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Delrian

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Everything posted by Delrian

  1. Yeah instead of going to Mitten Mashers we usually go to someone's house on Fridays. I'll pm you the address where casuals will be happening today (and for the foreseeable future), though I don't know about attendance today since some people will be stream monstering EVO. Do you have skype btw? It's probably the main way a lot of us keep in touch.
  2. I haven't played in a while, but would like to start playing again. Best place to ask for matches is on #WW on mizuumi's IRC server though.
  3. Hanging yourself after playing me in GG? D:
  4. Yeah, you're also starting him off on basic bnbs, rather than complex matchup-specific oki setups into a 3-way mixup. I've had a similar friend who doing QCFs and special cancelling normals was a real accomplishment at the end of a session for him in BB. Simplifying FRCs, character weights, or anything else in Guilty Gear wouldn't help him get into it easier. He also doesn't need to learn any FRCs, character adjustments for his (nonexistent) combos, or basic oki. In fact, his main issue with GG (which was the reason he preferred BB) was being able to see what is happening on the screen, which I imagined would be improved once Xrd is released. As its been mentioned many times before, new players don't care about mechanics, they care about presentation. Whenever I ask anyone who doesn't play FGs competitively what they like about Guilty Gear, it's consistently the music, cool moves, and feel of the game. Now that I think about it, if I could only make one change to FRCs, it would be an animation that hints at the window (like Corona's 214S in Wonderful World).
  5. In the case of Mitsuru, it's not really an issue imo. Practically all of your tools that you would want immediately are available immediately, or you can plan ahead for cout droit.
  6. Why is being a charge character a downside? o.O
  7. Maybe "understanding your tools enough to know what situations each is effective in". Using it in the context of your tools being all possible options (blocking, attacking, moving) and situations being varied by both the momentary situational advantage or disadvantage, and your opponent's tools. I do think recognition of situational advantage and disadvantage would be a fundamental skill. Especially after playing someone (who doesn't play fighting games) neither reversal or block on wakeup, despite me telling him to. :S
  8. I find 632146 easier than 236236, especially when I was playing on pad. Different people, different skills, I guess. EDIT: And only after re-reading did I find that the input they were talking about was 641236. 6 directional inputs starting with 6 are apparently all 632146. That said, it doesn't seem troublesome.
  9. I'm saying that implementing a mechanic that encourages bad play is poor design.
  10. There are some sick advanced combos that involve TKing and FRCing orbs a few times, too, before going into the rest of orbs loop. Usually reserved for when their guard bar's cranked IIRC.
  11. And we're saying that since airteching as early as possible is (usually) bad, it's effectively making a bad habit easier to get into.
  12. I dunno about that particular FRC, but for Dizzy's 2H FRC, I just plink 2H -> PKS. It might be a little more awkward doing S -> PKH, but it might help.
  13. They making it Friday?
  14. When you can't tech throws when you know they're coming, the window could use a little tweaking.
  15. What'd be cool is a custom challenge mode where other players could put up optimal character BnBs or flashy combos, instead of the default outdated stuff.
  16. Found out about this too late, it seems. Maybe next time.
  17. If we get in-engine story sequences, I'd expect them to be similar to special intros like some of the fights in story mode.
  18. Just what are you insinuating about me? :PPP
  19. I was referring to the improved netplay outside of lobbies.
  20. Delays in development doesn't usually mean more features get implemented.
  21. Post in the MI thread, we'll get you in the skype group.
  22. As a terrible lambda player I feel your pain. My advice would be to take a look at certain situations where the opponent takes you from neutral to pressure (ie. forces you to block), or actually hits you, then imitate that situation in training mode and see what your best answer against it is. Sometimes the best answer will be blocking, but you also need to find ways to get out of blocking (backdash, barrier, instant blocking to a poke from abare, chicken blocking, -maybe- reversal super) and take it back to neutral where Lambda runs best.
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