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redsilversnake

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Everything posted by redsilversnake

  1. Those quotes weren't meant to re-make the arguments in them; they are explicitly there to debunk your claim that I hadn't done much in the way of actual argumentation. Also, you're still relying on narrow-minded assumptions. 1. They may be different, but not to the extent that the mechanic would have fundamentally different effects. For the record, I'm far from the only player to have gotten hit by tech resets in BBCP and P4U, both with throws and AUB attacks. 2. Just because it's an appealing option doesn't mean it will be done on every air combo. Likewise, the attacker would still have to decide between continuing the combo or using a tech reset depending on their opponent's ukemi patterns. Meaning, again, that situation ultimately doesn't change aside from teching itself being easier to perform. 3. See previous sentence. 4. The gamble is in whether or not to tech right away. A guarantee that you can tech on the first possible frame being one of the two options you'd have, with no real change to pros or cons in the metagame, doesn't change that. 5. See 3.
  2. I've argued little? You're claiming that literally none of these quotes are things I've said? 'Cause those look like arguments. I can easily concede that MoralHazardPay has made better points than I have, but if you're going to insinuate that he's the only one who's actually engaged you and I've only been "antagonistic," then you're just being disingenuous. Anyway, the reason delayed tech keeps coming up is because you keep glossing over it in favor of the assumption that players will always try to tech ASAP. It's the most obvious, basic counterpoint, yet you have yet to actually address it. And unless every single character in the game has some way to reliably deal with it, there is still little reason not to add hold-to-tech.
  3. You have not been reasonable. You've ignored counterpoints and continue to rely almost entirely on assumptions. It has been gone over by myself and others why you don't have a good argument for not including hold-to-tech, yet you keep acting like any change to the ukemi system is inherently bad.
  4. It's not preference, it's ad hoc reasoning. qwerty wants to believe he's making good arguments, but it's more likely that the only real reason he wants to keep mash-to-tech is because that's what he's used to/how the games have been, rather than having actually thought it out.
  5. You still aren't making a good case for why buffered tech would actually change any of that, because you seem to be ignoring that delayed techs would still be a thing. As Uncivilized Elk says, if a player at a decent enough skill level keeps losing to tech resets, that player will start not teching on the first possible frames. In other words, the current situation as you describe it ultimately doesn't change.
  6. Again, if you think buffered techs will just lead to tech traps off every hit confirm, you're kidding yourself. It just means players take a gamble on guaranteed ukemi if the combo drops or a black-beat combo, which they already do, just without the "guaranteed" part. The current problem with the game is, as you yourself say, that you can think you've mashed enough to cover a couple of frames where a move connected too late, only to eat a black-beat combo. I just don't see how this is in any way a problem. You're honestly acting like people are wrong to expect basic control over their character's actions.
  7. One thing I forgot to bring up is that players don't always go for tech traps. Most of the time, they will go for full combos, in which case, buffered tech would be much better for if they drop one. Double-tapping doesn't always work either, so you're still not really providing good reasons for keeping mash-to-tech.
  8. If you think one tech trap is gonna work all the time, you're kidding yourself. Even in current Xrd play, there are times when a player will go for an air reset that won't work because the other player intentionally doesn't tech. Hold-to-tech wouldn't change the ratio at decent - high-level play, just how players tech. And it's not as simple as "hit buttons if you want out as early as possible," because you can mash as much as you can and still get hit by a black-beat combo, which is exactly what I mean by unintuitive.
  9. Air resets in BB and P4U are also things you need to keep in mind, yet don't see all that often. Hold-to-tech doesn't add an unneeded layer, it just makes air ukemi more intuitive. People who argue otherwise might as well just be reaffirming the stereotype of Guilty Gear players being stubbornly stuck in the past.
  10. Like any of you ever teched throws more than every few dozen matches to begin with. Even in Japanese footage, throw breaks weren't exactly common. Hell, I'm almost tempted to say I saw slashback more often than throw breaks. I don't like ground/delay ukemi either, but mash-to-tech has to go. It's so unintuitive, and is basically the one regard in which Xrd lags behind the other games ASW has put out recently.
  11. I believe he means when one player bursts right as the other finishes the input for a super, in which case the burst will win out against any supers that lack invulnerability. In those instances, you could probably still use the YRC OS as long as you had 75-99% tension.
  12. I wouldn't say necessary, but for one example, I've seen Sol players take advantage of it for certain midscreen combos. Other than that, you pretty much said most of what I feel better than I think I could (though I disagree about unblockables; I kind of agree with Mike that the kind Zato has shouldn't be in the game. I also think you oversimplify how the balance is, but that's a different topic). I think he stretched a bit too much to make his case, and his argument falls flat in part because of that.
  13. If I'm remembering that mission right, you have to time the j.S so it whiffs when Ky does Vapor Thrust and you block when you land.
  14. I remember someone said on Twitter that, during NECXV, Satou was asked about Zato being top tier, and he basically said that Ogawa is indeed the only reason he's considered so strong, since no other Zato player is as good as him.
  15. While I agree that Zato and Millia have some ridiculous stuff, it's really just that Potemkin needs buffs. I still can't think of good reasons for why he lost what he did.
  16. IIRC, that was said about the arcade release when it was about to come out. Ishiwatari has otherwise said that they intend to eventually add the rest of the cast.
  17. Incorrect. It was removed with the patch that added Valkenhayn's data.
  18. There aren't any romantic over/undertones between them unless you misconstrue particular scenes.
  19. The US actually just has an awful internet infrastructure overall because every major ISP is shit, its size just exacerbates this.
  20. Two characters are explicitly named in a Famitsu review as appearing in the game's story mode. It's possible they could be the next DLC characters. If you're referring to the NA release, you can download her for free at any point between the game's release and January 5th from the PSN store, regardless of whether you buy physical or digital.
  21. 5A floats less on aerial opponents, which makes connecting 5AA easier, but 5A>2B is harder It might no longer be necessary to super cancel her R-Action to make it safe Her damage is apparently worse; FC 5AA>2B>j.2B>charged 5B>236B>6AB>2C>charged DP>2B>j.2B>j.214B doesn't even do 3500, and you can't even do Moujuu afterward because the opponent techs too soon; this might be because either j.2B got nerfed or SMP is harsher D Moujuu might do less damage, but if so, it's not by much (the player thinks he might even be mistaken) SB Moujuu does less damage than the D version At its peak, red axe takes a very long time to decrease to yellow; the player got comboed four times by Minazuki, but even when he got KOed, the axe level stayed at red 214AB's second hit floats the opponent, like Shadow Labrys' does; it's possible to tech it in the air, but it can combo into 5A
  22. Chain Knuckle can apparently now go into the foliow-ups even if it only hits the opponent's Persona SB Moujuu seems to raise the axe level to red no matter what j.B's attack level doesn't seem to have changed With red axe, it's possible to end an auto-combo with 214B Throw>D Moujuu in red axe does about 3900
  23. I'm on Twitter, but the only Austin accounts I'm following right now are fubar and UFO. Who do I follow to keep up?
  24. Aksys announced a while ago that Elphelt will be free for the first week of the game's NA release. Might wanna add that.
  25. DeathTurn, you're getting confused. Everything in CT and CP are canon due to time loops/resets, but CS just has "possibilities," that is, just things that could happen, which is what most of the game is comprised of. Yes, Terumi observes all of these possibilities, but that doesn't mean they actually happened and are thus canon, but rather just that he knows how each of these possibilities will go so he can act accordingly to make his plan succeed. Amaterasu and timefuckery don't have much to do with that particular game.
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