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Dude Butts

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Everything posted by Dude Butts

  1. Here's my main beef with BS so far: The reward is equally as high as the risk, if not a bit higher. After spending a day or so really getting to know and abuse BS, I've learned that, if you have the meter, it's ALWAYS worth it to try in place of any other reversal. BS is really, REALLY good. You get a full combo, and more meter back than you used, all for knowing your opponent would poke. What does this mean for the flow of gg? What does it mean for the neutral game? Plain and simple, it means a game where more time is spent with the opponents staring at each other. What this does then is makes considering an attack, any attack, a huge commitment. The reward forstarting a mixup that leads to a combo is the same or worse than the punishment. This makes the risk of simply poking much much higher than the reward.
  2. ending all my pressure strings with jump cancels on block, easily my worst habit.
  3. I've never tried this in xrd, but how viable are gatling frame traps like 2k/2p 2h to fish for a counter?
  4. another thing to try is to start off with a 5s©, jump cancel, and try to get j.d out on the first airborn frame after the jump cancel. her best dust combos use instant air j.d after jump cancels, and if you can do j.d fdc, you can do some really nasty mixups where you jump cancel, j.d fdc immediately off the ground and 2k on landing
  5. for me, the easiest way is to just hit j.d on the first airborn frame. it's good to practice this timing too because of all i-no's instant j.s and instant j.h combo links.
  6. you can do it two ways: hit j.h as soon as you leave the ground 663 hover dash j.h
  7. the tension gain with slashback was something I didn't really agree with in accent core, I think it kinda served to penalize projectile characters like venom and dizzy and ky for their strengths. I have to admit, blitz shield has turned out to be a decent, balanced alternative. My only wish for the next version would be to remove the whole blowback/counter blitz mechanic and maybe have it just delay the cooldown frames a bit, like parries from sf3. This would strike a good balance between allowing a player to better react to a successful blitz, and encourage the player to know how to punish a move they really expected.
  8. i think when it gets to this point, it's gonna be like 3s parry into srk madness. just straight up meter duels.
  9. Seems like everyone went into it feeling a little weary, but how does everyone feel now that we've all had some time with the game?
  10. honestly, if you ever have any inkling of being good at this game offline, I would encourage you to avoid online play altogether.
  11. great thread! I live for this stuff.
  12. same. sweep is the same as sweep in street fighter.
  13. you truly don't understand. a reversal is traditionally when you perform a move on the first frame it's available. this isn't an execution barrier, this is the nature of the beast. this makes ANY reversal buffer an execution aid, not a removal of barriers. I don't like execution aids. they account for unwanted moves coming out when you don't want them to. at least when it's actually up to you, you have nobody to blame but yourself.
  14. a lot of people use the elgato hd60, not sure if they have a ps4 capable product yet, or were you talking about for your pc?
  15. spoilers, those players have most likely never. ever. ever. ever practiced it in training mode. where is this dumb excuse about finger exercises in training mode for 6 million hours coming from?
  16. This is exactly my beef with games like street fighter. Knockdown situations or even just applying pressure almost feel riskier for the person on offense, because there are so many really good catch-all reversal options. Especially if the defender has enough meter, even a haphazardly guessed reversal can convert into disgusting damage. This is why you have so much collective footage of street fighter matches where players just do the crouchblock staredown to each other on wakeup or between pressure. It really boils down to how you want guilty gear to play; do you want it to be more of a guessing game or do you want a reasonable expectation to set up a safe offense after knockdown, making offense and defense both facets of the game that must be played correctly and actively? Obviously my choice is the latter. I want guilty gear to be a game where people do things instead of stare each other in the face fearing a reversal RC combo. In a game with an active defense game, in a game with this many defensive opportunities, I really want you guys to see why the game favoring the defender and hand-holding reversals cheapens the defense game.
  17. I never made this claim. I've never bragged a single time in this thread about how good I may or may not be. That topic has literally never once come up in this thread or any other. The only thing I've presumed to have is more time with the game, or maybe fighting games in general. I have simply argued for what will make the game better and preserve its depth and thereby its longevity. So let's get one thing straight: you do want to win. This is a good place to start.
  18. just tested, looks like ggx is 1 frame, with negative edge effectively 2. Claims that they were "so easy a baby could do it" in ggx appear to be a bald faced lie.
  19. in the past I've loaded up the games in pcsx2 and had it run frame by frame and experimented for myself. It's also how I got the numbers for my jump install thread in the archive. I am that obsessive. I'll try to post a video demonstrating so this weekend. The reason it seems easier in the older games despite the exact same reversal window is probably negative edge.
  20. what? #r, 2f reversals. ac, 2f reversals. ac+r, 2f reversals. I think slash had more lenient ones and everyone hated slash.
  21. the "silly" execution barrier is what makes it a fighting game imo and not something else
  22. I really want to see more of this. Slayer needs more of these tools that gave him the ability to create solid, convertible pressure with his normals and less reliance on guessing with dandy or dashing gimmicks.
  23. hi-lo is not really PRS because it can be reacted to. Backdashes kill most hi-low oki and instant block and FD can be used to help create space. Reversals should be a part of the game and no doubt some people have little problem performing them, but in so doing they are demonstrating proficiency. I think guilty gear has traditionally been a game that has attracted players and spectators based on a larger separation of skill (maybe prohibitively so to some) and I obviously think it has been better for it. I'm not trolling, I honestly want the game to be good and I'm doing my best to articulate how to best achieve that. I also want more players to be good, and I'm trying to help share a frame of mind that will excite more people to get there while keeping the game from bending to the will of the uninitiated masses.
  24. not the competitiveness, but it will certainly change how the game is played, and it will change it further from the direction that kept people playing a niche product for 15 years. I just don't think you understand that guilty gear's offense and defense games were designed to dissuade the use of reversals over the many other defensive options, especially by people who come from other fighting games where reversals are the only real option you have in some cases. It will change how the game is played.
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