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Posted

The game is up on both platforms, all the Plus R content has been finalized, this isn't the company's first time patching a console title... The only thing that can possibly be holding them up at this point is the online functionality (which, God willing, they decided to rebuild from scratch for this game). Even so, I can't fathom the task being so difficult it should have taken them even this long to work out.

The ASW staff is obviously spread incredibly thin right now, and finishing a patch for a game they've already made most of their money on can't be a priority for them. At this point, I wouldn't imagine getting the patch until after they've completed work on something else. So expect it maybe a month before CP console version hits, I guess. Shrug.

Posted
Are FRCs still like 1-2 frames? GG is too strict to work well online IMO.

Yeah, they are. And no, it's unexpected good online.

Posted

If you mean the 360/psn version has unexpectedly good online i dont know what you are playing, it's pretty much universally agreed upon that AC+ has some of the worst netcode put out for a fighting game in the past few years (sans maybe kof13).

I know people keep hoping the netcode is getting an upgrade, but that really is a pipe dream. Jamming netcode into ports of 7 year old games that were never designed for it in the first place would be a challenge if it had a gigantic dev team on it, and it's safe to say that the +R console version likely does not. I love arc-sys but their netcode isn't exactly something to write home about. BB and P4A both have very mediocre online play, it's just that the base engine design of those games does a better job of using it's smoke and mirrors to hide the flaws a bit.

Maybe i'll be wrong and they will figure out a magical formula to make it much better, but i've seen way to many people thinking this is a given with the +R patch, and they are likely bound for disappointment.

Posted

i think the hope comes from the fact that they are at the very least changing the online component in some form, since they are adding lobbies/spectating. given the delay (due to development issues they say?), i wouldnt think that some sort of improvement is out of the question.

Posted
i think the hope comes from the fact that they are at the very least changing the online component in some form, since they are adding lobbies/spectating. given the delay (due to development issues they say?), i wouldnt think that some sort of improvement is out of the question.

Delays in development doesn't usually mean more features get implemented.

Posted

well they literally said they were adding it

For player matches, multiple players can now enter the lobby. Rules can be set to “winner stays”, “loser stays”, or “random”. Within the lobby, voice chat is enabled. When not participating in a match, it is possible to spectate. When a new player joins the lobby, sound effect, voice, and controller vibration notices have been added.

http://contentssync-arcsystemworks.ambel.info/index.cgi?eid=832

Posted
If you mean the 360/psn version has unexpectedly good online i dont know what you are playing, it's pretty much universally agreed upon that AC+ has some of the worst netcode put out for a fighting game in the past few years (sans maybe kof13).

I'm living in europe and playing vs people living in the same area is working fine. FRC's, combos, etc can be used well. Some mix ups are nearly impossible to react to, but that can happen offline too without match up-experience. And we're playing the jap./u.s.-versions over here since there's no eu-release yet. The matchmaking and options for online-mode in general are a load of shit, that's true but the netcode ist imo good. Like I said, I only play vs people in my area (germany), not other countries in europe.

Posted

I can confirm that the PSN version at least has great online. I have played with friends who were in Jersey, Atlanta, and New Orleans while I live in Texas and I can consistently use FRC's, IAD combos, impossible dust, ect.

But different connections in different regions, I guess.

Posted
I wouldn't say it's particularly toxic to make some suggestions for ways to make playing on a pad more effective, nor is it toxic to be honest and frank about the fact that a stick is going to be easier to use. Sometimes it's worth it to change methodologies to something that will produce more consistent results more quickly than to just say "keep doing what you're doing but practice harder, you'll get it down eventually."

As for the topic at hand, I'd argue the hard FRCs are the ones with different timings depending on what happens. There are a few where the timing is different if the move connects. Everything else is just muscle memory. Well that and the robo-ky one. That thing is bullshit.

The hardest frc's are the ones with small windows that appear long after any visual/audio/input cues. Ino's frc is very easy, it's the inputting everything else with it, and the fact that it is part of her basic BnB's that makes it a difficult combo.

I really can't think of any difficult frc's off the top of my head. The closest I can think of is chipp's command throw and dizzy's icespike, but really frc's are not hard at all.

Posted

I think the reason why kys regular fireball FRC is hard is beacuse both the s and hard are 2 frames apart or something. So its easy to mix them up muscle memory wise. And in general that I recall all of kys FRCs fit in some like 10 frame window where there are all just a little bit next to each other but cant be done with the same timing so it can be awkward. Just a little to close for the ground ones which makes it missable sometimes unless you are to just stick to one. Im not of the opinon that visual cues are good either, beacuse I dont think that, that is natural. Maybe when learning, but not after that.

Posted

If I remember correctly, Ky's sweep>fireball frc, 6H you have to FRC on the first frame otherwise the 6H won't combo.

Johnny vs Dizzy's Icespike FRC. If you IB the IceSpike, Dizzy has to FRC on the first frame, otherwise you can punish with a Dash>H.

I hear people complain alot about Axl's green chain FRC. And it's understandable since the FRC is right smack in the middle of its active frames. So you get all the different timings along with it being a multi-hit move.

Posted
If I remember correctly, Ky's sweep>fireball frc, 6H you have to FRC on the first frame otherwise the 6H won't combo.

Johnny vs Dizzy's Icespike FRC. If you IB the IceSpike, Dizzy has to FRC on the first frame, otherwise you can punish with a Dash>H.

I hear people complain alot about Axl's green chain FRC. And it's understandable since the FRC is right smack in the middle of its active frames. So you get all the different timings along with it being a multi-hit move.

Yea it has to be as fast as possible with out going into IK mode trust me I know im finalshowdown lol but that isnt the FRC it self being hard

Posted
Yea it has to be as fast as possible with out going into IK mode trust me I know im finalshowdown lol but that isnt the FRC it self being hard

Your Dustloop handle leads me to believe you are NOT finalshowdown

  • 2 weeks later...
Posted
I hear people complain alot about Axl's green chain FRC. And it's understandable since the FRC is right smack in the middle of its active frames. So you get all the different timings along with it being a multi-hit move.
Rensen FRC is pretty straightforward, actually. S Benten (623S) FRC and S Raei (63214S) FRC are the hard ones; the former has different timings on hit or whiff, while the latter has its FRC window set such that FRCing on one of the first two frames will whiff the attack and FRCing on the third one will make the attack hit.
  • 2 weeks later...
Posted

Is there a trick to doing FRCs that have the window close to the beginning of the move? I'm trying to FRC Millia's S Disc (FRC on f3-f4) and my hands just don't want to move fast enough. I've gotten it maybe twice out of a half-hour's worth of tries.

Posted

Use it after a normal. S Disc FRC is before the disc even starts coming out, so doing it at neutral would just be to waste 25% tension. I don't play Millia, but from what I understand of that FRC, it's suppose to be a cheaper RC on her normals. So you would do something like pressure>Max range 2D>S Disc FRC>dash in>Pressure.

I could be wrong on the actual Millia use, but moves with FRC's that early on are designed to be used after other moves.

Posted

I dunno about that particular FRC, but for Dizzy's 2H FRC, I just plink 2H -> PKS. It might be a little more awkward doing S -> PKH, but it might help.

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