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qwerty

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Everything posted by qwerty

  1. if you're talking about gg, burst meter gains fastest from getting hit. even if you're talking about bb, ah, or whatever, you gain a significant advantage from getting hit; you can burst and get the fuck out. i don't get what's so hard to understand about this. how is this any different from bursts? "he gets to push me to the other side of the screen by virtue of getting hit" also known as a comeback. and so does landing a burst. now this doesn't hold true for bursts at all, and is where the problem with things like xf comes in. like i said before, it makes it too easy to run it back, and that's when it becomes a problem. another one of you guys said something about "not degrading gg"; but if anything, you should be proud that gg invented the most complex and sensible comeback mechanic in the history of the genre. i mean, if it makes you guys feel any better, vf5 has a comeback mechanic called throw clash.
  2. xf is always there, it just gets stronger the less characters you have left. also, bursts are not "just there" in gg; you start with them, but you have to get hit to get your burst back (in any timely manner, at least). "being fueled by your terrible performance" is one way of thinking of it, i guess. :P offensive burst? not to mention, bursts are god damn strong in gg. sometimes blue bursts will score knockdown, and even if your gold burst gets blocked, you're still invulnerable until you touch the ground. bursts are the fastest they've ever been in ac, as well. i think people get too hung up on the notion of comeback mechanics being easy to use, to the point where that becomes the definition by conventional wisdom; which is why, i think, people also seem to have a problem with them on principle. my point here is that there's nothing wrong with throwing the guy behind a bone on principle- it's when it becomes too easy to run it back that it becomes a problem. to help clear the air on this, i think i should try to define exactly what a comeback mechanic is, right here, right now. call me whatever you want for this, but who the hell else is gonna do it? certainly not webster. Comeback mechanic: A universal option that favors the disadvantaged player. now, assuming we all understand that sagat's crouch fierce is not a universal option because not everyone has access to it, we can all probably agree that this definition, barring few exceptions, is more or less correct. note that i made no mention of how much it favors the disadvantaged player; this is because xfactor is stronger for certain characters, k groove is stronger for certain characters, and bursts can be detrimental, even when used correctly.
  3. i don't see how bursts aren't a comeback mechanic. they can- and often do- turn matches around. they're obviously much harder to use than say xf, but if ultras are considered a comeback mechanic then i don't see why bursts aren't.
  4. commence operation "make scott mad": any time you commentate marvel 3, be sure to say "DELAYED 12 PIECE BUCKET" in your best dave chappelle's white people voice possible.
  5. k groove? bursts?
  6. i would argue that these can be just as important, since they can give you an idea of how not to approach certain matchups.
  7. to the contary; i've never been a fan of square, but enix has made some kick ass games (actraiser, star ocean, etc).
  8. and you don't have to watch everything on screen in gg? plus, spacing and footsies in guilty gear is harder than it is in marvel, if you ask me. not to mention that while gg mixups may not hit you at lightspeed like they do in marvel, you're given more options to escape, which if nothing else, makes the game more interesting. anyways, the rest of what you're saying is spot on, so let's just leave it at that.
  9. his argument seems pretty sound to me. though, i don't think that alone is enough to dismiss marvel 3, nor do i think it's the game's biggest problem, or even one of them.
  10. just so you know, that was never the case in marvel 2.
  11. mashing 6P isn't particularly hard. :P shadow gallery loops are a bit rough, but doable. still, you've done a rather poor job of supporting your argument; and this is coming from someone who is, on the whole, inclined to agree that marvel has a higher execution barrier than gg. to go off of what furix was saying, how do you explain justin (who doesn't have the best execution, as far as marvel players go) winning tournaments over say clock or yipes? if your definition of hard is higher execution barrier and stupid vortex bullshit, then yeah, marvel is harder. but on the whole, guilty gear is a harder game, i think. don't get me wrong- marvel is damn hard and i do respect those who are good at it, but i don't think high level marvel is quite as hard as high level (read: sbo, not america) gg. i say this because i mean it; guilty gear snobbery is mad gay and i hate the fact that most people that "play" gg stoop that low, especially when they're all bad. and, for the record, the hardest fighting game to date is vf2. "The people who don't know this don't play it" :P
  12. i've been reminding all of west coast how pz has been bad news from the get go, and how they only "make amends" when it's convenient for them. but hey, people are dumb and don't remember/listen, i guess. i mean, remember the sf4 qualifiers last year? that was fun.
  13. yeah, i don't recall anything about eudemonia being bad.
  14. does this in any way increase the chances of marvel 2 getting replaced with cvs2? because i would be more than okay with that.
  15. torture yourself on the go and emulate phantasy star 2
  16. doesn't one of the saturn emulators have a psp port?
  17. oh, yeah, i'll probably be in town again on my spring break, and by myself to boot. hopefully i'll have at least a bit of kofxiii under my belt before then.
  18. norcal is roughly a 50-50 split between viets and mexicans
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