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Spirit Juice

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Everything posted by Spirit Juice

  1. EC match up chart is actually kind of funny because of them putting Lambda higher than Arakune, Carl, and Ragna. x100 Also saying Ragna vs Lambda is 4-6 for Ragna is hilarious too.
  2. I would trust an America match up chart for BB as much as I would an American match up chart for GG.
  3. Right now, Ragna is only fairly strong due to his damage (which does require him to be upclose) and meter gain. His mix up can all be reacted to, and his pressure doesn't last very long. If he couldn't do double BE combos (like in CS2, among other nerfs he has), he'd probably be B tier.
  4. Arcadia doesn't ususally post match up charts so I doubt we'll even see one outside of some JBBS project between a bunch of players (which probably won't happen any time soon either or ever happen). I remember they posted a match up chart for 3S but that game is like 50 years old and the game has been figured out completely. If anything we'll probably get a revised tier list with American Hazama at SSS tier or something.
  5. free of highschool mexistaches
  6. dat ec bias
  7. Yeah there are some weird combos you can do on Pot. Generally though, I don't see Japanese players do 2D BR RC SW loop combos that often unless it's for the kill. It seems like they would rather save the meter for FRCs and fish for better, more meter effecient starters.
  8. Ultimately, streaming is more important because, well, it's LIVE. It's really better to have a live event that people can tune into and watch live than to record it later and then post it on YT (which will likely get less hits). Not to mention that in some cases, not everything will be recorded via a capture device anyways (for example Rin does not want to record MB and GG, or only recording top 4 of BB), but everything that gets streamed, even match transitions which can have silly commentary or people talking, is also archived. Overall, the feeling of "community" shines through with live streams rather than recorded matches that are later uploaded to YT. Also, I couldn't get the ender I wanted with my "flashy" combo (it's impossible to end with Carnage Scissors for the combo I was going for), but it is a 150 heat combo for 6k damage. So it's a balance of creative and somewhat respectable damage, but it's not practical at all (which is the point!).
  9. Okay, just laying the foot down for FUTURE REFERENCE. That way no one can bitch about it. If it comes down to whether we have to STREAM or RECORD, STREAMING will take PRIORITY. Worst case scenario is that we can stream but record matches on poverty hand camera (providing there is one to record with).
  10. Rin and Coopa are the two biggest faggots I know and I want to ban them.
  11. Sorry I speak THE TRUTH about games.
  12. Nah. This combo I'm working on should be a 150 heat combo. I'm like 1 hit short of making the ending how I want it to be. @_@
  13. That combo is terrible, James, and you should feel terrible for suggesting. I'm actually working on a creative combo right now. I have it down in my mind but I don't know if it'll actually work.
  14. OG gamers should love this video. Shit makes me laugh even after I've watched it about a dozen times already.
  15. Er yeah Ragna combos. I still don't have a creative one. Basic one is easy, and for a big damage combo I'm just going to do a basic FC BK combo. I'll try to come up with a creative combo tonight.
  16. My commentary > everyone. 11 to -1 match up.
  17. I'll bring my mic, so that should help at least. We don't HAVE to stream BB if we want to prioritize recording in HD. It's not a big deal. The tournament just needs to happen and get done, THAT is the priority. Don't forget that. Not sure how much you want to record, Rin, but I recommend just top 4.
  18. Your friends =/= everyone.
  19. You can also do BR (1) RC j.H(1) CLSW on Potemkin. It's been a long time, so I don't remember what does more damage total, that, or what Orrax posted above. I think you may need to do BR (1) RC j.H (1) CLSW on Johnny as well.
  20. I don't think you're grasping the concept that GG would probably not make them much money, if turn a profit at all, if they made the game entirely with fans in mind.
  21. I wouldn't say all FGs are easy to pick up. I mean, when you think about it, the amount of effort required to be considered decent in GG is huge compared to BB or even SFIV. Realistically, it's not like you can pick up Sol, learn how to do 5K 5S© 2D VV or BR and be considered decent. You're going to have to learn a lot more than that, such as learning his FRCs, command grab combos, and some form of SW loop (even if they are poverty and not optimal combos). Now if you compare to say, BB and Ragna, you can probably pick up a basic BE combo in a few minutes so long as you can JC stuff and know the gatlings. If you want to compare directly, learning how to do a single BE combo with Ragna requires you to know how to: do gatlings, jump cancel, do a special motion. To do even a basic SW combo with Sol, you need to: launch them in a specific way (command grab, GV clean hit, RC a move that launches, 6P in the corner, GF FRC off of certain set ups), hit gattlings, jump cancel, and be aware of screen positioning (if you're doing more than one SW), character hit boxes, and sometimes character weight. If you want to go into SFIV, a basic combo with Ken would be c.LPx2 linked into fierce DP. That's even simpler than BB. Granted it is SFIV, but something like that is considered very staple for Ken and really anyone can do it. I mean, there are things in GG that can be simplified and still make the game play and feel like GG; FRCs are probably the easiest ones to deal with as an example. It's obvious though that catering to the hardcore crowd does not profit them as a company. What would they have to gain from making another GG that is "hardcore" like AC? Make their hardcore fans happy? That's all fine and dandy, but that would, more than likely, not make them much money, if any money at all. If you're trying to pitch a product to a company, would you really say "Hey I have this great product that some people like! They really like it a lot and would love it if the product makes it into the mass market! The only problem is that if you guys invest in my product, you'll lose money... but at least you'll make those people happy!"? The whole "Well they have BB and are making money off of it, so that means they should obviously just sink money into a new GG game and lose money to just please the hardcore crowd" kind of logic doesn't make any sense.
  22. Using your Sent fly/unfly combos vs other characters is a pretty poor example since a lot of the lesser used characters in MvC2 don't have combos as difficult or near as difficult to Sentinel fly/unfly combos. If everyone in MvC2 had really hard combos like that, the game would not be as fun for the lower level played compared to the higher level player that practiced those hard combos quite a bit. In regards to GG having enough to market it as some big gay anime game that casuals would eat up, you're not looking at the situation correctly. You're thinking of the US market where casuals would buy GG because it's anime/is cool/whatever. The US market is not the target market for ASW, obviously. When you put a very difficult game in an arcade like GG into an arcade, it's going to be harder to learn and pick up compared to a more accessible game like SFIV. You're assuming there are just casual players that will mash in the game and play for single player stuff, and then there are competitive players. However, there are different levels of competitive players too. There are players that are content with playing every so often, learning some combos here and there, and being satisfied with that, and then there are players that are hardcore competitive, spend a lot of time playing and in training mode, learning optimal combos, etc. Games like SFIV cater to both levels of competitive players. The more casual ones feel like they can still feel effective when they land their scrub combo and still have fun with that, while the more hardcore competitive players have fun trying to use their characters to the maximum of their ability. In other words, big gay anime fags don't go the arcades and bring in money, so marketing GG as a big gay anime game isn't going to do anything for it other than get more sales from big gay anime fags who buy it on console and that's it. The current business model is "easy to get into, difficult to master", which is what BB and SFIV are following. As much as you might hate it, there's no denying that the model is working. SFIV is huge, and BB is a success as well. It's working for Capcom and ASW, and it doesn't make sense to go back and produce a game that is harder to play, essentially giving you less money. While yes, all fighting games are hard, the whole point of of BB and SFIV is to easy to pick up, but hard to master. Making your game easier to play does bring in more potential players. Like I said earlier, there are players that are satisfied with playing at a casual competitive level, which is what BB and SFIV caters to. I'm not sure how hard it is to understand that if you make the game easier to play, you will get more players.
  23. Copy pasted from a similar thread on SRK since we're talking about FRCs and shit: ASW has said before that they want to focus on BB, and while GG is not a dead franchise, it's on the back burners for the time being. This isn't news. What is "news" (not really news, just words from Pachi), is wanting to take out FRCs and Slash Backs. I don't really care if SBs are removed, but I will be sad to see FRCs removed. I think FRCS add a ton of depth to the game, but for the average player, the execution barrier is too high. Realistically, there are three options to deal with this. 1) Remove FRCs completely (and maybe turn them into just RCs or Forcebreaks) I don't really like this option at all. FRCs won't really feel like FRCs anymore if they're Forcebreaks, and it would probably hurt a lot of characters for their FRCs turn into RCs (e.g. Sol's Gunflame would be god awful if it required 50% meter to RC just so he can continue pressure or use it in a combo). 2) Increase the window of FRCs Most FRC windows in GG are two frames, and although they're not that hard to hit with practice, it requires too much effort for a newer player. I think increasing the window to a general six frames for everyone (with some exceptions like Faust's scalpel stab super) to be like May's FRC Dolphins would be plenty big. The problem with this is that it could create some weird situations with some FRCs, making some FRCs weaker or stronger or even carry over into the active frames, essentially just making it a 25% meter RC. For the most part I don't believe this would be a bad change. 3) Add an input buffer system like BlazBlue. As some people know, BlazBlue has an input buffer system in which if you hold a button, it'll count it as an input for five frames, essentially making combos that are one frame links into five frame links. This way, they can keep FRC windows at two frames, still have them keep their unique feel, and still be used like they were intended, but now they are easier to execute. Now, they could go about this in two ways. You could have the input buffer system work across the board for all inputs, or have the system recognize that you are holding three buttons and count that input for five frames. Even if the system worked like the former suggestion, it wouldn't really help a lot of the characters in GG in terms of their combos. Slayer would probably benefit the most from the former suggestion, but that's about it. I feel that this is the best suggestion in keeping FRCs in the game and keeping them as unique tools but easier to execute.
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