Jump to content
Dustloop Forums

Destin

Members
  • Posts

    686
  • Joined

  • Last visited

Everything posted by Destin

  1. Of course, they were just arguing it's possible and practical if you really wanted to learn and apply it. They were not implying that everyone wanted to learn and apply it.
  2. Characters always fall the same side if knocked down by the same move/combo right?
  3. There are also ways to remove the recovery from Jump D's, though I don't recall what they are. I'm sure Clayton knows though.
  4. Hahaha, how embarrassing, I was thinking of jump D's.
  5. Actually, I believe jump S's do cause a small landing recovery. Not sure about pote specifically, but there certainly are some that did.
  6. Well, this game is based off #R, and she did a ton of damage off her throw in Reload IIRC. And Sol got something like 45% off a throw. That is big damage as well. I'm not sure what nerfs she got in AC or whatever since then.
  7. Hah! A SF4 player eh? How the times have changed! I only mentioned that because I imagined that would be the most widely recognized non GG game for comparison. I say some slightly against the grain things like that because it gets people thinking about what a grappler really entails. Everything is in degrees of course, but this is GG, and a grappler in GG is likely to be WAY more mobile than one in SF. When I am suggesting characters for people who generally like throw characters I definitely throw out at least Pote, Sol, and May (In that order). You can use many of the same ideas and tricks that traditional grapplers use to land their throws. I think May's command throw is very important to her game! (Though I agree more than Sol and Pote she would be serviceable without it). I always imagined a chunk of her mixups worked because of fear of the command throw, like the 5K -> stuff. All three have throws that do MASSIVE damage and don't really have a BnB overhead that could stand in it's place. (Maybe potes 6K actually). On Xrd: I am not sure how I feel about the pote 5P nerf(ish). I have alot of faith in what they are doing right now, so I am not too worried about Arc doing balancing as opposed to say Capcom. I think a lot of characters have some completely different gameplan things going on though! Someone said otherwise but these changes seem like if the game took a completely different direction than AC, but just as big changes. Ky's new grinder mechanic? Faust has 40 different new items that seem very interesting! May's riding dolphins and jumping on balloons? Everything seems like it could be shaken up quite a bit, beyond the yrc whiff applications. Edit Off Topic: We are going to have to get all of serious together one last time when this comes out at drew's house in nyc or something (Ami and I can house a few too). It will be like that sequel to a classic movie where everyone has gotten old and all the jokes are just about how we are too old to do that shit.
  8. When a Sol is rushing me down, pretty much all I am thinking about is how to avoid the command grab. Even if we were to take Slayer and May off the list, I would be hard pressed to see sol not falling in with at least the likes of Abel in SF4. His grab is VERY important to him. Hell, pote actually has better mixups than sol on a standing char. 6K is a serviceable overhead. Sol only gets anything decent on knockdown. I think if Sol didn't have his command grab, he wouldn't be a feasible character in this game.
  9. I was just talking about characters where a huge part of their gameplan was landing the command grab. Grapplers have ranged from say, the very immobile zangief, to considerably more nimble characters like Able, Clark, even Iori (version dependent)! I didn't include eddie or roboky because while their command grabs are good, they could realistically not have it and still be competent characters. Of course, Sol, May, Slayer all vary in how much their gameplan revolves around landing a throw (though you better believe in XX and #R Slayer was wearing people like a sock once he landed a command throw. After that landing a 6k became a much more important part of his gameplan and command throws took a backseat). With sol, a significant part of the gameplan is trying to force a situation where you land a command throw. Sometimes the matches end up very similar to your standard grappler character in many ways. Reload slayer was definitely landing a good deal of his pressure and hits because people were trying to stay out of command grab situations. I know the classic definition for the term, but I think it is somewhat antiquated in most modern fighters and will pull people who like throw characters away from some they might legitimately enjoy. I have shown gief and thawk players the likes of May and had them really enjoy her style of throw game. And her mixup really leans on the damage of her throw. I mean, would you consider Abel from SF4 a grappler, or would you require some alternate sub-genre character like "mobility grappler"?
  10. There are like 4 grapplers in GG. Sol, may, pote, slayer?
  11. Yeah I think that ICPM was confirmed as inter-continental potemkin missile as well. Before anything, we don't even know how the hitboxes work. If it has a hitbox that you have to respect, it could be a very good move for closing the gap. Or something like YRC buttslam ect. It moves forwards with a constant hitbox, that is a good thing for a grappler.
  12. Or with YRC as a way to get in around certain types of zoning I imagine
  13. Didn't he get a whole slew of new wall moves?
  14. Ky also has a plethora of decent air to air moves, as well as a dp!
  15. Did he ever? I want to play this game so bad.
  16. And by Zappa's McGuffin you mean Faust being killed early in the story with little introduction for the sole purpose of kickstarting Zappa's story-arc, or did you mean a different word?
  17. Blitz shield is clearly the newer version of SB for this game.
  18. I think he means the super is so good that bedman shouldn't be able to use it as often.
  19. I guess I will be playing, sol? How odd! I am like 10 years behind on sol players now.
  20. It was pretty much all the guard bar that made #R eddie what he was. He didn't lose all that much in his move to Slash, but the system change to projectiles not raising guard meter moved him to lower middle tier (Which is a perfectly fine place for a character to be).
  21. I would happily pay dlc prices for balance revisions. Give me one every like 4 months for 5 bucks, I'm in.
  22. (I won't derail after this post). Every move has a hit priority I imagine, and like said normals take priority over specials, instead of writing special code for a situation where two hits hit at the same time, they just delay one hit until the next frame. This actually isn't hard with some training mode practice, I usually used it against the meaty big drill and the jump K, which since they were both meaty had a consistent timing on your wakeup. It's a 1f link but so is reversal throws and backdashes and many of us can do those consistently. It was harder to do against the dolphin (now spit) and low kick, but because that isn't meaty it's also very hard for eddie to make it 1f apart! The farther it is from 1f apart, the easier it is to block the old fashioned way.
  23. Alot of #R eddies power came from working that guard bar with little Eddie, and unblockable loops. Since the discovery of blockin the unblockables though, I don't think reload Eddie would have been as dangerous. Slayer though...
  24. Guilty gear is harder and better than all the new fighting games, no question. A decent MvC3 player will not be able to easily pick up gg to the intermediate level, I know because I try to teach decent MvC3 players GG and they can barely move. I have taught ALOT of players guilty gear as well, so I am no slouch in the teaching department. They need to REALLY want to learn, and that's about it. Sadly there is no substitute.
  25. It would have to be if you want to attempt to balance it (unless one was actually talented at balancing).
×
×
  • Create New...