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reaVer

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Everything posted by reaVer

  1. Well, if you do this in arcade mode, you will effectively kick yourself out of arcade mode. I'm pretty sure the "Do you want to quit?" box will pop up in network mode.
  2. And don't bind your respect to the select button, because that will cancel.
  3. Or leave the game running for 48 hours.
  4. Was it 11ElvenShadows?:O
  5. EU could easily refer to European Union, so that wouldn't be a continent either...
  6. That's why you hold a button and tech backwards (so you'll get FD) :D No, what you need to do is tech when the attack is about to hit you, holding a button for FD you got 3 buttons to attempt a tech with. This is strictly speaking the best solution there is, but in all honestly, I just mash tech myself too, unless I see my opponent is attempting a reset on me.
  7. What character? Did you try different timings(nullDC runs slower than ps2 version)? You've never seen the regular AAA releases have you? This is nothing.
  8. BB code is fully synchronous.
  9. No, GGPO is a testament to the fact that it can be made possible to have two highpingers play against eachother and you don't need synchronous play. Arcsys wouldn't have to incorporate GGPO code in GG to achieve the same effect. They have the gamecode, they can write prediction code and they would be fine; they could turn delay 2 into delay 0, delay 4 into delay 2 and probably delay 6 into delay 3 with just this minor change.
  10. Can someone check whether they have these dropped inputs on the supplied drkmapledevices input plugin? If someone can pinpoint where the issue is I can at least look at it. And to be perfectly clear: I never had these issues.
  11. GGPO begs to differ.
  12. Nothing is easier than making a US account housed in the same street as capcom headquaters
  13. You said you had a full second of lag, which is 1000ms; which I answered seems unlikely. I continued to explain that 100ms often does give the impression of 1 second of lag, which I then went on to explain would infer delay 4 which is quite normal considering the scarcity of GG players. What I would like to know is how does the game feel? Do you have more lag in say arcade mode than in the ps2 version? Is the xbox version valid for competition?
  14. lets see, a full second of lag would mean delay 60 (60 * 16.6666 = 1000) which would sound like you're exaggerating :D Though I know 100ms can feel like a second which would imply delay 4, which in your case would be anyone in USA, some players in EU and some players in Japan(damn that reach of yours!). In BlazBlue it happened quite a few times that I got pitted against players with pings so high the game became completely unplayable. However, in BB you could enter ranked matches by browsing through a list, maybe GGXXAC+ has this feature too.
  15. You're doing it wrong. You put the game in practice mode, turn off the TV and go to sleep.
  16. If you do something like 2K 5D or better yet 2K5S l1BHB FRC 5K5D or something similar you're messing with their concentration. Staying completely focussed is a pain and one of the things players will do is lose concentration when they are in combo, instead they will start thinking about what they can do after the combo, now because the combo is interrupted at an unexpected moment, people will just sit there holding downback and be completely numb to any form of mixup; and if they don't just sit there, they are usually mashing, which on OS's case you could counter by doing 5K236S(which then gives CH, which you can convert with 2S5H sjIAD.P-H SV) and if they counter with low jabs(Sol's 2P for example) you can even go for the 2H and score a CH with that.
  17. Ok, to start off, review your own posts and again explain to me the train of thoughts that causes you to think that I think "It worked on them so they are bads". Because what I've been trying to point out to you is that you essentially called all the GG players on this planet a bunch of noobs; and you can go for that if you want, but from there on out I kinda have to take your credibility into question, which I have up to this point. As for your 2K comment... Maybe to get a positional advantage, sure. But what are you willing to waste to get there when you started with a move that prorates and crushes your opponents guard bar? I wouldn't expect to get higher than 100 damage and that is way after hitting the diminishing return. So yeah it can go into knockdown, but you can also stop and just 5D him, or throw him, or do a heavier low. Essentially you're attempting to trade combos in such a case which can work or can cause you to get potbustered (as do okis). Your next piece of text seems to indicate that you're unfamiliar with the concept of MIXUPS, if you expect him to tech, you throw his shiny ass, if he doesn't you're free to continue with a black combo. Again, it is a mixup and it will remain that every step of the game. What he'll simply will not have is time. Ah and your next piece of text shows you have no concept of defensive MIXUPS. Let me point this out: 1. They are not forced to guard 2. They are not forced to throw 3. They are not forced to reversal 4. They are not forced to burst 5. They are not forced to backdash Now, they can CHOOSE any of the above options, but you're not forcing this on them; mind you this isn't theory but practice: noone is going to play by your shiny rules if it will put them in a bad spot. And if you learned that lesson, great! Maybe now you'll cloak your 20 framers in some nice setups! And no, you cannot do an air reset in mist or disc, the whole point in an air reset is that you don't NEED to; asides that airthrows have 60 recovery frames and thus knockdown guaranteed allowing you to use mist and disc... Good that you learned that too! I'd love to see how you run up and uppercut everyone. But for those that wish to remain in the real world, just don't bother with any heavy mixups as a meaty, use that meaty to set something real up instead because again, they are much more vulnerable while in pressure/combo than they are in knockdown. Air dp after they tech? You're doing it wrong, you should've mentioned Slayer coming out with j.214214S which then can get the second hit in; and yes, that has happened. You know how I deal with that? I Gunblaze and he flies into it like a dumbass. Air dps are no different from this and they aren't difficult to deal with either and the punishment on those are soooo hard. You might not address the issue of that 20 framer vs 20 framer, but I will tell you that any experienced player here knows how to fuzzy guard(not fuzzy mixup, the REAL fuzzy guard) and that means that if you don't have a 20 framer, he has a guarding pattern that will stop whatever you're throwing at him. Yes, 3 teching options: into the corner, into the corner and into the corner, I think we should vote on which one they will chose! And again, if they do a VV or any other dragonpunch and you weren't in the vicinity, they will just whiff and you can use almost any move to punish them for it. Add to that, they don't require faultless guard to block and if you delay your throw till 3 or 4 frames till after they tech, they will be hitting your guard rather than your throw. Ah, nice attempt there. What I said is if luck is their only carrying factor then I'm happy. To clarify: I denied them thinking, I denied them response, I denied them their display of skill and I denied them mixups, quite frankly, I am in the process of denying them their entire gameplan and you are concerned if they get lucky once and get out of my clutches? Do you even play this game? In some cases, the reset combos do more damage than their knockdown counterparts. Order Sol for example can knockdown from throws at level 1 (as demonstrated by several combo movies) using a well timed jH-D, djD. There were also other combos like that from different starters, Sanma using l1BHB FRC to get the l2BRP; the l1BHB however takes away damage from the combo. I know that for other characters the game is designed to make knockdown combos do less damage than their techable counterparts and that is also why you see Sols get in that extra SW followed by jPPPPPPPPPP and why you see Johnnies use the 2nd hit of Ensegna.
  18. Challenge accepted I did not respond to that. I was in USA to participate at FF4 and I'm telling you right here what I did there; and I'm telling you that you're essentially branding almost all of my opposition as newbies. Right, because that 2K started combo HAS TO GO INTO KNOCKDOWN... And there you have my point, they are attempting a read BECAUSE THEY CAN, WITH RESETS THEY CANNOT; sorry, let me correct that, THEY CANNOT IF YOU DON'T TELEGRAPH YOUR SHIT. No, at that point I'm not forcing anything, they chose to do those options and I have no way of discerning which one they are chosing because their inputs are in no way revealed. No they don't, their defensive mixup is stronger than you're giving them credit for. They can see what you're doing, which means you cannot using anything telegraphed and therefore cannot enter into 20 frame mixups, because if they see a 20 framer, they will launch a reversal. I don't know about you, but I think most experienced players already know what they are going for before the knockdown even happened. Millia indeed has the nice disc (that can give your opponent a free DAA), but Johnny's mist can only be used from a knockdown where Johnny is in ready state before the opponent lands rather than any knockdown. No, your option is going to be eat uppercut or block uppercut. That is the point here and only after your opponent has discarded the uppercut can you start thinking about mixing him up. Yes, it's a 50/50 mixup where throws can still outprioritize attacks, which means this mixup is in YOUR advantage. Depending on how good your reset is, all they can do is chose between tech and not tech and often that choice is made by force. There is no high/low mixup on the ground either, unless you have a 20 frame low. For many characters, throw vs attack has been the standard for as far as mixups go, and they have been very successful with it too. No, I'm forcing them to take a leap into the canyon, which is what I want. I don't want them reading me, I want them to lose. There's quite a few attacks that have this feature called blowback, it prevents forward teching, your opponent can only go neutral, back and far back, he cannot elude your immediate grasp. Yes, but he has time to do it! If he techs or whatever, he'd have to input the VV before teching, which is a LOT more difficult and a lot more prone to looking stupid. If luck is his only carrying factor, I'm fine with that. The game goes on.
  19. A good player will tech and FD -> So he will get his ass thrown by default. And yeah, they can beat a ground reset by blocking, that's why you use MIXUPS. Besides, you just called the better end of American players a bunch of dumbasses because they kept eating the mixup that came after the reset(well actually, it was just 5D..). Now going to knockdown can be perfectly viable, but you're giving your opponent the time to respond. He has a full second to think and input moves. That means that while you could have that nice mixup after knockdown, he gets that nice mixup on wakeup where he's able to pick between uppercut, guard, flee and attack; and your only hope really is that he's not doing the uppercut as you're using your meaties on him. Yes, you do have safejumps, but your opponent has faultless guard blocking almost any form of followup mixup. Like I said above, you will always face some kind of mixup, if it isn't dragonpunches, there's always supers and 1f-backdashes. And I'm not saying that one is superior to the other, I'm saying there's a choice to be made between which one you want and you shouldn't go for either option blindly because 'it's a rule' or because 'it's theoretically optimal'. Furthermore, Inoue gets a lot of resets (airthrows), even against good opponents. Heck, I can even hit them against N.O; it really is a state of mind thing. Star-Demon: practice mode settings would be having the opponent as soon as possible with backward tech, this is the most common tech in real games as well. Once you get to the custom stuff, you can consider people neutral teching, forward teching or delay teching.
  20. Why on earth would I interrupt my combos for a reset? You do the full combo followed by the reset, he has 3 choices, tech attack, tech guard or don't tech. If he doesn't tech I can extend the combo till he finally drops, if he tech attacks he's setting himself up for a counter hit and if he tech guards he sets himself up for a throw and that mixup is immediate.
  21. Well, 829, 729 or 929 yeah. using 5H does more damage and is easier to executre, but it is less reliable. No I'm not, resets are not terrible and you apparently don't watch a lot of high level play; because if you were watching you would see players on the defensive take knockdowns over resets(they don't tech). I'm not saying knockdowns are bad, I'm saying they aren't mandatory. As for your good air recovery options, lets review them: neutral tech attack, neutral tech guard, backward tech attack, backward tech guard, really far backward tech attack and really far backward tech guard; now if you are in the corner, which one will suit you best? If I expect you to attack I can anti air you with a level 4 and essentially kill you right there and if I anticipate the throw I can half the life you had remaining in the first place. Then there's ground resets, which people seem to have so little practice against, because if you were right, 5K-S BHB 5K-D would not be able to hit. As a matter of fact, N.O stuffed it quite reliably while eating 2K->GBs quite often. Again, knockdowns are not mandatory, what is mandatory however is that you can gain and keep momentum if you have a rusher and stop your opponent's momentum if you are a zoner, knockdowns CAN contribute to that effect, but so can resets. And as for crossing up the opponent, in the worst case you should consider only one essential mixup: attack or guard, because if your opponent has a dragonpunch, that is going to be your effective game.
  22. About the knockdown issue, you're all wrong! You should go for knockdowns if you want them, not as a rule. Remember that knockdowns still work both ways: you get the easy setup, he gets thinking time. Resets deny thinking time pretty hard which makes the opponent prone to doing stupid shit that he otherwise wouldn't (1337 tactics here!). As for ODing in combos, there's very few that are useful like that, afaik Baiken's OD is completely useless as far as damage is concered, while Slayer's DoT is pretty nice.
  23. I don't recall 2H needing FD(will test) and I'm not sure that 6P is a projectile(I've never seen it flicked before). EDIT: But Johnny's MFs need to be faultless guarded and they are projectiles(even if partially)
  24. Ah childish....
  25. Exceeding the board specs would guarantee you being able to run the game, that is indeed true. But Guilty Gear XX #Reload and Isuka have shown to run on budget PCs/Laptops in the time they have been released; and that was while using a ps2 to PC API layer(if not a commercial emulator!). Now, I doubt they'd pick that approach to creating the arcade version, so it's 100% native; and while these nice effects are in there, the performance lost should be relatively minimal. That means that while this game is now running on ring edge 2, it would probably perform fine ring wide and thus budget PCs. And yes, we all know the horrors of Windows 7 and it's likelyhood to run things you don't want taking time from things you do want; it's one of the reasons I advocate Linux... But, considering its inherent low CPU/GPU profile, this would be one of the games that should do fine without much tweaking. Now I'm not sure on how BBCT for the PC got developed, but I do recall that arcsys is a small company and the likelyhood of more than one person working on it is pretty small. Add to that that all their other PC ports have been done by other companies that have bought the rights to do so, I can very well imagine that noone within arcsys is experienced to program for windows. Then there's the features being added, they incorporated windows live, which is something they didn't write so it has a different thought pattern than one used in the company. That experience has been gained... And if they did the engine correctly, they should be able to put all the features they are working on for the consoles in the 'arcade' version and save themselves quite a bit of work. Now if you still believe they put down so much time and effort on the PC port, I can bring up my numbers, I'm currently finishing a full application that I have been working on for a year. It's a recode of 3 applications that have over 8 years of work in them, which means the feature set is quite large. During that year the requirements for that application changed numerous of times which took effort to adjust to. So it would sound really unlikely to me that they have been focusing a full year or longer on just the port.
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