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Everything posted by Airk
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What? Oh don't be ridiculous. Please tell me you understand the difference between 'medium' and 'art style'? 2D sprites and 3D models are mediums. While the latter has been largely (ab)used in the service of slavish realism, games like Xrd, Jet Set Radio, and Okami prove that it is also capable of just as much variety of interesting, visually distinct ART STYLES as 2D is. It has, however, taken the technology a while to get here. If you'd showed up with this argument in like, 2001, it would've been a lot more credible.
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That's a good point Magaki; I should have raised it myself.
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I'm not sure entirely what you mean by 'a more wild playstyle', but maybe Litchi would suit. She's not so out there that she doesn't play the same game as everyone else (At least, in CP. In previous versions her gameplay revolved too much around her corner oki, IMHO) but she's got some interesting stuff going on too, with staff manipulation. Otherwise, characters I think who teach 'fundamentals' in BB are: Ragna (duh) Jin Tsubaki Makoto Platinum Maybe Bullet, but I'm not really sure since it annoys me just to watch her. You can probably take a spin through each of them and see who you like.
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Sounds good; I'm sure the Noel community can help you out with some suggestions of what your game plan should look like.
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Well, this is going to be a big pile of generic advice, because you haven't really given us anything to go on, and there's nothing special about being a UMvC3 player that's going to help clarify particularly either. So. Stop "hopping" - pick a character and PLAY them. Learn them. If you're bouncing around between 5 characters, you're effectively slowing whatever development you might be getting down to about 25% of what it would be if you focused on one. Save your replays. Watch your replays. Figure out why you are losing. Possible reasons you might be losing are: You suck at blocking. This is probably the case if you come from MvC3, since blocking is terrible in that game. Learn what moves hit how and practice. Your neutral game is bad. How you play at neutral will vary depending on what character you pick and what the matchup is. Ask your community. You do dumb stuff. There's a lot of dumb stuff in this game that will just get you punched in the face for doing it. Learn not to do these things. [*] Yeah, you can work on some combos, no clever tricks here, just have to grind them out. There's a community who can answer specific questions if you actually pick a character. [*] Play a lot. There's no substitute. [*] Ask your training partner what you're doing wrong. Another perspective can be valuable, but be warned, a lot of people SUCK at giving advice, so take it with a grain of salt. Alternatively, you can upload some replays and let your character community give you some guidance. [*] Stop pushing so damn many buttons.
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Nope, sorry, you are incorrect. It also allows manipulation of the camera to produce visual effects that are otherwise impossible, and generally more dynamic positioning of models. It makes it easily possible to create an animation for a character being hit with one specific move, for example, whereas that sort of thing is not cost effective in hand drawn sprites. It's the reason that many Astral Finishes don't even show the character getting hit, but instead just pan around on the footage that will be the same every time. I don't think there's ANY evidence to support the idea that Xrd's roster would have been any bigger if it had just been a high-rez sprite game. Either way, you're looking at redrawing ALL art assets. And, in fact, if 2.5D is, in fact, cheaper and faster as you admit, then in fact, 2.5D basically made Xrd possible AT ALL, because clearly they couldn't AFFORD to do the roster in high rez sprites if they could only afford to do this many characters with cheaper 2.5D. Your argument collapses under it's own weight here. Oh, and there's also no reason it should lead to slower animations. THAT is just modern game design.
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It's probably the final one for this version of the game. Coming soon: Guilty Gear Something Something Xrd Sign Double Plus.
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Tsubaki has suffered from a lack of willingness of the developers to take a stand on what they want her to do. They practically revised her design for CP (after realizing that a character who is dependent on an install super for damage was a bad idea in Extend) now saying "Welll...uh.... what if we give you a couple of slow projectiles? Would that help?" instead of giving the character what she actually needs - normals that are good enough to make her scary when she manages to get in and apply pressure. It's almost like they don't realize she gets worse everytime they increase barrier pushback. She's not a bad character, per se, but she's in a game full of characters who are very good, so being "Okay." is not a particularly compelling state to be in. It's a little bit depressing.
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Wow, that's rough for Tager. Not sure why THAT needed to happen. Litchi changes don't really seem very severe to me? How big a deal is the 4B thing? Because if the only nerfs she's getting is to that move, I don't see her ending up in line with the rest of the cast unless that was a way more important combo part than I thought it was. Arakune changes are...interesting. Dunno what the overall implications are. Tao nerfs are much nerfier than previously reported. She might be sane after all.
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You're talking about the guys who balance with the whiskey bottle here. :P
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Sorta stupid to expect a game for which half the draw is it being a tie-in with a Playstation exclusive RPG franchise to sell as well outside of that space, don't you think? P4U is a TERRIBLE metric. The heck are you talking about? They literally HAVEN'T put out a product on this side of the pond 'since dropping the 360' and just what about CP makes it such a magically "better product" other than the fact that they iterated on their previous designs again? Nothing whatsoever points to this having to do with dropping support for a console. Edit: oh, and hilariously, P4U2 IS coming to 360 in the west. Heh. I guess they got enough backlash on CP that they're regretting the decision. That or Atlus made the decision for them. Meh. While MS is full of dumb lately, none of it really influences these games, so I don't see what that has to do with this either. As for "how many hard core fighting game blahblahblah" I think you'd be surprised. Also, you might be surprised how many people would LIKE to get in on these games and don't feel like paying a $250 console tax.
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BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
Welcome to BlazBlue, where all the endings are depressing! -
Good video, but wish you'd left the text on the screen longer - even if it meant having to pause. I literally did not see the "loses to delay techs" part the first time because I was too busy watching the 'action'.
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So, bitter then. Gotcha.
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They should...feel terrible for...playing at a handicap? Sounds like you're just bitter.
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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
Well. I've played a few times at GO, and such. Sent from my HTCONE using Tapatalk -
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
Pffft. As if. I don't even have this game yet. Wut is comboz? Sent from my HTCONE using Tapatalk -
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
Great! I'm in. I'm away next week, but should otherwise be there reliably. Sent from my HTCONE using Tapatalk -
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
As in, as part of this Game Over stuff? Is that restarted? where? I heard it was moving to Kendall, but then info kinda dried up? I'm interested, but on a Tuesday night it'd be highly location dependent, since I'd need to work the next day. If it's in Kendall, I have no excuse though. -
Chrono Phantasma and General Tournament advice
Airk replied to VioletMurakumo's topic in Beginner Mode
People need to stop spreading this misinformation. Bullet's 'DP' is NOT a throw. Yes, great, it has a 'grabbing' animation if it hits, but it's blockable, and will work fine on airborne opponents. Bullet is not a 'grappler'. She doesn't have special throw moves except for her 720 and her goofy, Noel-esque "rushing grab that only catches people who are standing" thing. The fact that all her animations have her picking up her opponent and tossing them around are basically deceptions, because pretty much all of her stuff is blockable normally. -
This one is actually terrible - it's a 7 frame gap. People can jump out easily enough and if they're actually just mashing 5a they'll hit you. The only thing this beats is people who are -reacting- to a 'gap' in your blockstring by trying to mash. In general it is better to used a delayed 5C to frame trap, or do 5B > 6B which actually will beat most mashes (may lose to characters with 5 frame 5As)
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Dunno. I was expecting 'game changing' in the sense of 'changes the game' , which these changes certainly do. They just don't change certain aspects the way I believe they should be changed. As usual, Arc's changes seem inconsistent. You would think I would learn, but I don't think it's too much to ask for them to be inconsistent in my favor once in awhile, eh? Sent from my HTCONE using Tapatalk
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So... Basically 5D/2D have 10 'recovery' frames? Sent from my HTCONE using Tapatalk
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Wow, this matchup looks 117 times more painful now that 214D doesn't go through projectiles. =/
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Well, there are two things that make a fireball desirable: FAST overall animation time and SLOW travel speed. With luck, we've traded one for the other. Without it, our fireball just got a lot worse.