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Kanta-Kun

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Everything posted by Kanta-Kun

  1. ^This Because there are those that enjoy high execution characters. And one does not negate the other. A character can be mixup oriented, still be high execution and stand out for both of those reasons (MvC2 Magneto). Execution is an added layer of fun, for some people, not a chore or a barrier.
  2. It is, but it comes with the character. At least AC is a balanced enough game where you only have to deal with "can I execute?" when picking a character. Other more unbalanced games pretty much strike out certain cast choices, even if you love a character. (Marvel 2, for the easy example) However, maybe I-no is a character that should be streamlined slightly (I personally dont know, never tried to do her hard stuff). At a certain point, common sense has to kick in and if a character is waaaay harder to use than the average, some tuning is in order.
  3. "What's the point of making characters difficult to use?" I'm relatively new to GG, but I think that homogenizing execution requirements so that no character stands out as a "high execution character" is not a good change to the game, at all. Even if it does make it "more fair" in a way ("Why should I have to do all this stuff when other characters can do much less for the same or better result.") I personally enjoy picking higher execution characters because I like to press buttons. I usually don't play games that have very low execution requirements. It's fine if the basic stuff is easy to execute, but stuff like IAD TK specials doesn't really need a bigger buffer window. There's a reason why that kind of thing falls into the "advanced techniques" category.
  4. Guilty Gear is already one of the most popular franchises among casual players for it's presentation, ranging from visual artwork to it's music and the personalities each character has. And it's been that way for years, even with it's complex mechanics, there's no reason why it would need a mechanic tone down this time around.
  5. *copied over from my post on SRK* Ok, before anything I want to say that the game looks and sounds amazing. I really like the fake 2D look that totally looks like real 2D animation. Insane technical prowess there. I only have one little problem with it all, so far, which is the same as most people: Sol's character model looks bloated. Really. And puffy. So i took the liberty of messing around with it a bit. i think it looks a bit more sleek like old Sol. Less new-age "SF4" Big Brawny shoulders. Messed with his puffy hair (both at the top and pony tail), super wide shoulders + super thick arms and legs and baggy pants. I was careful not to change anything on his clothing (except for the huge collar on his jacket that was popping out on some looney tunes shit), since they're changing his design a bit from the older one.
  6. Thank you very much. It really is much easier using negative edge since i don't need to press>release>FRC. I'll take a closer look at the guide then! One question though, what's the overall consensus on R+ baiken? Better,worse or just... different?
  7. Any tips on Youzansen FRC? I've managed to do it now and then, but I'm wondering if there's any kind of trick to do it more consistently. (New here btw, hey)
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