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Destin

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Everything posted by Destin

  1. I always thought the groundslide and wall struck were very clearly arc's attempt to reuse sprites to create a new game Mechanic. The both looked pretty out of place, this new tumble looks fantastic though!
  2. Hmm, you should probably try to keep dust out of the game. I imagine at worst it could damage the reading mechanism or make it impossible to load, but that is pretty unlikely. Still though, clean you games regularly.
  3. Canned multihit moves are generally slashback bait, or fireballs which hit at predictable times.
  4. It's more like this. Aba has 2h, it was built to give her frame advantage into her further mixups. If you wanted to get out, you had to get out before the 2h, once that started, it started the ABA mixup minigame. Now in AC, you can SB the second hit. Does she have ways around this and such, sure! She has multiple other mixups she can go to. This is exactly the argument that I always heard in SFIII, there were so many mind games on every hit, which is great if you like that. But I never enjoyed the mixup in SFIII as much as I did a simple fireball trap in ST. Those always felt more intense, more interesting, because the game would break into multiple different small sub-games due to limited options. In 3s, there is a fairly complex mixup game that goes on with hits and fakes and parries, but it's mostly the same. In ST, there are various different simpler mixup games. Guilty gear in many ways is the spiritual successor to ST. 1f Throws, fast pacing, and most importantly to me, real trap situations. Guilty gear has tons of oki situations where the game devolves (not in a bad way) from it's million option neutral to a very few choices for a few moments. This comes from moves ending in definable discrete endings. If ky does Big fireball, he can expect a mixup because it is going to give him + frames. With SB, he might have a mixup, or the opponent might slashback it. So in that case, he has to account for that with random other hits thrown in occasionally. But I was never of the persuasion that Ky should NEED to throw in those other moves. He knocked me down, he throws a big fireball frc, he deserves to get to play the Ky Mixup game, and let's see what he's got. If his name wasn't Final Showdown I was very confident I could block what came next, but honestly it was fun to try and block that. Taking away these guaranteed mixup situations with another maybe weakens offense and creates less of these rather fun mixup moments, at the advantage of an added layer prior. SB is only needed if the game is unable to balance these mixups and create real openings for all characters, which maybe was the case in AC(?), but it wasn't the case in #R. Additionally, the only reason you don't see a ton of slashbacks in japanese videos is because they don't use moves in situations that would be slashback bait. The slashback has already effected the meta, it has done it's work in many situations. TL;DR - Slashbacks change the properties of moves that weren't designed around them being there. They just aren't NEEDED to mount an honest defense in most of the guilty gears. If they are included in the next game, the whole game needs to be designed around them, but I doubt that will be the case.
  5. Daisuke clearly wants to take it back to it's #R roots, so I guess a lot of that progress is going to revert back. I guess I could agree with neutral frame throw breaks and no late buffer window throw break. That sounds reasonable. But if they do that, please don't make it look as horrible as it did in AC.
  6. I have played them all at some point at a semi competitive level. Old fighting games might have that level of entry issue you are talking about, but newer ones aren't that bad...
  7. Guilty gear has enough anti throw options. It has jumping (which is always throw invul) it has a post block stun/knockdown throw invul (which means that you can't be thrown right after you come out of stuns, but you CAN throw your opponent), and it has backdashes. Remember, most of the characters that has long throw ranges (being like, 3 pixels more), have slower jabs. Those with fast jabs has lower range. This way, a rushdown type characters must get in your face to throw you, but if on defense, often has to resort to a risky jab/jump/backdash to get out of a very well spaced throw, while my dizzy could sit somewhere around the area that you can't throw and she can. 3 pixels is admittedly not much, but I am willing to bet a good deal that it comes up quite a bit, and with throw breaks, it is somewhat nullified. Now, this is because Guilty gear wasn't designed around throw breaks, if they have a good team and do a good job, it might work out fine. But why bother, let's have our balls deep throws that keep the pacing fast. Every game is neutering throws, they feel like they have no power or don't do much, and if they do you can break them almost on reaction or at the very least with really late OS's. Fuck that, guilty gear doesn't need it.
  8. Jump installing does more to your momentum than just adding the jump ability to moves. Please no more throw breaks Daisuke.
  9. Outside of like, eddie in #R, guilty gear doesn't have much mindless pressure that use the guard gauge. Impossible dusts are called impossible because it's impossible to tech.
  10. One the execution issue (which is stand very mildly on keeping things as they were), I remember when SF4 came out. I was fairly impressed with some of the changes they were making to attempt to make it more user friendly while keeping the core of SF there. One specific thing that stood out as being good was the increased reversal buffer. It's fucking huge, if you want to wake up dp, you will wakeup dp. This is the opposite of SF2, where you BETTER be able to reversal dp, and it wasn't that lenient (thank god for pianos). Now, in my lack of wisdom, I failed to see a very large negative that arose. The wakeup game I felt (and to some degree still feel, although that has cooled a bit) should be fairly easy to reversal dp. It's an important option, and it has it's risks and rewards. Now, tacked onto this, was the buffer out of blockstun/hitstun. Reversals out of blockstun also got the window, and allowed you to just mash dp's to your hearts desire. While theoretically, hey, you could just bait the dp's right, the risk/reward of the game didn't really follow suit. The game became a system where people were afraid to do blockstrings of any meaningful length, combos were shortened because if you mess up your own combo, you lose 70% health! Most importantly, the whole game Sloooooooowed to a crawl. In the old days, people would learn exactly the point at which strings had holes, where they could move, where a combo might be most likely dropped. Those dp's did little to hurt the flow of the game, and were quite impressive. No longer though... Furthermore, the throw break window went to fairly large (something like 4-6 frames?). While the logic seemed sound, help combat lag and let people break throws even if they had poor timing, what it ended up doing was letting a good execution player like myself do the throw breaks juuuuust at the last frame. Then in order to frame trap me, you had to leave GIANT windows to catch my option select low. Unintended results like these can do a lot to damage a game. Execution reduction can help, but it has to be done very intelligently. I wrote another little blurb that got eaten, but I'll try to sum it up. With execution, most developers seem to be moving towards making the heart of the game accessible at mid levels of execution, but give some rewards for increasingly difficult execution. Give ky his Big fireball frc with a large frame window, but maybe keep chipp's command throw frc as is. Give dizzy a buffer on her icespike (mayyyyybe), but keep her 2 frame window on her super frc. Having some sort of execution barrier helps create diversity in player combos as well. How well are you willing to work on your execution and how much risk you are willing to take to do a great combo should factor into your rewards. Even to Reavers point, though the japanese don't mess up their combos, some of them do go for much more difficult ones, much more often.
  11. That's too bad, it's a really really bad mechanic to be in the game. At least it's only on wakeup, but that is where it was at it's most powerful.
  12. Destin

    AC+R: Dizzy Changes

    It has considerable move ack and delay compared to other fish, this is important if you expect someone to rush in with fast attacks to kill the fish and hit you.
  13. Destin

    AC+R: Okizeme

    I wouldn't be surprised of a bubble pop on the way up would give you another jump high low, like jump 2s early, pop bubble, ect with high low.
  14. It's great against millia, you can use the distance to give you a pin shield and move forwards, while using the S followup to push her to the ground, where you generally win the poke war. Thanks a bunch! I will have to try it out.
  15. In AC, what makes the P fish go half screen forwards before it starts biting sometimes? I see the japanese do it and it's very important in the millia matchup for me.
  16. Destin

    AC+R: Okizeme

    I felt like that setup was baiting something.
  17. "lesser kys" put SE's in places where you can IAD them. Use them too often to create pacing and give you time to focus on reacting them. That's the thing, most SE's are reactionable with an IAD punish, but if the ky is good he is using them infrequently enough that it's difficult to do that. Ky can also react a lot of your offense. But with proper mixing, it should be much more difficult for him to do so. I don't really have your trouble with this match so it's hard for me to say.
  18. Dizzy has an option on neutral, the japanese get around it by mixing up their SE's, but against lesser ky's you can at certain distances IAD at the right height over and jump P into combo. It was VERY important in slash, but can still be done in AC (ass core) and +R.
  19. Destin

    AC+R: Okizeme

    IIRC, 2H gave you more time to setup. In #R, H fish, which shot faster, became very close to a perfect crossup off of 2D. This would mean in AC+R, 2D -> HD fish likely would give them quite a window to escape, though this is testable in AC if it mattered. tldr; It is probably just a 2h setup against knowledgeable opponents.
  20. Destin

    AC: Okizeme

    Why would that need a lower j2S?
  21. Destin

    AC: Okizeme

    I don't have access to the game anymore at the moment, but I will also go through and see what I can do to double check that list. That's the best I can do, it can be fairly difficult to get a lowest possible IAD.
  22. Destin

    AC: Okizeme

    Are you using some sort of frame advance program? I only ask because I am fairly certain I have gotten hits on some of the characters in ways you said couldn't be done.
  23. Destin

    AC: Okizeme

    What is your guideline that you are doing the lowest possible IAD?
  24. Destin

    Sol vs ABA

    I was playing this matchup with my friend drew, watched a few japanese matchups. What makes you guys think this matchup is so bad? Sol gets alot of knockdowns, his air game versus her ground/air isn't bad, his dp is fast and gets a knockdown, and he has a very fast instant kill. I'm actually finding the matchup very playable. If you can SB the second hit of crouch H, at least that tool is weakened a bit.
  25. Eddie imho. Or jam.
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