRK2 Saloon Thread

    Relax my Millions.... Vampire Diaries Katherine Pierce role-play
  10. Darc_Requiem

    Soul Calibur Thread - Return of Neclord's Waifu

    I've been playing the game all day. It made me put down Yakuza 2. I haven't venture online. Been in the character creator and Libra of Souls.
  11. MillionX

    The SRK2 Saloon Thread

    Mario does have more powerups if I recall... but I would've put money on Sonic due to the Super and Hyper forms taking him into some obvious DBZ territory. They mention that Hyper form was invincible, but I recall that being the case with Super Sonic as well, though in-game you could still die by falling into a bottomless pit or being crushed. Super and Hyper can also survive being in space without a need for any protective suit/gear. Sheeeeit this brings back some memories... I was always much more of a Sonic fan mostly because of that super form and super-speed being the main concept he's based around....super speed being one of the coolest "basic" superpowers, imo. Also---only Shadow can do "Chaos Control" by himself? I thought Sonic was capable of that too, though it makes sense if they wanted to differentiate them in that way. It was a cool final battle in Sonic Adventure 2, with you in super form against the bio lizard thing... but that also ended up being the last straw for me on that game, because the shit blatantly cheated, not counting my goddamn hits on the thing... seriously, I CLEARLY hit the biolizard and on a few occasions the game just didn't count it. After a lot of frustration piled up with this game, that was it for me; I broke the game disc in a moment of the purest gamer rage ever.
  12. GetTheTables

    The Street Fighter V Thread

    Yeah and I feel like VT2 is actually pretty close to that. I don't know that anything is going to push it "over" VT1 - I think its just easier to go offensive than to try and pull off defensive reads as your comeback mechanic - but even now there are match ups where I think it could be useful. Its just a little too finicky at the moment. Upside is that since VTs are a little more prominent as character features, the over-under on VT2 getting buffed (or at least tuned) ain't too bad. Also fun fact: VT2 fucking rules in the Silver/early Gold levels. One thing that VT2 is fantastic as is fast, near flawless 2 button AA with great payout. Its a VT that you can get a lot of mileage out of if your opponent is jumpy and since it is two bars you can get to it faster and start choking frogs.
  13. Darc_Requiem

    The Street Fighter V Thread

    I played Laura season 1 but I don't really know enough to hazard a guess as far as buffs. They've nerfed her shenanigans but didn't really give her anything in return. I agree that VT2 should be buffed. It should be the V-Trigger Laura players go to match ups like Guile and Sagat. As a Kolin player eventhough VT1 is worse over all. It's better in some match ups. Zangief and Abigail come to mind. VT2 should have a similar utility for Laura.
  14. Deadly_Raver

    The SRK2 Saloon Thread

    Not sure how I feel about this, So I'll share it with all of you. Let 'er rip boys and girls.
  15. Deadly_Raver

    The SRK2 Saloon Thread

    https://www.foxnews.com/world/python-captured-falling-through-ceiling-during-bank-meeting?intcmp=ob_article_sidebar_video&intcmp=obnetwork O_O!! Insert funny caption please.
  16. GetTheTables

    The Street Fighter V Thread

    I had a similar thought initially but I think I understand why it is what it is. Laura isn't really someone who is supposed to control the neutral or even have a particularly amazing AA. Compare that to shotos/shoto spinoffs which are more based around that and the DP is like "the" AA move. Plus the input for it is slightly harder to do (ignoring shortcuts) so its a little harder to react with. All in all I can see why HP Bolt doesn't have air invincibility. It still does good damage for an AA, leads to oki (not great oki, but still oki), and due to it being a hit-grab doesn't have the weird "fall out" issues that DPs/EX DPs have every once in a blue moon. Plus it has a really satisfying *smack* sound when you land it. Main thing I'm hoping for is a little more consistency with it vs some of the lower hitting jump in attacks. Though honestly I'd be shocked if anything changed with HP Bolt in S4. When it comes to Laura I'm expecting them to either leave her mostly untouched or tune weird stuff like they do sometimes when it seems like they don't know or care how to balance a character (usually due to them having a contentious design; see FANG). Actual Laura S4 changes: - cr. MP: collision box adjusted - st.LP: collision box adjusted - cr.MK: now 0 on block - cr.HK: now -13 on block Laura buffs!....?.......
  17. *.:White ShadoW:.*

    The One Piece Thread: Gear 4th!!!

    Finally! https://readms.net/r/one_piece/921/5411/1
  18. DangerousJ

    The SRK2 Saloon Thread

    You've come a long way, Red Alert....
  19. Last week
  20. DangerousJ

    Transformers Thread

    Composer Robert J. Walsh has passed away at the age of 70. He was one of the 2 composers on the G1 Transformers show along with Johnny Douglas (who passed away in 2004). Most of the Season 3 rock/synthesizer tracks inspired by the movie were by him. He also composed soundtracks for many other movies and TV shows such as G.I.JOE , Jem , Defenders of the Earth, Inhumanoids, Fraggle Rock, and Muppet Babies. https://www.youtube.com/watch?v=bxmOSvn8fsE&t=81s
  21. DangerousJ

    The SRK2 Saloon Thread

    Its not anyone famous just a random brown girl who appeared in that guy's web series. Sorry to hype it up all for the sake of a silly gif. White Shadow Here's Pacman's Halloween tradition gone badly..
  22. Darc_Requiem

    The Street Fighter V Thread

    @GetTheTables I think HP Bolt should be invincible to airborne attacks after startup. To me any move that does not hit grounded opponents should invincible to airborne attacks while active, that being the case, this is what I think it should be. HP Bolt Charge Invincible to airborne attacks from 7F to 15F
  23. GetTheTables

    The Street Fighter V Thread

    I agree with what Vesper said about Alex and Laura relative to how much you're ever likely to see them buffed. Both of those characters (and as he said all grapplers) are built in such a way that tends to piss people off, so the player base at large is usually overall happier if they aren't seen as especially good and/or show up a lot online. And happy players stick around longer to buy more costumes. I can't speak to Alex specifically, but from what little I understand about the character it definitely feels like Capcom has tuned him very, very weirdly. I think they got nervous when he had "good" neutral early on so they shithammered that just so he wouldn't become a problem in tandem with his EX moves and command grabs. Not that any of those are over the top in the grand scheme of the game - I think they just got scared about a character having good neutral and good shenanigans. Which is funny because that's where we are now with the TT anyways. Akuma even has a jumping grab/overhead special move. Suck it Alex! As for Laura, there is overall not a lot I'd change with her. Similar clause: if she ever ends up strong in the eyes of the meta again, they'll just take a bat to her knees in the x.5 patch or next season. Better to hope for QoL changes that don't rock the boat too much and that changes around her can bolster her up a bit (similar to what happened with Mika this season). My super comprehensive expert Laura player list is: +damage or stun on Sunset Wheel, all versions. My original thought was +10 damage but +whatever stun would also be fine I think, and be a little less explosive. I think one of the reasons the weaker grapplers are where they are this season is because the risk/reward for their command grabs is off. For Laura I think Sunset doing a little more damage (so the cash out is more valuable) or more stun (more general pressure, possibility for big stun combos) would help to make Sunset a more effective tool. Buff st.MK. It is in a weird place now where the payout of the move honestly isn't too bad in a vacuum, but at 7 frames start up it feels just bit too slow to serve as the pre-emptive counter poke button I think it is supposed to be (and it is mechanically sort of overshadowed by cr.HP). Dial it back to 6 frames of start up and even revert the + on hit to +3 if +4 on hit is too gdlk. Buff HP Bolt Charge. This may be a personal thing but it bugs me how often I get trades with this move in "clean" AA situations, usually due to deep hitting jump in buttons. I think adjusting the hurt box would do it, or maybe bringing the hit box up a bit more so it hits earlier? FAT has said forever that it has upper body invincibility (though I don't see it anywhere else) and it shouldn't be as good as a DP but a little more consistency would be nice. Fun dumb bonus thought: break EX Bolt Charge into LP+MP = existing EX, MP+HP = EX HP Bolt with air invincibility. Buff VT2. I don't know that you'll ever knock VT1 off it's throne, and that is fine. VT2 is one of those VTs that is going to be more niche regardless of what you do with it, but it would be nice if it was at least a good fit for that niche. As is, it doesn't work as a defensive VT: the dodge becomes invincible too slowly to really work as a counter, the grab comes out too slowly to be used on its own (especially since you have to do it from Sway), and the projectile dodge property isn't amazing, though honestly this is probably the best part. I think this VT is a trap from a design standpoint because I don't know that Capcom would want to give an up-close pressure monster like Laura a good-to-great defensive VT. Plus it is only 2 bars. So speeding up the dodge may not be in the cards. What may be a good alternative is to allow Laura to raw dawg use Shock Choke (B/F+HP+HK) as a slower-but-higher-payout command grab. Just spitballing; I fully expect this VT to remain in it's bleh state going into S4. That's pretty much it. In general I think Laura's design limits how much she will ever really get buffed, which is fine. I'll happily take sanding off some rough edges.
  24. Darc_Requiem

    The Street Fighter V Thread

    Alex- Season 4 Suggestions Normals St.,HK - Startup Reduced from 17F to 15F, Disadvantage on hit decreased from -4 to -2 Cr. MP - Startup Reduced from 8F to 6F Cr. HP - Startup Reduced from 10F to 8F Cr. MK - Startup Reduced from 9F to 8F, Special Cancellable Cr. HK - Startup Reduced from 11F to 10F Alex is a neutral based grappler with slow long range pokes. Speed up the start up to make his pokes more effective. Cr. MK is special cancellable as well. There would be no point to use it over Cr. MP otherwise. Unique Attacks F+MP (Overhead)- Advantage on hit increased from +1 to +4 This move has starts up in 22F, it should grant more advantage on hit. Throws Face Crush Chop (Forward Throw) Damage increased from 120 to 150 Stun increased from 120 to 150 To be blunt, it's absurd for a grapplers throw to do such power damage and stun. Specials LP, MP, HP Power Bomb Startup decreased from 6F to 5F Throw range increased (one square on training stage) EX Power Bomb Throw Invincible Alex gains no oki on hit. 6F is too slow. Even with the modest range increase the range is still poor. Especially HP Powerbomb. LP Head Crush Startup decreased from 36F to 33F Lands closer to opponent on hit (one square on training stage) MP Head Crush Startup decreased from 40F to 36F Lands closer to opponent on hit (one square on training stage) HP Head Crush Startup decreased from 44F to 40F Lands closer to opponent on hit (one square on training stage) EX Head Crush Lands closer to opponent on hit (one square on training stage) This move is similar to Birdies Bull Revenger (Dolphin Dive). However it requires a charge and was slower. Lowered the startup. LK Slash Elbow Forward travel distance increased (two squares on training stage) Lower hurtbox decreased (one square on training stage) Disadvantage on Block decreased from -4 to -2 MK, HK Slash Elbow Lower hurtbox decreased (one square on training stage LK Slash Elbow has basically been restored to Season 1. LK Air Knee Smash Startup decreased from 6F to 5F Invincible to Airborne Attacks 5F to 13F MK Air Knee Smash Startup decreased from 9F to 7F Invincible to Airborne Attacks 7F to 17F HK Air Knee Smash Startup decreased from 11F to 9F Invincible to Airborne Attacks 9F to 19F EX Air Knee Smash Startup decreased from 6F to 5F Invincible to Airborne Attacks 1F to 13F Lands closer to opponent on hit (two squares on training stage) An anti air that only hits airborne opponents should be more effective. It starts up faster and is invincible to airborne attacks after startup. V-Triggers V-Trigger 2 Flying DDT hits standing and airborne opponents Choke Sleeper V-Gauge usage decreased from 1000F to 500F Minor buffs to make this V-Trigger a more viable option. Flying DDT now hits airborne opponents and Choke Sleeper's gauge usage has been halved. Critical Art Heavy Hammer - Damage increased from 340 to 350 Side note: I'm no expert at this game by any means. When it comes to Alex, Capcom clearly wants him to be a neutral based grappler. Every other grappler's gains advantange after landing their command grab. Alex does not. Landing a Power Bomb resets Alex neutral. The problem is that Capcom slowed down his best long range pokes and saddled him with poor anti airs. Alex players have to rely on hail mary gimmicks to get in for little reward. I think these changes would address that issue and allow the character to be played the way he was designed to be.
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