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Dude Butts

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Everything posted by Dude Butts

  1. if you're asking me, I think 2 frames is appropriate but would prefer just-frame execution for reversals in guilty gear
  2. First, BB is a different game. Second, maybe you shouldn't claim you're the best relius player, but learning to utilize the mechanics available to you more accurately and dynamically should (and probably will) certainly give you a leg up over the competitor who has not. Again, it's about a balance of wits and skill. You can try to emphasize one to diminish the other, but then you're effectively making a different game.
  3. The games are consistently chasing the bottom line, and the ignorant whining of new players like yourself can and have served to outweigh the praise of difficult and rewarding mechanics by devoted players. This is a franchise that has barely survived, but due to its merits in conjunction with people who enjoy difficulty, it has stood the test of time. The contrasts between Xrd and the previous versions are best showcased by prevailing attitudes towards the game, which has been available a whole three months. We're already kinda bored with it and waiting for the next version. In my case, I would rather just keep playing +r. This does not spell good things for the direction the game is taking. This is what makes it worth listening to the voice of experience instead of fighting to legitimize your lack of ability. The core of the reversal buffer argument has not evolved from "I can't do it, I don't think I should have to learn how" vs. "learn how, and you'll likely learn why it's better this way along the road"
  4. if you're talking about actual space CONTROL and not just "who plays keepaway best", I would actually recommend sol. He seems to have the most consistently safe offense and lockdown in the corner, and he corner carries very easily in this game.
  5. that's an interesting assertion but I can't help but notice you don't offer a single shred of evidence to support it
  6. good find, my hunch is that there are pre-jump frames that are taking priority before it registers any change in block direction, whereas if you blocked with 4 for the first hit and 7 for the 2nd, it would just be autoguard during those pre-jump frames. also there might be more pre-jump frames during crouching or something.
  7. input buffers, for people who want to be better but can't be bothered to get betterâ„¢ i will never understand why people who don't see the fun in competing in a battle of wits and skill want to play fighting games at all. If showing off who can operate their character better and more precisely isn't fun to you, why not just play any other competitive game, or another fighting game that better suits you? Why do you have to ruin it for the rest of us who have been here?
  8. stopped reading
  9. er... no sir. Usually console PORTS of those games will have frame delay because of innate input lag from the console. Dedicated arcade boards with CRTs shouldn't have any input lag. I could see maybe ac+r suffering some input lag because it ran on ringedge 2 emulating naomi, but the older games should've had 1 frame of input lag (functionally none. press the button and it comes out on the next frame)
  10. in xrd? maybe zato or elphelt. In XX i'd say probably chipp, venom, and i-no
  11. if there's one new mechanic to really not give a shit about, it's hellfire
  12. oh it's all true
  13. specific teching = learn your opponent's combos, be forced to pay attention, heightened cognizance of exactly where and when you will be should the tech come out buffered teching = I haven't learned the above yet, I think what I want is to always get out of a black beat combo but I really don't understand the big picture yet. I'm not motivated to learn things to be successful at this game, I will call anything that necessitates mechanical ability and learning "unintuitive" and cite a bunch of games nobody cares about as evidence. Please lower the bar so I can clear it. what else is there to say?
  14. sorry, I just couldn't agree less. The lack of hold-to-tech or buffered techssaved the guy I was playing last night from most of my tech traps, and saved me from most of his, because we both practiced them in training mode with the dummy set to tech on the first available frame. and I would just as soon submit that people who argue to simplify just aren't good enough yet to see the merits of having inputs be more specific.
  15. I'm old as hell
  16. Hello! I'm a hobbyist fighting game player, I grew up with sf2 on snes like everyone else, but didn't really pick fighting games up seriously until vanilla sf4 (I didn't even know what a cancel was until I'd been playing sf4 for a month). I quit sf4 until a few months ago, but I've spent the past 6 years playing pretty much every 2d fighter I can get my hands on whether on ggpo, ggxxnet, or offline. I play no single fighting game at a professional level but play very many at an intermediate or high level. I used to post here under the name Oleander. I wrote a big gay thread a while ago breaking down jump installs. You can find it in the archive. I have a lot of experience with pretty much every type of 2d fighter, and being able to compare between their nuances makes it easy to articulate an opinion.
  17. err... I guess I didn't articulate this well, but I don't think that's the case, I was just saying that mike z seems to want to steer the game more in that direction by making all the options built in and all the special motions as simple as possible
  18. I miss FRCs and i-no's stupid chemical love motions. Why? Because doing them was fun, for the same reason that learning and playing a guitar solo on a real guitar will always be more fun than playing it on guitar hero. In fact I learned and mained i-no since reload because she was difficult and unwieldly. I chose to go to the moon, not because it was easy, but because it was hard. I'm getting really tired of everyone trying to homogenize and simplify fighting games with the objective of turning them into hyper rock-paper-scissors. To me that says that these people play fighting games for all the wrong reasons. Probably the same reasons mike could never give up potemkin. To me that says that people want to play fighting games because they want to win. Begging for the game to be simplified to reach this end is lowering the bar so you can clear it, plain and simple. This isn't to say that execution should be as complicated as possible, because if a decade of ggxx has taught us anything, it's that great fun can be reached by a balance of practical complication and competition. I'm not trying to use potemkin as a scapegoat for my judgments on people who clearly don't like rote practice, because he has his share of difficult matchups and frankly he's a really fun character to play... but I suspect the reason mike and many other people who start and end up sticking with pot do so because there is so little to focus on when applying him, you don't have to practice more than 1 or 2 combos, and he has more applicable and powerful 50/50 setups than anyone else in the game. He wanted to quit gg with accent core, the game that has easily the most bullshit version of potemkin there will ever be, because he had to finally learn a single frc (that was there for his benefit anyway). As far as YRCs go, my biggest problem with them is the way they're used at a high level. They are an exchange for the smallest increment of meter for a no-risk high-reward situation at the neutral game. low-risk high-reward situations are what guilty gear thrives on... when it comes to wake-up game and okizeme. The neutral game has traditionally been a time of uncertainty for both players: the challenge is feeling each other out and trying to be where you want to be, doing what you want to do, all while denying them the same opportunity. You often have to take risks and whether or not it goes your way depends a great deal on how well both players react to unfolding situations. This is a stark contrast to the wake-up game which is all about forcing the downed character to be at a disadvantage and to have much fewer choices they can make if they hope to avoid taking damage. What YRC ends up doing then is effectively taking the neutral game as we know it and reducing it to the expectations (often better for the user) and consequences (often worse for the opponent, especially if they're mid-poke or midair) as the wakeup game. Tradition should never be used to judge what's good and what's bad, however, so this is just my own beef with YRCs. In the short time the game has been out, I've learned to fear and respect a quarter bar of tension at the neutral game when the opponent hasn't even done anything yet, and that just seems less like like fighting games and more like monopoly. This could be fixed by simply removing the slowdown for YRCs, but I'd be just as happy having stricter inputs for it back as well.
  19. I disagree with mike z on like 90% of his gripes. I never knew he was such a baby. He almost quit because he had to learn an frc. That doesn't surprise me as a pot main for over a decade.
  20. i can't say with any certainty, but I remember reading a while back that throws can be broken outside of one character's throw range, and even during startup/recovery frames. I also remember hearing that throw breaks are 1-frame. If this is true, then basically as long as the game registers that either character got a throw, and the other character got a 6/4h on the same frame, it gives a throw break. but really, I'd like to know if any of that is true as well.
  21. there is an entire subforum dedicated to answering this question
  22. honestly this game was just not meant for netplay
  23. on the same display I practice combos with my ps3 on, I was consistently early on my links/jump cancel combos when switching to ps4. This has happened on 3 different days.
  24. I suspect the ps4 handles input lag better. The ps4 version of xrd at least definitely has at least 1 less if not a few less frames of input lag.
  25. I've consistently had high ping (7f-14f) with locals, but the really weird thing is that all my opponenets will have 2f when we're fighting. The difference is not just in the numbers, too. I get unplayable lag and whomever my opponent is will report a near-offline experience
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