Jump to content
Dustloop Forums

Rhiya

Members
  • Posts

    2,362
  • Joined

  • Last visited

Everything posted by Rhiya

  1. Equalization. If Moroha ABA is on you, you get fucked. If you're on her, to keep things even, she should also get fucked.
  2. my respect for you just increased tenfold
  3. The original VN is available through a paid download in several non-JP regions. http://secure.hobibox.net/umineko/catalog.php Instructions and English patch link are here: http://witch-hunt.com/stage4d.html Honestly, the OST is probably good enough by itself to warrant a purchase.
  4. Which would happen first: I pick this game back up, or mac plays PSN
  5. I feel like I go through cycles of hype and wtf with this game. >THIS IS GORGEOUS, HYPE >...this system isn't as good, wtf >oh, they're compensating for the issues, and HOLY SHIT THAT HPB ANIMATION, HYPE >Millia no longer has ADC, wtf
  6. Holy shit. That animation is. Goddamn.
  7. Wait what, they removed ADC? ...
  8. A lot of people on the cabs are going to be using matches to test things and see what does and doesn't work. The players might agree ahead of time to give P1 a round to try stuff, P2 a round to try stuff, and use the third round to actually play, for example.
  9. If he doesn't dash at the beginning of the string, you can't just sit there and block them: you have to move yourself back into position every time. It's really inconvenient, though it still works.
  10. Everyone is tsundere for their favorite game. Once you love it, you play it enough to know all the great points and all the really stupid shit, too, so you'll curse it in one breath and praise it the next.
  11. Try blocking stuff offline too, and see if you're okay. Specifically, record Ragna doing dash 5B>2C>6B in slot 1, dash 5B>2C>6C in slot 2, dash 5B>2C>2D in slot 3, and dash 5B>2C>5C>214D in slot four, then set it to random playback and try to play block-the-overhead.
  12. There's a whole lot of stuff going on at once in all these posts, so I'm going to try and give you a short and simple process that should help a lot. 1. Save your replays. I cannot stress how important this is. 2. Watch your replays. Find exact, precise things you can work on and fix. Are you uncomfortable with certain gatlings in pressure? Are you lacking mixup in your pressure? Do you not know the range of a move as well as you'd like? Do you not know the answer to something your opponent is doing? All of these, plus the vast majority of other possible problems, can be fixed in training. This thread explains how to do these things. 3. Go to training, and fix the problems you found above. Ideally, I recommend finding one problem, and solving it in a shortish session (15 to 30 minutes). This way, you don't get too burned out on training. 4. Go play matches, save those replays, repeat. You will not get better unless you know what to fix.
  13. So, uh. https://groupees.com/doujin Yatagarasu and other stuff for $1.50 minimum...?
  14. To be fair, even though anime is shown at a 24 fps framerate, the vast majority of shows are not animated at 24 fps, since it's expensive as hell. 12 fps is typically the upper end, with 8 and 6 fps being the more typical, budget friendly speed for TV. 24 fps is reserved for really expensive scenes and movies, most of the time.
  15. Don't try to IB online unless it's a really good connection. It will end in suffering.
  16. D version does shit damage without charge
  17. Ask Kusoru why he does 2D>RC>2D>RC>run up Wild Throw as Sol. SHENANIGANS, SON
  18. These questions bother me, because a lot of the answers to these questions, like "should everyone be able to combo after a throw," are, "SOME characters should be able to." There's almost zero room for including "character-specific" as an answer. Hell, what about "varies by type of game?" Also, I can feel your opinions in the way you wrote the answers. If you want people's honest opinions, you need an unbiased-sounding survey.
  19. All I can really say is that, sometimes, effective balance doesn't look how we expect or want it to look. Even if the meter system is based around using 25% moves most of the time, and the 50% ones are less useful, that doesn't mean it's actually bad for the game. I'd even say that, from a move creation standpoint, putting less critical things at 50% makes sense, because a character will have less opportunities to use a 50% move than a 25% move during the match. If you move the most critical or important tools to the top end of the cost spectrum, matches become very swingy based on who has meter, and certain characters become cripples without large amounts of meter that they probably won't have when they need it. By putting it at 25%, you make it so that powerful tools can get used reasonably often, but still have limitations.
  20. I think 25% is a solid point for things that shouldn't always be usable but are still important for the character to work, like FRCs. It's just a limiter to put on more powerful tools, much like other genres use cooldowns.
  21. Has anyone asked that, actually? @loketest attendees: what slows down for the defending player during timeslow?
  22. Not being able to whiff RC some moves relieves me a lot.
  23. I'm not sold on the system yet, but I will say this. THIS GAME LOOKS FUCKING GORGEOUS.
  24. It does actually do stuff for balance, though. Wakeup speeds aren't universal in MB, either, and you can hit certain characters with unusually nasty setups because of it. By the same token, some setups just don't work on some characters because they get up too fast. I don't know how variable wakeup times are in GG, though.
  25. I want to know if meter gain is increased. I can see that being one way to attempt to offset the lack of FRCs.
×
×
  • Create New...