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Chojin

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Everything posted by Chojin

  1. I really hope there aren't any barriers to getting Japanese XRD on PS3 via PSN on launch day.
  2. Yoshimitsu does his sword stand thing in Tekken with no problem, so I can't imagine Faust's pogo would be a problem.
  3. Liking the Kliff nerfs. It looks as though they just toned down the more absurd aspects of his game, like j.214S untechable time and his airdash pressure. I would have liked it if they addressed his insta-stun combo, but maybe they did by slowing down his dash speed.
  4. Do what you find the most comfortable. I think that most people like using one finger per button, but whether to hover over the buttons or rest your fingers on them is personal preference. Same goes for FRC buttons; personally, I prefer PKS. But again, just do whatever feels most comfortable.
  5. Just saying. You were complaining about everybody's suggestions.
  6. Was there ever a comprehensive AC+R changelist released?
  7. Why not do some testing yourself, instead of expecting to have combos handed to you on a silver platter?
  8. I would assume that a huge chunk of people will want to play on PS3.
  9. Is there any way to determine connection quality without doing a custom match?
  10. I usually do a combo into 6K, Stun Edge FRC, dash, whatever. On most characters, this is something like 5K, 5H, 6K, H Stun Edge FRC, dashing 2K, 5H, stun dipper. Without any tension, I usually just do whatever ground string ending in 5H, stun dipper.
  11. There doesn't appear to be any difference between the PS2 release and the Xbox release, so all of those combos should work.
  12. Lots of Baiken, Ky, and Sol players. Haven't seen any Jam, Millia, Anji, or Dizzy yet.
  13. Played some XBL games. About half were unplayable, while the other half had minimal lag. Either way, it was hard to find matches (noon CST).
  14. In a colossally stupid move, the game is named GGXXACP or something stupid. I kept searching for Guilty Gear and never came up with anything.
  15. The only problem with hitting a character OTG (even in the corner) is that they can still tech and jump away. However, most people aren't going to be mashing tech after they've been knocked down, so you can usually get away with it. There are situations for every character where they might want to do this every once in a while to mix things up or get additional carry to the corner, e.g. I-No in the corner with 2K, P note (as mynus said), Jam with 5K, dash, meaty 6H, or Anji doing an OTG butterfly after knockdown against Faust. That being said, if you go for OTG shenanigans after every knockdown, your opponent is going to start teching more often, which is going to make your life more difficult.
  16. Hold on, I didn't say that was your definition of a reset; I said that you consider that specific example a reset, while I don't. The point being that if we can't even agree on the definition, we're obviously not going to agree on how important they are.
  17. I think you're talking about Marvel or Street Fighter style resets, which exist because you can not control when you recover in the air and you have limited options while falling. In those games, it's common to see someone end a combo early and go for an ambiguous crossup, overhead, or throw setup. But in GG, you have more options in the air, e.g. delayed tech, forwards/backwards/neutral tech, or even not teching at all. Because you're nowhere near as helpless (and because characters generally don't have triangle dashes or easy cross-ups), those kind of resets just aren't as powerful.
  18. I think we might be arguing semantics here. Your definition of a reset apparently includes full combos into knockdown, followed by OTG and mixup. In my mind, that's just straight-up okizime, whereas a reset is ending a combo early (giving up guaranteed damage) to set up a mixup that hopefully results in big damage.
  19. Well, good luck with that, friend. Obviously nobody is going to change your mind.
  20. I can't tell if you're joking here, but good god, resets are terrible in GG. It's been a while since I played a lot of GG, but I can't think of a single character in high-level play that would use a reset over a knockdown. Mostly, this is due to okizime being so strong in GG, but there are also other reasons, such as good air recovery options, high damage scaling after throws, and the difficulty of crossing up the opponent.
  21. In the latest recorded joniosan stream, a Kliff player had 25% tension against an Anji player with 80% life. Kliff did a small aircombo off of a random IAD, which built enough meter for him to do 236S FRC into dizzy move; Anji struggled as best he could, so Kliff only got a half-charged 6H into 236P, instead of a full combo, to try to bait Anji's burst. It still did 50-60% damage, even with the short burst-bait combo. If he had done the full combo, he probably would have done 80-90%. So in short, pretty broken, especially when you consider how great Kliff is even without the dizzy move.
  22. Hopefully Kliff isn't as good as he seems; otherwise, it's #R Red all over again.
  23. I meant 'new', as in characters being played in the stream.
  24. Wish they'd get some new characters in there.
  25. Sol player is under the impression that you can do the dust loop again. Nope!
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