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Henaki

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Everything posted by Henaki

  1. Different wakeup times are lazy design. Give the characters more obvious strengths and weaknesses with regards to getting up. Chipp already has an FRCable DP as an example. More things like that, less things that make you have to do different okizeme timings. If you have to do different oki against a certain character for their movelist reasons, that's fine IMO. But beacuse they get up 2 frames later is obnoxious and serves no purpose besides making the game harder for the sake of it being harder in most cases. Also, universal and basic mechanics like that should just be the same for clarity reasons alone. Dead Angles and Throws have very obviously different animations and are fine for being different as universal mechanics for this reason alone. Jump startup being is stupid too, but I think it's like 1f difference except for Potemkin, which is a lot easier to learn. It's still dumb tho.
  2. You can see all of these differences easily. In GG, wakeup times are different by small amounts which are difficult to pick up on visually. All of the other things you mentioned are obvious through observation. Normals are part of what makes a character different from the system mechanics presented. They don't need to be the same. No character shares the same normal except in the case of clone characters, and it's not a huge deal because it doesn't make or break the knowledge you learn.
  3. Most of the variety in GG is obvious. Universal mechanics (other than like, throw ranges I guess), should be the same for every character unless the difference is made clear.
  4. Yooooooooootemkin. I like the new design. Cept for his shoes.
  5. More tools don't matter when every problem is a nail.
  6. Too add to Destin's thing succintly: The wealth of viable decision trees is more important than amount of tools offered (Think ST vs like, Sengoku Basara X or something). #R had clear strengths and weaknesses and a less homogenized system. AC has more homogenized power (all characters have great oki/damage). Most of the balance comes from two heavy swings or one extreme swing of momentum usually meaning the round. I like #Rs intent more, but I think AC is a better competitive game. Taking what #R had and balancing it would make for a better game than AC IMO. Anyway, I wanna see some characters revealed haha.
  7. You would still be able to do that. Just if you hit it early you get the earliest possible FRC. A good player could still time it late It's a quality of life change that does not hurt anyone but helps worse players use a feature that they can't do with exact precision. Well, it might hurt the winrates of people with high mechanical skill and nothing else. Sorry if this is an old debate, I don't really have the time to read Dustloop anymore, and I'm just saying what I think would be good for the game from a design and player perspective.
  8. These arguments are hecka silly. Anyway! I just hope they make the inputs for stuff easier while not touching most of the good mechanics. I don't really think stuff like SB are necessary to the integrity of GG and could stand not being there. Jump Install and other stuff that's just mostly arbitrary hard, even if it adds a little to the game, shouldn't bet there. Making FRCs an easy input you do at the beginning of a move, but making it so if you hit it during the FRC window, you gain the ability to hitconfirm, ETC would make it so both worse players can not have trouble with FRCs while keeping things hard for pulling off really important stuff, which will keep the mechanical difference high but players always get the intended effect. That's really all I want. Most of the mechanics are good, but just looking at the stuff that's really hard and offers a lot and just going over it would be super nice. After that, new characters would be dope. I'm getting a feeling the least popular characters or might get replaced by someone new. Just hope they keep things the speed and offense/defense balance GGAC is more than anything. Not enough games are fast and have good pace like AC does.
  9. Okay, so the same method as discovered in CT then.
  10. Arc Systems will probably just port over Blazblue or P4A as a DLC title on PS4. No biggie. Probably not a new game, but it'll probably be the platform for future arcade ports, and backwards compatibility will be likely, and IIRC all games are available digitally from now on along with disc release, so yeah. With the new hardware that isn't a pain in the butthole, easy ports, free money. There's no way playing a fighting game through the streaming service will be considered acceptable, so a paid PS4 version of BBCP isn't out of the question IMO.
  11. The second one was buffered from the 2a, that's still pretty crazy. Is it the same standing 720 method from the CT days? Canceling the last frame before you jump into D and then finishing the motion and doing C right after?
  12. Blazblue redeemed.
  13. anti jump in this case implies preventing someone from jumping out of a block string. anti-air is more people jumping into you. as a grappler, one of the most fundamental aspects of a stable and balanced character in the archtype is being able to prevent people from chicken blocking. this is why you never really see zangief placed as an outright bad character in the sf4 series. he has really, really good anti-jump. tager has had all sorts of problems with anti-jump. kanji does not have these issues, neither does potemkin. though potemkin was mostly bad because he was a kind of fair character in a sea of total ridiculousness until slash came out. kanji has a couple of petty bad matchups, but is otherwise a decent character thats just a little weak IMO. but yeah, jA is good at meeting people in the air and keeping them in your hands. if you ch people out of some sort of jumping attack, or them trying to back dash or something silly, now you get a combo! thats all keeping in line with what i perceive is, this tager is probably going to not be terrible because of this. will he be just as fun? IDK! but he looks a lot more stable and capable of being not bad. it took arcsystems a really long time to do this, for some reason.
  14. Collier is a combo and utility move now. 5A, j.A and air driver are anti-jump. They made his anti-jump a lot more reliable, especially with grand punish of whatever. I mean, yomi collider was just so fucking FUN that I hate how bad it looks now, but yomi air driver will probably replace it anyway. They also nerfed 720, which allows him to be a little bit more stable in the gameplay department IMO. Less polarizing gameplay leads to less high risk high reward guessing, which makes a character easier to balance. I'd still rather arc sys stop giving grapplers super throws, it's so much easier to make a fun for the other guy grappler when you dont, which means you can make grapplers not bad!
  15. Alan if you need help running anything, I'm not entering any tournaments. I will otherwise be glad to provide Persona commentary.
  16. Counter Assault isn't a reversal if you get hit.
  17. It felt like it had head invuln.. until active frames started. So it always traded. Not that the FC you got off it made that a bad thing. Anyway, Tager looks a bit more consistent than EX, and this game doesn't look a lot better than uh... any BB I guess. I might play it for kicks though.
  18. The Noble Clap you are wrong and stop posting about things you are wrong about. Thanks.
  19. It's a very rare bug. I think it happened because my end of match information timed out. It took upwards of 30 seconds to report a match to ranked. I think it assumed someone quit in that time and since it doesn't verify who's the ragequitter, gave me that. I've fought 2 rednames in P4A that didn't ragequit, the other three did. However, people avoided me like the plague when I had redname.
  20. I hope so. That glitch is super obnoxious. It happened to me in P4a and made ranked very, very difficult to play. It thankfully fixed itself after 100 ranked wins.
  21. That bug has nothing to do with button priority IMO.
  22. The biggest issue with Justice is she has no way to force damage on defensive opponents that can zone. If she loses a lifelead vs anyone who can outzone her, she can't win, basically. All the other zoning characters have reliable ways of forcing damage, which enables them to regain their life lead if they're behind on health. Like, let's pretend Testament suddenly cannot outzone Venom at all ever in the history of the universe no way jose. Testament has a good mixup that enables him to run in and do damage. Justice has no such luxury. She needs to be objectively the best zoning character in the game for her design to work, or have decent mobility + a mixup.
  23. SF4 has an extra frame of input delay on the PS3 version. No one has done any scientific tests on any other games as far as I can tell. Maybe for Marvel 3 as well. That's where the rumor started. I'm not really familiar with PS3 hardware or development or anything, so it could be for real, just no one's done any scientific testing on the matter.
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