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Everything posted by Rhiya
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Guilty Gear Vastedge XT concept illustrations and story line thread
Rhiya replied to Tenj|n's topic in Zepp Museum
Zappa's bags are Portal references. Amazing. -
Makes it sound like you'd have pressure strings with vacuum resets. I.E., drop gravity thing, do string, reset by activating gravity thing and sucking them back into range. Alternatively, drop the graviton, then activate it in the corner and start doing some dirty corner crossups.
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We Need an Arcana Heart 3 Section
Rhiya replied to Grimsley-San's topic in Site Feedback and Suggestions
Wait, you're in Cali? Just talk to Bellreisa -
[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
Rock/metal fashion =/= normal fashion. Jus' sayin'. -
Troll topic, but I'll bite. You use it for more than five minutes. Alternatively, you go to an arcade and find you have no choice but to learn to use one or not play at all. Once you can use them, they're really nice, and several inputs, like DPs and TKs, are easier on stick than pad.
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[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
Good man. Okami will never look bad. Game was made to last. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Rhiya replied to Hecatom's topic in Under Night In Birth
Tiers only care about high-level play. This is an aggregation of data from all levels of play. There's no way to use that sample for a tier list. -
[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
Honestly, I think I'm buying this no matter what they do to the game systems. I think that a game this slick looking could draw in a lot of new blood to airdashers, and I want to be playing the game that does that. -
[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
>PS3 By the gods. Thank you, ArcSys. -
I understand that it makes it orders of magnitude easier for Baiken in one sense, but the end result is the same, especially since you can already hit a button to negative edge out a special with later (without risking CH) by inputting FD -- and the macro forces you to FD every time you mash a GC, even with the P+D macro. Doing this glitch to GC will actually cost meter every time you try, making it worse than doing it normally. In fact, to Sakura, say, using this glitch is effectively the same as inputting 4[K]+ ~ ]K[ ~ 412]S[ over and over. This is is something you could already do. It's only different if Baiken has no meter, in which case it's more like you just perfectly timed a GC -- something you're already capable of doing without the glitch -- or like you hit during one hit's blockstun to do 412]s[ during the next hit's blockstun, also something that's possible in the glitchless game. The glitch doesn't allow people to execute things the game didn't allow them to before; it just lets them do it more easily. If making it easier to do something makes the game broken, then the game was broken to begin with. Plus, as Ama pointed out, the 412 input -- even if it's happening without you hitting or releasing a button -- still has to hit the right timing for the GC to come out. Even if you get more chances, you still had time the input, and you were eating meter while you did it. I play on stick. Pad players have to play in odd, nonstandard configs to play GG without macros on a normal pad (I know a Dizzy player who has R2 mapped to HS to make FRCs possible without claw grip, and the amount of pointless effort it takes to reliably hit two face buttons with one thumb to FD/FRC/RC hurts my head), and its being a five button game doesn't help any. Besides -- macros are for pad players in the first place. Stick players don't need them, hitbox players wouldn't need them, and even hypothetical keyboard players wouldn't. Pad is the only control form where you've only got one thumb to hit four buttons, and macros are designed to make that easier. I also don't see why using a macro is a crutch, or something to discourage. It's in the game, accessible at button config, just as accessible to you as anyone else. ArcSys even made the point of fixing the macro delay for the PS360 port, so ArcSys obviously expected they'd see use. If your argument is that it makes things easier, then you could toss out a lot of simple execution tricks, like negative edging specials after FRCs -- that pretty clearly makes things easier. If your argument is that it's not in the arcade version then, well, neither are pads. Neither CS1 Valk nor CS1 Makoto was in the arcades, but they were tournament legal. Button config isn't in the arcade version, either, so if that's the logic, everyone should just play on stick with the default layout. I'm obviously exaggerating, but there's no reason to ban macros unless they allow something you can't already do in the game. This glitch only lets you do things you can already do, but more easily. The reaction shouldn't be, "this makes things too easy!" That reeks of entitlement. The reaction should be, "damn, now I can execute more reliably!" Can't negative edge an FRC, so this only works with specials.
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It's like everyone and their mother learned Tao after the netplay died. ...Or maybe, that's why the netplay died.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Rhiya replied to Hecatom's topic in Under Night In Birth
I don't think I ever saw a real tier list because of all the hilarious bs in the game. -
Dunno why anyone would -not- use it unless they were training to play in an arcade. Less effort for the same result, and you get it more reliably? Seems like a no-brainer, to me. There's no "honor" floating around in competitive gaming, only winning and losing, and this would definitely aid in winning. If there's a glitch, it's going to get abused. Compare it with back/select plinking in SF4. Plinking with back/select makes things way easier, and it's obviously impossible in an arcade, but I haven't seen people discouraging players from plinking with back/select. This AC+R glitch is more practical than plinking with select/back for almost everyone, but it falls pretty squarely in the category of "console-only tricks that make things a lot easier, but don't break the game."
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We Need an Arcana Heart 3 Section
Rhiya replied to Grimsley-San's topic in Site Feedback and Suggestions
http://homingcancel.com/ -
Guilty Gear FAQ Thread - Ask your questions here!
Rhiya replied to Kairi's topic in Guilty Gear General
Mm. Thanks, guys. -
Guilty Gear FAQ Thread - Ask your questions here!
Rhiya replied to Kairi's topic in Guilty Gear General
I'm not asking for a random guard, but something that disables blocking high while crouching/blocking low while standing for the dummy. That way, I can it, do a combo, get knockdown, and (since I play Millia) drop a disc, choose a mixup, and practice what to do when the okizeme mixup hits or fails. -
Guilty Gear FAQ Thread - Ask your questions here!
Rhiya replied to Kairi's topic in Guilty Gear General
Is there a way to disable block switching in training? It's pretty much the most useful setting in existence for learning to confirm setplay, but I can't find it. I guess I could record the dummy doing nothing but downback/back to do it a ghetto way, but I'd prefer to do it in the settings so that I don't have to hit replay to make the dummy block every time. -
I'm more concerned with where my opponent is/is going relative to me than where both of us are relative to the screen until I hit. The space between us is more important than the absolute point I'm at on the screen unless I need to avoid backing myself into a corner. EDIT: And the screen is so large in BB that backing myself into a corner is less of a concern.
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The thing about using the camera to confirm is that I don't tend to check screen placement until after I hit someone if it's not already obvious, because I want to pay more attention to actually, you know, winning neutral. If I have to put any effort into telling where I am on screen, something's already screwed up.