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Everything posted by Airk
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Not really? Okay. I don't get that feeling from him. Oooh, SFX. Got it. Carry on.
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I don't really get what the big deal is about this guy. But that second clause is true for pretty much the whole cast. Except Nu/Lambda. x.x
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It just plain felt better than every other game I was experimenting with. And now I've got way too much time invested to switch unless they do something super dumb.
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Good, easy character to deal with zoners as a sub-main?
Airk replied to YamiYasha's topic in Beginner Mode
Well, if you want an anti-zoner character, you probably need someone with decent mobility. I'd say Bang is probably your most straightforward choice, but Hazama works too. -
Steam community for games will be better when current versions of those games are actually on Steam. BBCPE is supposed to be "in February" with, as I recall, UNIEL "After that" and the like.
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That would please me. I HATE that stupid 2A. That said, I think at certain times during 2A and 5B, this could already happen, so it may not represent a change. Heck, if we go back to the CSE hitbox data, we see that 5B used to hit below the shield already. Not as far as it looks like in that screenshot, but Kokonoe's hitboxes are unknown.
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Well, almost all moves are counterhittable for PART of their recovery, but most moves can't be counterhit during the part of recovery you'll hit them in if you block it, if you follow me.
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Right, so, the thing about Inferno Divider being in CH for the entire recovery is indeed a somewhat unique property of that move, or rather, of DP type moves, but almost all moves are in a CH state for SOME portion of their recovery. In terms of what you can get a big punish on, that's really too big a list to list. Most supermoves are subject to big punishes, as are most DPs (I'm not actually aware of any that aren't at this point, but they have existed in the past). But when you've got a cast of 28 or something characters, trying to list every move you can punish is a bit too big of a task for me.
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I honestly don't think I've ever seen you ask a question. :P Anyway, your question about counter-hits is kinda game specific. Actually, all of your questions are kinda game specific. What game are we talking about? For example, Blazblue, there are usually some character specific combos, but I'd say they're about as important as they are in SF - nice to have, but not really a huge part of the game. Similarly, different moves have different counter-hit durations, and not everything that's a guaranteed punish is also a guaranteed counter-hit. This stuff used to be in the frame data, but it's not for the newer games. I think the rule of thumb was something like 'The last 9 frames of a move are not considered a counter hit' so if you have a move that's 10 frames of startup, active for 3 and then recovers for 15, you'd have to hit the opponent in the first six frames of their recovery (or sooner) to get a CH. However, this is just a rule of thumb, and individual moves could vary. So I guess what I'm saying is - what game are we discussing?
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If you are using a wireless router, it is causing issues. It's not a question, at that point. Wireless adds latency, and latency is bad news for fighting games. Try to wire your setup if at all possible.
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Okay, so how come I don't see ANYONE doing this anywhere?
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Oh; That's right, I don't think CSE has online training mode, that's a CP-and-onwards feature. Still no advice. No one else seems to have had this problem, so...
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You can if you like, or you can just repost it there, I don't think anyone will mind.
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Well, part of this problem is, as I understand it, that Potemkin isn't very good. :P But mostly, I'm wondering if this question might not work better in the Potemkin forum, because you're not really asking "How do I play neutral in Guilty Gear?" you're asking "How do I play neutral with Potemkin?"
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Seems like there are a couple of different questions here. One is: I am frustrated, how do I stay motivated? And the answer here has mostly already been given - don't focus on your win rate, focus on improvement. Focus on "Okay, I hit my anti-airs that match" or "I landed that tricky combo." as measures of improvement, rather than "My win rate is 30%" - which frankly, is an idiotic metric, especially in a game like SF4 where you've been playing for...a while, and the competition has been playing for 8+ years. The other question is: How do I get better? The answer is, watch your replays. It should immediately become obvious what you did wrong in any given match, whether it's 'I didn't hitconfirm that scramble into into a combo" or "I never anti-aired when he jumped at me." or "I can't block Gauntlet Hades."; Look for times when you got hit, or lost a favorable position (You had pressure, then your opponent escaped to neutral.) and ask yourself, "Why did that happen?" Then focus on improving that area.
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I'm not actually a Xrd player, but I'll answer as best I can. #1: I can't answer this, but it apparently sold pretty well. I would be surprised if it were desolate right now, since it's a new game. #2: It's an anime game, so it's never going to have the presence of Street Fighter, and the PC fighting game community isn't the biggest, but it's growing as they get newer releases. And Xrd is probably the most popular anime game. On the other hand, the Xrd update/sequel is already out in Japan arcades, and has been for a bit, so it's not unlikely that we'll see a console release of it in Japan in the next couple of months. That'll pull away all the really serious enthusiasts, but it'll be hard to predict what impact this will have on the PC scene. #3: There are worse games to start with, certainly (I think Skullgirls is one of them. Outdated six button design + tag fighter = tons of complexity.); I think BB and Persona are both easier, but their communities are smaller - much smaller in the case of Persona, and much smaller in the case of BB on the PC since it's a version behind right now. At the end of the day though, to buy a fighting game is to admit that if you want to stay current, you're going to be rebuying it a lot. Unless it's Street Fighter V, anyway.
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Absolutely no idea; Assuming your connection is decent, there must be something screwy with your inputs, because BB is pretty lenient. My best guess is that when you do these moves, you normally hit the button too early, and BB "forgives" you in no-lag conditions and lets the move come out anyway, but you fall across a threshhold or something in lag. Two things to try: #1: Go to normal training mode and verify that your inputs on these moves are 'clean'; If you're doing them sloppily, that could explain things. #2: Have an online training mode session with your buddy and practice doing these moves online. There's no magic here. Everyone else does them all the time.
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Am I crazy or does 236D has less blowback now? (Or, to put it another way "It looked easier to follow up")
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Technically not ONLY buffs, since they did remove the LOLtacular infinite head invuln on 2C (which I almost suspect was a typo. ;P) but yeah. Slews of buffs relative to minor negative changes. Tsuhammer fixes so much stuff.
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Well, if you're worried about that, you should enter their tournaments or whatever (because a couple of matches probably won't make your head explode) but avoid casuals etc.
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I'm surprised and confused I haven't seen more people mashing out of Tsu-Hammer. Maybe they sped it up? I dunno. She does seem really solid at this point. Damage maybe a little low, but hopefully will catch up as tech evolves. And if the worst thing wrong with a character is "damage is a little low' that seems pretty good.
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If you're really not enjoying it AT ALL, I say ditch it. But that's the difference between "Well, this is okay, but BB is better" and "God, I hate Guilty Gear." Basically, the quitting point for a fighting game is when it's no longer enough fun to merit the time invested. Maybe you could still hang out, and try to play whatever else with the community?
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What's the note on 6A? Bonus proration on fatal counter?