Jump to content
Dustloop Forums

ViolaSorel

Members
  • Posts

    41
  • Joined

  • Last visited

Everything posted by ViolaSorel

  1. As her overdrive? That should be at least an IK, if she can summon a whale she should have no problems with a shark. She probably would if Zato-1 didn't call dibs on the shark motiff, despite eddie being a shark gargoyle drill hand?(I don't know anymore)
  2. I know GG has always been silly, but with xrd's animations it gets over emphasized, and tbh I hate sin, solid playstyle but he just insults me to no end. I feel like he's beginner character that teaches nothing to said beginner about the game's mechanics. The reason I say GG used to be dark and gritty was because in the first game the art style and backstory for most characters were dark, damn Zato-1 even did a fatality back then. Yes, there's the whole May aspect of the game,she brought a innocent aspect in game where assassins, knights,gears and a deranged psychopath were fighting to kill each other. The people I've turned onto GG and BB were all hardcore SF players looking for a more competition, or they adored fighting games and honestly Arksys games are like a drug to these types of people. Sadly Kyo is destined to be in high school forever
  3. Well I think the reason why GG( well all arksys games) isn't popular is the fact that its completely different from any fighter, It's off putting to some because they get one look at the tutorials and realize that they may be in over their heads, as opposed to SF where they look at the simple mechanics. Sf is easy to pick-up while any arksys games take awhile to understand, and yes arksys is downright harder mechanics wise, but if you look at the level of competition SFV has and how many people know their stuff, it is downright hard to even matter in this game.
  4. I agree 100 % with this however I disagree about GG always being like this, it used to be a dark gritty hardcore game which has gone from dark to downright silly, I personally hate the silly over comedic animations but the game is still very well done and it is my favorite fg. Also I think it is the best time for showcasing GG, with SFV's release we might get a new wave of players looking for something fresh and new and compared to how easy Xrd is compared to its previous entry, its highly more manageable. I stuck around since the first GG and I never imagined it would evolve so much, the community just keeps getting better and though some see Xrd as a weak entry in the series, I think its going to get better. I also personally think while some hate on SFV or SF as a series, this is arguably the best game to learn your basics, which sadly many arksys beginners skip over especially in BB. These basics carry over very well here (mainly footsies/space control). My point is instead of fighting one another they should use each other and work together to make a better FGC, BB teaches good execution, Sf teaches the basics footsies/ space control and GG ties them together
  5. After seeing them I agree, they pretty much covered the essentials for both these ideas.
  6. I would have to think about it since its kind of a different topic altogether, I might do it since its also a huge issue from players coming from other fighters but i'm still planning on doing this movement one since its also a big issue.
  7. @DJ_BlactricityWell that may be true but keep in mind everyone has their own way of learning, yes this might be true to a degree, however that's just true for like the basic part of neutral game standpoint. However most people (beginners) don't understand how to safely move around the screen, and instead jump around randomly like a flea which ends with them horribly getting caught by a meaty anti-air or getting mercilessly combo'd. Some people don't even understand what super jump does, nor do they even know how to IAD to its fullest potential. I also heard alot of questions on microdashing and how to do it, so you may not need it but some others are struggling in this category and the online community has shown it needs it.
  8. Well I definitely will, but the thing is well there is so many things to cover, should I keep things thing simple or should I go into more advanced stuff such as FDC canceling and Rc'ing for movement options?
  9. Well this is the same idea everyone had about Izayoi, and people still get discouraged from picking her up even though she got buffed and became easier to play. So I wouldn't really be surprised if this version of Izanami discourages people from ever playing her.
  10. I was wondering if anyone would like a movement guide for GG and BB since i've seen lots of people lately that don't understand their movement options. I think movement is a big thing some beginners make the mistake of skipping over especially in BB. So i would like to create a guide for these said people since the in-game tutorials don't brush up on this, If anyone wants to help or comment on this idea feel free to ask.
  11. I'm surprised that nobody has mentioned the type of people who mess with their connection on purpose to fight under lag I mean I get that it's a strategy but damn that's kinda cheap, especially for people who have tight executions on their combos and block-strings.
  12. Here's a breakdown of her move set, in case anyone wanted it
  13. Well I got to say I'm loving Izanami so far, i'll definitely main her but to be honest I doubt she'll be a popular character. She feels like that one character everyone will try to sub, then give up after a few weeks. As an izayoi main she looks amazing to me, even though im pretty sure those floating normals aren't overheads, but her style just calls out to me, I definitely plan on switching out Izayoi for Izanami.
  14. I don't get that feeling either, I mainly just play azrael to piss people off, as a Izayoi main, he feels kinda stiff and brain dead compared to my usual characters, as a character he's meh. I get why people like him but he's kinda overated.
  15. I agree with that, can't wait till CF comes out, definitely maining Izanami
  16. Honestly most SF players I know have a strong neutral game , as well having a tendency to rely on their normals, which translated well to GG and BB.
  17. Simple, well at least to me who has played fighting games for most of my life. To me it sparks the interest of my competitive nature, from Sf2 to BBCPEX the fact remains that playing with another player is always the funnest thing about any fighting game. Its a contest of skill. smarts and reflexes among other things, to me nothing well ever match the feeling of fighting someone around the same skill level and going back and forth with them over and over.
  18. Well I disagree with Poultrygeist about BB's system being a evolution (Its the complete opposite IMHO), I love both games, I just prefer GG in every way. But BB's story and the way the characters' stories are intertwined with each other is an absolute masterpiece, along with each character's drive being extremely unique, it is downright fun to play, It doesn't matter if it isn't in EVO I am pretty sure the fanbase will live on just like SF3, MVC2 and DS3
  19. Thanks but can you elaborate on the RRC part? I like to play ky sometimes and it seems I might be able to RRC and backstep into range.
  20. I was wondering what to do against a failed burst since, I know of no way to punish it effectively with getting hit with it or getting blown away.
  21. If you ever need any tips or advice just ask. as for a few tips for millia, you should use secret garden when you are not in range for tandem top. Also rolling behind your opponent after placing a tandem top, confuses the opponent to move forward instead of blocking. Lust shaker provides extra meter due to its multiple hits, so use it when you need extra meter.
  22. Believe it or not blocking can be the easiest thing in a 2d fighting game as well as hardest. Lots of people make the mistake of overlooking defense and focus on offense, which becomes a huge weakness later due to those said players having a blocking pattern such as never blocking lows or only blocking lows, which at a higher level gets harassed badly if a opponent figures this out. Blocking is a fundamental in any fighting games, so after 15 years of playing ALWAYS block down as default. Why? mainly because it is the most defensive position to take due to it blocking both lows and normals and due to the nature of most games even GG, more then likely you can catch which move is an overhead just by looking. Assume all jumping attacks are overhead (as are Dusts) all you need to do to adjust is let go of the down button to block most overheads. In GG since there are many defensive option in Xrd, you should master blocking down first before getting into Dead-angle, Just Guarding, Faultless Defense and Blitz Shield since they involve knowledge of block-strings, spacing and positioning. If you have any question about these just ask. For Air-dashing jump cancel, the best piece of advice is try double tapping up+any direction you want to go, this how I learned to do some Millia combos. As for Playing her, you should find more gatling combos that end with a knockdown so you can set up your ring. The reason to do this is it forces the opponent to block meaning at that moment you are free to either hit low or overhead or cross-up without them fighting back. Also don't over use Forward+HS or 6H since it is really predictable and can easily be punished if it whiffs. Use the projectile to get in close as distraction or if it hits on CH it stuns them for a Whopping combo
  23. Playing Hazama, I rarely have trouble with people who can't sit still mainly because if they aren't careful they end up getting combo'd to oblivion or getting a hungry coil to the face which could lead to another combo. Playing Izayoi, that damn playstyle annoys the living shit out of me due to her second form being especially made to be on the opponent at all times makes me feel like I have work harder than most people since, jumping crazily kills her pressure strings and kinda forces me to switch stances and kill their movement by killing mine.
  24. Dizzy has won, that makes kiske family playable, hopefully at some point we get the classics from GGX (sex, according to trailer)
  25. Ky's combos are pretty straight forward and his VT loop is pretty much his only stylish combo his other combos just set up for okizeme h.SE or are made to take advantage of your guard-stun. Sol's combos almost always have conversion to go to a SW loop, the only other combo I know have to do with FRC gunflame> Bandit Bringer and for the BR combo your speaking of, it might be an anti-air or a corner combo, in fact im 80% sure it's an anti-air 5k. I also still play this game, and yeah most have moved on to Xrd, however I still play both since im a GG fanatic
×
×
  • Create New...