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Uncivilized Elk

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Everything posted by Uncivilized Elk

  1. Here's a shitty scenario: I'm sure there could be a better one but screw it, it still works better than your FRC comparison: All grounded combos in GG are now 2 frame-links. On block you can still delay moves and keep variant blockstrings up, but on hit to perform the combo from P>K>S>H or whatever you have 2 frames between each move you have to nail (and let us assume there are no combos that you have to delay the move a bit for it to work for the sake of this comparison, as I said it's not perfectly mirroring the absolutely consistent conditions for wake-up reversals). Look, it'll still be easy for you after you learn it right since it's consistent!?(Goodbye 25+ hours of my life.) Well fuck that, because nobody wants to deal with shit like that. The only reason you're accepting of it is because you already can perform it, and thus don't want your effort invalidated. And that statement is far more apt than the strawman you continue to construct about me. Yes I'm aware fighting games do this. It's bad design. Hey let's make Dark Souls harder by making R1 to R1 swings a 1 frame link! No, screw that shit - it is bad design, when, as I repeat, making it easier has no alterations to the gameplay besides more people being able to perform it.
  2. OHMYFUCKINGGOD. HOW MANY TIMES? HOW MANY TIMES DO WE HAVE TO GO OVER THIS? I just made a long-ass rant in the very post you quoted and we still have this shit? One brain meltdown on my part wan't enough? Do I need to break my table with my face? WAKE-UP REVERSALS. W.A.K.E.-U.P. -space- R.E.V.E.R.S.A.L.S. Is it sinking in yet or are we gonna have 7 more posts about how I want every move to come out exactly when I want it at all times (which is goddamn impossible even in Divekick because we operate through these things called neurons)? PLEASE. UNDERSTAND. Wanting 1 or 2 more frames on one specific and constant aspect of gameplay is not wanting the entire game's execution barrier removed. Holy hell. Which Xrd scrapped, because having large windows on FRCs has actual implications for the game beyond difficulty of execution. Therefore to make it more accessible they had to redesign the _RC system entirely. Easier wake-up reversals have no implications for gameplay aside for making people with poor execution not do them. They aren't in a category even comparable to FRCs. P.S. Something that needs a lot of practice to be good at is an acceptable and very commonly used definition of hard. Please consult your nearest dictionary.
  3. -deleted my post because reasons-
  4. Do you guys normally RC after a successful 6K, or do you just try to tick throw?
  5. I'm pretty sure when you try to do ranked it matches you with people in the lobby you're in... Because every time I re-search I see mostly the same people, and as soon as I change lobbies I see completely brand new people.
  6. Asking for an extra frame or two on a timing window that is CONSISTENT and NOT affected by your opponent is not at all comparable to this massive hyperbole you are constructing. Also the game has no concerns. It's a fucking game. We're talking development choices, FFS -_-. Jesus Christ at least address the actual argument if you're gonna defend harder timing purely for the sake of harder timing, instead of trying to pull off this facade that it's a broad over-arching issue that spreads into the rest of the game. No. This is wake-up reversals. This is specifically wake-up reversals. Repeat after me. Wake-up reverals. Not reversals out of blockstun gaps - that can stay 2 frames because that does have actual implications for gameplay. NOT playing a game where the input you want automatically and magically comes out on the first possible frame every time. Thread title. Discuss that. Not vague generalities. And I'm gonna repeat it again, a game that adds on difficulty that exists for no reason other than making a mechanic more difficult is engaging in bad design.
  7. So when you're full screen approaching the opponent with 6K feints consecutively is hilarious. It's dumb to do... but ohjesus is it hilarious. I can confirm this has to be a CH, unless there's some magical 5 pixel height range where it doesn't or something. You gotta respond super fast but if you do get a 6H from CH jK it feels so damn good. BTW I'm loving Slayer (though my oki game is still crap, as well as my FDC-CG game), except in Slayer dittos. For some reason all the Slayer dittos I have end up the scrubbiest noobiest shit.
  8. I think the patch stuff is coincidence still TBH. Ranked is totally fucked though. Try to enter a room a couple times, fail to connect, decide to stop trying to do ranked, and then your game freezes when trying to enter a player room indefinitely, while the announcer says "ARE YOU READY FOR THE CHALLENGE?" every goddamn 10 seconds forever. I can't count the number of times ranked has caused me to quit the game and restart so far. It's just ludicrous. That said, the ranked matches that I actually get to start - those have been REALLY good for me. Even at 8-9F it is very playable, and I rarely see double digits. I think I will take back my initial thoughts on online being as bad as +R. It's just as unreliable as +R, but on average over many different people, it's way better.
  9. Hooray free DLC colors for the West, woot woot!
  10. Because it's hidden for some reason, took me a while to find the option as well. I don't think you have to always leave the station even - I recall once being at a station and the option being there, though maybe that's because I hadn't yet played a match and thus the game didn't "lock" me in.
  11. I think they're still really hard and I'm having a lot of problems with them, though I've been told they are easier than in +R. For me at least, the basic corner combo with jD j-alpha wall-alpha is hard. I only get the jD half the time, and ~75% of the time the wall-alpha hits after the opponent is already grounded. So my rate of doing this combo perfectly the whole way through is super low right now. On top of that doing 22H wallstick, let go, jH mix-ups is really difficult to do in a timely manner for me after the mental stress of finishing the combo itself, haha. I also have a hard time jump installing P or cS in general (by the way, when do you use P over. cS?), but especially off spontaneous stuff like CH shoryuken. Even when I jump install I often fail to connect after 22H (dummy techs away). I haven't even gotten to practicing his air combo yet that often continues off 22H. By the way what is Chipp's universal air combo I should be using to begin with (it really needs to be universal, unless the alterations are for only a few characters and really minor)? The notations in the OP just say "air combo". Also at what point do you do the kunai super?
  12. It'd be wise to just simply do it in a PM - may I ask how long you've been using forums? Because that's spam (answer is only about 3 years that I've played fighting games seriously). And I'd rather not have more of the "play tic-tac-toe if you don't like training mode grinding" nonsense. Yeah if you played a lot of oldschool fighting games since you were a babby you'd likely be used to ridiculous precision, but being used to it because it was commonplace doesn't make it fine.
  13. Yeah, I'll be honest, I wasn't wow-ed with how the characters looked upon seeing this game for the very first time on my PS3. They do look a tad bit low-res, and the linework on them feels more pixely than I'd like. But as I have never seen the PS4 version I can't say how much better it'd be.
  14. Short version: Making things have difficult execution windows for events that always have consistent timing (such as standing up after knockdowns), assuming that execution window does not play a role in other factors of gameplay (which for knockdowns it doesn't) is nothing but inaccessibility.
  15. I was trying to do YRC Hammerfalls full screen to close the distance but considering that Ram usually does the beam after knockdown it was never fast enough. ICPM would have helped if I can just remember it exists (that goes for VS too, ICPM YRCs are really fun). The time when boss-Ram in a CORNER with 100% meter though, you're dead. You're just dead. 3 bloody beam supers in a row, and often that spinny bladey thing afterward if you didn't get chipped out by that point. By the way, does anyone yet have a tutorial for those 6K corner loops? I don't even know where to start, and a slow-mo video breakdown would be helpful.
  16. Narroo said it well, but seriously, it's operating my character against an opponent. I can sometimes draw mild amusement from screwing around in training mode, but after about 15 hours of it I never want to enter training mode again for that game in my life if I can help it. Also, do you fail to comprehend that I can enjoy ALL the things you listed or something AND fighting games (tic-tac-toe though, the bloody fuck, guy?)? It seems like you do. But this is not be about reversals anymore and is back to general execution difficulty... Talking purely about wake-up reversals I still personally think they should have an extra frame or two tacked on for the window (this includes backdashes as well). I understand the argument for small windows during other scenarios (thanks for that Butts), but on wake-up specifically, your character gets up in the same amount of frames each time. Therefore it isn't about reacting to the opponent's pressure, it's simply about did you grind it enough to do perform the input at the right time. That is still pure addition of inaccessibility and nothing else.
  17. I wanna know this too so I can know when El comes out, though I'll convert your time to mine.
  18. Because a fighting game is about grinding just frames in training mode and not a mental battle against your opponent. FFS. Unless your just frame moves you're talking about are also situation-specific like reversals and aren't just links in a combo.
  19. Didn't know the ICPM trick. I did just spam jD, which managed to get a perfect on her. Worst boss of any fighting game ever in terms of "fun".
  20. Arcade mode Ramlethal is the biggest steaming pile of shit created for Pot. What a fucking boring boss to fight.
  21. OK so I've been playing in the Tokyo servers and have found TWO AND THREE frame connections (all PS4 users, dunno if it's coincidence, they do happen to be 80% of who I play). They were SOOOO SMOOTH. Like holy shit. And I'm in Hawaii. How the hell did the match with someone WC I had lag so bad when I'm getting such smooth connections here and there with Japanese people? I cannot comprehend the inconsistency of this netcode...
  22. I'm more curious about how the West is gonna receive this game than the Japanese sales.
  23. I'm trying to get in the habit of holding back or down-back after every attack I send out - not yet used to it. Out of curiosity, do y'all start doing this for other characters you play that don't even have charge moves XD?
  24. I tried it briefly on Venom, it seems like if you do the 2D close-range the H dolphin will connect, but otherwise not. So if you do point-blank X 2D H-dolphin it will work, but if you fo X X 2D or start it not point-blank he will tech. Yeah it'd be super nice to get a list of which characters this happens to (and which characters need modifications for Ensenga knockdown). I'll contribute if I get the time.
  25. Haha, well while I felt like +R on PSN was basically guess the shoryuken, I feel like they could have made it 3 or 4 frames instead of 2 though. I still haven't cleared the reversal mission - reversals are definitely not accessible to new players by any stretch. And people who are amazing at frame-specific timing can still make the game a "shitfest" by your logic, so I find "if it was easier it'd be a shitfest" a bad argument in general. Again that just makes the "shitfest" not easily accessible, it by no means removes the shitfest.
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