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Shadowfury333

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Everything posted by Shadowfury333

  1. When I try to play Ranked in BBCF it often gives me an error (don't ask me to transcribe it), and boots me to the main menu, oftentimes with a minute or so of black screen. Is this just me, or are others finding this as well? It seems to happen most reliably when I hit the Search button (top button in ranked mode menu).
  2. For the j.2C > j.4D stuff, just park the stick in 1 after jumping, then hit C followed by D (i.e. 5A/5C > 91C > 1D). There's no j.4C or j.2D, so it just picks the right moves. As for 236A~66>5A, the 66 seems to have a generous buffer, but that 5A does seem to be somewhat strict. I feel like it can be a bit late without dropping, but I tend to do it too early and just get the 5C/6C followup instead, which does whiff. The trickier part for me is that I've been practicing it out of the 6D combo (6D > d.5A > d.6B > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > etc.) and that d.5B needs to be delayed so it doesn't only hit once and cause the 236A to whiff against lighter characters, so remembering when to buffer and when to delay screws with me if I haven't practiced it a bit that day (though I am still quite new to BB specifically). Do you have any *useful* advice (i.e. not vague bullshit like "just commit") for dealing with post-dash moves. Mashing doesn't seem to work, and there isn't a clear cue for proper timing in the animation.
  3. I haven't had a chance to test yet, but does Xrd have the usual ArcSys problem of only recognizing 2 controllers at a time (despite being able to do more on console and having the side selection)?
  4. That seems quite cool. However, I dislike how the player names have a section for adding/removing from list, and then a dropdown to display them. It would be a lot more convenient to match how Scoreboard Assistant does it, where you can type in new names, and they automatically get added to the list.
  5. The answer I would like to play this more, but the netcode issues turned nearly everyone off of it, and they weren't entirely wrong (at least playing random people cross continentally, with the possible exception of Australia/Oceania players due to their smaller size compared to EU and NA). Your best bet would be to ask if anyone near you would want to play.
  6. Also, specifically for Millia's S disc FRC, that just makes the move a feint (unless there is some 1f timing I'm missing to make the disc actually come out first). The H disc FRC is useful on paper for safety, but most people I've seen only use H disc for knockdown pressure, rather than in neutral, so it isn't FRCed. FB disc is the one typically used in neutral (and even then I don't see it that often), as it is the safest (though not safe in pressure, which its FRC does help with. That FRC is also fairly easy, just hit the input right after the disc input and it should work, though it may negative edge the disc input and summon 2 discs on top of one another for 75 tension). My guess is that in #R Millia players would use H disc FRC to get a safer disc for zoning, and then AC added the FB disc and H disc FRC became obsolete.
  7. Well, I've got it, and I'm impressed. The netcode feels okay (though I don't know enough to really judge), and the game overall feels enjoyable to play (only really tried Petra so far, but she's the reason I even took a second look at this. I would say "I think I'm in love" except I'm afraid someone might call the cops). I like the pacing and combo length, and everything seems to work about as intelligently as I'd hoped from watching tournament footage. Here's hoping netplay remains active. Also, disappointed at the lack of OST. I realize it wasn't in the page, so my fault for assuming ArcSys would do that for both published 3rd party and in-house developed games.
  8. Awesome, that's the best kind of hard stuff. Now I'm both excited and slightly scared (of netcode possibly being poor leading to no one playing).
  9. Are they 1f links, 2-3f links, or 4f+? Specifically Petra & Weiss, since I'm probably going to main one of them.
  10. Oh, that's unfortunate. I would prefer to be able to not have the sidebars, but I'm pretty sure my main group of friends (who I don't play FGs all that often with anymore, but I digress) would hate it. They hated Melty Blood for having maids (moreso Hisui than Kohaku), so the link animations might be another massive turnoff. It didn't help me approach the game either (I wrote this off as moeblob fantasy until seeing Petra in the Steam trailer, and then "GUNS!" overrode my previous assessment) On an unrelated note, am I right in thinking (from what I can gather off YouTube videos) that the combos are fairly chain/gatling based, rather than based on tight links?
  11. You can remove the link animation sidebars entirely, right? I recall seeing that somewhere, and I'm assuming the "Full" option for resolution does just that.
  12. Calling it now, lobby system will be an RP hub within a month of release.
  13. The thing with this is that they probably do block *sometimes*, so for their part they are blocking, the fact that they aren't successfully blocking notwithstanding. I've typically approached that with "how often are you blocking?", since that isn't at all accusatory. It communicates that I'm assuming they are blocking (especially if they actually are sometimes) and acknowledging they are trying (if they are, if not the question isn't wrong) while still hinting that something isn't quite right. Even if they answer "pretty often" it should get that in their heads to think about blocking more. Granted, that's more if you don't know the person. I've been specifically called out for not blocking by people I've played with a lot and that's worked fine to help me to block, but that was with people I know.
  14. Fair point. I should clarify that I was playing the mirror match rather gently. I wasn't just tearing into them all the time, since I wanted to get a feel for their offense as well. That and I don't main the character in question, so any tearing into I could have tried was limited. Yeah, this is really the best takeaway. If anything is to be offered unsolicited, it would be acceptance regardless of wins or losses.
  15. I've experienced that too when trying to help people, and usually the response they give me is either "I just want to have fun, you shoudn't care so much" (i.e. "games are toys" or simply "caring about stuff isn't cool"), "Let me figure it out on my own" (i.e. "games are about learning and/or self-expression"), or "How dare you imply that (I'm a worthless loser because) I don't know everything?" (i.e. "games exist to validate one's position in a social group", "I need to justify my existence by my skill in games", or "games are like work, you have to be good at them to be allowed to do it"). The first two aren't worth worrying about, since the first case clearly demonstrates they are casual and happy about it; and the second case is someone who, if they come around to looking for help, is probably self-motivated enough to find it online. The last one is probably the one people are talking about, since that case involves massive insecurity and anxiety, a lot of which is probably brought on by the stereotypes I mentioned previously, as if that behaviour is perfectly normal and expected in gaming. I've found the best way to deal with the latter category is to make it absolutely clear that they are not seen as worthless for not yet being skilled. In one particular person I encountered, I ended up doing a mirror match set with them to give them an idea of both how to use their character, and so I could figure out what they were trying to do with that character. I'm not sure how much it helped, but they seemed to be learning fairly quickly from it. The main issue I found is that they were playing a rushdown character (Filia in Skullgirls, plays in a similar mixup pressure style to Jam or Chie) as if she was a footsie character, and it was really hard to phrase that to them without making them feel worse about themselves. Trying to phrase advice to someone who currently thinks they are worth less than dirt is quite challenging; playing with them in a friendly environment to show them how to play better may be more effective.
  16. While I'm not a P4A player (except in tournament casuals, no Playstation consoles), when I get like this (moreso in Skullgirls), it's because I assume that people are going to be that stereotypically malicious player. Basically, it's not the losing that's so hard; it's the general assumption, built by those who do engage others in a toxic way, that the loss and criticism is basically the end of your social standing. So why not lash out? By that point, it is assumed that there's nothing else that could destroy one's standing in the group, so controlling emotions feels like a waste of time. Of course, it's also quite embarrassing (at least with Skullgirls) when it turns out that no-one is like that, and you've just gotten angry over nothing. It would be like if you hallucinated that everyone around you was a hungry wolf ready to tear out your throat at the first visible sign of weakness, rather than a rational human being who really has better things to worry about than your results in a video game.
  17. Wait, are you trying to tech air throws, or just learn to read them and avoid them. I'm guessing the latter since Xrd doesn't have throw techs, but I'm not sure how the CPU helps with the former apart from seeing what attacks are safe against an air throw (unless something I don't know about changed from AC to Xrd and now attacks always counter throws).
  18. Most top-level players use a stick (not necessary, but very popular), which means each button has a different finger on it, so RCs are just a matter of pushing down with 3 fingers simultaneously. Good to know you got macros working, though. Those help a lot when playing on pad.
  19. Bind the "P K S" macro to something (R2 isn't a bad choice, Respect has no gameplay function) and use that. If you really want to use the face buttons, slide your thumb over the left 3 or right 3 and press them all with your entire thumb. If you are okay with rebinding functions but don't want to use macros, put HS on R1 and Dust on R2, then you have your thumb and index finger to RC with.
  20. Ballermachine: That is interesting information. Good thing the music wasn't ruined, at least. That's why people are frustrated, said library (GGPO) was developed years ago, but due to a combination of cultural reasons, superb network infrastructure, and a relatively small distances across the country, Japanese developers don't seem to even look at it.
  21. Yeah, I figured this was probably the case. However, since it works fine for every other fighting game I play, I'm not in a hurry to change modes, given that I have it working in AC+R.
  22. Some slight issues with my stick (Qanba Q4), but it works fine if I set Mode, so it treats the stick as a virtual analog stick rather than a dpad. I also have to remember to treat A <=> B and X <=> Y, and that if I have a stick and pad connected, it treats the stick as p2, so I have to set the buttons with the pad to match the stick for online play. It might also work okay if I put it in 360 mode rather than PS3/PC mode, but running it through DirectInput rather than XInput has been working fine so far. Other than that, online seems to work, and at least for 3 bar it seems playable. There is a bit of input delay (3-4f, I think), so I really wish that ArcSys would just license GGPO already, but it didn't feel laggy, just a bit harder to block and movement was very slightly delayed.
  23. Oh, wow, then definitely get a stick. Anything above $50 will generally not be crap, so you don't need to completely break the bank when first getting into it, and Hori, Madcatz, and Eightarc are all considered good manufacturers to go to. If possible, try to find as broad a compatibility as you can. Something that works with just one console is probably too limiting compared to something that works with all current and last generation consoles and on PC. I'm not sure how easy those are to get cheaply, but PS4 sticks might work on PS3. PS3 sticks will only work on PS4 games that support them (Skullgirls will, not sure about others, drivers are free to use but Japanese companies are notorious for being reluctant to use outside tech). There are adapters, so this isn't the biggest deal, just bear it in mind.
  24. The only reason I ever got a stick was so that playing fighting games wouldn't stress my thumbs too much, but that's mostly because I work with my hands so ergonomics is really important for me for the long term. I find using my fingers equally helps avoid fatigue and soreness. If a pad is comfortable for you to practice on for an hour or so every day, then that's definitely the cheaper option. If you find yourself at a tournament or a locals and people are playing friendlies, just ask a stick player if you can try their stick. That way you get some idea of how it feels. Bear in mind that your muscle memory will be way off at first, causing you to totally screw everything up, so don't worry about performance, just worry about comfort.
  25. I found this awkward at first too, but I tried doing it with my hand balled up a bit more (if you play the piano, kinda like that), and I find it seemed to be a good way to keep my hand in a good position. However, I'm using a Qanba Q4, and those Sanwa buttons hardly need any force to press. My pinky tends to rest on the upper-right corner of the Dust button.
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