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Destin

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Everything posted by Destin

  1. I don't think venom feels particularily "fair". He just has low damage overall.
  2. She married Freddie Mecury's solo album. Which was a good choice.
  3. IIRC the story correctly, she had a few hesitant to fights but ok if you want to see what my power is like. I actually really hope they don't screw with the angel wings doing the fighting premise, I thought that was great and creative. I just don't want her to look like a whore at an anime con while they do it. She wouldn't be Dizzy Kiske as they never got married. She should be Dizzy Badguy. Which is awesome.
  4. That makes me happy.
  5. I figured it was straight fan-service. She seemed to be mostly in control during neutral stances.
  6. While this is true, it's value is so negligible because it will only prorate the first hit at that different rate before you dip into the next tier of damage reduction for all moves. Now, if you kept you current guts state until the end of a combo I would agree it is a legit comeback mechanic, like that you could pop off some killer combos at 51% that would be impossible at 49%. But as it is progressive it really just creates the appearance of a comeback mechanic, in almost all practical forms it's variable damage difference blends into a statistical "effective" health. Unless you are playing pote, or maybe slayer.
  7. Dizzy dressing like a whore never really made sense for anything related to her story at any point. I hope I at least have the option via dlc to tone that shit down.
  8. You reach a point where you internalize the math behind it to a good degree, essentially you know the first half of the health bar might as well be a third ect. It more encourages the appearance of a comeback than an actual comeback. It makes thematic sense because they wanted to differentiate the "feel" of characters via this statistic, as if they try harder near the end.
  9. I mean, instead of scaling health I could scale the appearance of health on the bar, which would have 98% the same effect, and give you no "advantage". Because the effective health can be calculated to relative accuracy before the match begins, the relative effect is close to nothing assuming you can mentally account for the visual disparity.
  10. Yes, but they don't really change your gameplay. I doubt potes (the person who seems most effected) are thinking of not going for that extra punch to not put them at the next level of guts to land a more powerful pote buster. Your decisions and gameplay are rarely effected by guts, so it's not really a comeback mechanic.
  11. Guts isn't really a comeback mechanic, it just appears to be one. Nothing you can do changes, I guess there are specific situations where it matters, but generally speaking it's an aesthetic change. You can do a rough calculation to see how much health you had at the beginning of the round.
  12. Mash to tech is not unintuitive. Hitting a button, and having something happen is the most intuitive way to run anything. It may not be as EASY, but it is considerably more intuitive. Holding a button that will escape on the first frame you get out of hitstun might be useful, but requires a good amount of reasoning to understand why it would work. "Mashing" to escape is a rather weak way to go about doing it. Either you have pigeon holed yourself into only teching backwards with FD flashing a bunch of times, which is often very easy to tech throw, or you are going to pop forwards with a P or H-throw attempt randomly, very prone to being CH. With a hold to tech, you can pop forwards or backwards at your leisure, even when you didn't expect the combo to drop. This is fairly important because usually forwards tech is the stronger tech, but if you are mashing or even double tapping you may end up with that Jump p that gets CH which is often VERY dangerous. With hold to tech, you don't have to worry about that added, often important issue. Now, under the assumption that people eventually will not mash to tech (which they will eventually stop as they get better, it's sub-optimal),you will have generally one or two keyspots in a combo where you can tech. Maybe a hard link, like a sol low dustloop into fafnir against a light character or something. In these situations, the player being combo-ed should know that this is a drop spot, and be ready to input the tech. The attacking player will also know, and either trust in his execution, or go for the tech trap. This situation forces the defending player to be aware of these drop points through observing his opponents tendencies and weaknesses, and appropriately teching. Why are we "deserved" a tech because the opponent didn't have perfect execution and dropped his combo, even if we are lazily tapping P now and then? Shouldn't we earn the tech by having better execution than our opponent? A second point the hold to tech becomes interesting is in the non critical combo spots. If you have dissuaded the opponent from mashing tech, you may go for intentional black beat combos that open up larger combo routes at points that aren't traditionally difficult spots. This would catch an opponent sleeping at the wheel and reward creativity. With hold to tech, it would be a simple relatively safe forwards tech. Can this be throw baited, sure! But it loses the CH possibility, which is pretty crucial. I am not arguing guilty gear may or may not be a better game with hold to tech, I am not sure. What I am sure about, is that it is not as simply black and white as "hold to tech is definitively superior in every way". It may seem that way at a lower to mid level, but this is one of the best teams in fighting games creating this game who have within their own company hold to tech systems. I'm sure they considered it, and decided for this game it was inferior. @Throw techs: With dizzy (XX #R Slash at least), I would sometimes have the fish covering me, sometimes not. But it didn't change that there was a break in action when the throw break happens, then 30 or so frames later it continues. When I actually LAND the throw, there is a conclusion, and then a movement towards the next stage of the play, so to speak. So while this might not be a huge decrease in pacing, it is A decrease in pacing, and I was arguing the questionable upside does not outweight that.
  13. Seems pretty reasonable.
  14. I'm pretty sure the hitbox actually extended out further, but it's hardly worth a discussion post HOS.
  15. If you are using it to some level of success, keep it up and see where it takes you!
  16. They don't use it as much as you would think because they have already calibrated the advantage into their gameplay, and thus play more defensive expecting the tactic. Also, if I have a fireball, the cost of using the fireball YRC versus just normal YRC is pretty low. Might as well put that hibox on the screen at the cost of like 4 frames.
  17. If you have to have strict timing to do a combo, why shouldn't you have somewhat strict timing to tech it? At even mid-high level, you will know the point that people might drop combos. It's usually one difficult spot or two. This hold to tech becomes a non-issue, you ALMOST ALWAYS tech exactly when and where you want. I mean, at high level, people don't drop combos, so you only see the black beat if they intentionally went for an impossible combo that does more damage gauging that you won't tech. Buffered tech would be horrible, I think we can all move past that one. Hold tech has more of an argument, but one thing GG seems to do that defines it's feel is that it is VERY responsible in non combo situations. You push a button, you get a response. I would be rather disappointed seeing the hold button thing become a norm in other situations as well, dramatic hold buffer windows. Tech throw windows are unnecessary. There are many counters to throws, and some characters have different throw lengths. If I am correctly staying my 4 pixels out of range of sol's throw with dizzy, should he be able to tech my throw? That was a difficult positioning by me that will be watered down by throw techs. Besides this you have defender throw advantage (invul), jump invul on frame one, backdashes. At the end of the day, guilty gear is a game with a very specific pacing. Throw breaks slow down the pacing, the importance of decisions, increases abilities of half assed defensive options. It makes characters harder to open up, and give you even more power from jumping away.It can be jarring for players coming from later SF's, where every defensive option comes with a pair of diapers in case maybe your decision was a bit too risky. But GG forces risky decisions often. You do not sit around waiting 20 seconds building up for the action point to be hit, it comes up in the first few seconds. This is ok, it's a different design vision. There are many fighting games that cater to the slower, defensive OS laden styles as well, but I certainly don't want GG to walk in that direction.
  18. Hos's was much faster and longer range IIRC. More of a poke, less of a pressure string tool.
  19. And here I would have thought you were an old man, go figure.
  20. That is 30% of the reason I am playing him, maybe 40%. If he had HOS's 2s, all would be well in my world. (Thats a fucking lie, give me dizzy ARC!)
  21. While for us players I understand why yrc would be awesome without hte screen pause ect, for new players it is much more intuitive for all forms of RC to do roughly the same thing.
  22. The option select throws, the way they are, actually make sense assuming that was intentional for the designers (which is easy to assume as its like a 4 lines of code change). Step one - You need a longish move to overlap with your backthrow, as this is by far your most powerful move defensively. Step two - Buttons follow the rainbow of power, with lever moves (those that require forwards) more powerful (slower) than those that don't. Perhaps, initially, these OS's were unintended, but I think they did what any good developer would do and looked to see how the os's were affecting gameplay. Instead of changing the throw to K or S or something so you immediately used your generally fasted OS button and overpowering the backthrow, in addition to ruining the very logical strongest button makes a throw argument, they let you choose. They felt this added an advantage to the attacker which is very guilty gear. They removed the OS that was way to strong (#R OS FD throw I'm looking at you), and left the reasonable one. Tl;dr The designers wanted you to be able to choose which button to throw with, while leaving in the intuitive use of the H button to throw for beginners. Who is dudebutts? I find myself agreeing with him a bunch. YRC's are great, but... have problems. The time slow and the slowdown is part of that problem, but I'm not sure how to fix that exactly. Should I really be able to throw out a gunflame, YRC it, and then get the extra advantage if my opponent called me on the gunflame? Even when I use it, I don't really feel like I deserved the hit. When I play against venom, where I could usually pull my balls out and go for an IAD now and then, it's become quite a bit more reserved because well, if he yrc's, my already risky move becomes suicide. I'm not sure how to fix it, the screen pausing remaining for all 3 RC types makes sense, as does the slowdown for the sake of consistency. One thing I could think about is increase the window of the proration? Right now it's only doing the slowdown I think, so perhaps if it lasted a full 30f after a YRC, it would at least damper your following attacks? Also, burst OS will probably be fixed in the next game by just making the burst state a non YRC able state. The thing that really, really gets me is the OS command throw YRC. That shit is just stupid strong, it should at least be a prc, at LEAST.
  23. Sol has sorta auto JI moves like AC. Ino has vertical chemical love bunnies.
  24. Slowdown of rc's causes proration, the second is likely hitting after the slowdown because of the dash.
  25. Because AC was done by a totally different team, and the original team wanted to go back to their game as the base.
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