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Everything posted by Airk
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No nooo, Hazama is good "because of his design" and nothing will ever make him bad. /eyeroll.
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Dude, what?
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I agree; I'm hoping for more vigorous differentiation.
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Hori HRAP-EXSE; Don't play fighting games on pad because I learned on stick, so I don't have an opinion.
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I don't understand why people are focusing on j.214D as being a "third overhead" or something for jump ins. I think what makes it useful is the opportunity to use it as a TK overhead, even if it's just in the corner. If you want to do 0-3 overheads, you can already pretty much do it with j.B > j.C > j.CC, though you may have to dash.
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Well, my assumption was that if he did it deliberately, he MEANT for it to not combo.
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Just because it's something we should have had for ages doesn't mean it's not a big deal that we finally GOT IT.
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I don't really understand what you're so upset about. 6C jump cancel is pretty trivial, IAD combo is just a combo route change - that's all but completely irrelevant since combo routes get rejiggered every release anyway. 22B "lack of slide" isn't even something that we know definitively is a thing, and frankly, it makes no difference at all as long as the knockdown time is more or less the same. Compared to the beatdown most other characters seem to be getting, I don't really see what cause we have for complaint. Projectile is apparently improved in some meaningful way, j.214D overhead is huge. And at the end of the day, we don't even have real translations of this stuff. I mean heck, Kiba knows I'm usually one of the first to complain about stuff, but this stuff really doesn't seem very alarming after, say, the CS2 -> Extend stuff.
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So in the 4th round there, TL's Install "Combo" with the weird 214D thing. Deliberate reset gimmick, or lucky combo drop?
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The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
So why is it always me who has to ask if anyone is bothering to show up tomorrow? :P -
Hori makes some good stuff and some...less good stuff. (Kinda like Madcatz in that regard). I wouldn't judge any individual product by their name alone. That said, messing around in training mode with inputs on should show you fairly quickly whether the pad is doing what you think you are doing.
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True, but let's not get our hopes up. I suspect this is just the result of the apparently across the board reduction in time of S starters - the combo timer probably just runs out. I expect this means that jab combos are going to be REALLY weak in CP2. I hope not; The last thing we need is another D-special that is only for combos. =/
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Well, I'm glad you're here to remind us of your completely subjective opinion. Heaven forbid we forget that some people like whatever the played first. :P
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This means either 5A's level/hitstun went up, or 2B's startup went down. That's...super weird. I'm not even sure what kind of change they could put in to cause that. 214B longer startup?
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That's a great theory except that everyone is looking at CT through massively rose colored glasses; Most of what I remember from back then is people bitching about how much BB sucked compared to Guilty Gear. I'm just gonna buck the trend and be pleased with mine so far. Errol's translation makes a ton more sense.
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That's probably a pretty reasonable assessment, unfortunately, although there is some hope that if it's a digital upgrade instead of a whole new physical release, that it will come to the West faster because A) There won't really be much to localize and B) In order to keep the console game versions in sync world wide, they'd want to do a more-or-less simulataneous release. Still, I wouldn't expect anything before 2015.
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This is a dumb suggestion, but does the Q4 have one of those stupid switches that allows you to pick whether the stick is treated as the left stick, right stick, or Dpad? 'cause if does and it's set to right stick, you're going to experience exactly what you're seeing.
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The heck is an 'F' Starter? The only starter types I know of are N,S and VS/M :P You mean back when most of the cast "felt strong in their own little way" by being F-ing AWFUL?
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okay; I stand corrected; Frame data was the reason she was good in CS2, but that's still not what Zaeris said. :P Anyway, the problem with getting this stuff translated is that you don't just need someone who knows Japanese, but you need someone who knows Japanese fighting game lingo. :P
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Neither of these were the real changes that made her good in CS2; Hell, the unblockable wasn't even a change - it was just the one good thing she had going for her in CS1. If anything, the reason she was good in CS2 was because her chargeless damage was surprisingly good thanks to DP whiff combos. I too will miss 623C TO THE SKY! It seems like such a dopey thing to nerf, too, I mean, what's the point in changing it other than removing uniqueness? It's not like it's a major factor in like...anything.
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Non-awful 2B would be awesome. I am actually liking the sound of our loktest changes, which means I'm gonna be super sad when they roll them all back for the final version.
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If you're going to jump ship for other games, jump ship for other games and go bitch about them instead, in their own areas, thanks.
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DP is 10 frames of startup. Freakin' 2B is 13. Any chance we can pick up with 5C? :P Anyway, I expect all this stuff to get rejiggered anyway, so developing combos now seems weird. That said, couldn't you TK it 'forward' by doing like 9214D to get it to move forward a little more?
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You know exactly as much about it as anyone here. :P
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Yeah; This was on the early loktest changes for...CS2? I think? It was definitely something they toyed with before, and it got rolled back before it ever went live. That said,this is exactly the sort of thing that we need - assuming even no other changes, this means we have the equivalent of a 17 frame overhead that can lead into pretty significant damage in the corner. Even the presence of this option would means people would have to deal with the situation differently. Does it cost charge? Yes, so what? Right now charge is mostly garbage combo-boosting stuff - we need options to use charge to actually open people up and/or play neutral. This is doing that.