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BloodWolF

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Everything posted by BloodWolF

  1. This is purely opinion and changes on a per-person basis. I've never made a game of this scale or tried to do what they do, so I can't say "they're not doing it right." I can say that I don't enjoy what they've done, but that problem ends with me. Appropriate cost is also different per person. I'd have paid 200 dollars for CP without issue. Most people would say "It's insane because all other games are 60 dollars!", but I haven't played other fighting games for 5000+ matches online. I'd still have gotten a steal at 200 dollars, entertainment-wise. Think of the guys playing these games in arcades. They have 5000+ matches logged on that Nesica card. Let's assume they only win half of those. That's still roughly a DOLLAR for half of those matches. That's 2500 dollars on that game..not including the paid training mode time or single player matches. If you're worried about a small percentage of that, but still work to get to that level of play, then I don't know what to tell you. Everyone has different time and financial situations, but you're just going to have to line up your priorities. If it's not worth it to you, don't buy it. If this is a major opinion across the fanbase, then that will tell them that their product may need tweaking.
  2. Oh? It was the JP version, so I didn't think it had the English voices as well. It only showed one voice on the "system voice" slider. I'll have to look at that later, thanks.
  3. Thanks for posting that. I was curious what the English voice would sound like, but now I'm glad I bought her Japanese one. I like her play on their names and the overall voice better, personally. I don't know why, but Sato-san is my favorite for Zato. It's just such a generic name. Also, the "jerk" for Sin is a play on his name Sin Kisuke => shinkikusai(辛気臭い). Just a little little added trivia.
  4. If they patched the game and undid the lobotomy they gave Nu, I'd pay full price for it. I've gotten WAY more than my money's worth since CP launch. It's been the most fun I've ever had in a fighting game and I'd like to support them in making more of it. Unfortunately for me, a braindead character takes the fun out of it this time around and I have no interest in playing other characters. With the game only 60% done and the current reception both in Japan and abroad, I could see them packing some more stuff in and making some changes. I'm going to sit and wait for more news and be hopeful. I hope to continue playing and enjoying it with most of you guys. In the meantime, I'll be on Xrd as well.
  5. Interesting announcement. Thanks for posting. I'll have to keep tabs on it. I'd love for something to give me my motivation for BB back since I loved CP so much.
  6. I think he means doing it instinctively after practicing with May so much...not necessarily on purpose.
  7. I'd have to check the trial when I'm off as well, but the RRC has less startup(1F) and much more slowdown (18F from YRC vs 60F for RRC).
  8. If you do it while they're in blockstun, you'll get a red one. For example, if you go to training and just summon one raw and RC it, it'll be yellow. However if you're practicing it as oki and you knockdown with something like 2D or j.2D > 2D and then summon and RC, if you don't wait for the opponent's block stun to be gone, you'll get a red RC and waste that extra 25% meter. You have to delay the summon/RC so that they're not in any type of blockstun. Which trial is it?
  9. My best recommendation would be to go to the video thread and watch the high level players. You'll see how she properly utilizes her different tools and decide if it looks fun/appealing to you.
  10. The trajectory of the ball. K version goes in a longer arc farther back while the P version will land closer.
  11. If you know they're coming, then yeah, there's nothing wrong with it. The main drawback, like you said, is the speed. I find myself gaining advantage and setup time a lot with a raw [2]8HS on reaction to their jump after I block their strings. At this point in the game, I'd say learn a couple combos and get your neutral down. This game is very neutral heavy and being comfortable there will win you more games than some fancy combos. You'll also find yourself much more comfortable to go for the nicer combos when you have a feel for the game engine and character as a whole. We're not even a week in. Don't fret over some losses or even losing EVERYTHING if that's the situation. Remember, there are people who don't even have access to it yet and you're already building MU experience and everything. Losing is part of learning, so take the losses, review them, and work on what you did wrong.
  12. I fight a couple of Rams here as well. They pull the j.p every time they go into the air and stagger her dash attacks when on the ground. j.S is also a pain due to its far reaching horizontal hitbox. It's like the her f.S, so she'll use it often to keep you out. You can try just empty jumping and block it or air-grab her. I find that she usually j.Ps on reaction to my jumps, so air grab may not work so well, however. When you're grounded, if they go for daruo (that green rush move), then block and punish. If they're trying to space you out with f.S, back dash out and throw an otter/dolphin to mess up their spacing game. We're all pretty new at this, but keep at it. I've been faring well against our local Rams and the ones I've fought online. I'll have to get some replays and really pay attention to what I'm doing that seems to turn the tide and let you know. I'll see if I can get that when I get off work. Hopefully we can get some matchup threads soon. Also, just throwing some stuff out that I've noticed during training/matches: FD dash cancelling seems very important with May due to her long dash recovery. To hit Ky with 2D > [4]6HS, you have to be very close. I've found that j.2HS > 2D > [4]6HS will not land on him, however 2K > 2D > [4]6HS will at very close range. So we'll have to change some setups against him. This may be the case for others, but I haven't really played against everyone yet (no Millia/Pot/Zato/Axl). You keep momentum during dolphin YRC, so doing [4]6HS > YRC > low/OHK is a fun thing to throw in when you're spacing them out with 5K/5S. For corner oki, P loop leads to good mixup that gives good damage and oki (see the corner setup video on the second page of the video thread). The IAD in those combos is very tight though, so it'll take a bit of practice like many of her setups. I've found that Elphelt specifically seems to have a lot of tools that work well against May. Her AA champagne hits directly above her which hurts our j.2HS bad on reaction. The fact that her grenade has a hitbox can easily shut down our dolphin approaches. Her air-to-air game is very good against us as well. It could just be my inexperience, but she seems like a pain for us. These are just some observations I can think of off-hand atm. I'll post more when it comes to me. Once we get a matchup thread for each characters, I'll start throwing stuff in there instead.
  13. I see. I'll have to look that up. Thank you.
  14. Have they shown all of the DLC colors yet?
  15. Yeah. That got me too. lol.
  16. I'll be on it in a couple of hours, so we'll see how things go, lol. I look forward to working with everyone in the coming months. よろしくお願いします。
  17. It seems to be a count-down until it goes live on the psn.
  18. I'll assume that's just a few of them then. Thank you for the info.
  19. Did they show all of the color palettes or just a handful? I'm quite interested in seeing them.
  20. That's basically just the speed of light within our air. The loss from Total Internal Reflection is negligible. I compared their results with the raw distance calculation and the difference could even be a difference in their displayed number of significant figures. Net code and delivery would obviously determine how close to that number you can reach. Edit: And by "net code and delivery", I am including all avenues between source and reception, not just the PSN netcode.
  21. Just popped in to reinforce this limitation. 19ms from LA to NYC in fiber optic. (http://www.wolframalpha.com/input/?i=new+york+city+to+los+angeles) Still, more can be done elsewhere. This would just be an upper boundary.
  22. She seems to have more emphasis on setups and space control this time than previous iterations. She has a good spacing game with decent pressure and mobility options with the dolphins. Expect to capitalize off of confirms and go into setup-based oki off of your knockdowns. She's pretty straight-forward, but her inputs may be a little tricky with the charge buffering and the dolphin jumps, I'm not sure yet. I only played her a little in the original loketest, so I don't remember much on the timing of things.
  23. I wouldn't tell you anything to push her on you. Mains should sell themselves to everyone individually. Everyone picks them for different reasons. If you're still on the fence, I'd tell you to try everyone and pick who you enjoy the game most with.
  24. Looks fun, but it's right after GG and I'll be out of the country, so I'll have to just watch. Let's go DL.
  25. Oh, I appreciate the explanation of her new gameplay. I haven't been on top of the changes and such, so it's really appreciated. I'm not going to stop playing her over tiers...or anything for that matter. I just worry about the depth of her abilities and combos. I guess what I'm just saying is that I hope she's as technical and enjoyable to play in the long run as the current version...and that's something I won't know until I get to play it myself. Hatemail will come either way. It's just a matter of how much. lol.
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