Long Tran

6.5K posts

Long Tran

Long Tran

@Shady_K

Combat designer specializing in real-time action and PvP. Senior Combat Designer, WWE @2K | Lead Designer, Power Rangers: BftG

San Leandro, CA Katılım Temmuz 2009
69 Takip Edilen5.4K Takipçiler
Long Tran
Long Tran@Shady_K·
@Sabre_AZ sometimes i just want to do down jab on the fly from crouch -> stand, why should i have to do ryu's denjin charge 😭 when you have to play around accidentally performing shitty moves, there's a problem
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Long Tran
Long Tran@Shady_K·
whoever designed Yasuo and Jinx fuckin cooked
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Long Tran@Shady_K·
peak design. wish i thought of this
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Long Tran
Long Tran@Shady_K·
i've watched this trailer too many times. i fuckin love it
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Long Tran@Shady_K·
when derivative works come full circle 🫶 (i'm going to pretend Zedd was an inspiration)
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Long Tran
Long Tran@Shady_K·
jackpot!
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Long Tran@Shady_K·
@Bri4nF yeah, it's easy to post rationalize something like that. "wow that's such a good thing to do because it worked", ignoring how often you can just die doing that. someone doing it intentionally would not have the reaction du had, imo
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Brian_F@Bri4nF·
@Shady_K Thank you 🙏 still had comments arguing with me that it was intentional too lol
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Long Tran
Long Tran@Shady_K·
this is why @Bri4nF is the 🐐 fg content creator. a lot of commentators would've assumed this backfist -> throw was an intentional play youtu.be/YtvbHg7Ecy4?t=…
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Long Tran
Long Tran@Shady_K·
they gave Bow the Divine Dash boon from Hades #MHWilds very unethical!
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Long Tran
Long Tran@Shady_K·
One of the coolest mechanics in SF6 is the screenshake on block advantage on moves like Luke's st. HK and Terry's Burning Knuckle. That kind of targeted specificity in combat design is chef's😗
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Long Tran
Long Tran@Shady_K·
tokido's mastery of niche scenarios. he is definitely reacting to hit vs DI, like a god
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Long Tran
Long Tran@Shady_K·
HxH Nen Impact combat looks really good, like the next best thing to MvC3 with rollback netcode... but also looks like there's still a ton of low hanging fruit in the presentation/VFX department they need to pull to make it look appealing to a general demo
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Long Tran
Long Tran@Shady_K·
@Jason_GameDev that is interesting. if i had to guess, it was probably just a simplified philosophy of jumping state = no leg hurt spheres, and everything else is considered atk. or, they didn't have time to micro every char's airborne states
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Jason ➡️ Asia
Jason ➡️ Asia@Jason_GameDev·
@Shady_K That sounds about right. Was curious on double jumps being excluded though while airdashes applied
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Jason ➡️ Asia
Jason ➡️ Asia@Jason_GameDev·
Interesting to see the character's hurtspheres not being applied to like their knees/feet during a jump unless they do a move or dash. But double jumps look like they are exempt from it.
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Long Tran
Long Tran@Shady_K·
one of the most fascinating things about Akuma's strengths in SF6 is the lack of anticipation animation in his fireball compared to Ryu's. nearly identical frame data, but Akuma's is better because its startup frames look nearly identical to his idle, so you can't react as well
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