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@enguiamaluca No, still working on it. I wanted to get all the featues from the original working before I did.
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@Fooza___ Pushbox. Player-player collisions.
github.com/Youknow232/ACP…
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Oops, I did the thing where you leave a mod on when demonstrating something else. Shoulda turned the hitboxes off. It really does just blend in and you forget about it after a while.
YouKnow@YouKnow_Chase
Updated the save state mod. It'll handle dummy recordings now.
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Github: github.com/YouKnow232/ACP…
Gamebanana: gamebanana.com/mods/672715
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Screenshot is of my hitbox mod's settings
github.com/YouKnow232/ACP…
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@radiantsoulls I'm mainly comparing Slayer's air game, but I prefer it in +R.
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@Squiddy_____ @u1f63a Lobby system is really good and designed for low player count. +R has a much better online experience than Strive imo.
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i'm gonna let yall in on a little secret, this isn't sidewinder, this is ky's lighting javelin

Anime FGC News@AFGCNews
Sol's new special move in Strive 2.0 | Sidewinder Ignited This move can be performed as a follow-up from the HS version of Volcanic Viper. On Clean Hit, it deals high damage, and in the corner it causes a wall bounce, allowing follow-up attacks if it lands early in a combo.
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@YouKnow_Chase Love this mod so much.
Please consider adding Save States / Load States.
It's the only thing left that would make this mod perfect.
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GGXXACPROverlay v2.3.0
Frame Meter is now in v2! It works pretty well with replay mode now, and the new freeze frame / frame step that was added earlier.
There's some new frame types for techable hitstun & knock down and more!
github.com/YouKnow232/ggx…



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@Albeiro02633306 @IHeartjustice_ I think Deadlock is actually a step towards simplifying the MOBA genre, though I agree it's still pretty complicated. Especially considering the addition of its movement mechanics.
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@IHeartjustice_ But why do fgs need to be symplified whilst games like deadlock are doing pretty well despite being as complex as it is?
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Fighting games have long had a challenging learning curve dating back to as far as 1 frame links in Street Fighter, to what looks like gibberish to input a fatality in Mortal Kombat.
Sajam presents a good question in this clip, "Why are fighting games not allowed to be sick?"
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Fighting games have existed as very niche genre, even now the viewership and participants of people that partake in fighting games is often dwarfed by any shooter, moba, or TCG game.
That being said they ARE growing as a genre and new players find themselves heavily invested in discussion threads, discords, or tournaments which is awesome! It's amazing to see such growth in what felt like a small slice of the world in Esports.
This growth is in no short part to the accessibility shift that new fighting games have aimed to capture in an attempt to weaken the barriers of entry to such a demanding genre.
Therein lies the issue though, what we've gained in accessibility we have lost in identity. A lot of playstyles in newer fighting games feel homogenized, simplistic, easy to understand but stifling once comprehended.
Why does a game like Ultimate Marvel Vs Capcom 3 still entice players younger than the game itself to it's community?
Why did Street Fighter 3 third Strike have such an electrifying tournament at Evo despite being that game being old enough to rent a car?
- Unique and plentiful characters
- a non-constrictive fighting game system
- identity in the way you play and interact with the game
New fighting games are like a tiny sandbox in wealthy park. You know it's not very big, and maybe it's only fun for a little while, but it's always well maintained and accessible.
Old fighting games are sandboxes in old neighborhoods : not very cared for, probably a bit unsafe, but so vast and unexplored you often came home every time with a different experience from it (good or bad).
It's hard to say which I like more, maybe I like both. But when I was kid I just know I loved being in a bigger playground, and I think as an adult-
I still deserve a big playground.
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