-
Posts
365 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by ChexGuy
-
it was only in the first rev2 location test, they got rid of it immediately after
-
makes sense, ranpo and hishigata also teamed up for struggle overture last year.
-
fairly certain the nanase on the winning team was hishigata, I think he changed his name to a girls und panzer reference for a bit
-
It's 2017. What's your favorite version of GG?
ChexGuy replied to Xtra_Zero's topic in Guilty Gear General
yo isuka is amazing what are you talking about -
https://app.famitsu.com/20170210_967893/ totally not examu, guys
-
this is hella examu
-
It's 2017. What's your favorite version of GG?
ChexGuy replied to Xtra_Zero's topic in Guilty Gear General
Tough call. Of course, I've played Xrd the most so it's the one I'm most comfortable with. At the same time, I really enjoy watching/playing AC and +R and feel like they're the more interesting games. -
For canceling normals into specials, the majority of the time you want to already be buffering a charge before or during a normal's animation. In cases where you're not really moving around, it helps to input crouched normals as 1/downback and standing as 4/back instead of just hitting the button. It's a bit weirder when you get to characters that have forward and up charges like Saki and Vatista, but the same generally applies to them as well. Some normals are long enough for you to actually start charging immediately after you hit the button (Saki 5C), and depending on the game you might even have time to buffer two normals and charge between them (something like May c.S > 5H > either dolphin special - input by hitting the two buttons in succession and holding down or downback immediately after the second button, while the first normal's animation starts). As for the other end of the charge, that shouldn't be too different from finding a normal's special cancel window with any other character. Mostly game dependent - I'm really inconsistent with special canceling Saki's 2C (like 2C > [6]4C) because I'm used to May's 2D having an absurdly long cancel window. The charge characters I play have fairly generous cancel windows (definitely May moreso than Saki) and relatively short charge times (about 30f for both iirc). It felt really weird to play characters with longer charge times (Guile/Nash, Vatista) but I also didn't really try getting used to them. on a side note, I think all of Anna's charges were changed to half circles in the latest patch of N+B. that probably doesn't matter if it's not in the console versions yet, but that's the case for the PC version.
-
Nitroplus Blasterz: Heroines Infinite Duel
ChexGuy replied to ivanchu77's topic in Misc Fighter Central
Steam version has arrived at $29.99 USD with a 10% launch week discount. Additionally, if you own Skullgirls, you get a 25% off coupon that stacks with the launch discount. The game should only cost $20.24 after that. The PC version of the game is, according to the examu_PR twitter account, 1.09 - meaning it's actually ahead of arcades and consoles! Netcode seems stable enough, depending on your region. People have reported some control binding issues, mostly on keyboard. -
I can usually find at least one room in my general area at varying times of the day, but it's definitely far less active than it was at release. You might also have to enable UPnP in your router settings (if you haven't already) to see or even join some rooms.
-
Nitroplus Blasterz: Heroines Infinite Duel
ChexGuy replied to ivanchu77's topic in Misc Fighter Central
PC version announced -
SKD tested the legacy controller input lag, forgot how much he said it was though
-
gross
-
I just want any version of Keep Yourself Alive that isn't III.
-
well...do Fatal Duel, No Mercy, and Still in the Dark count? :P
-
Thanks! Arrange Tracks Plus is the last disc from the Sound Complete Box with the re-arrangements. Black Soul is Zato's original theme, it didn't get re-arranged.
-
Kagematsuri, Unidentified Child, Drunkard Does Make Wise Remarks... yeah I'm pretty happy. Are the GG1 tracks from the original game, or are they the rearranged ones from the Sound Complete Box?
-
What tracks are available to unlock in Revelator's gallery?
-
for that second one, you might need to sneak in a j.P between the j.K and j.H on some characters, with the amount of hits also depending on the character. not sure if you press j.P twice or press it once and let it hit twice, though. (you land a bit further away and you get a safejump) worth noting that this is assuming you didn't sweep them before the dolphin (dolphin hits them grounded)
-
anywhere. there's no reason it'd be corner specific.
-
Involves hitting a button within a frame or two of the hopped dolphin getting hit or blocked. Button of choice for highs (typically j.S or j.H if you're going for damage/knockdown), j.2H whiff to land quickly for a low or OHK. Best way to do it at least semi-consistently at closer distances is to double-tap your chosen button as soon as you've boarded the dolphin. It's apparently easier in Revelator, so there's that to look forward to.
-
TSB Final +R(evelator)
-
she was like that in AC+'s story mode
-
yeah, for may u wot m8
-
It's not your computer - it's the way the game detects the controller's buttons. Luckily, it only affects menus. In-game, you should be perfectly fine after rebinding the buttons to the right commands.