-
Posts
2,362 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Rhiya
-
Move with invul from the first startup frames, basically. Lots of 623s are like that, but not all.
-
Blazen! ~ BB:AM Abridged - Episode 04 (RELEASED)
Rhiya replied to Shadow Draygon's topic in Zepp Museum
Showed it to a friend, and he thought you did an A+ job. Figured I'd pass along the compliment. -
Blazen! ~ BB:AM Abridged - Episode 04 (RELEASED)
Rhiya replied to Shadow Draygon's topic in Zepp Museum
tbh, I think the sex jokes are a little overdone. I say this not because they weren't funny (the very beginning was great, for example), but just because the scenes that had nothing to do with sex were the funniest. Like, the scene where Hazama is just screwing with Noel after he gets off the ship is probably the best part, tied with the ice puns -- and those were the cleanest scenes in the whole thing, pretty much. That being said, when it's funny, it's goddamn funny. And the syncing is -noticeably- better than most of the professional dubs on my shelf. I'm rewatching the ice puns, and god, it's so good. EDIT: Oh, and like some other people have mentioned, this feels noticeably unlike an abridged series and more like a gag dub. It's not really rapidfire nonsense; it's more extended jokes. I'm absolutely okay with this, and it seems like everyone else is too -- a lot of the best parts wouldn't actually work in the traditional abridged format -- but it's more a warning against labeling it a TAS and then having people get confused when it's not like DBZ abridged, YGO abridged, etc. -
There's normally a correlation between effort and satisfaction. If you're stomping, it won't be as enjoyable.
-
Just play RPS harder, basically, and know that the RPS isn't the same against every DP.
-
This is the god advice for any competitive game with replays. Out of everything you can do, this will make you improve the fastest (and is the -only- way to improve at certain points along the learning curve). I cannot stress enough the importance of watching replays.
-
People probably feel a bit differently when you're not losing your quarters.
-
Don't IB in bad netplay connections unless it's basically guaranteed (Litchi 6D second hit, for example.). You'll miss and get hit. If it is your fault, though (and you should pretend it is, even if it isn't, because you'll get better by practicing), you should record the training dummy doing a bunch of strings in training mode and practice IBing them. That's going to be the easiest, fastest way to get better at it. There's no trick to it; you just need to practice.
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Rhiya replied to Hecatom's topic in Under Night In Birth
Chie is like Noel, tbh. Go balls in on a guess, and if you guess right, you win the game. -
This. You're probably just getting the UNBLOCKABLE LOL from experiences in lag. I've blocked 4B (both hits connect) pretty easily. 4B (first hits whiffs), though -- that shit is seriously netplay unblockable.
-
Macros are borked in every version; doesn't matter if it's +R, AC+, or PS2. If you want to play in tourney, you'll need to learn to play sans macros. That's the verdict.
-
Dengeki FIGHTING CLIMAX: Announced at TGS.
Rhiya replied to InWithTheAshes's topic in Misc Fighter Central
One has balance connotations The other says you're a shoto -
Practice, analyze matches, figure out why I lost, fix it. Also, I'll choose to play to learn rather than play explicitly to win sometimes, especially if I'm new to a game. And finally, note: versus people is a whole different ballpark than versus AI, so what someone learns playing AI may not transfer well at all to a more adaptable human opponent.
-
I think every character has their own little tricks of the trade for this. You'll hear people talk about looking at Ky's cape for stunedge FRC, etc. I don't think there's any universal way, but there's definitely lots of small tricks compiled over the years.
-
I'm just glad we actually heard something. Now that I know to expect December 31st, I can buy it off JP PSN without fear of it being released the next day.
-
So, I'm guessing that the PS3 default controller is NOT a good pad?
Rhiya replied to Mugen Tux's topic in Beginner Mode
Well, pretty much every aftermarket fightpad is a variant on the Saturn D-Pad, so there's that. Lots of them also have adjustable diagonals (i.e., you can adjust the threshold for when the pad registers a diagonal). That being said, PS3 pad is pretty reasonable, but yours may just be worn out/slightly less awesome than everyone is used to. -
Okay. Ban macros while praying for ArcSys to patch it if you want to be self-serving. Ban nothing if you don't want to alienate pad players. I'd rather see nothing banned because it's too much drama for TOs to pay attention, and I don't want to alienate pad players. I want this patched out, since that saves everyone a fuckton of headaches, but we're likely to see Xrd before ArcSys even cares about console Guilty again. There. I'm done in this thread.
-
I'm not saying those restrictions aren't in place. I am saying there's nothing necessary about them (I don't think it'd be hard to program a game that could recognize a DP as three separate inputs in the span of a frame, for instance, though it might be unnecessarily intensive), and that it's those restrictions + the motion that create balance implications, not the motion by itself. Holy shit. This is actually a good post. I meant arcade as in arcade cab, where blinking isn't possible. I've seen people hit those Ibuki links with a good 80-90% consistency. EVO stage is rough to take as an example, because the last thing you want to do for hard exec like that is think (it's pure muscle memory, and concentrating on it fucks with that), and EVO stage would definitely make you think more than you'd like -- nevermind that PS3 SFIV probably doesn't run exactly the same as arcade, which could mess with his timing, etc. Vortex setup is also ~1f timing, but I don't remember seeing Sako screw up on vortex setup. Also, it's not "twice as likely to succeed." It's "twice as easy to hit." There's a huge difference there. Whether or not the player hits the link isn't some sort of gamble. Either he does it correctly, and it's his glory, or he does it wrong, and it's his screwup.
-
There's nothing that actually says a game can only process one input per frame (multi-button presses have to count as more than one input for obvious reasons). If it does only process one input per frame, then that restriction and the motion could interact to make balance stuff happen, yes -- but that's not a function of the motion by itself.
-
It changes how I interact with the game, but my exec and everyone else's is irrelevant to the issue of balance. The fact that I can't do gunflame FRC on Sol doesn't make Sol shit; it makes my exec shit. This is balance 101. Motions can have balance effects, which I covered earlier, but they don't come about because I do them; they come about because the motion forces certain things to happen based on the game system (as discussed earlier, Flash Kick input can charged from a blocking state, because [1]->8 is a legitimate flash kick input). How well I perform a flash kick is irrelevant to that brute fact of the game system. Fighting game timers actually run on arbitrary units of time, not seconds. Compare the Skullgirls timer, say, to the BB timer. They don't run down at the same speed.
-
I'm going to skip a bunch of shit, here. Consider it a concession if you want. Whatever. I'm not getting through to anyone. I know I write forum posts as dense as philosophy papers , but I repeatedly said execution was a determining factor in the relations between players, i.e., who is better and who is worse. I just don't think execution factors into game balance (i.e., matchups, tiers, power of a character's tools). Most of the players I get haven't ever played fighting games before, because there normally isn't a strong, established scene where I try to get people to play. SFIV arcade. I can't actually find any info on the buffer system. If that right there is the case, though, then one of my supporting arguments is flat-out wrong. Hitbox.
-
Motions themselves can have balance ramifications (you don't have to stop blocking to charge flash kick; Baiken's GC motion starts in a block; you have to stop holding block to DP; etc.), but the difficulty of inputting them is not one of those ramifications. It's more to be intuitive than anything else. Supers are fancier and cooler, so they get harder motions than specials. That's about it, though. Anyone playing seriously could do Tyrant Rave 50 times in a row without sweating, let alone a fireball. The "difficulty" of the motion would have zero effect on play. And if you're insinuating that hitting three buttons is somehow hard for the average player on a stick, that's pretty funny. It's no harder than hitting three keys on a piano. (Pad's different, obviously, without weird mappings.) You can stop trying to brag about your exec now. Your videos are really fucking cool (no, seriously, I like them a lot), and props for them, but seriously, we get the idea. EDIT: Made something less confusing.
-
As far as I can tell, I've been repeating the same thing the entire topic (barring comments about how possible the Justice glitch is without the macro, since I'm still not sure, and whether or not Justice makes it banworthy, since a lot of that is on whether or not it's possible anyways). Also, and this is more legitimate interest in this specific case: if Anji could do double butterfly off every knockdown, would it be a legitimate issue? Given the other powerful forms of okizeme in AC, would it be something to worry about, or would it make Anji shoot up a bit in tiers, but not make him nuts?