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Hilquit

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Everything posted by Hilquit

  1. I'm new in Davis and I've heard there's a decent fighting game scene around here; are the rumors true? I'm interested in getting in to Xrd and would love it if there were some local players.
  2. Is it safe to use these forums? /apprehensive I read through the Faust matchup thread and nabbed this useful information, I figure it would be nice to have in this thread: From Zinac, and From Senkei Though even with all this, Baiken gives me a lot of trouble. Her air game seems to beat out Faust, and Faust's air game is one of his most important aspects. I lose really badly to IAD j.s > j.d (I dunno if that's a normal Baiken thing, but it works against me), and I was wondering if there's any good ways to beat it. The best ideas I could come up with were... 5k: Seems to work the best, the height is just right, it's quick, and might even have priority over Baiken's j.s, but the counter hit effect turns any combo potential to zero (unless it doesn't...). Not to theory fighter, but I think the change to a float effect in R would allow Faust to go into a pretty decent air combo in this situation. 6p: I am simply terrified of this move. It comes out so slowly, it looks awkward, and the whiffing animation makes me want to cry. I've always been told it's a great anit-air, but is it good to use in this situation? j.2k FDC j.hs: This one's just an idea, I've haven't actually tried it out here, but it has good range and high priority, so it naturally feels like a great fit. The only worry comes from being counter hit by Baiken's j.s before it comes out, which, as we all know, leads to nothing but a bad day. 2k: The first hit anti-airs decently, and can even be jump canceled into an air combo, but the timing on using it is a little tight, and a whiff tends to lead to a j.s counter hit. Those are the main options I thought of/tried; are any of them actually valid? Are there better choices I'm just not seeing? Lend me your strength, Fausts of Dustloop!
  3. I started playing Guilty Gear with #R in the mid 2000s, in freakin' elementary school. Not only was it my first Guilty Gear, but it was my first fighting game period. No one wants to see the game dumbed down any less than me, but I think people need to recognize the distinction between changes in gameplay elements and regressions in gameplay elements to appeal to wider audiences. A more accessible Guilty Gear could still easily be amongst the most complicated fighting games out there. Honestly, this where I believe the challenge in developing a new Guilty Gear game lies. If ASW simply releases a clone of AC+R with new graphics, all the old man grognards like me would be more than happy! But it would also be extremely alienating to anyone trying to get into the series.
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