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Airk

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Everything posted by Airk

  1. No, I believe you are incorrect here. If one matchup in a game requires many times more specific situational knowledge that is essentially REQUIRED to even -compete- in that matchup, than any other matchup in the game, that is indicative of a problem with the character. This is too close to the other types of justifications people are using for Kokonoe ("But some characters can deal with her stuff, so it's fine!"). "Learn the matchup" yes, fine. "Learn the matchup that is ten times the amount of weird character specific BS as anyone else, and if you don't, no matter how good you are." is not. I too feel bad for people who picked up the character as their very first, but not that bad; She hasn't been out THAT long.
  2. Did you play any previous versions of the game? Or did you literally just pick the game up after launch and say "Whoo, Kokonoe!"? I just have a hard time believing that there are THAT many people who A) Started with CP and B) Started with Kokonoe. Are there some? Undoubtedly. Are they worth potentially damaging the long term health of the game for? I'm not so sure.
  3. I think this is a good thing; Who the hell knows when Arc is going to get off their ass and fix her, and it's clear she was a ridiculous rush job. At the end of the day, the only people this ban hurts are people who are ONLY willing to play Kokonoe. It helps everyone else. I don't think this game has a long enough likely lifespan to spend months and months and months arguing back and forth about a character who screws up the game something fierce. Is she an "I win" button? No. Is she incredibly stupid and a negative impact on the game. Absolutely. Best to cut this off swiftly and decisively and get on with our lives.
  4. How does this work? I mean, 236D has 20 frames of blockstun, and you probably can't cancel on the very first frame after impact, but even so, 22D is only 14 frames of startup, so for it to lose to a jab, we'd be looking at the delay on cancelling being like... 12 frames after contact? (Well, 9 if you assume IB). That seems like a lot somehow. Freakin' CP frame data is such crap. It doesn't contain half of the info earlier versions did. (Like, say, WHEN we can cancel our moves)
  5. I suppose I should offer my generic 'link troubleshooting' advice as well. If the move doesn't come out, you pushed the button too early. If the move comes out, but doesn't combo, you pushed the button too late. Otherwise, all the usual nonsense about combo repetitions in training mode applies.
  6. Consistency is not one of our strong suits. ;P Especially since you DID actually ask a question. Sadly, of course, I have no idea. What is this 'Guilty Gear'? :P
  7. Yeah, I was really like Kuresu's play in these vids. As for the 236D > 5A stuff, well, I only checked the Yutta vid, but he had another charge, so I'm guessing that Yutta didn't want to risk getting a 22D CH in the face by pushing a button.
  8. Because by all rational logic, this should be handled by the platform, not the game, but PSN is TOTALLY as good as XBL. /eyeroll.
  9. I think he was hung over or something, that was some seriously sloppy play in there for someone at that level. Edit: Also, very nice video, Kiba; Getting 4.4k off a throw for 2 charges and 25 meter isn't bad at all!
  10. ... Is this where I post one of those meme pictures with: "Say tons of negative stuff" "Don't take me as a negative." ?
  11. You'll get about the same amount of skill transition for any of those characters - except maybe Nu. Her mode-change stuff seems to have even changed her neutral game pretty significantly. You'll have to relearn all but the most basic combos with pretty much everyone. Of the three, I think Tsubaki is probably the best for 'general' system knowledge, since she has very standard movement options and her combo mechanics are the most 'normal' overall. Nu is probably the hardest of the 3 in terms of execution. Hakumen is probably the easiest.
  12. Uhm, if they are jumping out of your 2A on wakeup, you screwed up your timing. You've got 3 frames of active time that just need to overlap with ANY of their 4 frames of jump startup and you'll hit them. If they got out of the way, you did your 2A way too late and they probably could've just 5A'd you in the face instead of jumping out, so count your blessings.
  13. Run up DP or even 'oki' DP is totally legit if your DP is as good as Ragna's. It's pretty stupid with most other characters though. OTOH, Gashoukyaku is bullpoop.
  14. This happens to me in player rooms all the time. I understand if people are like "Well, I dunno how good this guy is, so I'll start with my subs..." but the reverse is obnoxious "We just had a somewhat onesided matched when you picked your main; Why are you now picking 'subs' that you can barely combo with? Can we do our best to have good matches here instead of me just curbstomping you?"
  15. oh, oops. I see. I didn't connect the instant-block line with the six frame comment. Carry on.
  16. I'm no expert at using it in practice, but I always thought this was just how it worked. (6C~B) Er, by definition, anything that frametraps a 5 frame jab also frametraps a six frame jab. Just because the 'startup' is 6 frames doesn't mean it needs 6 frames before you can frame trap it.
  17. I just don't see how seeing a ping go all over the place is any different from watching a number go from 3 to 0/1 - which I've seen plenty of times when people's connections wig out. I have a hard time believing that there's any real benefit in replacing an abstracted useless number with a 'real' useless number. How was the experience you had with Skullgirls remotely influenced by it showing you ping? I mean, what's the difference between: You: "Hey, WTF, we're lagging all of a sudden!" Him: "Yeah!" You: "Your ping is real bad now!" Him: "It must be a spike, I'm not doing anything!" You: "Oh, hey, it's better now." and You: "Hey, WTF, we're lagging all of a sudden!" Him: "Yeah!" Him: "It must be a spike, I'm not doing anything!" You: "Oh, hey, it's better now." It's certainly possible that maybe the range on some of the "connection levels" is too broad, but I promise you that that isn't the reason some of your 3's are great and some aren't, or all connections less than three would be useless. The simple fact is that ping just isn't a very useful number for this kind of thing. You'd just be replacing people bitching about "WTF, we had 3 bars and it still sucked" with "WTF, it said 60ms and it still sucked." You can say it's "detailed information" but if the information isn't relevant, it doesn't matter how detailed it is. They could program the game to display the temperature, wind chill, and humidity in your opponent's location too - that'd be detailed info, and almost as useful as a ping for determining how good your connection will be. Do you really think the average dope reads the pop up box that VSav/Skullgirls pops up and says "Oh! Well that makes sense! I have learned something today!" ? Of course not. They 'click' past that box as fast as they possibly can. People are stupid and hate to read. =/
  18. Then learn CSE Tsubaki. I'm not saying that it's not a big change going to CP, but there's a lot of stuff that didn't change too. (Mostly her crappy normals, heh.) Any experience is better than zero.
  19. But giving you pings is like making the dowsing rod out of wood. It still doesn't work. So why bother asking? Seriously. This request is "Please replace something that sortof works with something else that won't work any better." Do you have some reason to think that the 'bar' system is anything other than a 'chart' laid on top of ping times anyway? You're not thinking about it. Great. So you do badly with the 'bar' thing. So what happens when it's exactly the same except now you're complaining that your matches with Ping Number X are bad but sometimes you have good matches with someone with Ping Number Y? Now you start complaining that "Arc Sys can't even implement a simple ping right" and, meanwhile, you've made life harder for people who don't know what ping means. Yes, there are plenty of them. Some play fighting games. At the end of the day, the only way to implement any kind of "connection rating" system would be for the game to delay showing you any kind of rating for a fairly significant amount of time - probably at least ten seconds, probably more if you want it to actually be accurate - and make some sort of judgement based on how RELIABLE their connection speed is. And somehow, I don't think that would fly with people. You know what I think would help improve netplay? Making rooms and ranked matches default to not allowing "zero bar" connections. The number of times I join a player room that I have a three bar connection to just to find some clown with a big ol' zero in there making the game lag is enough to make me want to smack people.
  20. My pet peeve? People who think that showing a ping would somehow help them pick their netplay matches better. Seriously. There's more to how your connection works than your ping. The Red/Green thing probably IS just a ping. The problem is that it's less "what is my ping to this person at this exact moment" and more "how much does my ping to this person fluctuate over time"; Good luck measuring that.
  21. There are two possibilities for what's happening here. #1: Is that you're just screwing up the timing. Try to use an attack with more active frames if possible to make it easier. It's significantly harder to time a meaty jab that only has two active frames than it is to say, throw out a Ragna 5B which has 8, since the jab only has a two frame window to 'cover' their wakeup. #2: It's possible your opponent is using quick getup to rise before you're expecting and throwing off your timing. The usual way to beat this to to toss out a quick move much earlier than you would for a meaty that is aimed to beat a neutral tech. The reason you want a quick attack here is that you want to recover in time to do something if they do just neutral tech.
  22. Okay, the world makes WAY more sense now.
  23. I...what? How does [2]7C get you the projectile? Since 2 is completely direction neutral for forward/backward, and 7 is backwards? @_@
  24. xN is "times N" or, in English "some number of times." For example, 5A xN means "do 5A some number of times between 1 and infinity" I have no idea, this totally lost me.
  25. To just give the only-slightly-less-lazy answer, the basic frame trap for Tsubaki is: Pretty much anything -> Delayed 5C. The objective is to do the 5C late enough that there's a small gap for them to mash in, but not so much that the mashing hits you. It takes a little practice. You used to be able to use 6B as a frame trap as well, but that basically only works after 5B in CP because the reduced blockstun on 5BB means that mashing will beat 6B after 5BB. You can still use 6B after 5C/5CC, but that's less a 'frame trap' and more 'just keeping the blockstring going'.
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