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Dude Butts

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Everything posted by Dude Butts

  1. memory leak appears to be gone
  2. If they ever patch the memory leaks, the PC version, as with ac+r, will be the definitive home version of xrd imo. Least amount of input lag, best looking, ability to fire up in seconds with no splash screens, virtually no loading times
  3. Anything happening in San Fransisco this week? Rip Southtown
  4. maybe for i-no it would be helpful to compare the heights/number of frames after initiating a dash that an attack can be performed? It feels like it's longer in Xrd
  5. I have a ps360+ and I don't have this problem, mine is set to dpad mode and it works perfectly fine on another note, I really want to help someone make a rollback caster in any way I can
  6. with vsync off it easily feels better than console version, though that's just my eyes and fingers talking, no imperical proof
  7. best home version of ggac imho
  8. I'm not an expert on the subject, but I imagine you could just run a low level instance of the fighting game engine itself and that rollback wouldn't have to worry about syncing the background, which ostensibly takes most of the processing power
  9. the main difference is that they're completely different games.
  10. Was the dash cancel ever actually a cancel? or just a buffer? From what I could tell, it really just felt like a buffer. I don't think it actually shaved off any cooldown frames off of her normals.
  11. Using frc EXACTLY like this is impractical, especially when you have blitz shield. I just mean the number of advantages that YRC gives at the touch of a button, all that suddenly make poking a bad idea.
  12. the blocks aren't truly random, either. there are 5 predetermined blocks that there can be, and he gets to see them 4 ahead of what he's got. no doubt it's impressive, but not inhuman, and barring any serious learning disabilities, not something you or i couldn't do with a long enough period of exposure.
  13. he gets to see 3 of them ahead of time
  14. that game is entirely patterns. he has simply encountered enough combinations of having each kind of block with each kind of setup underneath to make his decisions that quickly. that tetris player didn't get there without thousands of hours of practice.
  15. reflexes are maximized by knowledge. show me a video of somebody with incredible reflexes and I will show you how they expected it or buffered.
  16. this is approximately 50% what's wrong with YRC
  17. couldn't have said it better myself. exposure is all you need.
  18. i don't really believe in talent. I think people that are "born with it" just have a better perspective out of the gate. I believe that nothing is unteachable.
  19. experience is usually the reason someone can pick up a new engine and learn it right away. generally the more fighting games you've played to a decent level, the more you can pick up at a faster rate. it's all about patterns and prediction.
  20. it really depends on which release you're talking about. Every gg has its problems. In the current version, the hitstop and general flow of the game really bothers me. It feels chunky and segmented. +r felt a little homogonized, everybody has all the right tools for every situation. AC gave everybody meterless loops and options that were always the best in a given situation, it also felt homogenized. I never got a chance to play slash, but from what I've seen it's always looked like ggac if all the chars were designed by people who mained them in reload. #reload had biteloops and other obvious oversights. I never played XX X had FDC infinites/touch of death combos No fighting game is truly perfect, but I do think that guilty gear offers the best chance at a competitive fighting game with a balanced roster, of which every character has the potential to be tournament viable. Every character was designed (at least initially) to fill a unique role. There is generally very little outright BS and for a game of its depth, the bugs are astoundingly sparse. It's easily the game I'm most excited to get some time into, but I'd be lying if I said I liked how long some of the bread & butter combos tend to be.
  21. Let's please stay on topic. All of those games are challenging in their own ways, this thread is about what better netplay could bring to the franchise.
  22. I don't think latency can conceivably be reduced. Even with 5ms latency, GG forces 2f of input lag.
  23. I learned how to play fighting games because of ggpo. If it weren't for good netcode, I would have no passing interest in fighting games today. I am but one example, but refusing to learn to play the game incorrectly is the single reason I don't play more xrd. I know if I could play the game more often from the comfort of my home and hassle free, I would. I think this is true for many other people. I personally know 3 people who were excited about xrd, purchased it, and have never played it. I know 3 more who purchased it, played it a few times, and went back to playing games on fightcade.
  24. It's not hard to see why the biggest areas to contribute to the fgc have been jpn/ny/sf/la. For those of us who grew up outside of those areas, fighting games weren't even really a talking point until ggpo and supercade came around. When Xrd came out, I was really hoping the community would explode, and I'm kinda disappointed to see very little activity on the biggest gg forum (actually sad to see no xrd content whatsoever on srk) only 4 months after release. Do you think EVO will turn it around for GG? What impact on the game's popularity do you think some modernized netcode would've had or could have in the future?
  25. i had no idea about this
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