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Margatroid

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  1. Wtf? In 2015, this kind of stuff shouldn't have to be manual.
  2. Yeah, Lessons would be really nice. I'd like to see them implement something like the character tutorials in Darkstalkers Resurrection, which were extremely useful and taught you the theory behind playing a character instead of just providing an abstract list of moves and combos. It would actually explain that Lilith is a rushdown character, for example, and then outline her strengths and weaknesses, providing examples of how to play to her strengths along the way. By comparison, in Xrd's challenges you get to practice a bunch of combos the characters can do, but it gives you no real idea of what a particular character's play style is. On top of that, some of the initial combos that are offered involve difficult jump canceling, and just don't feel very "BnB" or fundamental. It just seems like a lot more thought could be given to outlining the fundamentals of who these characters are gameplay-wise and what they're trying to do.
  3. So was anybody else put off by the fact that the primary vocalist on the Xrd songs sounds like a clone of 90s-era James Hetfield? I guess Daisuke is a Metallica fan, but I can't help but laugh when listening to some of them.
  4. So, I'm kind of having problems. I find that I'm quite good at choosing when to use which moves, when to pin, and generally playing head games with my opponent. If all I had to do was make the right choices at the right times, I would be winning a lot. But my problem is with my ground game, and with combos... I don't even drop combos, I just straight up don't do them. For some reason, despite doing the BnB over and over in training mode, I find that in real matches I mash P and K on the ground and push my opponent away before I can get a combo in. I also find that way, way too often I end up doing c.HS instead of H Disc because I'm mashing and trying to do my inputs too fast. I guess my problem is that I just need to relax... It's easy to do things in training mode with no pressure being applied, but the speed of matches in GG is so fast that I go into hyper-mashy mode when I actually play another person. I feel like it'd help if I had some in-person competition, instead of always playing people online, but I guess there's nothing to do but practice more and try to play without becoming stressed. Oddly, I find that I mash way more as I become fatigued as well. Like today I did some ranked matches and in a couple of them I was extremely on-point and executing some combos properly in addition to choosing the right confirming hits at the right times, but after that I went into player matches and after 5-10 of those I was just losing all focus. Good to take breaks, I guess. Millia is not exactly a breeze to play...
  5. lol, the demand for these is ridiculous.
  6. I think the main issue is that my upper arm is pressed against the side of my body when I'm holding the stick in the middle of my lap, so I can't really move it. For a lot of motions I only use my forearm, but dashing seems to be easier and more accurate when powered by my triceps. Not sure what kind of technique other people use for IADs.
  7. So I just noticed something about my RAP4 that really bothers me, and maybe people have opinions on this. I've been having trouble reliably doing IADs, and I was trying to figure out exactly why. I was feeling out the lever's gate corners, then I tried moving the whole stick over to the left edge of my lap so my left arm could extend in a natural straight line to hold the stick instead of bending my elbow inward. I found that I immediately had much more comfort and control and was IADing more reliably. I really like the silent RAP4, especially the quality of the lever, but my old madcatz Soul Calibur V stick had a lever that was significantly farther from the buttons. However, I think maybe even it is not far enough away to comfortably hold in your lap with a straight arm. Aside from playing with your stick on a surface like a table, what solution is there for this? It's irritating that I'm having to bend my lever-arm into this uncomfortable, un-ergonomic position due to the lever being located so far inward. My lever arm feels almost "trapped" if I play with the stick in the middle of my lap, like my range and ease of motion are being limited. Maybe it's less of an issue for Japanese people with shorter arms...
  8. Yes surely Guilty Gear is "rock paper scissors" without the existence of FRCs. All element of skill is gone now. :tiniest violin:
  9. Yeah, I guess that's a good point. In case you can't tell, I still have no idea what the green version does myself. And I've been playing Guilty Gear for 12 years.
  10. lol, you're comparing a totally random green-colored version of a brand new special move on a new character to the difference between S and HS versions of specials that have extremely obvious differences in range? Green Dauro is completely indistinguishable from the normal version at first glance, other than its color. Also, the notation the game gives for doing the move is like "Dragon Punch P (down-forward P)." I guess it's a difficult thing to transcribe, but that isn't exactly clear, especially not to new players. Everything about Green Dauro is a textbook example of the obscure nature of complicated fighting games and the jargon they employ. And it could be easily remedied.
  11. Keep in mind that 5H has very slow startup, so she basically has to read your air movement in order to hit you with it. Try jumping and airdashing in instead of just doing ground approaches. Use pin and Bad Moon, which is practically safe on block. Use haircar for surprise knockdowns, and don't forget about the roll, which I've noticed a lot of Millias online don't use at all. Roll may go under her 5S (haven't tested) and you can throw or Digitalis after it. I have not fought many Ramlethals, so that's all I know.
  12. Mike Z is definitely right about some things in the department of not making the right stuff easier. Like Ramlethal's "green Dauro," for example. That is some stupid nonsense that the game makes no effort to explain to new players, and in her challenge mode it's practically impossible to decipher how it's done from the obtuse notation that is given. And even if you do manage to perform the move, there is zero indication given as to how it's different from the regular version. Everything about it is unnecessarily obscure. If they're trying to make the game as friendly to new players as SF4, they still have a long way to go.
  13. I think the move you're thinking of is "Bacchus Sigh," the one that looks like Alucard's mistform from SotN. You'd hope they'd be able to make a decent-looking mist cloud in Unreal Engine... Also, you've given me the sudden mental image of I-no as a kindergarten teacher. LOL. Just imagine her talking to little kids in that voice, asking them if they want to be cuddled.
  14. RisingStars, I was not charged any special customs fee in Colorado. As far as I know, only Canada does that. But you should check your state laws just to be sure.
  15. Mist Finer never drew blood, iirc. It is weird that they took blood out of the game, though. Maybe trying to make it more kid-friendly?
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