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Everything posted by Volpe-de-Glacio
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Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Yeah, it's probably not something a community as poverty tier as the FGC can ever pull off, but it's cool to think about. And I've thought of that possibility before, Jackie, but I don't think it'd work out. Essentially you're telling whoever wins "Well, this was gonna be your money anyway, but now you have to spend it on what we say you'll spend it on." That just doesn't sit right with me. @Haku-men . . . Well damn. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Yesss. I've always thought it would be amazing if every scene sponsored players for majors and shit. I would definitely pitch in on somethin' like this if I wasn't broke, haha. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Haha, I know right? I think the real important thing when it comes to attracting sponsorships is performance, as Astaroth already said. Dip your toes in the proverbial waters with these guys, but keep your focus on what's most important - your love for fighting games and your drive to improve. If you keep a good, professional attitude, don't burn any bridges, and continue to up your game and place well, I think you won't suffer for want of sponsors. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
You should bring these issues up with whoever you talk to. Perhaps you can milk an advanced stipend from them to ensure that you have the sponsorship cash prior to a tourney. That way you can see if they're legit or not without risking a bullshit situation. Either way, that's fuckin' awesome, man. Personally I gave up on the whole pro fightan gaemz dream. The FGC as it is now is whack. As far as I can tell, you need mad talent to make it big on your own without a skilled scene to help you grow. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Y'know, for substances that make people steal from their own families and do other various crazy shit just to get their hands on it, I thought the opiate high would be a lot more. . . Pleasant. Holy shit, though, the crazy ass dreams almost make up for it. I feel like Samuel Taylor fuckin' Coleridge, man. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
This was two weeks after the game came out, yo. But yeah, it's not that they're impossible to pull off, it's just that it becomes another factor of his neutral mind games. Is this Seth back dashing as a feint to lure me into a combo, or is he about to throw down a projectile to close the gap between us and start pressuring me? There are different responses depending on what scenario you think your opponent will choose. The conservative one will lead to Seth getting in on you if he's going for an orb, but may allow you to punish him if he's trying to double back. If you're already sitting across the screen from a Seth, if he goes to throw out an orb -you- can close the gap on -him-. Remember that his orbs are vulnerable to your attacks as well. They're also pretty easy to dodge at range as well. I don't know how to respond to this, as that's pretty much par for the course in the realm of fighters. I'll admit Gear has a much faster combo pace, but if UNiB's combos were any faster I think they'd be impossible to perform, and the game makes up for it in overall game speed. Sure you might be sitting in a combo for awhile longer, but the pace of exchanging footsies and gaining momentum against your opponent seems to be better in UNiB. Also, from what I can tell the UNiB players pretty much wing it for most every single combo they land, because the spacing, starter they use, time left til grind vorpal, angle of projectiles, etc. lends each hit-confirm its own unique situation, which calls for its own unique combo. They also seem to be really execution heavy since they're making them up as they go, because I'm seeing random damage spikes for higher end players, as well as skilled players dropping combos because they haven't fully realized the flow of their characters combos in a specific situation. I've just seen Seth get a meterless 4k because the player knew he was in the correct situation for that combo and had the skill necessary to execute it properly. The point being that UNiB's combos are far more situational than they first appear. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Signs are pointing to us getting it on Steam at the most. Either way, I know Star'll probably get it, and whenever I actually have the cash for a gaming tower I'll be able to get it too. We'll have setups for MTN. If your computers can handle the game, I'll probably gift a few copies just to spread the hype. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
That's what I'm saying though, they're situational just like GG. These big ass combos everyone is talking about are coming from counter hit JCs and specials. Typically, if you get a regular hit confirm with no meter, your combos are going to be in the range of 2.8k-3.2k damage. Even then, when people milk these combos for damage like this, they're sacrificing their oki for a bit of extra damage. Typically I see these optimal combos ending with the opponent teching at a frame advantage compared to those hit by combos that end in a hard knock down, sometimes even returning entirely back to neutral. When you see someone get big meterless damage in UNiB, one of two things just happened: The person doing the combo either counter hit his opponent, or he had the most momentum throughout the match so the grind vorpal buff activated mid-combo. I don't know if that just beefed up his damage or made his combo longer, but I just saw grind vorpal activate a few hits into a Hyde combo and the damage spiked to 3.7k. Another instance of this occurred right as his combo started, netting him 4.4k. That's not too drastic, imo. Especially considering you pretty much have to sacrifice oki for this kinda damage. Remember that the scale for damage in UNiB is different, too. 3k is like 20% of Linne's health. Oh, and the real big damage? That takes a counter hit + ALL of your meter. I just saw Seth get a CH JC that did about 4.7k on its own, plus his super which turned it into 7.2k after consuming 100% meter. Just remember this game is still being balanced. They probably have a few more patches to trim the damage in certain scenarios down. All I'm sayin' is to wait until the final product and try it out before deciding whether you think it's worth playing or not. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
I wasn't saying you said that, it's just one of the typical complaints I hear about (UNI critique is almost inevitably either about long range "normals" or Seth's oki.) In any case, there actually is a neutral game with footsies in UNI. If a Seth were to try and sit back from a neutral stand-point, his projectiles wouldn't get him in for free, they'd get him counter hit. They're only good for oki; they have too much start up to be really useful at neutral. Nobody has a half screen blockstring. Yuzu has iai strikes that are more like frame traps; they try to catch you pressing buttons so they can combo off of a CH. Orie has a feintable coup droit and a puppet, and Carmine has rather lengthy normals, but when you play at the maximum extent of your hitboxes, you can't pressure your opponents effectively. Merkava's long range stuff come mostly in the form of command grabs. I've watched a fair bit of gameplay and it's a lot more reliant on footsies than the deceptive hitboxes make people think. The only one who has anything close to half screen pressure is Gordeau, and he's already been established as a likely candidate for S-Tier. But even he has to play neutral to get to that point, and when he does pressure from his furthest range he loses the majority of his mix-up potential. The neutral is essentially a mash-up of age old footsies with a smattering of long range pokes for catching your opponent with their pants down. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
As I heard it criticized, linear gameplay in a fighter is like focusing on the same footsies to fish for the same hit-confirms for the same combo for the same oki repeatedly, which is all I've ever seen in SF (granted I don't really watch SF, but the SF players themselves said it was like that while we were discussing this.) KoF is definitely linear by that definition. It's all footsies > close-gap > same simplistic pressure patterns > combo > one hit kill with anchor. Not saying that's bad; just making a comparison, because at their core essence this is how all fighting games are. But for some reason it's considered a bad quality in UNI. I'll grant that Seth seems somewhat repetitive on the surface, but not everyone will play a cut and paste Seth. People keep saying his combo into knockdown into oki is bad, but it's nowhere near the level that Litchi and Chie were at. Their oki obfuscated their mix-up, giving their pressure a major fear factor. All his orbs do is make you block - it's up to the player to actually score a hit-confirm, and there's still shields to send him back to neutral. He's going to require a lot more tricky playing as the meta is fleshed out. I, for one, plan on abusing the fuck out of his ridiculous movement options as opposed to his time consuming projectiles, which is the only tool he really has fitting of a flowchart. (and, to be honest, knockdown > orb > pressure isn't really flowchart worthy either.) As for the long meterless combos, this is typically because of people getting counter hits off of heavies as opposed to jabs. Typical meterless hit-confirms lead to like 30-40% combos into knockdown, which is pretty par for the course in fighting games. For example, from the UNI footage I'm watching right now. Hyde just landed a combo with what looks like a CH JC. It did 5k (or about 40-45% on Hyde), and that was because he sacrificed oki for extra damage. The combo itself lasted 14 seconds. Seth just landed a regular meterless combo. It did 3k damage (20% on Linne) and netted him an orb (without actually knocking her down. This means she has the chance to dodge it and avoid his pressure or even punish his attempt to get in.) The combo lasted 6 seconds. Compare to GG. I just watched Ky perform an frc throw combo that took about 25-30% of Slayer's health in 7 seconds. Not that drastic a difference, really. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
ASTAROTH GETTIN DAT PAYPUH Apparently Faust, Kliff, and Zappa. You slimy bastard, you. :@ So, like, I still don't really understand what issues people have with UNI. I've heard that it's got a simple learning curve, its gameplay is linear, and its combos are too long/damaging. But these same issues exist in crowd favorites as well. Long combos? Guilty Gear, UMVC3, SG. I mean, c'mon, GG has like 70-80% combos and P4A has one shots. Linear gameplay? Street Fighter, KoF, P4A Simple learning curve? Street Fighter, KoF, P4A JUST JOIN US WEEABOOS AND PLAY DA GAME BEFORE YOU HATE IT, MAN. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Mother of God. . . I heard it was good, but DAMN. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Yoshi/Kunimitsu <3 -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Starsgiving was fun. More people should play Melty. I've figured out F-Aoko's tools, and I know how I can deal with Middy's Nero BS now. :@ Also made a decent bnb, what up. I wanted to play Gear too but I didn't feel like dealing with the hassle with converters. Maybe next time. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Arakune. . . <_< Also Susano-o remix. <3 -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
No Izayoi 'til 12/12? . . .Okay. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Whatchu talking 'bout? Nisemonogatari is godlike. Also, wtf KOF? Been playing XI, and its character selection is way better compared to XIII's imo. If Vanessa was in XIII I'd never stop playing that game. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Man, I'm really hype for Chrono Phantasma now that they announced Izayoi, and it's finally coming out in arcades next week. Hopefully she'll already be in the game, and we won't have to wait for a patch like Elizabeth/Hilda. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
I second Venom, yo. He looks fucking rad, but I definitely don't have the patience to learn him. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
No! She transcends the limits of the paltry Murakumo system! SHE. IS. GUNDAM! -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Same. Zweihander butt-plug and dimensional dildo projectiles? Count me in. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Japanese players participating in the loctests were able to notice minute differences in the frames of some of Hakumen's normals. Somehow they were even capable of guessing about how many frames certain moves now have (such as 6D only being active after 10 frames). Either they have godlike eyesight, or I guess they might have done the math using instant blocks and a normal from a character whose frame data didn't change. Heh, my ps2 won't read any of my discs other than Guilty Gear. This must be fate. :@ -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
Hakumen's drives are blockable now? Oh, that's okay, I'll just 6D mid-blockstring like usual-- Wait, 6D isn't active until around 10f? FFUUUUUUUUUUUUUU- Looks like all we can do is react to overheads now. We're losing corner damage and gaining mid screen. . . Hakumen still sounds interesting, I'll just have to see how he feels. also, lol@ japan's haku players grieving for the loss of mugen. THAT'S WHAT YOU GET FOR HAVING RIDICULOUS EXECUTION. Is it just me, or is it scary that they can count frames mid-game? -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
I am so fucking ready for this game. Though the dramatic opening would've had a better impact if the protagonist didn't :D the whole time. -
Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
Volpe-de-Glacio replied to Milln's topic in Locals
I'm still playin catch-up but I'm looking forward to some stupid mirrors with you, muchacho.