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Effay

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Everything posted by Effay

  1. The fluff forums tend to have much higher traffic than the actual ones about the game. It's not a bad forum by any means, as there IS some really good discussion about the game in some of the general threads (like, some actual good tier list discussion, which is especially hard team games), i just wish there were more. Eh, I'm getting into Guilty Gear Xrd so I decided to start posting here too. Most of the Skullgirls players are going to keep posting on Skullheart (including me)
  2. The ratio of fluff to actually talking about the mechanics of the game is too high generally
  3. I've been playing Skullgirls since I don't have a PS3/4 for Xrd or BBCP yet. Love playing Valentine and Eliza, hoping i can find a character in the new GG that plays similar to them
  4. I've actually been doing that but I figured it was the ghetto way. I guess I'll just have to keep practicing. Thanks.
  5. I can't seem to IAD with Arakune consistently in CS2. I can do it with the rest of the cast 100% in both directions though. I tried looking through the frame data to to get an answer and nothing turned up. I thought maybe it had to do with jump speed but I can IAD with characters that have a lower and higher jump speed in the vertical direction. His jump is 1 frame slower than most of the rest of the cast but I don't think that one frame would make this as difficult as it is for me. Is the minimum height for airdashing higher for him or something?
  6. I really really hope they give him a good precurse game if they nerf his post curse so it's not an (almost guaranteed) auto win. Some better normals would be nice too. Maybe making 6C useful again too? It blows my mind how they made that move basically useless (or gave any character useless normals for that matter). I know the loops were powerful in CT, but now our loops are more powerful lol.
  7. He still gets curse meter on block too. I think anything blocked fills it up by half.
  8. I just launch them with 5C while they're on the ground getting hit by the D bug, for some reason it launches in the air and not the ground.
  9. I was messing around trying to do challenge 10 and came across another way to start the loops with a J.C. Edit: Wait nevermind. It's on Japanese wiki.
  10. Can that connect without fatal counter 5C? So far I can get the first dive cancel 5D into the j.A > j.C > dive, but the second dive cancel doesn't connect so I usually go for j.D instead of going for the dives again.
  11. OK, thanks. I just don't want to waste time learning obsolete combos.
  12. Okay guys just got the game last night after messing around decided to keep playing Arakune. I can do his first 9 challenges and cant do his last one (the one that starts with jumping C, B teleport, loops like twice with j.C and then dive loops in corner). Anyway, are the combos in the challenge mode viable or are they like the CT DVD combos (worthless)? Though already I've noticed if I don't do the birds in the wheel loops it seems to do more damage...
  13. So...does that mean that her Okizeme is charging lol? Or is she just bad (or have bad matchups)? If she just has those bad matchups I'll still probably try her. I mean, Arakune has those two as bad matchups two, I think.
  14. What sort of character is Tsubaki? From the videos I've watched she seems like a rush down character, but I've heard people say otherwise.
  15. 2A seems to cancel into 2B now. Don't know how useful that is, but it's something I noticed that wasn't in OP.
  16. I've recently picked up Noel and I actually have the throw cancels from the 6C's down pat, I never miss them, but I cannot for the life of me actually connect this part of the combo: 5D > 6B > 5C > 6B > 5C > 236D I cannot connect the 6B most of the time at all, though if I do I always land the first 5C but NEVER the second 6B. They always tech out of it above my 5D. I've tried all kinds of different timings for it and it doesn't seem to work. I'm guessing that I"m not timing the 6A > 6C throw cancel loops right, except they always connect. A little help, anyone?
  17. Yeah, that's basically what I'm saying. I mean, it's possible to consistently do reversals, but it's difficult, especially under the pressure of a real match.
  18. http://www.merriam-webster.com/dictionary/arbitrary The third definition: 3 a : based on or determined by individual preference or convenience rather than by necessity or the intrinsic nature of something <an arbitrary standard> <take any arbitrary positive number> <arbitrary division of historical studies into watertight compartments — A. J. Toynbee> b : existing or coming about seemingly at random or by chance or as a capricious and unreasonable act of will <when a task is not seen in a meaningful context it is experienced as being arbitrary — Nehemiah Jordan> Making it too easy to recover from being knocked down seems like it defeats the purpose of being knocked down. You're supposed to be at a disadvantage, and making reversals 1 frame in like they are in HDR is a way to do that, albeit a fairly high execution one (pianoing helps, but you won't always get exactly the move you want though). I think increasing the start up frames for dragon punches (like Guilty Gear. Sol's DP's startup is 7 frames and in SFIV's Ryu's are 3 frames) would help fix that while you have a larger reversal window, since you'll have to plan farther in advance to have them connect (and you'll still be able to block and punish too, or you can psyche them out and go for the meaty anyway and if they hesitate they'll get hit). As for specifically lessening Guilty Gear's execution without breaking the game, what if you increased the FRC window without actually letting it happen faster? The windows for most FRCs are approximately 1-3 frames, but what if you increased the window by five frames or so in front of the original window, but then the FRC actually happens at the original time? Unless I'm misinformed, there isn't really any reason to RC when you can FRC, so it won't cause any balance issues by letting you input the command earlier since the actual FRC happens at the same time as before.
  19. I strongly agree. Supposedly there's a bug in Zangief's new easier motion for his 360's (like you can't do it from one side or something) but other than that I don't think there are any issues (you can do it the old way too). Another example of a game that was hindered by 'noobifying' was Street Fighter IV. The new dragon punch motions make it real easy to accidentally do a dragon punch. That and the larger reversal windows make getting knocked down not as big of a disadvantage since it's real easy to dragon punch meaties (though I do like no having an arbitrarily small window for a reversal like 1 frame, but that's a different debate). Also, where does the user friendliness hinder Blazblue? I mean, the game has issues no doubt, but how exactly does user friendliness contribute?
  20. I think implementing a system similar to Blazblue's system where you can hold a button and it will repeat the input for five frames would help without breaking the game.
  21. If I posted up some videos of me playing online (CT obv) would you guys critique or would it be a waste of time since CS is out now? The quality wouldn't be great (capture card is out of order, so I'd have to use my Ipod's camera) but you should be able to tell what's going on.
  22. Where in Maryland do they have an arcade? I live in Southern Maryland and we don't have arcades at ALL.
  23. I've looked all around, and I can't find the exact inputs for good pre/post curse pressure. I've seen on videos you can do 3AA into something but I can't discern the exact inputs (especially for the bugs). Anyone care to help?
  24. I'm assuming those are IB into 5A > 6B and laser super, respectively?
  25. I pull it off in training mode all the time, but for some reason online it never works. I'm not blaming lag, I think I'm just choking, or maybe activating the laser super too early. It's weird; I can C loop online but not this... >_<
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