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Henaki

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Everything posted by Henaki

  1. question: in axls stance, can he do the same thing twice in a row, is there a max he can do? i've never really paid attentino to it other than "this looks annoying but full screen combos are cool"
  2. because otherwise what else would we talk about? nothing? pft.
  3. i'd rather zato be able to do unblockables easier, have him nerfed slightly, and have more homogenized wakeup times than have 10 different wakeup timings.
  4. thanks for the info, disappointed they made the wakeup times so variable and close together, probably one of the few really subtle things i really dislike about GG.
  5. What really puts off newer players is when basic concepts are hard. Not nuanced situations that require tight timing. For example: "This game's basic mechanics tell e I can do x, but it's extremely difficult to do x without practice. That's stupid." They're not going to go: "well, I can IB, reversal backdash YRC out of this situation real quick, but that's difficult to do without practice. That's stupid." The difference is one is a basic mechanic, while the other is a complex situation where you use multiple basic mechanics in a different way. Most game copanies strive for the latter kind of complexity making the game hard. That way, when you see something on the screen, that way when a player sees something really nuanced and complex, it creates the illusion they can do it. Think of the barrier like if you made it so playing keyboard required the equivilent of some basic notes requiring a complex input. There's dexterity already inolved, why the hell should learning twinkle twinkle little star poorly require you to input the equivilent of the part of a dragonforce song for a single note? a new player will give up before even playing twinkle twinkle little star in that case. Low barriers of complexity for entry level play is the hook. Once a player enjoys pressing buttons and doing basic things without much strategy, then they'll play until the first critical frustration roadblock arsies, or they get bored. The trick is the game can have frustration roadblocks the deeper into the game a person is, because they're more invested, and less likely to give up. So when you get to the situation above where I mentioned IB backdash YRC, yeah, it might be hard to do for them, but they already like the game, so they're way more likely to learn how to do it.
  6. You don't get how "not posting" works, you can try again though. I won't mind. You are a black hole of intelligence, because you only seem go grow more dense as this thread goes on.
  7. Okay normally i'm pretty against being a jerk these days but seriously don't ever post.
  8. From what I can gather, this seems adequate, along with nerfing Zato (who needs it), to bring Pot to a solid mid tier. The balance looks pretty close, I'm guessing Pot's only truly shit matchups are Zato and Ramlethal and maybe Bedman. From what I can see, all the other characters look fairly even.
  9. https://www.youtube.com/watch?v=r0aYFM9AyJI#t=7m19s instant overhead that leads into combo off j.S, might be ramlethal only. instant is kind of a bad word for it, but its done as potemkin is still jumping upward. thats definitely her getting hit while crouching.
  10. I really hope they don't, or they at least condense the wakeup timings into a small amount of "classes" so you don't have to retime shit ever so slightly.
  11. the only other times ive seen pb yrc is done next to someone and when they did it the other person was in range and it whiffed so i'm guessing it doesn't go active.
  12. bedman seems to have very similar gameplay patterns to anji while also being ten times cooler than anji
  13. It's scaled by an obscene amount. If you do like a KD with chipp and then do a 3 hit combo after (i think its c.lk, s, hs), each hit after the KD does about a pixel of damage despite it being a 4 hit combo.
  14. The best way to watch match videos a lot of the time is not to wonder why someone is doing something weird, but why they're not doing something that seems obvious.
  15. Maybe. Just maybe, they're switching because they're more interested in the character and not the power associated with it.
  16. Did anyone record the tournament by any chance? I'd like to watch. Sad that Ogawa didn't enter. Surprised there were no Zatos in top 8 haha.
  17. I pointed that out earlier, yes.
  18. It's doing OTG damage, unfortunately. His new moves are starting to come into light though. The ability to get a (mediocre) kd off air combos, have a 25% meter airdash, get in easy after slide head, and beat reversals clean is pretty cool. I saw the fire move beat some sort of millia oki too, but it was impossible to tell what happened really. It seems to be immune to projectiles? So if someone does a projectile and jumps at you, the fire move seems to win. edit: the fire move is called trishula I guess. Didn't know the name until Ilooked it up.
  19. Considering how ArcSys have treated Tager: yes. They absolutely want some archtypes to be better than others. Generally, making the harder, more precise characters to play better means that at all levels of play, the game doesn't end up frustrating. At low levels, Tager is just gonna trash people, so they take the easy way out and made him worse than all other characters for most of the series to minimize this frustration. Characters like Hazama and Valkenhyne are harder to get a lot out of at low levels, so in terms of power to skill, a person, a poor player is not going to get a lot out of these characters, so them being better makes up the difference at all levels of play until the highest (where being more skilled means you edge out more advantages). Easier characters hit their skillcap faster (like Tager), so you essentially get more reward for less work due to the nature of their design (get in and guess, can take a lot of risks). Some of it might be bias, some of it might be edging out more lack of frustration at lower levels, some of it might be incompetence. If whoever is in charge of BlazBlue was good at design, they would be able to not have to do this, but eh. I mean, they clearly weren't that competent beacuse they made BB:CS lol.
  20. AC heat knuckle would be pretty gross yeah.
  21. Yep, FAB can still FAB. The balance in the game looks really good, might be the best balance of any release fighting game to date. Potemkin's still the worst character in the game, from the looks of it, but he's still alright. A minor buff would put him into mid tier.
  22. https://www.youtube.com/watch?v=ErOSCiJIOfw fab uses the weird fire move in this vid vs ky and it beats reversal vapor thrust clean.
  23. That still sounds like control, your examples are just where they have it... it's a fine word. If you want to get really nuanced, authority might be a better term for it, but control is more elegant. Control: Option reduction. Authority: Having more options to respect.
  24. Yeah this is the more designy term for it. Control doesn't mean power, it just means option subtraction for the other character.
  25. I'm terrible at everything so I play Potemkin.
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