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Xtra_Zero

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Everything posted by Xtra_Zero

  1. MB Shield is MUCH closer to AC slashback, and shield bunker is completely different yet again, it's closer to dead angle.
  2. MB's shields work completely differently, and I'm not against the concept of Blitz Shield, I just think it doesn't work well in GG.
  3. Don't worry, in Japan even if you space it properly you'll still get BSed. Just don't use the move. *shrug*
  4. Basically my beef too. It just seems to encourage BS use over any other kind of counterattack.
  5. I sometimes still burst like it's BB CT lol
  6. People are used to the tools they already have because they're enough and they work, probably. I get hit with it here and there at my local arcade, particularly by Zato. I think it's way too good, people are sleeping on it, and the game will change drastically over its lifetime, much like 3S did.
  7. You don't have to change up your starter (unless it's slow enough to be BSed on reaction anyway, in which case you wouldn't be using it anyway), you just have to change up your timing.
  8. ... I really don't think there's anything "autopilot" about reading and reacting to a jump-in with an anti-air. Really, does nobody have a problem with "Maybe he won't anti-air my telegraphed jump-in this time because of BS"? I mean if not, that's cool I guess...
  9. But ... slash backs didn't even address a problem with the game. If there were a game that actually needed this mechanic it's BB, not GG.
  10. Depending on the scenario is the key phrase there. Without BS you can carefully space slow moves so that they're very hard to punish, with BS your spacing doesn't matter. It also does weird shit like lets you punish with a full combo because someone with no meter 2Ped you on wakeup.
  11. Yeah that's what I'm saying. I wish sticking supers in hard-to-fit, non-combo places was more worth it so they had more utility.
  12. If you're talking about general space control, that's basically everyone in the game, but I think Axl tops that list. If you're talking specifically about projectiles, maybe Ky is more up your alley, but you won't get real projectile control until Dizzy shows up. Venom is this weird case where he has tons of projectiles but they're rarely actually used like traditional projectiles and that's generally not a winning strategy with him. This is the case with most characters in this game (projectiles are rushdown tools moreso than spacing tools), but the example is particularly extreme with Venom.
  13. I still don't like it. Nerfs slow moves too hard.
  14. Good to hear. Quick programming question, what type of views are you using for that slick table interface?
  15. I've got huge americahands and it wasn't an issue after a while. Thumb on P, pinky on D.
  16. I wanna see stuff like neutral YRC to read a jump-in and then super to punish it or something, and have it actually be worth the 75 meter. Personally I'd rather see raw supers get buffed across the board, and combo-ender supers remain in their basically unusable state. I feel like raw supers did more work in XX than in Xrd, and hellfire just kind of brings them back up to that, but maybe that's my imagination? Thoughts on this?
  17. You're making tons of mistakes before that then. Axl gets rushed down because you need to rush him to kill him, and Axl has lots of options to keep the opponent out, so you need to take opportunities when you get them.
  18. I can do that fine, but I'm trying to do (something) into 2H off of a teleported overhead.
  19. Is 2D Gamma Blade possible anymore? I just get teleport when I try it. Also what's the best way to go into an aircombo after 22H? I'm trying 22H j.H(2) *land* 5S(ji) 2H 22S but the 2H is really tricky to land.
  20. Good to hear. Since you've got them in a DB you should be able to run queries like "what punishes X on block" and stuff. Could be cool to be able to tap on a move, select a character, and then see what punishes that move.
  21. Could you please put this on the Google Play store? Also are you using a database or hard coding tables?
  22. Quick question about throw breaks. Can you break a throw in a situation where you couldn't have thrown the opponent? Example: Char A is in range to throw char B, but B is not in range to throw A. Can B break A's throw?
  23. I think this is a very interesting argument. Making reversals easier doesn't necessarily make the game easier to play for beginners in this case, it just makes it harder to mount an offense on wakeup. It just sort of shifts difficulty from one area to another.
  24. Can confirm, PS3 audio is ass. High end is tinny and crackly, cymbals and drums sound awful.
  25. I swear negative edge has existed in GG for a long time? I remember playing vanilla XX in arcades and having no problem with reversals, also in +R arcades.
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