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RealSovietBear
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I've seen reports of the game being region-locked (EU can't play with EU, NA can't play with NA, etc). Can anyone confirm this or want to test it with me? (I'm in EU) Here are some issues I've posted on the Steam forums that I've noticed during online play. When people enter a room, their connection quality is set to 0 for a while before it turns into an accurate number When the host finishes a match, there is a random chance that all players except for the host and their opponent are sent to the bottom of the room (the part where you idle before you select a "cabinet"). This means spectators waiting for their turn are sent to the bottom as well There is a random chance, during gameplay, for random disconnects for all players who aren't the host and their opponent. I receive notifications in the match of 4+ people leaving the room at once (what makes this worse is that it covers a good chunk of my screen) Regarding the previous two points: players might stay in the room even if it says they disconnected, but they'll still be kicked back to the bottom of the lobby. When inviting friends, they will connect for a few seconds before the game says that it couldn't establish a connection to host (or something like that). I have tested this with the following methods all with the same result: I host and friend joins; Friend hosts and I join; private slots disabled; private slots enabled; public room; specific room (with Search ID code). Online play seems to be region-locked. EU players are unable to join/find US players and vice-versa. Seen reported in this thread. Have not confirmed it yet myself.
- 111 replies
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- guilty gear
- xrd
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FKGunBlaze reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Soviet Bear reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Last year's BB tourney on EVO left the impression that if you pick a high tier character, you should expect that everyone has been learning to play said top tier character (everyone was ready for Koko). If you were playing low tier, you might have had the element of surprise, but your character was still "weaker". I feel like it cancels each other out and the better player wins in the end.
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Queen Dizzy Badguy Kiske of the Jellyfish Pirates, daughter of Frederick should be her full character select name.
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Thanks Justice7541. To add to the Venom lobby thing, I can offer access to my Mumble server for easier (and less laggy) voice chat. I have a 35 slot server that's never full (usually around 8 people there), so I can send people invites if they'd use it for Venom training/coordination/banter.
- 380 replies
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- Guilty Gear
- XRD
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She apparently has a set of her own moves in a specific stance. Her bio (which has way too many Mary Sue moments) mentions that:
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When you're blocking your opponent's pressure, what's the best response to punish his recovery? I'm having trouble with Leo and only learned after the matches that you have to IB his basic strings. But even then, I'm not sure what normals or specials Venom uses to punish moves with short recovery.
- 380 replies
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- Guilty Gear
- XRD
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Not really impressed with the character design or gameplay-wise. Oh well, more stuff to throw around with Tina.
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It brings more variety to the game. I'd say that implementation is the most important thing and the way Hellfire works seems to have been carefully considered. If you're arguing about it punishing good players, then I'd say dizzy status is also a problem for rewarding players that were already winning. It's a thing, the rules on how it works are clear, so it's just another rule you have to keep in mind when fighting. If you keep losing to Hellfire, you would have lost to something else if Hellfire wasn't a thing. IMO, it's new so people are looking for something to blame, ignoring similar old mechanics in the process. Also, it's fun to do a raw Heavenly Potemkin Buster while in Hellfire and the opponent is on full health.
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I'm guessing different methods work for different people, but here's what I do to learn stuff: 1) Whenever I am at a disadvantage for mashing (like spending 100% of my tension instead of 50% for a cancel because I mashed), I take that as a hint for more self-control. 2) Practice, try doing fancy stuff online, don't be afraid to experiment. It's online casuals, so if your plan messes up, the worst that can happen is someone will send you a message "Learn 2 BnB n00blet lol go back to ultra casual fighter 4 ". Even if you don't know how to do a specific combo, try to do it if you know it in theory. You'll see where you're dropping it and then spend time figuring out what to adjust. 3) Don't panic and don't space out. Essentially, if you mess up, your opponent will slap you and then you'll be all "I keep doing this and I keep getting slapped. Maybe I should try something else." Then you'll reach a point where you're slapping others for their mistakes.
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MikeZ's article: I don't like AC as much as he did, because it felt bloated to me. A lot of moves were unnecessary because Force moves were better options. The only super I ever saw in serious matches was Ky's Sacred Edge; I liked the Story mode, but I can see why people would want fighting. I still think MK9 did story mode in fighting games best; I agree with Option selects being bad; I agree with certain inputs (like half-circles) being out-dated; No Negative Edge is not a deal-breaker for me, but it would make life easier for me. I'm not personally too impressive with my inputs; I think there are many reasons to play Xrd over previous GGs. Most of all because the Roman Cancel system is the most fun I've had so far. Sirlin's article: I agree with most of it, surprisingly enough. I'm probably less torn on the Blitz Shield than he is, though, but that's because I love parry mechanics in general. All in all, I think both articles bring up valid points and different approaches. I don't agree with MikeZ's entire design philosophy, but that's fine. I think we need more fighting games that take from each other or oppose each other. Especially because MikeZ makes fighting games; I don't want all fighting games to be like Guilty Gear or ASW games. I respect the crap out of Skullgirls even if the game doesn't click with me, because it has a clear direction that it sticks with.
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Soviet Bear reacted to a article:
Zero Frame Whiplash: Throws in Guilty Gear
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This has been my experience as well. Works great.
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Will we be doing match-up threads or should we ask match-up specific questions here?
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Soviet Bear reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Soviet Bear reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Soviet Bear reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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BBCSE coming to PC next month (one step closer to CP?)
Soviet Bear replied to Jotamide's topic in BlazBlue Gameplay
Just wanted to say that the netcode is unmitigated trash. I don't like being this negative and I love it that we're getting stuff on PC, but no, the netcode is unplayable. It's like playing Diver's Dream for the PS1. -
Worse or not, Xrd is the first time I enjoyed playing Potemkin. The new RCs and Blitz Shield do so much to make him a fun character. And his new moves are super dope.
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Soviet Bear reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
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[Xrd] News & (Theoretical) Gameplay Discussion
Soviet Bear replied to Shinjin's topic in Guilty Gear General
They probably earn the bulk of their cash from arcades anyway. As much as I love Xrd and think it's a great game, it seems they added less sparkles to it than with BBCT. They prolly weren't expecting massive sales anyway. I got the HK version of Elphelt working on the JP version of the game, so I'm guessing yes.