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Digital Watches

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Everything posted by Digital Watches

  1. Wull shit. Apparently I have classes during this. That is to say, class I can't miss. Sorry, I'm out.
  2. Hear that mike? Rod is callin' you out!
  3. Anyone else playing Guilty or Melty?
  4. Sounds like mostly a BB trip, eh? I'd want in if this weren't the case.
  5. Oh, sorry, we're talking #R?
  6. Aye. And supermods/admins have stars (Sidenote: We should really think of a separate thing for admins. That gets confusing)
  7. I don't think any more needs to be said about the difference between BB and GG than this sentence.
  8. Of course a transition is "possible." It's not like having one skillset stops you from learning another. My point is that BB doesn't really carry over well, and I thoroughly disagree that they're similar games in basic mindset. Perhaps this is simply a product of the way things have been toned down, but the emergent metagame as I've seen it play out is fundamentally different... in ways that I probably shouldn't get into here. Anyway, the characters you've listed really ARE popular among beginners, but I wouldn't argue that all of them are easy, particularly JO and CH.
  9. Your defiant contrariness is as hilarious as it is completely predictable. Thank you.
  10. Uh, that super is terrible, you guys are kidding, right? Also, I do agree that Axl is pretty easy frontend-wise, but for almost none of the reasons you listed (All of which, except big damage output, are great ways to never get good.)
  11. For some value of "pro"
  12. There's no real way I can say what I actually would say there without starting a flame war. Suffice it to say that with no value judgment made either way, BB and GG are fundamentally different games. The whole "spiritual successor" thing is bullshit.
  13. Er, again, it's doing that in guilty gear too. That's what input buffer means. Links refer to stuff done without cancels, so you can't buffer it really.
  14. Er, actually, Guilty Gear has one of the larger input buffers in all of fighting games. There's plenty of command leeway. Frame-perfect timing only comes in on stuff like links and really short FRCs and stuff like that. But yeah, it'll feel like that coming from Blazblue because that game is in slow motion. Well yeah, but we're talking about difficulty here. Saying "I can be on the offensive all the time and get big combos and win" is true for like... 80% of the cast, assuming you can actually stay on the offensive the whole match and do big combos and win. I speak from experience when I say that when I'm playing someone who can't really do defense or doesn't know how to get around my character, I can just walk all over them, crank their guardbar, do giant combos, and make them go cry in the corner, and I don't need ABA to do it. But if you play someone who knows how to stop ABA cold and make her get hurt for trying, she just has more things to worry about. You can't do OTG keygrab combos if you can't get a combo off, and even if you run away and bloodpack, at least a good portion of characters can chase you down for it, and the ones that can't get to set up and make it tough for you to get back into Moroha mode. And that's assuming you can get out of THEIR offense in the first place. In a case where you just get to do whatever you want and your opponent doesn't know how to stop you, any character is easy. (DISCLAIMER: I don't play ABA, but I've played AGAINST a few. I'm not saying I always win either. Moroha, for example, is tough, but that's mainly because he knows what he's doing.) Agree, although I'll add that one major issue going to MB for even GG players is VERY low hitstop. This makes even chain combos harder to confirm/connect than in GG/especially BB.
  15. Tempest Dahlia: Everything you're saying is based on the assumption that you can stay on the offensive all the time. When ABA has to block, she has to take more into account than most characters, because if they can get your bar to end, they get a free combo, possibly an IK if they set it up right, so yeah, there are defense things she has to learn that aren't just basic defense. You can throw your hands up in the air, say "Balls to the wall!", and just give up if your offense gets broken, but to be good, you have to be able to win unfavorable situations, too.
  16. Key: X = Arbitrary character Y = Arbitrary playstyle I found X to be a good character to learn the game (and the genre) with initially. I think X has one of the smoothest learning curves in the game. For beginners, you can just chain normals from light to heavy into special and do passable damage without FRCs or other difficult inputs, and do an extra-basic version of their Y game, and experiment a little. As you get more advanced, X has FRC-reliant combos, advanced Y, lots of different Y tricks, big combos, etc. The hardest part of playing X initially is defense, which could possibly encourage you to learn to block, a which is probably a good thing for beginners anyway.
  17. If there's a 5v5... where do I come in?
  18. Oh man. If you make this the weekend of June 12, I will so be there.
  19. Oh wow, sorry Kumlekar, I didn't see your post until just now, but that's definitely noted in the first post. It happens on counterhit, because of the additional stun/standstill effect of CHing, and usually only if you're running and at a very specific spacing. It's in the second paragraph of "Advanced meterless tricks". It comes up so little it didn't seem to deserve its own section.
  20. Axl Benten FRC. I feel your pain.
  21. Basically, I can troll for timeouts. So I can ENJOY THE GAME THAT MUCH LONGER.
  22. How do you win 3-2 in a ft5?
  23. Operational definition of "Easy to pick up:" You can get to an intermediate level of play with less effort than other characters. That is to say, learning moves? What the fuck ever. I mean beating good people. Not great, but good enough to not just be like "OMG I CAN DO A DP WATCH."
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