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Posted

In training mode under certain conditions with Eddie -S- on hit causes the screen to glitch the fuck out lol.

Posted
And no, it's not true. "Milking" implies ArcSys is taking advantage of their fanbase using shady/unethical business practices. The idiotic un-logic propelling such beliefs is, "They're just being greedy and trying to milk us for our money!" The reality is that they're a business whose primary income comes from selling a handful of niche video games. Software, including games, already has a razor thin profit margin. Combine this with the facts that ArcSys is a very small studio (much smaller than people realize) and that their only "main" series are GG, BB, and P4A. If anyone is retarded enough to believe, "Welp, we released this year's iteration of BB for this year, time to sit back and sip muay thais while we watch profits roll in for 12 months" they're living in a fantasy land.

Oh do tell me more about ArcSys income. Do you work for them by any chance?

Please every company milks their fanbase for more money. There is nothing wrong with that because that's just how the world works.

There is no entitlement here, because I'm not demanding it to be free. But it does annoy me when people turn a blind eye to one thing and would bitch about something else which is the same.

I'm not saying that's you btw, it's just I hate double standards.

Posted
I can't really confirm it but from playing it with the analog stick on the 360 controller, it feels like something's broken. I consider myself at least an average player of fighters and I've used the analog for all of them, but I simply can not get HCB-F moves to come out no matter what I do. The Half Circles and DP motion just seem to work when they want to.

D-pad works fine but I really think there's something wrong with the controls. Would love it if there was some others who could test it out as well.

If you're not used to gg, it does have kind of strict inputs for dp and hcb, forward.

Posted

Even on stick 632146 can be iffy if you're not careful. Use input display in practice mode to see what you might be missing. If it looks like everything's there, maybe you're just not doing it fast enough.

Posted

I really hope AC+R has better input registration and perhaps input buffers. Blazblue got it right, and I don't see why they won't have it in the new Guilty Gear. Anyone know if any Japanese players have mentioned anything about this?

Oh, and I hope they have "hold button to tech" like P4A, but I kinda doubt it, as I'm still seeing so many blackbeat air combos in the Japanese match videos.

Posted

No. None of this "hold button for combos" shit in GG. Either hit them or don't, and if you can't, practice some more until you can or use easier combos.

Black beat combos are a way that players get punished for not timing theirr techs properly. They also happen when someone goes for a neutral tech and the other guy reads it (this could be what you're seeing). Anyway, actually needing to time your techs keeps the defender more engaged since you actually have to match the rythym of attacks/hitstun from the attacker so I don't see the value in removing it.

Posted
Black beat combos are a way that players get punished for not instantly stop mashing tech when combos drop. They also happen when someone goes for a neutral tech and the other guy reads it (this could be what you're seeing). Anyway, actually needing to mash your techs keeps the defender doing the same thing he was going to try to do anyway since you actually have to mash tech until he actually drops.

I fixed this because we just went over this topic in another thread. Even top players drop, you never know when it's coming. You just mash tech until it happens and no more than that.

Posted (edited)
.... so about that throwing a chikuwa and dumbbell achievement....

OK, from my XBL friends heard, its not Faust/Zappa related, its EX Chipp related, and it involves his air shuriken Overdrive. Odds of it are random, so max gauge it or Dark EX Chipp for best results. :3

And yeah, the alien is part of a painting on the AC+ London Stage, lol, but also random occurrence. :3

And including those input problems, yeah, sometimes when I do moves, it won't come out when I want it to, sheesh, didn't have any problems like that playing #Reload back then.

Edited by NeoStrayCat
Posted
If you're not used to gg, it does have kind of strict inputs for dp and hcb, forward.

Someone else on the gamefaqs board noticed it as well and did a few tests.

I too was(and still am) having input issue playing with the analog stick so here is what i did:

No.1 I hooked up my ps2 and put in my copy of GGXX and went into the training mode. I did enough fast stick rotations to fill the input display and the results show there were not diagonal inputs dropped i.e it showed 63214789632147896 and so on.

No.2 I put in my ps2 copy of GGXXAC. the results were the same, no dropped inputs.

No.3 I played both games with my pc via pcsx2 and tested the inputs. This step may not be a valid test point even though aside from a few graphic the emulation seemed to be spot on. Using an xbox controller and testing the inputs its showed slight input dropping of about 2 diagonals dropped for every 5 rotations. I consider this to be the normal for the xbox 360 controller.

No. 4 To test this perceived normal I put in my copy of Blazblue CT and my copy of SF4 and tested the inputs there. the results showed the above, about 2 dropped for every 5 rotations

No.5 I turned on my xbox and played my downloaded copy of GGXX#R and tried it ou there the above is also true, 2 for every 5

Now for the results from this game which i am sure you have already seen, which is that there are long strings of missed diagonals i.e 69874 2 6 874 2 6 87412 6 etc every other rotation. i say this because from what i have seen there are streaks were there wont be any thing dropped and the one where practically all of them have dropped.

Although it is true that console fighting games are normally after thoughts of the arcade ones, I consider the results in this game to be an aberration.

My results are pretty much the same. I really don't know why but with the 360's analog stick the game just drops diagonal inputs.

I wonder if the same thing will happen with the PS3's analog.

Posted

Holding a button to tech is mainly needed for an online environment but isn't too much of an issue.

Anyways, this game is fun but really punishing for newbies like me that just picked up the game. It seems like everyone has a decent knack for fighting games here. Been losing to mainly japan and california though.

Posted

When you do these tests with the analog sticks, are you riding the gate as you do the inputs? I remember reading a thread on a CoD forum about how the engage zones and dead zones are absolutely ****ing stupid for most FPS games, and how stick deflection is coded with absurd acceleration curves for movement/aiming. It had plots showing how most of them are coded - many are square shaped instead of circular, with I think RE5 having a ****ing hourglass shaped dead zone. For some of the games, the dead zones took up like 70% of the total moveable stick area on top of that, so you wouldn't even register an input unless you were grinding against the gate. If your controller were to wear out even a little, you'd probably only walk instead of run (in games where that's applicable). :gonk:

Considering fighters are really based off of simple up/down/left/right, with up+right etc for diagonals, I'm not surprised if the analog function is bad or has holes in it. What sucks most about that is that the analog stick on a 360 is better than that horrendous D-pad. If you weren't riding the diagonals, that might explain what's up, if your controller is old.

But uh... I'm assuming you're not making that sort of error because 360s are just so easy to do when you ride the circular gate on a 360 analog stick, so just take this as an informative post about one of the things that's wrong with modern shooters. :eng101:

Posted

They should just add the hitstun metter thing P4A has that tells you when you'll be able to tech, holding the button is uneeded.

Posted

I always liked the teching system in Guilty Gear. It just feels so natural and smooth, and it gives me satisfaction when I press it at just the right moment while being air comboed.

P4A's system is nice too but I don't think it suits Guilty Gear. Everything about the game feels so "right", like there are no loose ends within the system mechanics. Why fix what ain't broke?

Well, Eddie's broken but we love him for it.

Posted
I really hope AC+R has better input registration and perhaps input buffers. Blazblue got it right, and I don't see why they won't have it in the new Guilty Gear. Anyone know if any Japanese players have mentioned anything about this?

Oh, and I hope they have "hold button to tech" like P4A, but I kinda doubt it, as I'm still seeing so many blackbeat air combos in the Japanese match videos.

post-1673-139515172091_thumb.jpg

Posted

I'm just happy they gave Zappa an icon when he gets a summon. Now, if he gets knocked down in the corner, Zappa players can tell what summon he has, even if it is off screen.

Posted
I fixed this because we just went over this topic in another thread. Even top players drop, you never know when it's coming. You just mash tech until it happens and no more than that.
It sounds like you don't understand how teching works in GG. You doknow when the drops can come (hint: it's based on hitstun of the prior attack) so you time your techs accordingly. If you just mash tech you're probably throwing out attacks on your way down, which any decent player will take advantage of and wreck you for doing.
Posted
In training mode under certain conditions with Eddie -S- on hit causes the screen to glitch the fuck out lol.

I've also seen Eddie -K- cause a graphical error in training mode. There are pink boxes where -K- hits.

Posted
I'm just happy they gave Zappa an icon when he gets a summon. Now, if he gets knocked down in the corner, Zappa players can tell what summon he has, even if it is off screen.

Veteran Zappas know what we got using sound cues. We'd hear the dog growl, or hear the ghost mamamama. Zappa mumbles different things with the sword like hamou da (which someone told me means 'bloody knife').

Posted
It sounds like you don't understand how teching works in GG. You doknow when the drops can come (hint: it's based on hitstun of the prior attack) so you time your techs accordingly. If you just mash tech you're probably throwing out attacks on your way down, which any decent player will take advantage of and wreck you for doing.

So you just have to know the hitstun of every attack in the game and know the situations your opponent is going to drop. Gotchya. I'm too low level to know all my opponents moves, combos, and situations, yet. I guess I better start with ABA or something and work my way to Zappa.

Posted
It sounds like you don't understand how teching works in GG. You do know when the drops can come (hint: it's based on hitstun of the prior attack) so you time your techs accordingly. If you just mash tech you're probably throwing out attacks on your way down, which any decent player will take advantage of and wreck you for doing.
That's why you hold a button and tech backwards (so you'll get FD) :D

So you just have to know the hitstun of every attack in the game and know the situations your opponent is going to drop. Gotchya. I'm too low level to know all my opponents moves, combos, and situations, yet. I guess I better start with ABA or something and work my way to Zappa.
No, what you need to do is tech when the attack is about to hit you, holding a button for FD you got 3 buttons to attempt a tech with. This is strictly speaking the best solution there is, but in all honestly, I just mash tech myself too, unless I see my opponent is attempting a reset on me.
Posted (edited)

Sadly no, remember the names of the ones with bad connections, and then deny fighting them. I will only deny the ones where I receive dropped inputs.

Edit: In training mode you can set the opponent to just frame block, faultless defense block, or slashback block. Is this new?? This is great!

Edited by phantomBlade
Posted
Edit: In training mode you can set the opponent to just frame block, faultless defense block, or slashback block. Is this new?? This is great!

PS2 had that, but at least they didn't take anything out. Hey, sometimes that does happen.

Just wondering, how does the game handle "same region" filtering? Does it do it by country or continent?

Posted
PS2 had that, but at least they didn't take anything out. Hey, sometimes that does happen.

Just wondering, how does the game handle "same region" filtering? Does it do it by country or continent?

I think by continent (USA, EU, JP), but I settled it and I still had americSpams on my room, as well as some japanese guys that thought I was in japan (due to have profile in japanese) :V

Connection still seems very random, I found at the moment only two person to play a nice game (that not means "perfect", but at least "playable" and fun).

But yeah, I don't think the netcode is a problem, it's all the rest. Menu are ugly, room options doesn't work properly, cannot see level connection of the opponent, no sound when someone joins room, no possibility to turn the game in 4:3 (so on RCT looks very small, it should be done like the 3s port), and so on.

Cmon Arcsys :v:

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