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Posted

I want a console-version-only feature where activating DT triggers a sample of Tim Kitzrow saying "D-D-D-DANGER TIIIIIIME!"  I'd be willing to pay for that if it was DLC.

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Posted

I'm one of those people who wants danger time gone. Just seems... too gimmicky. 

 

I agree, but only because it's random chance. Guilty Gear has it's fair share of random elements in it's character mechanics, but it still seems out of place. I'd be much happier with it if it was an invisible stat that gained with each clash, or if it only activated when high level attacks clashed.

 

I like the fact that it adds a sudden moment where the characters are separated spatially, and rushing back in aggressively is the best way to take advantage of it. My favorite part of Guilty Gear is how it has several mechanics that reward playing aggressively, and this is yet another one. I'm skeptical right now, but my mind might change once I get hands on experience with it.

Posted

I'm one of those people who wants danger time gone. Just seems... too gimmicky. 

Actually if it was 2008 i would be crying and whining about Danger time the whole time.

But after SF4, MVC3 and Blazblue i guess that my standards were lowered to the point i can easily live with it.

 

Plus the damage is not as bad as how it was in the location test

 

Posted

Actually if it was 2008 i would be crying and whining about Danger time the whole time.

But after SF4, MVC3 and Blazblue i guess that my standards were lowered to the point i can easily live with it.

 

Plus the damage is not as bad as how it was in the location test

 

 

wow, way to sound elitist...

Posted

Having some gimmicks is fine, in my opinion. They're fun and generally just nudge the balance instead of throwing it out of whack. I get ecstatic when I do two clashes in a row in a real match. If I got Danger Time, I'd be full on anime hype mode while imagining some Engrish vocals in the background singing about love and sacrifice.

Posted

wow, way to sound elitist...

 

He's right though. Weak characters to the point you feel they've strewn the parts of a single enjoyable character over 3-4 or so, horrid movement, shoddy system design, wonky hitboxes, bugs and oversights that I don't even know how they managed them, and the list just goes on.

 

I'm an 2012'er, ffs. And if it wasn't for KOF13 and old games, I wouldn't be playing fighting games anymore. It was fucking amazing to realize that hey, actually just doing stuff in a fighting game can be fun. Or that half the roster makes me want to play them instead of it being a struggle to find one that doesn't feel like ass. Or to feel at ease throwing fireballs? You know, that feeling you just don't have in Street Fighter because some tool dials ultra to punish you because you dared to throw a fireball. Fullscreen. And he does that on reaction. Because he got bopped previously.

 

And it's not because KOF and GG are crazy. It literally feels better to play a dry character like Chun or Ken in 3S on a laggy emulator than playing SF4.

Posted

That's what made me curious, if Sol can dash cancel 5HS, I don't see why I-No can't.

 

I'm not sure, but 2H might even be one of her dash-cancelable normals (though those dash cancels are always really late and don't enable a combo - they sort of assist with her mixup though by making things slightly tighter).  The thing is, only the actual Mortal Counter hit can be dash canceled, so the second 2H wouldn't leave enough time to link into another j.S.  I'm pretty sure that even on regular CH with 2H you could dash into j.S, but after that there wouldn't be the CH hitstun (because Mortal Counter doesn't add extra stun or ability to dash cancel to the whole combo).

 

That first hit can be followed up with just about anything because of extreme levels of stun and potential time slow.  After that it's a regular combo.

Posted

crap the ps4 LE already sold out in amiami :(

 

Speaking of that, any info on what we'll get for L.E. on PS3 (if any)?

 

To me GG was always broken, always had issues.  I embraced the chaos and continue to learn despite the problems and hiccups it gets, it's certainly a far cry better than any of the mistakes Street Fighter and Marvel games are known for if you ask me, UMvC3 is the only fighting game I've *ever* thrown my controller in despair towards.

 

At least with GG I can feel like I can own up to my own mistakes, no matter how many gimmicks are in the system, just means there's a lot to learn to me.

 

Speaking of fixing mistakes, here's my wishlist for Training Mode:

 

---Guard Reaction Recording
Basically the A.I. blocks something and then does something after blocking.  It could be a DP, a BlitzShield, a Dead Angle, anything.  Just to keep players on their toes during guard strings after IBs.  You just record whatever it is you want the dummy to do, then have them do it after blocking/IB/ or BlitzShield.
 
----Wakeup Reaction
For reversal training so you can do proper Okizeme people have to respect.
 
---Danger Time Position situation neutral setups
Air to Ground / Ground to Air / Air to Air after a clash (and also options to reset the situation midscreen or in the corners)
Posted

 

Speaking of that, any info on what we'll get for L.E. on PS3 (if any)?

 

To me GG was always broken, always had issues.  I embraced the chaos and continue to learn despite the problems and hiccups it gets, it's certainly a far cry better than any of the mistakes Street Fighter and Marvel games are known for if you ask me, UMvC3 is the only fighting game I've *ever* thrown my controller in despair towards.

 

At least with GG I can feel like I can own up to my own mistakes, no matter how many gimmicks are in the system, just means there's a lot to learn to me.

 

Speaking of fixing mistakes, here's my wishlist for Training Mode:

 

---Guard Reaction Recording
Basically the A.I. blocks something and then does something after blocking.  It could be a DP, a BlitzShield, a Dead Angle, anything.  Just to keep players on their toes during guard strings after IBs.  You just record whatever it is you want the dummy to do, then have them do it after blocking/IB/ or BlitzShield.
 
----Wakeup Reaction
For reversal training so you can do proper Okizeme people have to respect.

 

These are two of the reasons why I love Melty Blood's training mode.

Posted

Alright guys, this antsy attitude that's prevalent in the last couple of pages of the thread isn't helping anything.

Posted

11 kokonoe players lmao, anyway there is a pretty good representation of the characters except for a few unfortunate ones;( (zato, may, axl)

Posted
  1. Some Strong/Known Players That Attempted To Qualify But Failed: Machabo,Roi,Eki-chan,Koichi,Jun

     

     

 

 

#heartbreaking

Posted

11 kokonoe players lmao, anyway there is a pretty good representation of the characters except for a few unfortunate ones;( (zato, may, axl)

Kokonoe? Do you mean they also play koko or...am I missing something?

 

EDIT: NVM I'm a idiot, BB is in he link too now I get it.

Posted

11 kokonoe players lmao, anyway there is a pretty good representation of the characters except for a few unfortunate ones;( (zato, may, axl)

Well i think that 11Koknoe is pretty average for a 2 players team tournament.

Posted

So... U-zen didn't try to qualify for the Arc Revo? Or I must assume he's not considered a strong player? :(

 

Oh well, two Bedman players at the very least and one of them is Tsubu, and honestly I don't know about this Wuzen player, but he or she must be a good I-No nonetheless.

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