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Vashimus

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    Iceberg381

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  1. While I do like the simplicity of Revelator at times - FRCs are a complete bitch and I can appreciate having a version of I-no that doesn't break my fingers - AC+R is just too much of a blast to play. Some people will argue that the Accent Core series added a lot of unnecessary fluff, especially with Force Breaks (most of which ranged from useless to retardedly good), and I might agree with them there, but the games are just so well-polished everywhere else it's hard for me to even care. I'd expect fighting games to get naturally more complex as the iterations piled on, and +R was the perfect sendoff to the XX games. Crazy fun gameplay, finely tuned mechanics that all serve a purpose (Hi Danger Time), and the best character balance in the entire series. Maybe when GGX4 is on the horizon and Xrd has had several iterations to fine tune the game my opinion will change. And hey I'd love that, the game is gorgeous.
  2. I hope we don't wait have to wait until Order Sol is announced (if he ever even will be) before we get Keep the Flag Flying.
  3. I don't really like the blue orbs that fly out when you land a blue burst, to show that Burst gauge refilled a bit. It's just unnecessary, it was fine before and I never heard any complaints about it. Other than that, Rev's visuals are great.
  4. I personally don't like the idea of giving every character an obvious gimmick button. It's why I got turned off of Blazblue, no offense to those who enjoy it. All the characters I want to play heavily rely on / have some crazy skill ceiling regarding their Drive, and it makes learning a new character a chore rather than fun. It's not that I'm lazy, I just I like GG's simplicity with the characters. You'll have a few characters with some meter or mechanic unique to them, but they don't seem as prevalent. I also find gimmicks much easier to learn and remember when relegated to specials, rather than learning a 5D, 2D, and j.D, plus some characters have stuff like 6D, 4D, j.2D, plus learning the Drive specials. My brain just couldn't keep track of it all.
  5. When you're fighting, are you looking at your opponent or at your character more? I can react to most counter-hits fine because I usually threw the move out with the intention to counter hit in the first place.
  6. No, 6P comes out when you use that option select. This is why every character has one, so you can't just mash jabs and get free throws when you're in range.
  7. Projectiles still remain active during super flashes and animations. You can see Koichi taking advantage of it here to try to kill Bedman because of Fortissimo's input freeze. This is in past games too though (e.g. Dizzy "unblockable" fish setups with Imperial Ray).
  8. I always like trying 2K > 2S > 2D xx SVD (whiff) OHK tick setup at least once in a match.
  9. I can understand it's a new game and they didn't want to release a beastly Pot from the get-go on potential new players, but sooner or later they're going to learn how to fight him. I guess they just released Pot bare bones just to see how he does, then will add buffs as they see fit, kinda like they're doing with Slayer right now.
  10. For the c.S 2H HVD loops, is there a height or positioning specific requirement to get the side switch? eg. OHK, dash c.S, 2H xx HSVD, c.S, j.D, dj, j.S, j.H, j.D, Ensenga
  11. Yeah, 2H definitely isn't something to throw around willy-nilly. It's intended use is as a slow powerful anti-air and occasional combo filler. If you do make contact with it, always chain into 2D so you don't have to sit through the recovery, or cancel into a VD if you used it as an anti-air. You're relying on supers a lot, especially Great Yamada. There was like one instance where you used it correctly (Potemkin did ICPM full-screen and you let it loose to win the round), but other than that, you were throwing your meter away for supers that didn't even hit. Supers in GG are generally situational with a few exceptions, and you're usually better off spending your meter on other things. For your general gameplay, my best advice to you is go to May's challenges and try and do and as many of them as you can. It'll walk you through her moves and then practical combos and setups to get you acclimated with the character, including RC combos. Then go in training mode and practice the things that give you trouble.
  12. I literally just do a quick 360, starting from forward, then going counter-clockwise and ending back at forward. Having two or more moves with overlapping inputs is usually just sloppy design, especially if there's a better alternative.
  13. When you run into AngryBlack twice online but both times he was spectating. ;[
  14. Playing the spacing game just ends up with him hammerfalling through, flicking my dolphins or me getting slide-headed. Then I get frustrated and go in. Sometimes it goes well and I'm feeling myself, but others, he instant-blocks and I get grabbed, or he backdashes out of my pressure on wakeup, and either grabs or 6Ps depending on what I did. I'm guessing I should just rush him down constantly, since he was just content just sitting there blocking, even if I OHK'd him for it.
  15. Just ran into the massive brick wall that is Potemkin. Played some super long sets with the guy just to get a feel for everything, but what a struggle. Doesn't help I haven't been practicing on Pot's weight much.
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