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STenSatsu

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Everything posted by STenSatsu

  1. I actually like the auto-combo and FA. It takes the beginner's mind off execution and let's them think more about decision making. Now, this decision making might be "mash FA till forever" but it's still better than "goddamnit why can't I make the things I want to happen happen". I know a LOT of brand new players who have said that when they learn even a very basic combo that the game becomes more enjoyable, so why not have AAAAA give them a basic combo that doesn't really net them anything compared to a real BNB? If they are actually trying to get better, they'll start thinking about not DPing when you punish, and they'll also want to know how you did that sweet looking 4k combo when you did punish them. But until their execution is up to snuff, they can still learn to AA, space, etc with FA/auto-combo.
  2. It's usually less about the actual time taken in matches and more about what is happening during the time. Watching Litchi combo for 15 seconds to get 3-4k is rather mind-numbing after the 5th time. Or CS Haku vs Tager and it's just Haku doing his 4C or whatever it was for 99 seconds. I honestly don't even think they need to increase damage. The "need meter for midscreen damage" paradigm in Extend isn't really a bad thing. They just need to pack the current damage into shorter combos and reward using multiple different normals/specials in said combos. (Loops are usually pretty boring to watch happen.) Also, there's like 0 reason to attempt to call out people for music taste lol. Completely subjective topic.
  3. Meh, Arcsys has quite a good track record with fine-tuning. Wouldn't worry about character balance much. I doubt we'd ever see something as broken as CT from a sequel.
  4. It's a good game that's fairly accessible and has enough depth to be competitive. Not personally a fan of the throws (why are they so easy to break if you don't gte much reward outside of OMB) and some of the hitboxes seem pants on head retarded. I do love that it will teach people to focus on airdash game footsies/fundamentals even at a starting level thanks to R-actions, 2B being good AA for almost everyone, and generally simpler combos. I do wish the combo system had a bit more depth to it, but it doesn't really matter outside of style shit anyway.
  5. I've seen it making the rounds already and I think LK got on his case already. (Along with many others I'd bet.) Wizard's never been known as top player and given EVO's of the past this won't have an effect on whether the game gets time. It's not like he's been keeping P4A shit off SRK or something lol. Just not sure why people would worry about his opinions when we've got people like Combofiend/Valle/JWong tweeting that they enjoy it.
  6. It'd be nice to see character specific language settings, but not gonna hold my breath. Also a rematch button, who decided no more games should have that?
  7. Outside of tournament time constraints, time out matches tend to become boring to play/watch. Generally turns off people from checking out the game. How many people really enjoyed Nu v Tager in CT or Hazama v Tager in CS1/2?
  8. Well, given that AC+R is supposed to be in arcades late Sept, it doesn't seem like GG is really taking a backseat or anything to p4a/bbcp. I just hope we get AC+R to consoles quickly lol.
  9. Arc generally doesn't do the 'Unplayable boss character' thing so we'll almost assuredly get to play them.
  10. No biggie. Thank you for trying anyway!
  11. Tell that to GGX Johnny and GGXX/ Anji. Tager isn't even bottom tier in EX.
  12. As much as I love astrals and have thought about being able to combo directly into them again if you reach the requirements during the combo, I'm on Zeth's side. It would throw balance off by a lot due to how different the comboability is between characters. Do we really need to add the labor of going through every astral to make them all combo friendly just so some people can style on somebody 10% more often? Not to mention if they do become more common they become less interesting anyway.
  13. She's also like the most powerful mage on the planet though. (Well, after Phantom since that is Nine.) Could easily have her say fuck it and start using magic again along with science. Just say that she decided to get personally involved since she lost both Haku and Lambda as subordinates. Not to mention Litchi is basically in enemy hands and I'd be surprised if she didn't have any concerns about that.
  14. Relius's new special that pulls in looks like a fucking godsend for his non-ignis game. Loving Tsubaki's new projectile too.
  15. Wanted to say thank you to all the translators and to Isuna for the videos. Just make sure to put not getting yourself in trouble first lol! Azrael's drive still seems to be a mystery even with the footage. All he does is stand there in a Hanma Yuujiro stance that only seems to hit up close. Didn't see any sort of meter or any of those mark things during the matches with him. Amane seems cool. Love that he has 2 different divine blade style jumps that you can do normals out of. Wonder how many people are going to die because they hit a C button up close lol. Really glad Bullet is so much different than Makoto. Was a concern to me.
  16. Well, 360 p4u netcode is massively bugged atm so that probably had a good bit to do with it.
  17. Kind of sad 1 character is super Rose-like, but whatever. I REALLY hope they console release this asap after arcade release and Aksys is able to get a US release close to the jp release.
  18. Think stream said 80 for BB and 39 for GG.
  19. While I doubt this will ever happen since p4a is likely to have a smaller tourney community than even BB, I still signed. GL.
  20. Ya, I had tried the link before but had a massive problem getting it to work. Then I went back and tried some variations and got this down. I like your variation, though to be honest I think I'd take the 100 less damage for the TK corner combo since I consider it more consistent and I like the 4d>3c ender the best so far. Going to try to find something that ends in 4d>3c for the same ignis that does close to my variation next I think. It's always nice to have that max damage combo in your back pocket though for different ignis meters. You can add the 236c after the 3c and it works fine as well. Actually, does 6b>5c>6b work? I don't have access to the game atm but now I'm thinking again lol.
  21. So after some corner combo playing around I've got a better optimized combo than my previous damage combo. Not only does it do about 100 more damage but uses 1k less ignis lol. starter>236c>214a>dash 2c>6c>4d>5c(2)>6b>sj or j.b>dj.bc>j.236c>j.214b>land 3c with optional 236c. Tested it on almost everyone so far and it works on all except Makoto. Arakune is also absolute hell to time the 3c on so far though, bang is a tad tricky but much more doable than ara. Does like 3800 off throw for 3k ignis meter and gains 45+ heat. You can't safejump with the j.5d>fall j.c as well though and you don't get the 4d ender oki options. The only time this won't do more damage than the j.c>j.8d>dj.c variation is if it starts with a 6c or 4d. You can go for the 4d reset by doing 5c instead of 3c and then waiting a sec, should work on anything except neutral air tech. The timing is pretty weird at first and I can't really explain it. You want to use j.b if you catch them lower with 5c(2) and sj.b if you catch them higher. Then just do the dj.bc>j.236c>j.214b portion asap and you may need to wait a tad when you hit the ground for the 3c.
  22. Hmm, think I'm gonna have to try dash into corner>meaty 2d and see if that works. If you can get it sandwich style the result might be interesting.
  23. That was a good rundown Fox. We also saw crouching ch 214a links into 6d. Also how near the corner you could j.236c and link a 4d when you need There was a link to a ridiculous corner carry combo in stream chat that will probably come up when we do vids. J/K, thanks browser history! (and kaigu for doing the youtube legwork lol.) http://www.youtube.com/watch?v=Ix3pjoFH5-E&t=1h09m17s
  24. Strong offensive tools throughout the cast along with a wide array of defensive system mechanics mean that no character is really left severely lacking. Also, everyone has pretty decent normals at least and a way to punish bad jumpins. GG is also a very momentum based game thanks to most of the cast having a decent okizeme that leads back into itself if you fail to block it (I guess it's called a vortex since sf4). This, combined with fairly high damage means a few right guesses with any character and the round could be yours regardless of what the match was looking like previously. Not gonna try to interpret what he means by style.
  25. He gave his answer in the paragraph above that one Ama. Good spacing, good execution, hit confirms, etc.
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