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Everything posted by Hollysmoke
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The pointers are for the projectiles. If you need help with it, I'm sure Jed and I would be more than willing to lend a hand.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Hollysmoke replied to BladeOfJustice7's topic in International
Test your connections to one another. Make sure its wired. I'm keeping TO and MTL separate to have the most optimal 4-bar connection. It also allows efute to stream on niconico. All you guys gotta do is let me know that you're interested, I'll set up the rest. Also if you guys do a same room connection, it would have to have all 5 people on 2 setups in the room so we can stream every single match. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Hollysmoke replied to BladeOfJustice7's topic in International
No, it's for Guilty Gear. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Hollysmoke replied to BladeOfJustice7's topic in International
This is a best of the best-type deal to showcase what each scene's greatest strengths are and what we can learn from them. There's been a complete lack of Canadian showcasing but I've been trying to pull something together since the showing at CCG was fantastic. There's also a chance it's going to be streamed on efute's stream so JP players will be watching as well. -
http://www.nicovideo.jp/watch/1444657107 Ruu's footage from x_revolution in Brazil. I didn't see anyone post it so enjoy, May players.
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Suggested Tweaks and Oversights
Hollysmoke replied to Sol Badguy Z AC's topic in Guilty Gear General
You're right; you're not. You're expressing ideas without an understanding of even the basic level of context with respect to the game. Frames are important because it tells you a lot about the behaviour of a move. How long you'll be hitting, how long you'll be recovering, how fast you can hit someone. That's part of the frame that builds up in ANY fighting game, really. Attack level of a move is intrinsic to GG because it builds up on the previous point; information on the move. This time it's about hit/block stun. People take all this information and they come up with a strategy, a combo, whatever. You're overlooking the framework of the game and making design suggestions outside of it. Dummy. -
Suggested Tweaks and Oversights
Hollysmoke replied to Sol Badguy Z AC's topic in Guilty Gear General
Rushdown = Player X is constantly chasing down Player Y. The strategy here is you essentially want to eliminate space. IE Chipp Lockdown = Player X is preventing Player Y from moving. The strategy here is to prevent Player Y from doing anything. IE Axl If you think these two are the same you should probably step back and reassess your analysis. EDIT: never mind, GFM nailed it with a blunt hammer. -
Suggested Tweaks and Oversights
Hollysmoke replied to Sol Badguy Z AC's topic in Guilty Gear General
Like I said, other inherent weaknesses. Thanks for confirming my thoughts. -
Suggested Tweaks and Oversights
Hollysmoke replied to Sol Badguy Z AC's topic in Guilty Gear General
You can also do VT loops in certain situations but the Ky one lets you block on the way down essentially making it safe. S-version is easier to combo with Lightinng Javelin on grounded opponents, so there's some stuff you can do there as well. EDIT: I honestly can't think of any weaknesses to Bridget DP specifically to justify the FRC, but rather just an overall addition to his much-needed defensive options considering how hard he can get blown up? I guess it never bothered me on Bridget due to other inherent weaknesses he has. -
Suggested Tweaks and Oversights
Hollysmoke replied to Sol Badguy Z AC's topic in Guilty Gear General
This is a terrible idea -
I had a calculation written out but I've long lost it since then. I don't care enough to bother writing it out again, but basically based on human reaction times, we take away that from time of the start-up because our brain is not going to be able to process that. It's about a 10F window that you begin comprehension and react accordingly. There are also a lot more factors involved that make the calculation more complex but my drive for discussion was snuffed out.
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There are no dank memes being shitposted, the Gestapo chest-puffing just makes my point about pushing people into not posting things. Just in case you missed my point, let me checklist it for you: 1) Community talks shit out, right or wrong 2) Community discovers new shit from talking out and experimentation 3) New shit gets turned into an article as a condensed source of information, posted on the front page for everyone. 4) Community profits in growth and understanding, the cycle repeats Everything is connected to one another. You can't discuss these things as isolated events. You want to promote community efforts yet at the same time censor them? This has been a problem for MONTHS and I've been speaking up about it and I'll continue to do so.
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On topic? It's all tied to the community. If there's a lack of insightful analysis/critique going on, there's also a lack of inspiration to draw from with regards to writing articles. What's relevant and irrelevant is dependent on what the community is doing as well as talking about. This is, essentially, what news is. IE. FD OS discovered, people talking/asking about it, you write an article detailing it. If nobody wants to talk about it, how would you know if the OS is discovered?
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I had that issue too, but after running around a bit, I found that if you just mash the radars you can see what path he's taking.
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I think it's based on the green bosses you kill, not the trash mobs. Also don't forget to do FL first when you start playing, if you burn 100 FP you'll get a re-entry ticket afterwards!
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He coulda checked the wiki and told me I was wrong himself :3
- 73 replies
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- XRD
- Guilty Gear
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(and 1 more)
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There's literally an entire tab that says "Guide Specific Notation" in the combo thread. FFVCL is free fall VCL, which is on the wiki as well. Don't be lazy, thanks.
- 73 replies
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- XRD
- Guilty Gear
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(and 1 more)
Tagged with:
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I hate Kartel Headquarters Ancient Dungeon. We got the pre-nerfed version and it's just ugh.
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BTW if you don't already, follow me on twitter because I post a lot of DFO Fighter tech there as well, or if you wanna ask questions/need help getting carried through something/whtever.
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It's actually like 13k, I didn't have Stampede Rush going. The 25% extra damage applies to the attacks, so its %based attack using that 13k as the base, then an additional 25%. The tonfas have INSAAAAAAAAAAAAAAAAAAAAAAAAAAAAANE mana regen. Everything dies so fast I don't burn mana as much as I used too, and when I do I get it back quickly. This is the life of a striker. We don't have fancy, flashy swordnanigans or CC or AoE room clear. We have punch and kick.
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I forgot to post this BTW http://i.imgur.com/MY2qN6C.jpg
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I think if I my make my F.Slayer look like something out of a 70s Blaxploitation film, I'll have WAY more fun with it.