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Xtra_Zero

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Everything posted by Xtra_Zero

  1. This is what I can make out It. Nay. To. Will. Come out of the way. (wat) Trick. Cheat. Fraud. Lie. Suffer in the end. So let it be oh let it be says all the haters Since time's a'knocking on the door. No response, but hey you're ready Back to back Death comes arriving on a midnight train Back to back Conciousness is slipping to the end Back to back Cannot let anyone do ya again Back to back I can no longer pretend You need to break it down Just want to get better, thats my game Lay thee down, one heavy day.
  2. The reason they're not used is because nobody gives anyone a chance to use them specifically BECAUSE of the threat of them. Usually. I know at least for me, if my opponent goes into IK mode, I'm walking on eggshells and specifically watch out for situations where they can stick it. There are also actually some characters that use them (May) or get hit by them (ABA, Chipp(lol)) kind of often. Interesting quirks to the game. I'm actually in complete agreement with you here. Sugeno did this to Vanguard Princess and IMO it makes the game worse. If the cutscene was put in the background, behind the characters or was just a camera angle change (they can do this now!) and didn't add any time to the execution of the super I think I'd be okay with it, but adding more superfreeze to the super is bad because it increases the amount of time the opponent has to react to it.
  3. As cool as it looked I hope that isn't the case. Though I don't know why they'd bother animating that specific sequence like that unless they're planning to use it... Seems like there are better uses for production time. Though related, that tumble animation looks damn good. Since all the cutscenes looked like they were realtime rendered, a neat experiment would be to keep them in but just not interrupt gameplay. I mean obviously these ones do but something more like the dust chase cuts where you still have full control over your characters without pause could be interesting and definitely very flashy. It could be done programmatically and dynamically so that neither player loses view of their character despite the camera angle changing. I'd imagine this being a little jarring since we're used to the static 2D view but as a developer I'd like to play around with that at least.
  4. Oh man Justice's IK in this engine would be sickkkkk
  5. I kind of always subconsciously put Sacred Edge below Ride the Lightning. Maybe some supers will cost 25% like some did in AC?
  6. Now you're talking. How about a move, usable once per match, that instead of awarding a win, forces a draw?
  7. I find astrals really boring for some reason. Both their condition for use and the animation that follows. The way they're used doesn't put you on the edge of your seat like IKs do, and the exaggerated, drawn out animation that follows just draws out the time that nobody can actually perform actions. Dull imo.
  8. Instead of being able to do it when the opponent is at low life on the last round it should be made so that you can only do it when YOUR life is low, ends the match, and can be comboed into. Yeahhhhh where my XFactor at? <mindvomit> what if you had a move that did as much damage as the life you've lost over the course of the round, was an overhead or otherwise generally not a shitty move, but was affected by damage scaling and stuff and could only be used ONCE per match? Hmm maybe that'd be too many eggs in one basket. *adds to list of experimental fighter mechanics* </mindvomit>
  9. There's no way that was pre-rendered. It was like 5fps and you can clearly see the polygons. That entire trailer was 100% in-engine, excluding the logos at the beginning. What I want to know is whether those cuts before the Overdrives are gonna show up. I'm not liking that so much. Vanguard Princess added that recently and while it looks pretty it throws the pace of the game off. I'm actually okay with the dust chase animation because it doesn't slow down the game at all and if handled right won't change any options.
  10. Anyone want to take a crack at figuring out the lyrics to Heavy Day? Or is that something best done in another thread? lol
  11. http://i.imgur.com/Ydj6jNX.jpg
  12. I get this feeling too, which is a smart choice imo, but there's not much conclusive evidence.
  13. Wouldn't that just be arbitrary guessing? (Not that there's anything wrong with that) I'm not differentiating here. Mixups are mixups. If you don't have them, you don't have them, if they're bad compared to other characters then they're bad compared to other characters.
  14. Uh, what? Not having mixups means you can't win. If you can't get your opponent to block wrong, how are you supposed to hit them? If you give a character bad mixups you essentially get a bad character. Why was CT Rachel good? j.2C and 2B. Why is Naoto bad despite being able to OHKO the whole cast? Bad mixups. The same thing is seen in SF4 with a few characters. I'm really missing something here. Could someone explain this to me?
  15. those are things all characters should have, imo.
  16. In my experience most FRC windows do not intersect with RC windows, and even when they do, it changes things. If you block the move, will your opponent spend 25 meter to cancel at the time you expect, or will he wait and see if you react? Will he spend 50 to do a double fake out? Or will he do a triple fake out and then not cancel the move at all? In that case you should try to punish the move. ... but what if he FRCs?
  17. I'd argue just the opposite. Some characters (Yoshimitsu, a-Pat) absolutely 100% needed to do just-frame moves to be competitive. Also, it's a totally uncontested skill. You would always, 100% of the time, rather do the just-frame version of a move than the non-just-frame version, so the people who could time it right always had that as an advantage without any strategic element to it. Easily one of the worst things about SC5. EDIT: > SC4 whoops. SC4 wasn't nearly as reliant on them, but they were still an uncontested skill that you would almost always rather do. Still dumb and made the game worse. I'd argue that FRCs aren't always arbitrarily hard. If you can FRC the move earlier, that has strategy-affecting side effects. Widening the window that the FRC can happen during changes strategy, even if it's only changed by one frame. Now, making it easier by changing the way they are performed (like holding the button or something) has way less side effects. I'm not really against adding a few (2-3) extra FRC-window frames after the current windows, but to say it wouldn't have any strategy-altering side effects is flat untrue. And then there are still unresolved problems. One of the most infamous examples was Sol's Fafnir FRC. It had a window that made it cancelable either before or after the attack had come out. In this case, even if you widen the window or make the input easier by holding the button, in order to tell the game you want the FRC to be immediately before the move comes out or immediately after, you're going to have to time that shit. I can't think of any simple way to solve a problem like that. I like this term
  18. I think one of the very very crucial things about GG that so many other fighters have forgotten is how important basic, SF2 fundamentals are. Individual moves actually do significant damage in GG and it's possible to win even in Japanese arcades against good players by just having a solid understanding of the basics of fighting games. The game can go ahead and offer some infinitely complex upper level stuff but as long as it doesn't overpower fundamentals like blocking properly, anti-airs, oki, spacing with proper moves and being able to punish with damaging supers it isn't an issue at all and never will be. These things aren't mutually exclusive. Even some "more accessible" fighters like BB have forgotten this and are, imo, less enjoyable as a result.
  19. Maybe I'm imagining things but I remember most of the real gripes happening in CS. CT moaning was just "It's not GG boo hoo"
  20. Loss endurance is kind of necessary in this genre. It comes slowly. I can say that it's probably because of this genre that I almost never give up on things. Maybe even this game specifically. Nothing like the rare occurence of hearing the announcer shout "FINAL" before round 4 of a 3 round set.
  21. I wouldn't be too butthurt either.
  22. Has anyone considered the possibility that the characters are fatter to compensate for the aspect ratio change? It would change the stage size and gameplay after all...
  23. You're missing some frames in the AC video, dude. Particularly around 5sec. He could have gotten it through Axl or I-No via time shenanigans :D Also: anyone catch the crater on the ground at 1:45?
  24. I can imagine some people calling 1P / 2P shenanigans, also if the characters didn't switch weapon hands the animations would be from the opposite side too. Which could be cool. Edit: I guess the real question is if they switch weapon hands when they turn around. They also seem to be complete models, so it's definitely possible for them to show the animations from the other side without a hand change.
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