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Everything posted by MasamuneXGP
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RaisedByFinches, do you have any insight as to EXACTLY what needs to happen in order for 2H > [4]6H to sideswap? That corner combo looks sick as hell but I could not get that sideswap to work no matter how many times I tried or what move I delayed.
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I was playing around and found a really cool combo to do after a corner throw or a corner Ensenga. It does about the same amount of damage as a combo without a hoop set, but it's just so cool! http://youtu.be/nsuuhsGDqT8 K hoop set > 2D > [4]6H > IAD > j.[K] > j.H > Ensenga (one hit) > ]K[ > airdash > j.H > land > j.K > j.D djc > j.D > Ensenga Yes that's right. Two Ensengas. One combo. Does 211 on Ky (it does 201 in the video because I did it after a throw)
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Really loving the buffs, but I hate the new hoop mechanics. Having to mash the button to get the dolphin to come out quickly sucks. What new combos are even enabled by it? Also, the throw > rc > k hoop > max 6H > hs-hori > mount combo doesn't seem to work anymore... That was my go-to throw combo
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I agree with most of Mike Z's points, although I don't think any of them are major enough to make Xrd a bad game. But I do hope they're fixed in future versions. * YRCs: I love the new cancel system very much, but I do agree the burst-baiting option select is dumb. Although this wouldn't cover all of Mike Z's complaints, I think a large portion of them would be alleviated by the simple tweak of making red cancels happen while the opponent is blue-bursting. I hope they do this. * Easier motions: What I would really like is for the game to have a less strict input parser. If 426 counted as a half roll, I'd drop a LOT fewer combos. * Negative-edge: Agreed, that was useful. Kind of goes along with easier inputs. * Jump Install: Agreed, again goes along with easier inputs. * Unblockables: Meh, I could take them or leave them. * Throw techs: These were really important and I really hope they're re-added. * Rollback netcode: THIS. SO MUCH THIS. There is NO EXCUSE for not having it. Even if you live in Japan and only get 2F of lag, THAT IS TWO FRAMES TOO MANY for a game like Guilty Gear. I really have to wonder if ArcSys even *knows* about rollback. I really hope that we can rally and demand this from ArcSys for the next version. * Hell Fire: I like it. It allows for big comebacks. But as others have said, it's ultimately not that important. * Danger Time: Agreed, it's a dumb mechanic that should be removed. * Reloading on "Retry": Yeah, seriously, what were they thinking? * Skipping Cinematics: No. I have seen Heavenly Potemkin Buster a great many times now, and I cannot see it getting old, ever. It is awesome and whoever lands it *deserves* that extra three seconds of gloating.
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Here are a few combos I've been using. They might not be the most optimal but they're pretty easy to execute. OHK > Dash > 5S > 2H > K Hoop > j.P > j.D > djc > j.S > j.H > j.D > Ensenga 151 damage, 0 tension, works on everyone OHK > 6[H] > H Vert Dolphin > RC > Land, dash forward a little, jump > j.S > j.H > j.D > jdc > j.H > j.D > Ensenga 195 damage, 50 tension, doesn't work on floaties or Pot. Throw > RC > backdash > instant airdash > j.S > j.H > land > j.H > j.D > djc > j.H > j.D > Ensenga 154 damage, 50 tension, works on everyone
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[Xrd] News & (Theoretical) Gameplay Discussion
MasamuneXGP replied to Shinjin's topic in Guilty Gear General
Sigh... Why did I hope even for a second than ArcSys would give two shits about the American market. As Dusk points out, anyone who has ever played IaMP knows that netcode is a solved problem. That ArcSys is still implementing variable delay with no rollback is flat out confirmation that they just didn't care. -
[Xrd] News & (Theoretical) Gameplay Discussion
MasamuneXGP replied to Shinjin's topic in Guilty Gear General
Nothing in the manual about rollback frames? Showing input delay in frames is a great step in the right direction, but we need rollback for this to be good. Surely if they're allowing region-unlocked netplay they must realize the value of minimizing latency... -
[Xrd] News & (Theoretical) Gameplay Discussion
MasamuneXGP replied to Shinjin's topic in Guilty Gear General
No changes to May's HS-dolphin startup? Is it still huge or did they remove that? -
[Xrd] News & (Theoretical) Gameplay Discussion
MasamuneXGP replied to Shinjin's topic in Guilty Gear General
Thanks for everything, ElvenShadow. Next time you're there, could you check if May still has that huge startup lag on her HS dolphins? -
No, she can't air dash at all. She has no ground dash and no air dash, period. Source: Japanese wiki.
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Kedako made a huge detailed post on his Mixi blog today. http://mixi.jp/view_diary.pl?id=1850039101&owner_id=1049423 Transcript for those who don't have/can't get Mixi accounts: http://pastebin.com/bCVMQh5Y It's a bit above my level so I'll leave the full translation to someone else, but I was able to glean a little information: He’s super pissed about the OHK and j.H changes. He thinks the Restive link is worthless. Loops are pretty much unchanged. Any combo that doesn’t involve j.H is still possible. Most of her other moves appear to be unchanged. Damage comparison of 25% combos: Hori Launch combo is still the best. Derp. 5K > Sweep > Jackhound > (cS > 5H > S-Vert)x2 > 5P > 5S > H-Vert: 218 5K > Sweep > Hori Launch > (cS > 5H > S-Vert)x2 > cS > 5H > H-Vert: 249 5K > Sweep > S-Vert > H-Restive > Hori Launch > (cS > 5H > S-Vert)x2 > 5P > 5S > H-Vert: 237 5K > Sweep > S-Vert > H-Restive FRC > (cS > 5H > S-Vert)x2 > 5P > 5S > 5H > H-Vert: 242
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Accent Core +R LOKETEST CHANGE LIST Thread
MasamuneXGP replied to Spirit Juice's topic in Guilty Gear General
The Japanese wiki is unambiguous. ダッシュ削除、空中ダッシュ削除、3段ジャンプ→2段ジャンプに変更。 Dash removed. Air dash removed. 3 jumps changed 2 jumps. Also reported to have a very slow backdash that looks similar to Pot's. -
Getting back on topic... Here's some news from ggxx jbbs May thread: * Someone did in fact successfully perform OHK > (cS > H > S-Vert)x2. People were having trouble doing it because of the lag, apparently. So May players can put down their nooses for now at least. * OHK always has her run a fixed distance, which is such that it barely hits after max range fS. Tick-OHK is history. General consensus is that the move is completely worthless and people are pretty upset about it. * It was falsely reported that 6H > Vert doesn't work anymore, but it does. Interesting new combo: 2D > S-Vert > H-Restive > FRC > 6H > Vert. No mention if the loop is possible from there.
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I do agree that Guilty Gear isn't "built for" netplay, but the assertion the article was making was that it wouldn't work even with the best possible netcode. Which I very much disagree with. I live in central Florida. My family and friends are in New Jersey. Back when I was playing IaMP, we had 3 frames of latency, which were all covered by rollback, so 0 frames of input lag. Now, I do understand that rollbacks = skipped frames, but for a game like Guilty Gear, 3 frames of rollback is infinitely, immeasurably better than 3 frames of input lag. FRCs might look a little more clipped, but their timing wouldn't change, and that's all the matters. All I really want is lag-free matches between my family and friends. The article implies that that's not even possible, which is what gets me angry, because I have *experienced it before*. I get that lag-free matches between US and Japan aren't going to happen, but even there, as long as the input delay is constant and known, it's a lot easier to play around than variable, unknown input delay, which is what a lot of netcodes do.
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Statements like this make me very angry. As far as I've experienced, the game with the best netcode is IaMP. It was implemented by fans, and implemented years ago. It's a simple formula: The player sets the maximum number of rollback frames. When you start a match, the ping is measured, and if it's over either player's maximum, input delay covers whatever rollback doesn't. Critically, both players are made aware of how many frames of input delay there will be, and it does not vary through the match. This can result in weirdness if you have an unstable connection, like wifi, but if the connection is stable on both sides then it is absolutely optimal. If you have a reasonable ping, the match is lag-free, and even cross-country would only have 2-3 frames of delay. Now, I admit that it's possible there is some technical reason that that style of netcode could not be implemented for GG, but I find it unlikely. The main reason why I think Arcsys might not want to do this is because it requires letting go of a few marketing principles. "Rollback" and "Delay Frames" are terms too technical for casuals, so they shouldn't be visible or settable, says marketing. Constant/settable delay causes weirdness for unstable connections, and that can look like buggy code on our part, says marketing. I really hope that Arcsys understands this game is too old for most casuals to care about. The people that are going to buy it ARE the people that care about having such settings. BlazBlue had excellent netcode, but as the article pointed out, it would not be sufficient for GG. The only way it will be playable is with rollbacks and constant input delay. We've waited for so long Arcsys. Please, please don't let us down. Please prioritize good functionality over "having it look nice even when one player is in outer space".
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Nothing is ever wiped from the internet. Google cache sees to that... Copy/paste follows.
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Oh, really? That sucks... =\
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wow, norematch is a nice site I was unaware of... thanks =) And yeah, just GGXX. A separate batch for BB would be pretty cool though =o
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Yeah, I know youtube has a lot of them, but it's still nice to have them on your hard drive. Selfishstyle, would you consider making a batch torrent for us pack rats?
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So, I know *somebody* here is obsessive enough to have an archive of every A-cho vid over the last year or so. Would that person consider making a torrent? I've just recently started downloading match vids again and I feel like I've missed so much.
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I found this great series of Zappa tutorials on YouTube. Anyone have the originals? Better yet, anyone feel like translating? Unsummon - Dog - Sword - Ghosts - Raoh
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Should probably add myself to this thing... A. MasamuneXGP, also ShiningMasamune where length allows B. Paul C. Jackson, NJ D. I dabble with ABA, Zappa, Baiken, and Testament. But my heart belongs to May. E. I have two other players here: my brother who plays everybody but mostly Pot, RoboKy, and Slayer, and another guy who plays Ky and Anji. F. Not usually, but if it's only one guy and one night, we might be able to work something out. G. Only locally.
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Anyone know the artist for the latest Zappa CM "Song For"? It's not a very searchable title...
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A dedicated AC May combo thread would be nice =\