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Destin

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Everything posted by Destin

  1. At 49:56 of the mikado singles it sure looks like bedman BS's on wakeup. I really hope not =(.
  2. I think faust is just easy to get a handle on compared to much of the cast. You have access to his stronger tools (his pokes) with much less work than a lot of characters. I don't mind about it being "overpowered", but all those fausts in the early vids sure were boring to watch. I want to see eleven shadow wrecking house.
  3. I want a third loop!!!
  4. I think I saw a akira finish his dust combo in the air with it, leading to a corner knockdown !!
  5. Really liking this new Guilty look! Wheres the Johnny at though Pat?
  6. He hit the 5H CH actually, I noticed that as well.
  7. Air vt wasn't hard knockdown (if that even exists in GG) in #R. Only grounded. That's why you looped from the ground.
  8. IIRC the japanese at the tail end of reload were doing 90% combos off a DOT counter hit. And they were always landing the double air super. (I did play dizzy though, she had DAT HITBOX in #r)
  9. Sol and chipp seem the closest to Jam's old style of play. Millia is really a far cry from that. Sol and Chipp can bully people on the ground with good speed.
  10. It was probably put in there because axl likely lacks full screen pressure due to the game being widescreen. I imagine at endgame if it runs as intended it will have a few pokes and then he will exit stance. He CAN do the same poke twice it seems (I think I saw a double mid once). I think at this point, besides the hurtboxes on the chains, most chars can likely run under the mid/jump air dash, low can be IAD's over, and high is obviously only a counter to jump air dash and IAD. Pote's slide head is upper body invul right? That should help. Maybe also forwards H or something along those lines. I mean it's not TOOOOOO different from his old pressure with stand p, forwards K, crouch hp, except those don't reach fullscreen anymore.
  11. I think BD are totally invul, so only after the YRC, but you would have to guess it because if they say jump P'd after the YRC it could catch your prejump frames.
  12. I mean, if I CAN YRC bd's, I'm going to do that all the time. 10f invul, the in the air low to the ground (which is MUCH harder to mixup). Yes please.
  13. yeah, with diminished returns to scale, not a bad mechanic. @dandy J, actually i was referring to the increased hitstop for more accessibility.
  14. I am pretty ok with almost everything that has been said about YRC so far honestly. Greater hitstop will slow the pace of the game down a bit, but it's a hit I'm willing to take if it makes the game more accessible to a wide audience.
  15. 25% meter for like 10f of invul and air state doesn't sound horrible. Can I jump install my backdashes, YRC jump?
  16. I'm not sure, I don't want to sound super pessimistic or anything, I am 140% hype for this game. Honestly, assuming there is significant proration on BS, it doesn't sound that bad. Even if I overall end up thinking it's not a great mechanic for the game, I don't think it's going to make or break it at this point.
  17. Thanks for the info. I think it scaling already makes me feel a bit better about it (if it had dead angle scaling I would have little problem). The thing is I really like some of the strings people came up with, so I hope those don't go away from fear of BS. It is definitely a mechanic that if decent, will get stronger as the game progresses and the flow is learned. I didn't really mind dead angle that much because it took a bunch of meter and generally didn't lead into much. Like, if I knocked someone down in the corner with venom, jump K'd a ball into them, then went for a high low mixup, could they just BS the ball and then air throw me? Is gunflame going to be largely useless at range if the opponent has 25% and you don't? I think I am old ST fashioned in that I like some of the more 'canned' strings and pressures. Sometimes I think, well your ass got knocked down in the corner sol, now you have to try and deal with BR spaced pressure or some shit. Maybe I am mentally thinking it is too strong, though SB definitely had a huge impact on how I played against drew.
  18. Elven, you said something about absorbing a projectile then I-no getting a free hit? If this is the case than I already feel better, I thought people would be able to absorb then jump out of any following pressure for 25%, which would be a shame because some of the projectile pressures in Guilty Gear were awesome and crazy. I'm not afraid of what BS is now, I am afraid of what it will become when we all know each other's setups. I know the general consensus is "Mix up your offense more", but generally these heavy handed solutions to defense lead into sf3 territory, where most of the offense is just low/throw because anything else will get parried. If I play dizzy (if she makes it someday), and all I get to do on knockdown is low/throw, I will be a sad camper. I wish on hit BS just knocked the opponent down close to you, giving you enough time to set up an offense of sorts, but no guaranteed free damage. I don't want the sort of chicken situation kenji talked about, that sounds lame. 25% meter is just too low for what they are talking about, you ALWAYS have 25% meter.
  19. I'm so hype about this game but I'm really REALLY worried about BS. (and blitz shield.)
  20. Ky is totally zoning. So is ryu for that matter. Getting in on a good ky is a huge chunk of the battle with most characters.
  21. I think that might have more to do with the growth in popularity of fighting games thanks to SF4.
  22. I mean, before I go back and read that stuff. I am glad +R and Xrd will both exist. It really doesn't look like Xrd will be a substitute for +R, which is fantastic that everyone has a game they are happy to play. I should have worded that as "I could never have imagined that they would go back to #R as their base, and them having done that makes any predictions on whether I will play or not go out the window. If I didn't play I would likely be avoiding what could be my favorite fighting game experience ever." Now I will read everything and properly respond with an edit. Edit: Ok, having read everything, I still think the mode being called "Danger Time" is hilarious, and sometimes even makes me think of Archer. I actually don't mind some degree of randomness in the game, though the smash references seem horrible. I like the way fausts items work, and I always prefer random stun to fixed stun. I'm not sure why, perhaps it adds some degree of excitement. May's 6P's are SCARY because of it. Maybe without it she could just do a CH combo into guaranteed stun against my dizzy, which with the definitive end isn't quite as interesting to me. I don't mind Zappa coming up with random summons for the most part, actually forcing you to play all three characters. I think that added much more to his character than being able to choose. I have said it a bunch and don't want to rehash that argument again, but I generally don't like the direction AC took the game. Force breaks were a huge part of that for me. I can't comment on +R, I was excited for it but then they previewed Xrd and all excitement evaporated. Someone asked about more untechable time on VT for ky. IIRC, reload Ky's grounded VT was almost entirely untechable all the way down, giving you the ability to do loops of vapor thrusts in the corner. From midscreen you could JI in your combo, VT, RC, air dash D, land, VT again and do the corner VT loop. The damage wasn't great, but it wasn't bad either (probably around 50%)?
  23. I have no doubt that dizzy will be in this game eventually. This is the GG followup I always wanted, I think this game looks significantly better than Slash, WAY better than AC and AC+R. I am not only impressed they are going in this direction, but GREATLY surprised. The changes to the characters are ambitious, creative, intelligent, and open more doors for creativity and action rather than reduce options. Everything seems to be adding accessible complexity. When I look at SF4 and all the bad mechanics, intentions, failures, and short-sighted changes, I walk away knowing that I could have made something better. With this game, I am sure I would have no chance of ever making something better. You are probably right that I did say that and mean it, but if I didn't support this game I would be doing all of fighting games a disservice. I may not have time to play this game like I once did, but I will certainly be taking names from a bunch of new kids who have no idea what's really going on.
  24. Yeah, I always wondered how you did some of that still stuff I meant more like, if I throw Anji, he consistently hits the same side? Because I practice my oki based on my previous knockdown, so it didn't matter if sol was slightly more delay here slower wakeup there, I would just know after a throw he got hit with a perfect crossup with X timing.
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