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Hellmonkey

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Everything posted by Hellmonkey

  1. what. there is some slowdown due to hardware but fps should be identical...
  2. You really shouldn't be choosing a character based on how complicated they are. Every character in gg has a ridiculous amount of depth.
  3. sounds good
  4. wow hella unhype where are my money matches
  5. Shouldn't change too much in terms of entertainment value. 32 teams 3v3 is huge.
  6. Her combos are really not very difficult, the harder part is actually landing hits that go into them in a real match. The only linking required is on 66 2b or 66c, everything else can just get held (turns any link into a minimum 5 frame link). Chances are you're using harder combos than needed if you're missing a lot (662b is only needed for a stable combo against a couple chars) In the corner going directly into 6c 4d bloom after your first 22c and back to haida- loop is actually more stable than just doing haida- loop usually. Some characters are significantly harder to haida- loop midscreen so either learn the spacing really well against them or use easier combos. Your controller could be part of the problem too.
  7. It's a link not a cancel, input 6563b to do it (no need to return to neutral). Linking a run is one of the few things in this game that actually requires some timing. It's possible to blackbeat your 214a after throw, make sure that's not where you're dropping it.
  8. hope to see some of you at BURNT TOAST
  9. yeah it was gone last weekend, but that cab was pretty bad so no big loss jk seems like Xie had them put it out again?
  10. Well, you specified players "worse" than you which certainly made it sound like you have the knowledge/skill to beat them but can't because of the character. I agree that you learn more by losing, but only if your opponent is significantly stronger than you, if not you will learn most by adjusting during matches and pulling out wins. (any other mindset than this is why so many people stay scrubs) The GG system (movement, burst/bait, blocking options, throws) fits into different character's playstyles so differently I really don't think anything is gained by playing another character first to learn the basics, just because the character someone wants to play is "quirky".
  11. That's called playing poorly. If you're losing to people worse than you in GGAC, your character is never the reason, especially at the level of play outside Japan. Also, to be good with any character in GG, you need to be good at GG itself. Even Potemkin players cannot get by just knowing Potemkin, and he gets away with it more than the rest of the cast. I would never recommend learning another character first that isn't who someone wants to main, because every character's movement and normals vary significantly and to get a natural feel for a character requires a bunch of playing time either way.
  12. haha there aren't that many arcades with active scenes even in Japan, but the bigger issue is that there is a very small percentage of arcades that bother recording matches and making them available, along with players that ask their videos not to be put online.
  13. Just depends on your spacing, everyone can be looped as it's less character specific than CT At the end of your corner combo, use 6c>super after bloom for an extra couple meter before the super (she has combos that give around 48ish meter so this can be required). I always use the super if I can since the minimum damage is a decent chunk and I find it more efficient to use your meter for damage when possible rather than blowing it trying to get in again.
  14. Yeah that's about the highest you're going to get. What is more realistic is a corner throw into haida- combo into 66c 4d 236d though, which you can sometimes land against people that don't know how dangerous corner throw is from noel. It can be more damage to go into 4d 236d earlier in the combo using your 22c one-time positive proration for that earlier, then do another rep or two of 22bbc because of the way proration affects the combo.
  15. In the corner you get max damage going into 66c 4d 236d after a rep or two depending on what you start with
  16. I think it really should have .com on it.
  17. A huge part of any decent fighting game is understanding the risk/reward of your different options in any given situation. This is where most of the 'depth' comes from, since the entire metagame at any decent level of play revolves around players trying to use their best risk/reward options, and the opponent trying to shut those options down. You can't possibly argue that difficult execution doesn't have a very direct impact on risk/reward for both players?
  18. I'm very familiar with the pro-starcraft scene btw, and there are actually many parallels between execution requirements in Starcraft and in GG. I think there should be execution requirements because it makes the game much more fun to play and adds depth; just like you could go play Warcraft 3 or a large number of other RTS games, the one that has become by far the most successful RTS of all time and continues to have a huge fan and playerbase is easily the hardest popular video game out of any genre execution-wise. I feel like removing this very basic component of play has a much larger effect than simply shifting the learning curve. Starcraft players feel the same way about RTS. To say that the execution requirements can be removed without affecting anything else really just makes that person's lack of experience actually putting those tools to use as intended quite clear. Thankfully for people who think it's too hard, all of the new generation of fighters are appealing to the lowest common denominator and much of the execution is being dumbed down.
  19. You can do 22b 22c if you will get too far away, it's always best to throw a few reps in... do j.d higher up and make sure you don't delay 6d and it'll always connect do 66c as fast as possible and it's fairly easy to connect, although there are very few times it's optimal to do 623d in combos
  20. Thanks for your input! I have a great idea, let's make an entire new game that removes most of the execution barriers by slowing gameplay down, adding 5 frame buffers on every move, and restricting movement. How's that sound?
  21. My point is that it's really not overboard at all when you look at any level of play above beginner. The learning curve for GG is a bit steep in part due to learning timing of combos/FRCs, but the game has been fine-tuned for a higher level of play so FRCs have stayed the way they are for what it adds to the game at that higher level. Using your argument, we should remove all difficult combos from the game because they aren't dependent on your opponent's actions after the first hit. Having good movement (which is very execution-intensive), reacting well, and many other aspects of GG are "solely the result of practice" because practice is the only way you get good at any aspect of the game. There are plenty of easier fighting games and plenty of competitive games in other genres that require little to no execution. Before criticizing something like FRCs in GG, I would recommend learning the game at a higher level to see how they actually come into play.
  22. It's there because it's fun and adds depth for reasons I've already stated. Execution itself affects the metagame immensely, if you know you're going to get airthrown by messing around in the air above your opponent since they have the execution to do it, it's going to affect your gameplay. If you know your opponent is going to use his FRCs well to punish you harder for doing something dangerous, it will force you to play safer. You really don't even need to use FRCs to play many characters effectively, and compared to all of the other timing and execution needed to play the game well (this is when the game is most fun, and the level the game is designed for) learning FRCs is nothing in comparison to learning everything else. GG is a difficult game for many reasons, complaining about one single execution requirement (like FRC timing) being too hard really shows a lack of knowledge about the game at even an intermediate level.
  23. second one is nice
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