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Circuitous

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Everything posted by Circuitous

  1. VLC's likely auto-generating tags based on a search of the file against their database, because the songs aren't properly tagged on the disc.
  2. Didn't Teyah already test and confirm otherwise? Edit: nevermind, only confirmed that PS4 (demo version) is 4f delay. Nothing about PS3 or double-check on retail versions.
  3. I feel like if Potemkin's survived 16 years without a 720 he probably doesn't need one. Buster already does as much damage as some Overdrives.
  4. Commenting on a few things, whoop. I think Xrd Potemkin is fun. I find his neutral game more enjoyable thanks to YRC gimmicks and the unpredictability that extends from that. I think his pressure and combo game is less fun now, but still entertaining. On the whole I think I like +R Potemkin more, but yeah. Potemkin Buster wasn't nerfed, in range or damage (it always did 140 before AC+R, and its range adds up to the same as +R). However, getting a Buster out of an RC does make it do less damage, which I imagine is why we initially thought it did less damage/damage seemed random against the lifebars. Knowing what we know now, it clearly was not nerfed, just the combination of Guts kicking in earlier/harder and RC damage scaling makes it feel that way sometimes. To clarify RCs: all RCs prorate 80% while the screen is dark. So if you, for example, did a YRC and waited until the screen darkening went away, you'd get full damage. Not always something you can practically do, but keep it in mind. Flicking Slidehead: YO WHAT. This is amazing. Potemkin mirrors didn't need to be sillier but I'm kinda glad they are.
  5. FRCs being replaced with (generally) more lenient YRCs is not indicative of some massive overhaul designed to make the game easier. GG still has tight links, small follow-up windows, blah blah blah. If they kept FRCs and made them larger windows across the board, maybe, but YRCs are a completely different concept, and have downsides that balance out their ease of use.
  6. Tempted to make a Corner of Shame thread and stuff all you whiners in it. Potemkin's not as good now, we get it. Those of us paying attention had a year to watch how he dealt with matchups and take notes before jumping in. You wanna know how Potemkin deals with Faust? Try here. Want more? There's this, too. We all have to put in work now. Get to it.
  7. Are you an idiot, too? You sound like one. The benefit of a 2F reversal window isn't that it's short. Being shorter does not make it better. Did I argue that? Did I black out and post here while unconcious and make a claim that stupid? I guess I'll have to re-read and make sure. In the meantime, I'll explain how a 2F window might've been thought up. You want to be able to allow players to do reversals a little easier than mandating that they finish the input the very instant they wake up. While there is a place for timing that tight (early SF2 games, for example), clearly they didn't want that here. So they expand the window a bit. Maybe they tried three frames, and decided it was a little too lenient - a little too easy to consistently perform reversals. So they tighten it. Their goal is to find a window that makes doing it easy, but not so easy that it requires no thought, practice, or effort. 2F is what they came up with. Apparently, this is bad design. Who knew? It's amazing that you said this, because you're right. Making it easier would have actual implications on gameplay. Glad we agree! Yes! That is the risk. The risk that you might not succeed is always there, even at the highest level. It's the same risk implied in complicated special motions. It's the same risk implied in just-frame requirements and tight follow-up windows. It's a risk inherent to fighting games at all level. It's a risk that has to exist for the meaty wake-up game to mean anything. Even in Persona, people fuck up their reversals. It doesn't matter that high-level players get it 99% of the time so long as that 1% exists. There has to be something there that will make a player think, "Y'know, maybe I'll just block this time," without having to establish a willingness to bait and punish a reversal every time. (Also: you just want it easy because you want it easy. See how meaningless that is?) It probably wouldn't make it worse. That's irrelevant, though. They went with 2F. You can whine about it, accomplishing nothing, or you can learn to work within that limit, and get better. (Protip: if you can reversal in a 2F window, you can do it in a 4F window.)
  8. Those represent the throw range. I'm not sure what the internal measurement actually represents, it's about a 1,750:1 ratio to the old pixel throw ranges.
  9. You're an idiot. Let me just start off with that. When I say "the game is not concerned," I mean the game and everything that went into it. The developers are not concerned with your need for more lenient wake-up timing. The community is not concerned with your inability to learn and work within a particular gap. Do you follow? My argument - that what you want is to always be able to execute your desired attack at any given time - is not invalid in the instance of wanting a larger reversal window. I don't care that you're only asking for a larger wake-up reversal window, specifically. (Even if that reversal window is shared with blockstring reversals...) You want the game to immediately give you the option of simply choosing whether or not to do a reversal. You don't care that the developers have decided that wake-up reversals need a sense of risk. You don't care that everyone is on a level playing field, and the only thing holding you back is your own willingness to practice. At high-level, anyone can wake-up reversal. They simply have to do so. In that same two-frame window as everyone else. They get theirs more consistently because they're better at it than you. This is a mark of their skill, of their understanding of the game. You want that taken away because... you're lazy? You've decided it's bad design? (The implication being that good design gives you what you want, when you want it, which is exactly what I illustrated above. You considered it ludicrous.) Good design is giving a player the ability to show that they can do a wake-up reversal, they have learned that timing, and the offensive player now must respect that option. If any idiot can do wakeup reversal, oki just becomes rock paper scissors. Do I bait the reversal, or no? This is a fairly common complaint leveled at games like P4A, and with good reason. Difficulty for the sake of difficulty is what fighting games are. Some moves are harder to do than others. Some characters are harder to use than others. These are things we the player accept because they're something to work towards, an accomplishment. Doing flashy, hard shit is something people notice and can respect. That's why we tolerate it. If you want to convince ASW to lengthen the reversal window, send them an email. Don't shit up my forum.
  10. Invite Hell: instant block, walk forward, build meter. Become a wall. Do not let him escape the corner. Crush his puny zombie bones.
  11. Text version if you don't have 6 minutes to waste on a video. if opponent is in Hellfire, winning this round will win the match, and you have 50% or more Tension when activating Instant Kill, the opponent is frozen like a superflash.opponents enter Hellfire state at 20% health or less once they first reach neutral.If a combo reduces them below 20%, they won't enter Hellfire state until they hit neutral, unless you reduce them to 10% or less during that combo. They then enter Hellfire immediately.when these conditions are satisfied, your tension bar (the container) will glow gold.only an Instant Kill activated with this superflash can be combo'd. (?)
  12. As much as the comparison between fighting games and chess is made... fighting games are not purely a mental match between you and your opponent. The mechanical battle between you and the character exists for a reason. Characters and systems have varying levels of abstract difficulty layered on top of them by design. You not wanting to be bothered with learning how to operate within a 2F window and intentionally holding yourself back is not the game's concern. We could easily have a fighting game where every command is made available to you as easily as a thought, and the only difficulty is in reading and countering your opponent. It might even be fun. But Guilty Gear isn't that game. Sorry.
  13. Cute name, looks handy. I don't have a device to use it on, but I'll keep an eye on this.
  14. Just on hit. Mortal Counters are, essentially, free Roman Cancels.
  15. I get the impression you just don't recognize lag. (Pro tip: if you're on wireless, stop. Get a cheap ethernet cable. Drill holes if you have to. I've got no problem bailing on a fight if you're on wireless.) re: 2F feeling like shit: this is believable. The game attempts to use the lowest frame delay available that will provide a smooth experience (which is why the delay changes periodically) but occasionally this delay can either get stuck, or can be improperly calculated. In the event that the given delay is too low for the actual connection, the game slows down in an attempt to synchronize the information it's receiving, because that's all it knows how to do. Normally the delay would raise to compensate for this trouble, but if it's stuck at 2F for whatever reason, well, there you go. I've been consistently getting 4-6f delay with a variety of people (aside from Brandino, with whom my delay fluctuates constantly and there are occasional slowdowns; see above), and after some adaptation it feels fine. re: sales figures: These are (almost) always representative of physical copies, not downloads. So take that into consideration. As for what it means for future releases: Xrd already has its DLC plans, and since it's a fighting game, we can say with relative confidence that it will get another retail release down the road for the next iteration. Not much to speculate on there.
  16. All's I can tell you is that it's 30 frames. Beyond that, you just have to get used to it.
  17. How many people did you play? Either party on wireless? Ranked or player match?
  18. Could have something to do with it. Heavenly doesn't have a no-damage first hit and still gets its full damage from having a higher R.I.S.C. gauge, though. (Also it does 170 damage and not the 140 damage 4gamer lists, but that's another matter.) Edit: giving it some more thought, this is probably all it is. Looking at the frame data and found /all/ throws have a zero damage first hit. So I'm not technically wrong, I'm just not completely right. orz
  19. The idea is because the window to YRC properly is so tight, you just do it as muscle memory. If you get the grab, nothing happens. If you don't, you get the YRC. It's an option select, not an intentional decision-making process. Hell, by the time you'd expect to hit the YRC, the move hasn't even animated yet. By the time you see the first frame of Buster, it's already too late to try.
  20. So here's a thing. Throws only do their full listed damage if the opponent has some R.I.S.C. built up. Throwing them at neutral R.I.S.C. does about 7% less damage. This includes command throws, and even Heavenly Potemkin Buster. Each point of R.I.S.C. increases the damage, until full damage occurs at 5 R.I.S.C. (out of 100). There's no increase in damage beyond that.
  21. You figured it out. I'm up to two reps. Sometimes.
  22. Throwing them after their wakeup is an option, especially if you've established a late oki game and they've started respecting it. Other good times to throw include after a 5P, 2P, 5K, or c.S, after a string into Hammerfall Brake, as they attempt an approach, during some traveling moves with throwable startup (Ground Viper comes to mind), and as a punish. 236P's an alright tick grab since it's "airtight" with regards to the unthrowable window after blockstun, but like any tick grab they have time to act and could potentially counter you, especially since it's a move that most people know is unsafe on block, so they get used to punishing it.
  23. If the Burst icon is being crossed-out, I think it's safe to assume that the opponent is in a thrown state, even if the first frame of 6H is appearing.
  24. Hacked consoles are not prevented from going online. (Note: don't hack your consoles, kids.)
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