Oiboi
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Yes, I'm not new to the internet. Doesn't mean he's not trollin'.
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Of course it's a spambot. And spambots are created by trolls. It's sad when the only attention the zappa forum gets are spambots and trolls. sigh
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You are a bad troll and you should feel bad.
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Being one of the only like, three Zappa's still playing competitively, I'm going to have to argue with you for a minute. Since I've never played you, and you haven't named any zappa's you've fought, how much experience do you have against a good Zappa? Doesn't sound like much to me. Zappa's entire gameplay is about pissing the opponent off then taking advantage of when they make a mistake due to it. A good Zappa is -always- unpredictable, regardless of how many times you've fought him. Faust is much, much easier to play than Zappa, and his mechanics work much the same way. He just has the reverse of Zappa's tools-- While zappa is all about being point blank and avoiding moves, Faust has great long range pokes and random lockdown tactics with his item toss. The end result is the same: Piss the opponent off, punish the mistake. OP, I suggest just practicing with a lot of characters first. Learn the mechanics with Sol, as he's the easiest to get the hang of the game with, then move on to a character you enjoy. Don't be afraid to try out as many as you can manage, because you'll most certainly find a character that just clicks for you.
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Yeah I do now. Moved out here a few months ago. If you're around, I'm definitely down for some GG. No BB unless you're willing to teach me how to play the damn game, I really wasn't hype for it at all so I know pretty much nothing about it lol.
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No attitude, just saying I find it humorous when people suggest things like this. If you do a little research into game production and the details of mugen, doing what you're suggesting is essentially the most difficult way to make a fighting game, much less one with online. Mugen can be ok for testing character ideas and messing around at a party, I suppose, but expecting it to play any better than a Mortal Kombat game is asking too much from the engine. But back to the issue at hand, I didn't mean to come off as a jerk. But I believe you've made it clear that you did not know much about the idea you had, and I suppose with what little information you had, it seemed plausible, even easy. If I offended you, sorry. Also, it's the internet. Grow up and get over yourself, not everyone's gonna either suck up to you or be a dick to you. JUST SAYIN.
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I love it when people who know nothing about making games suggest stuff like this. For one, Mugen is a very bad game engine in general, let alone a fighting game engine. Why? Because shoving character data into an engine is the worst thing you can do to build a game. Real game companies custom craft their engine to tailor to the characters. This way, you can do any amount of things you want to do with a character, and can very finely control how they behave and combo, limiting them and giving them their own techniques. In a sense, yes, their still 'plugging in' characters, but the system is designed to work with those characters-- moreover, it's designed to control and make them behave the way their supposed to. GG has had years to craft their characters into what they are now. Because it takes years to do just that. What you're suggesting wouldn't even come close to AC, and it would still take a big team of coders and testers and several years just to get that far. It's honestly easier to build your own engine, give that online, and make your own fighting game. A lot of people put down the ones who try to do this, but if you're persistent, you can make something in 2 years. But if you're lazy at all, it'll never be completed. And that's why game studios can make a lot of money, because they work 12-16 hours a day for months and years just to get the product out the door.
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Nah, it's just random. Each character has three voice sets. I believe voice set A has 'mamamamamamama' but I could be wrong.
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Things the GG series needs to do to become popular (No, really): 1: Advertise. Blazblue got a helluva lot of advertisement, from many many different game reviewing websites and magazines hailing it as the next big thing for fighting games. This revealed Arcsys to the 'mainstream' gaming world at large, especially since they last time they advertised for one of their fighting games was back with GGX's trailer. If the next GG fighter (assuming they make it, if one is to believe the rumors) get's even a fraction of the advertisement Blazblue got, it will, I believe, become insanely popular. Keep in mind for a long time, Guilty Gear's fan base was completely created through word of mouth. We recruited tons of new people to the GG community-- How many of you guys started playing because of someone mentioned or told you to play, and how many of you saw a commercial on TV? 2: Community needs to be active. Our GG forums are dwindling in activity, and this is to be expected-- With BB taking over the time of much of the community, there hasn't been much activity. But GGXXAC+ doesn't need to die because BB came out. I personally just don't like BB, but there aren't as many people who play GG as consistently as before. I hope Arcsys releases another fighter soon so I can some more competition again. Fighters historically live for a long time, if their a solid game-- Street Fighter II ST is a perfect example -- So GGXXAC+ should still be going strong. 3: Either Arcsys or the community needs to provide more accessible, reliable information on fighting games. They did this with Blazblue's limited edition copies with the training DVD, as well as the "Teach Me, Miss Litchi!" in-game segments. This is important because new players need to understand the fundamentals of not only the complex techniques in Guilty Gear, but also the allure of fighting games in general; Fighting games have a way of being to meta for most people, I've noticed. Just some thoughts.
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Some pointers from a Zappa player: Never jump in! Zappa's 6P beats even j.S in nearly every situation I can think of (even IAD j.S gets stuffed hard). Getting into the air is a bad idea against Zappa, his anti-air is top notch, unless he's in the air himself. His air-to-air is garbage, and sol has a lot of good options that will beat out anything other than Raou and maybe certain sword situations. If you get into the air first, prepare to get air throw punished. Zappa lacks a proper wakeup option, with the sole exception of super (or, with raou, Edguy, but if you knock down a zappa with Raou you should know this already and bait it). His summon will sometimes come out as wakeup if he tries it, but command grab beats it out every time-- Summon is very weak to throws, especially when it's just thrown out randomly, so bait it and punish it every time. Seriously, abuse your throws. Zappa has limited options to defend from grabs (in all modes except Raou and Dog, his j.D has throw invul. His backdash and jumping are his only other universal options, his sword's DP has throw invul and that's basically all he's got). Gunflame only with tension. There are some weird things zappa can do to mess with gunflame, like toss a ghost and frc to run through and punish, or, in some situations, can even do a running 5K and get around it. His super beats it out but if you FRC and super jump/IB you can get a free meaty punish. Don't underestimate the validity of Grand Viper. In this matchup, it's a great move because Zappa does not want to get into the air, yet it's basically the best option to avoid GV. If you throw it out at confusing times, you'll often mix Zappa up as it's a relatively quick and annoying move. One hit from GV can mean big damage on Zappa, and will beat out a lot of his moves, if not all of them, so if used wisely he'll be in trouble. Careful, if he blocks it he can get some really free punishes, so use with tension if necessary. 5K will almost always whiff on Zappa. He's too short for it to hit when he's running, or he'll just 6P under it and ruin your day. Never use it, even as anti-air (If the zappa is in the air he probably is coming down with the sword or Raou, or is doing a pressure string with the dog. The correct answer to all of these is DP that shit and teach him a zappa should never get in the air). 5S, 2S, 2D are all good moves against Zappa. 5S will stuff his 5K, and 2S and 2D will stuff his 6P. 2D can go under Edguy, but if the zappa's worth his salt he won't throw them out at times you can do that. Keep in mind 2D won't hit, but it's a good way to avoid the move for free punishes. Gunflame is still a good move, but don't get predictable/spammy with it. Throw out feint gunflame for tension and mindgames, Zappa's will react often poorly to this (Zappa's whole thing is mindgames, so he'll try to figure out if you're gonna feint next time or not-- just doing it once is enough to spook most). DP is your godsend move-- if Zappa's standing right on top of you on oki, NEVER try for a throw. 100% of the time he'll through out j.D or backdash just as you try for a throw to get a free punish. ALWAYS DP on wakeup. Preferably with tension mind you, or simply block. Throwing on wakeup will not end well for you. He can 6P under Tyrant rave, 5S, 5HS, 6HS (if he's close enough), 5K, 5P and probably 2P, 5D, and Fafnir. He can 5K over pretty much everything else. f.S will stuff Grand Viper, so do that shit as deep as you can. 6P beats ALL AIR MOVES. I can't stress that enough, there's nothing that will save you from it.
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This is why I don't come around here anymore... Any group of people that can spend 11 pages bitching and arguing about porn is just a little retarded in my book. Grow the hell up, for one, and for second, this really isn't the place to be posting this stuff. Take it to the hentai forums, or if you're that committed to your fan porn, start a free message board somewhere. I mean, obviously you're not going to get any more porn in return, here. Apparently everyone's too busy being homophobic about the illustrated pornography on the internet that they don't need to see if they don't want to (yet they seem very knowledgeable about it, therefore they must have intimate experience with it all, hm?).
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Without a doubt the dog's lockdown and pressure is vicious, but it lacks the tools to really monopolize damage off of cranked bar like Raou. There are two reasons you want to pressure your opponent: Mindgame them into making a mistake, or to basically break through their guard by overwhelming them. And even then it's still all about making them make a mistake so you can get huge damage combos off the cranked bar, but only Raou can really do it. Even the dog's pretty good damage doesn't really get that much better with cranked bar... But I'd have to agree when referring to pure pressure, the Dog takes the cake.
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Just so you know, Zappa ISN'T about pressure unless he's Raou. Zappa's about mixup. Zappa lacks really really good pressure strings unless he has Raou (even dog isn't good at pressure strings so much as good combos-- the pressure isn't very effective until you setup for an unblockable, while Raou's pressure cranks the guard bar, chugs chip damage, and eats their tension). So while it's good to have good pressure goals to allow yourself room for safe maneuvers, Zappa isn't safe without tension. Naked: 6P/5K rushdown into 2K/c.S (depending on spacing), f.S/2HS (again, spacing). From here you can go for mixup if you have tension, assuming you didn't hit, by using 6HS RC or 5HS FRC. Or, you can reset and rush back in for tick throw or mindgames 5D to bait throw attempts. 2HS and f.S are your best pressure finishers because they give you a lot of room on block and keep the opponent in blockstun for a long time (in f.S second hit's case, you'll have slight frame advantage to boot). Never summon without tension. Forcebreak can sometimes be used for mixup in this scenario. Sword: 5S is a great opener as it helps get counter hits. 6P and 5K are your other counter/mixup pokes, 5D still works as throwbait too. 6HS is ok on block but you always wanna throw out a DP at close range or a swordswipe when your even just a little farther to make some distance and keep them from tossing out a reversal (best if you FRC to bait the reversal and punish with 5S). A good combo/pressure string with the sword is 6P c.S f.S/2S 2HS Swordswipe. 5HS is also a good finisher for it's huge range. Triplets: Obviously the gods of pressure strings and can be about just as effective even if you were just comboing. I'm just going to say refer to the 'unlimited' ghost combo or watch Nang-in to see how to pressure with the triplets. Dog: Do dog combos like they weren't blocking and just go for the unblockable setup whenever you can. Done. Raou: Duh. Anything into Darkness anthem into anything into darkness anthem into anything... Really, just toss in a 5D at some point if spamming Bellows mallice and DA doesn't work. Or tick throw. Again, Zappa's about mixup, not pressure. Don't even both with cranking the guardbar unless you have Raou, there's no point to it.
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Mitsurugi's new? Hasn't he been around for a long time?
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YOU CAN'T DO THAT! DOG AND NAKED CAN'T MASH P!!! Seriously I don't understand what's up with that.
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The D toss issue in the corner is because the third ghost is outside the screen (touching the wall). As you know, when the ghost touches the wall it immediately stops; The only reason it looks like it just didn't launch is because it's still also touching you, so you toss AND pick it up immediately. This is also why it's the HS toss that doesn't come out. If you do it mid screen, you'll see the furthest back ghost will be the HS one. I actually like to use this as a fake out for my opponents, regardless of where I am on the screen this trick works: Toss the ghosts and rush in, using them as cover. The blockstun isn't what you need, what you need is for them to think you're defenseless now since you just threw away 'all' your ghosts, but unless all three connected with the opponent (unlikely) you will end up grabbing at least one during your rushdown, with which you can do a hitconfirm into combo or put on pressure/mixup with. It only takes one. Also, fun fact: Another great mindgame is to do a DA toss against Ky's CSE. Timed right, you'll negate all three hits of the CSE, and the DA orb will travel normally but won't have a hitbox. This is a total mindfuck to your opponent, who in all reality has a good chance to punish you for this, will most likely jump or come in with a big meaty, with which you respond with a free Edguy. Shit is hilarious because it works so well. Similarly, you can do a DA charge to pressure Slayers into doing Dead on Time into an Edguy Clash Edguy combo. GET HYPE.
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j.HS counter hit (It better be counter hit, there better be a damn reason your in the air lol) c.S 2D Summon. Dog: j.HS 5D c.S f.S 5D 66 2K2D(hit these almost simultaneously) c.S f.S (assuming dog doesn't move from where you launched from, and within 5D range).
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Seconded on both accounts Let's try to limit tips and comments to things that haven't already been posted, and discussions on tactics and things that work. Looks like a few people didn't even read the first few posts honestly
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I believe most tournaments do this actually... Here's what I remember us discussing from this post as rules (don't feel like reading it all over again): -Tournaments start on time no matter what, save an act of god or the end of the world. -Players are given 30 minutes to an hour to show up on time or the tourney starts without them. After the tournament starts, they may be alotted to the losers brackets if it has not been too long since the tournament started, i.e. the entire first round being completed. -Brackets are done properly, with someone working on it the entire tournament. It should be the organizers responsibility to record the winners and losers. -Using Cell phones to call people to their matches is advised, but not necessary due to specific restrictions. -If you're match is called but you're not there within 10 minutes, your disqualified. Being placed in the losers bracket is the Organizers decision. If you need to get food or go to the bathroom, let the organizer know by telling them or signing a sign out sheet. This will prevent DQ's for necessities. -Organizers need to evaluate their venues and how many people are expected to come to be sure that the venue fits the amount of people. Nothing worse then trying to fit 100 people in a 50 occupancy room and getting the fire chief pissed off. -If a player has a complaint, it should be dealt with SERIOUSLY. It should not matter if the person is considered a veteran or a scrub, each one of us is important and if there is a valid complaint about the tournament, venue, brackets, etc. It should be considered seriously and dealt with accordingly. Organizer should use his judgement. -Thieves will be owned. (I remember FRXI, Heidern) That's about all I can think of. What should we do about people who are deemed to be a great nuisance to the community, or otherwise many people feel should be banned from the community? I know it's generally discouraged but I know there are times where assholes just fuck shit up for everyone. Not saying we need Bans, just curious what you guys think on it so it can be added to the rules.
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The question of balance, and to a larger extent, matchups, is a tricky one. "Balance" Is subjective: People who play characters who have certain tricks, techniques, moves, etc. will feel that the game is balanced because they have those tricks and from their view, it's not so bad (I know many eddie and slayer players exhibit this behavior). However, at the same time, people who play characters who lack these tricks feel like they've been shortchanged, cheated, etc. and feel that resulting defeats are unfair, regardless of how un-scrubby you may think of yourself. Let's face it, everyone will get mad at losing to some extent. It's admirable for players to take it in stride and try to learn, but when there seems to be absolutely no hope no matter what you attempt, not only does it make the player feel helpless it also places in fears of imbalance and questionable views on how the game works. As Hatred said, Slayer's and Eddie's will complain about HOS's damage, but he complains about the characters superior pokes, damage, and general strength in the matchup. Is he just complaining because he's a sore loser? The answer is no. To him, this is how he feels; It's not a question of whether they are indeed broke, it's a question of "How can I possibly defeat that?" When it comes down to it, fighting a character who displays a superiority in some way to your character, be it better mixup, stronger okizeme, huge damage, insane combos... The result is the same, everyone thinks: How can I Win? I think when it comes to the point where many players attempt to play the perceived stronger characters, is when the question of balance should be considered. However, determining imbalance can't be a simple estimation based on how you feel; it has to be scientifically analyzed, if you will. You'll need to compare how that character fares against every character in the game, examine which situations they excel in, which ones they do poorly in, what moves allow them to do certain things such as stuffing attacks or making huge combos, etc. To do this, you'll have to examine every character this way, from top to bottom, clarifying and discussing with other players who play those characters very well what the characters can do on a realistic and unbiased way. This is difficult because many people can't help but be biased; But we can still try to determine imbalance, and if we're going to try, this would be the way. In the end, the developers don't always know what's right. Arcsys made some questionable decisions with AC, but they also made some good ones, though this also can come down to opinion. The real problem that surfaces is that many fighting games continue to grow over the years, and Guilty Gear is still young, especially AC. Players will determine new tricks, new tactics, new methods to win, and ways to defeat those who are so-called superior. This makes the game what it is, so determining imbalance is very difficult; in fact, the decision of imbalance and tiers can never really be final, as it can change as players learn new things. tl;dr Imbalance is questionable, but it may be worth the time to examine why characters are good in certain situations anyways.
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Yeah, actually, my brother wants to learn chipp too but all the guides are gone. Getting at least some of that info back up will help a lot.
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Take it from a fellow sprite artist, these are damn impressive. The GG2 Sol looks very nice. Makes me wanna do new sprites again! Keep it up!
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That's assuming our new comrade comes this way. Here's hoping, son. MIRROR MATCH TOURNAMENT IS GO!