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Rhiya

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Everything posted by Rhiya

  1. Hold to tech isn't about teching on the earliest frame your character can tech; it's about teching on the earliest frame you want to tech. The idea is just that it eliminates missing frames where you wanted to tech but weren't pianoing fast enough. You could still attempt to tech something late with hold-to-tech, so there's no loss of complexity. Hold-to-tech also makes it easier to not accidentally overmash and get out an attack. It's a beginner problem, sure, but the point of hold-to-tech is making the game more beginner-friendly. My main point is just that hold-to-tech doesn't reduce mindgames; it just makes them easier to play. This is desirable, so I really would like to see hold-to-tech.
  2. Pretty nice stuff, so far. I'll definitely show these to people if they ask about GG. They've been useful to me, too. I do have one suggestion, though: you might want to consider putting timestamp links to each of the individual sections of the video in the Youtube video description. (So, say, for characters, you'd have a timestamp link to jump your explanation of any given character, and for the system tutorial, timestamps that jump to the explanation of any given mechanic.) This makes searching for content much easier, and searching for content is especially relevant in a tutorial series like this. People may want to skip past things they find braindead obvious, like walking and running, so they can understand things more specific to GG like Faultless Defense or RCs, and that -really- helps. Oh, P.S.: Keep up the good work!
  3. Oh, that makes sense. You guys are awesome. Thanks.
  4. Is there a trick to doing FRCs that have the window close to the beginning of the move? I'm trying to FRC Millia's S Disc (FRC on f3-f4) and my hands just don't want to move fast enough. I've gotten it maybe twice out of a half-hour's worth of tries.
  5. You want to play GG, and you're in $NJ$, which means there's a scene for you to interact with and learn from. You've thus got the stuff you need to play and learn (opponents and a love for the game), so I'd say there's no reason not to go for GG first. You've already got a fighting game background, so being more "beginner friendly" probably isn't going to help you as much as you think. Additionally, it sounds like GG is the game you want to play, and you'll get better at GG by playing GG. Go in on it.
  6. Have you guys considered trying to get this game a wiki on mizuumi? It'd give the game more exposure, and it seems like the right home for it.
  7. I don't think anyone is denying that. I do think people are saying that if you could get all that while lowering the exec, it'd be ideal. I agree with them. Whether or not that ideal is possible is a different story -- there's a lot of meaningful complexity attached to the harder execution in GG, and there may well be no way to lower the exec without lowering that complexity -- but if it is possible, I wouldn't mind seeing it happen.
  8. Millia design is pretty sick. I might have to get one. >_>
  9. The problem is, by that logic, almost nothing you can work at is difficult. 1f links? Not difficult. Multivariable calculus? Not difficult. Finding the love of your life? Not difficult. It's a very strange definition that doesn't mesh with everyday use of the word. I'm assuming you're talking about separating "requires effort" and "difficulty," though.
  10. DLC needs to come from the JP PSN, iirc. Other than that, it should be completely functional -- I imported for CSEX, and had no issues. Just make sure you can read katakana.
  11. That's a really confusing point. Most difficult things aren't nearly as difficult once you know how to do them, but that doesn't stop them from being difficult to begin with. For example, I don't have trouble doing CSEX Litchi combos now, but it took me ridiculous amounts of effort to learn them. The fact that I can do them now doesn't mean they were any easier to learn then. What is something you would consider difficult -- something the difficulty of which gets no easier no matter how much effort you put in? Or do you consider "difficult to learn" separate from regular difficulty?
  12. A lot of the difficulty of fighting games comes from their highest levels of play being exploiting the game as hard as possible, combined with the exploitable nature of the basic FG system. Better players will find things that help them win, but they'll probably be hard to do, and probably aren't things the devs expected or accounted for a lot of the time. When you add the next bit of the mix in -- that the FGC at large (and myself, honestly) are opposed to patches that fix unintentional "features" -- you're just looking at something that's going to be hard by nature. It's not that FGs were made to be hard; playing them competitively revealed hard things that gave people an advantage, and those things stuck around to become part of the culture. There are attempts to resist that, now -- autocombo in P4A, for example, or hold to tech (which I love) -- and I see them as good, since I'm inclined to believe the real game is against the other player, not your own execution. But even those are imperfect, and in their infancy. Needs to be juxtaposed with an SKD quote, for multiple levels of irony.
  13. I think an issue (everywhere, really, not just here) is that communities forget you have to start off at low-level play and work your way up. Lots of times, when someone is new to a fighter, I'll see people tell them to go learn their character's optimal combos, or to make sure you can do this one critical move (be it an important TK, an FRC, or something else), or go learn some framedata. But really, that's not where anyone starts. If we're playing naturally, we start off with cobbled-together combos that half-work and weak strategies; these will evolve over time, and with guidance, that low-level play can blossom into mid-level play, and maybe even high-level play. I don't see an acknowledgement of this, though. I feel like people want to put the cart before the horse, and shove people right into high-level play even if they're nowhere near ready -- and that makes things look really daunting, and turns people away who could really enjoy the game. Let's assume (for GG) that low-level play is everything past button mashing up to mid-level play, and mid-level play is playing sort of intelligently and knowing your character's important FRCs. (I might be completely off on this interpretation -- I'm just going off impressions.) I feel like GG seems hard just because there's such a defined barrier (FRCs) between low-level and mid-level play. When you add in how low-level play is often made to seem unacceptable -- I always got the impression that some FRCs were so critical for their characters that you might as well not play that character if you couldn't do it, that, for that character, you had to start at mid-level play or that was that -- you're looking at an instant turnoff for the vast majority of people, even if they want to try your game. Add in the exec requirements on FRCs, and GG really just looks like a tough game to get into. If you can make it seem like starting off at low-level play is okay, though -- that you don't need to learn everything right now, but rather, it is okay to learn as you go and as you need it -- you'll go a long way to keep new players from getting scared off. The bottom line of my post is this, I guess: A) Communities should understand that low-level play exists, and that people start at low-level play. B) Communities shouldn't make new players feel like starting at low-level play is a bad thing. C) Communities should nurture new players from low-level to mid-level to high-level play. Don't coldly throw a bunch of information at new players and expect them to learn high-level play on their own from scratch; let new players start where they may, then push them forward at a pace they find comfortable. This means that your new players will be doing suboptimal things for a while, but that's just how it works -- people won't be getting first place at majors on their first day playing any game. Let them work their way up at the best speed they can. That best speed will be a lot faster with a supportive community's help.
  14. I need to update that OP hard, and probably have someone give you permission to edit it. JMU actually has a legit fighting game club now, and that's kiiiiiiiiiiiiiiiind of relevant information
  15. There's generally pressuring your opponent to do something, which seems to be what zeth is talking about, and then there's the matchflow phase called pressure (what happens when someone wins neutral but doesn't get a combo out of it and also doesn't return to neutral, but instead presses their advantage), which is what Mac seems to be talking about. The former is valuable, but the latter is arguably what we want a definition of.
  16. Rushdown, IMO, is getting in, then staying in and attempting to capitalize off staying in. Rushdown characters tend to focus on staying in or capitalizing once they're in, but aren't necessarily good at getting in -- most all characters in airdash fighters are capable of rushdown itself (as noted before), so the characters that get called rushdown characters (in airdash games) are those that give the most incentive to do it.
  17. New netplay client for Melty. http://www.meltybread.com/forums/melty-blood-auditorium/cccaster-v1-0a-netplay-client-for-mbaacc-1-4-0/ MadScientist is pretty fucking awesome. He's been updating it like crazy and making bugfixes really frequently, too.
  18. This is theoryfightan, so it's hard to say. If she gets really good meterless okizeme it matters a lot less -- and you can still do win-then-win-more, just with less consistency on getting kokushi oki (though I imagine you'd still be getting it at least once a round). Yeah, you won't get 3 50/50s every time. But one -good- 50/50 is more than enough to hit people.
  19. That's not an IMO, that's objectively a serious nerf A lot of how good Litchi has been previously has been based on whether or not corner combos got 50 meter. That number is magic for the win-then-win-more okizeme strategy Litchi wants to run in the corner
  20. Didn't you guys get a command grab For real, a command grab is worth like five blockstring nerfs. (Well, not when you only had five blockstrings >_>)
  21. The challenge combo probably has him picking up with 5B instead of 5C for no good reason.
  22. 2CC>956 j.C...C Basically, input 956 instead of 9566 and delay the second j.C, and you should be golden. If you need to figure out when to input 956, then combo 2CC on an opponent and hold up immediately after you hit the second C. When Tsubaki jumps out of 2CC is when you need to input the 956.
  23. Make sure you're not yellow-beating your combo; it's only valid if the combo counter is red.
  24. This. While enjoying playing your character is important and will help you play better, it won't help you so much that it eliminates the need for practice.
  25. 5B is definitely -much- more easily used as an anti-air than 2B. Same with 5A.
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