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Everything posted by qwerty
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honestly, console version is way better. i don't even want to play the arcade version anymore.
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unfortunately, i've lost the link that i was looking for, but as i recall it had something to do with the in game timer being off. if/when i find it, i'll be sure to link it to you. also, if you haven't done a timecode test already, i recommend you do it via a splitter and not clone mode. it's been pretty well established that clone mode doesn't refresh both screens at the exact same rate.
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the reason most tournaments don't use progressive scan is because most crt tv's don't support it. 480i is the standard resolution supported by almost every crt tv released in an ntsc market (us, japan, etc), and likewise game consoles output at that resolution. the only difference as far as the signal goes is that 480i is interlaced, which means that one half of the screen is drawn during the first half of a frame and the other half of the screen in the second. this explains it pretty well. 480p, on the other hand, is progressive. this means that instead of drawing each half of the screen separately, the whole screen is drawn at the beginning of the frame. the majority of crt tv's don't support progressive scan, sadly. monitors do, but that's a whole other bag of worms, especially as far as the ps2 is concerned. so yeah, it's just a different signal. it doesn't lag and it doesn't change the speed at which you view the game; it's just a different way of creating the same image while making it look better. i should note though that if you're playing on an lcd tv, you should always play in progressive scan. the reason for this is so that you can bypass the input lag caused by deinterlacing.
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they tested out at 10ms in the gh3 test, which in reality means around 20ms.
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http://www.youtube.com/watch?v=G12yIXwpFVA actually this one shows what i'm referring to better: http://www.youtube.com/watch?v=AEgO9VG1XRw
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alternatively 1) pick ky 2) mash stun dipper at every chance you get 3) get top 3 every month
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still holdin it down for gg, good shit i heard from ernest that some amazing anji player is coming to norcal soon, confirm/deny
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hey sean (or anyone else interested in playing epyon): i discovered (well not really i'm sure someone else has figured it out i just haven't seen anyone do it yet lol) that if your opponent is near the corner and you heat rod oki them towards the corner (so if the corner is to their left, do 6B which hits right to left) you can boost cancel and follow up with a full combo.
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What Pachi needs to do with the Guilty Gear franchise
qwerty replied to tataki's topic in Guilty Gear General
it still doesn't make sense to have a game like guilty gear stuck on the ps2. it could easily be ported (there's already a number of naomi ports on the 360) and as long as the netcode's decent i think it would sell pretty well as a downloadable title. a new gg is something else entirely, and something i honestly don't even want if they're going to turn it in to blazblue. -
i did play gundam john, just way later :P shotuouts to aj and jake for carrying my ass shoutouts to myung for the venue (and a good frickin arcade) shoutouts to sean for being my twin shoutouts to northwest and socal for coming (wtf i didn't know you were coming digital watches) shoutouts to people who remember me from like a year ago lol. oh and that chinese slayer player who trained in japan.
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What Pachi needs to do with the Guilty Gear franchise
qwerty replied to tataki's topic in Guilty Gear General
what exactly is the problem with that? changes or no changes, that's a brilliant idea. blazblue's netcode is generously helped by advance input. as for gg's graphics: they're already fucking great. the same sprites they've been using for years now could honestly even be used in a widescreen game. obviously they won't look "as good" as blazblue's higher res sprites, but that's about the only complaint you could possibly have. honestly, i don't see why arcsys hasn't already ported ac to a current gen console. the only platform on which you can play both gg and bb is the psp, and that needs to change. -
yeah, this month isn't happenin. sometime soon though!
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pre-fs, each character was limited to four throw directions but you could buffer up to four throw escapes depending on frame (dis)advantage. in fs, each character now only has three, but you can only input one throw escape direction, period.
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5P used as anything but an anti air? lol johnny has some character specific stuff, but luckily most of it isn't hard to adjust to. you pretty much have three kinds of characters: floaty characters (the characters you can easily land j.SSH on), normal characters (the ones you can't) and fatasses (roboky, aba, pot, johnny). here's some pointers for combos off of low level 2. basic floaty air combo is j.(K)SSH kjfrc then either j.H divine blade for knockdown or j.SSH/j.SKSDE for damage. of course there's variations to this and you'll discover them sooner or later (like iading after kjfrc for corner enkasu) but that's the basic idea. for normal characters you mostly just do j.KSK kjfrc j.SKSDE. if you want knockdown from a low level 2 then you're gonna have to learn to 6FRC6 after kjfrc (or do tk ensenga, lol). for fatasses you do specific combos. vs pot you do 6HS and jump cancel into whatever you can land, vs roboky i like to do c.S and then jump cancel into bnb, vs aba you do something like j.KSK kjfrc j.H divine blade. vs jo you can actually do most of your normal combos; just be careful when using j.H, especially when you want to land j.D afterwards. and i cannot reiterate enough how important it is to learn how to do mist stance dash jackhound. f.S becomes that much more threatening when you learn how to confirm in to that.
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it's hard to say. i think vf is way easier to learn than say tekken, but i also learned it first. it also helps that there's been framedata for this game since before it even hit consoles. i think once you get over the OMG IMPOSSIBLE TO DO stuff like eteg and get the basics down you'll quickly realize that the difficulty of the game is in finding your style of play. a wise old sage named dandy j once said (paraphrasing here) that characters in 2D fighters define the player, whereas in 3D fighters, the player defines the character. one thing i love about vf is that you often times see the same character played in entirely different ways. it's more than just playing moral or abare, it's being able to switch on the fly and showing that it's okay to do "stupid" things from disadvantage sometimes, or showing that you don't always have to poke with your longest reaching midkick to control space. stuff like that. not that there aren't optimal styles of play, but there's a few such ways to play each character.