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TheRealBobMan

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  1. Thanks a bunch for the write up! So there's a discord chat? Did everyone migrate there or what?
  2. Sorry, been busy, and it seems like activity has dropped off of Dustloop. Most people prefer to post on twitter, where it's not easy to access information and you can't post long information dumps. It's good for seeing videos I guess? Anyway, attacking during time slow adds a prorate, so most of I-No's RC based combos aren't damage optimized. You'd use RC more to get confirms off of stray hits or long-range hits where you couldn't without spending meter. Other characters have attacks with huge amounts of hitstun, so they can convert to max damage with RC because the time slow runs out before the combo drops. Going into super is the better way to spend meter for damage, but supers scale faster than regular hits, and I-No's supers each hit 3 times, so they scale themselves. You want to confirm into super as early in a combo as possible. In the corner, a good opener would be to open with 2D > 632146H (Desperation super) > combo. To make this a strong mixup, pair with something like j.S > 2363214S (Fortissimo Super). You go high, they get nuked, you go low, they get nuked. If you open someone up mid screen with something that goes into 6P > 5H, you're probably better off just going for the IAD into corner push. If you open someone up and think it'll kill, link your opener (probably 2K or j.S/j.H?) into probably c.S > TK Fortissimo, then follow that up with the IAD stuff for corner push. I'm pretty sure you can link Fortissimo into IAD j.K if you did the super low enough to the ground (since you have to land before you can IAD and that eats time). IMO I-No does better spending her meter on neutral than on combos in general, but the threat of unprorated damage off of 2D (a low) into Super into a combo is worth using. Makes her kill threshold off of a corner mixup pretty high since you can save the meter if you hit with j.H, or spend it for the same (maybe slightly better) damage if you feint j.H to go into 2D. Raw Fortissimo to call out BS also leads to huge corner damage, and good mid-screen damage.
  3. Nice find. My suggestion for these things is to try to get a video onto youtube (training mode so they can see your inputs) and then E-mail to Aksys with an explanation so they can pass it on to Arcsys (in case they don't already know about it), and then they'll decide if it's worth fixing in the next patch.
  4. You are the best!
  5. I hate that Elphelt's Shotgun S beats lows. It's already a disjointed AA that's +3 on block. Why'd they make it so you can't low profile under it? I can't even STBT to beat it. On that note, anyone post Fafnir yet? Who wants to be awesome and take a screenshot of every move so we can put that onto the wiki? Even though I'm working 60+ hours per week right now (with a 3hr per day commute), I'd try to find time to update the wiki with all of this stuff if someone provides the screenshots.
  6. Thanks for the help! Hopefully I'll be able to try that out on Saturday.
  7. Hey, I'm having trouble with OBS not picking up the sidebars in +R when I try to record from Steam. Example video: https://www.youtube.com/watch?v=frEveoCTJ5o I've since figured out how to edit the scene settings and quality settings, but I still can't get the side bars to appear. This let's you see that the background textures aren't perfectly squared off, you can see cornered characters sticking off the edge of the screen, etc. Someone has to have tried this and run into this issue. I'm sure I'd eventually figure it out if I keep playing with it, but can anyone help me out and save me some headache? I don't care about streaming at the moment, I just want to record some stuff. My side bars are actually drawing in-game, but OBS just isn't picking them up. That's why this is really confusing. If I can auto-lock the scene size so that the game play fills the window without the side bars that would be an acceptable work around, but I can't get that to work well either since the game is outputting widescreen.
  8. Ahoy! The video examples on your channel are pretty sweet. If you don't mind, I'd like to link any applicable reference videos to the combo section of the I-No wiki. Even though it's unfinished you should take a look through it since it has some optimizations you haven't found yet (EX: Your "I-no vs. Potemkin 2 2 1 CORNER HCL dmg" video shows you hitting for 163, but there's a combo listed for Pot that does 223). You'll want to play with those and then see what else you can figure out. I suggest putting the damage values in the video name or in the video info since it can be hard to see in the video itself at times. That said, keep it up. I love that you're doing this.
  9. TK stands for Tiger Knee. In SF, that move had an input that ended with an upward motion, so now "TK" is used to reference doing an input such that you're doing it during jump startup. So HCL is a 214 input in Xrd. To TK it, you'd do 2147K. The idea is to do it right as you're leaving the ground, but haven't really left the ground. I guess a good example would be hitting with 5K and doing TK SM. If you don't leave the ground, you'd get the grounded version where you jump upward more and have more startup, but if you do it right you'll barely leave the ground and it'll start faster. You wouldn't want to actually do this against a grounded opponent, but it'll get the point across. Anyway, the hitbox on air HCL is different from ground HCL (it reaches slightly lower), which allows you to hit some characters while they're crouching or running (if their run puts them low to the ground). In this case, Faust goes under HCL when he runs forward, so you'd want to TK it to keep him from running underneath it and punishing you for trying to keep him out.
  10. Maybe it's just that I see Koichi doing that a lot in general, and caught it once in this match vid that I found on Keep On Rockin' (and jeez, the j.K didn't even connect after the j.P): https://www.youtube.com/watch?v=l7kqPeVhyuA&feature=youtu.be&t=00h06m52s Honestly, if you're watching that much stuff on that many channels, you're viewing more content than I am. My life right now is pretty much 'Traffic > Work > Traffic > Sleep' on repeat. Sorry that I misremembered that. j.P is a move you want to use in that matchup though. On IAD you can usually go into j.K > FFVCL, or from a regular jump a CH will combo into j.H. In a lot of cases you can combo that into HCL ~ D even from far away against Millia, but if you know you wont get knockdown (too high/low after the j.H) just shoot a note to keep her blocking so you can get in with the initiative, even if you don't get a mixup from it. The idea is the preempt her jump-in j.Ps that she has to do late to beat our AA 6P attempts, or her air-to-air j.K attempts by reaching her before her j.K gets started.
  11. So... what's the deal with evernote? Why even use it? With your permission I'll transcribe this stuff onto the wiki, but why not just do that in the first place? Seems kinda odd.
  12. Oh right. Derp.
  13. I like to use 23663214S when I want to dash/airdash into immediate Fortissimo. I figure that 2366K3214S should work. Also pretty sure that I tried this recently in +R and it doesn't work with the old input buffer.
  14. That wouldn't work with everyone else's current iteration. Giving him vacuum on 2S standing/crouching hit/block would already be a really strong option since it would give him corner level pressure at mid screen on top of improved ability to combo on air hit, which leads to Heat Extend or ICPM to take them to the corner. If it was only on air hit it would give him the improved ability to get you into the corner without giving him a better mid-screen game than everyone else. *Edit* And that's just that move. If he had all the other AC/+R things he'd probably shit on everyone with Xrd's RC/YRC mechanics.
  15. Here let me try. So in all seriousness, you're suggesting buffs to a character that doesn't really need them. You've made statements like, "Riot Stamp: This move has been made pretty useless in the transition from ACR to Xrd...", when Xrd's Riot Stomp is probably the best version of the move. It was risky as balls before, only gave you a reward on Counter Hit, and it was easy to beat clean on reaction or to punish on block, with the only redeeming feature being that it was a fast overhead when you were cornered. Now you get something on Counter Hit and regular hit, and it gives you an opportunity to keep initiative on block, which seems fair since it's still possible to beat clean on reaction (assuming they don't YRC at any time, which is also a nice buff to the move compared to the old FRC window). Suggesting that this move is worse than before shows a lack of understanding. "Forward HS: I've seen many Sol players get hit out of this move from such absurd distances where his body hasn't even reached that space yet. This is ridiculous. The hurtbox should be reduced to fill his actual body, for goodness' sakes." Sol's 6H gives a huge reward on CH, and as such it's easy to beat on startup. You can gatling it out of 6P and 2S, in both cases leaving something like a 5-frame gap (I think 8 with IB). Not everyone has a move that can reach him in that amount of time if he's spacing from max 6P or 2S range, so the idea is to occasionally trap someone that tries to get out. 2S is + on block, so Sol usually uses it to reset his pressure. It often follows 6P, and if he's at max 6P range it's likely to whiff (but that's ok because it recovers so fast - it might be a bait to get you to try to hit him). So he'll corner you and create situations to bait the other player into hitting a button or trying to get out of the corner. They'll either eat the 6H when trying to run forward or jump and get knocked down, or try to push a button in a 5-frame gap and get wrecked. If you're using it at neutral without some kind of advantage you better know the risks involved. The rewards are totally worth the risk if you create the right situation to use the move.
  16. Hm... if he goes for Hammerfall from too far away, 5Px2 would work out, but otherwise you could use the gap to FD-jump out. If he's too close after 6K > Hammerfall Break, you can attempt to throw (since 6H first hit is frame 5, it would stuff Pot's poke options if your timing was on point). Desperation is risky since it's not throw invul and he could just flick it, but if Pot is feeling comfy he might continue to push buttons and get hit by it, and this will work from further away than throw/6H. I don't remember if STBT goes under 6K or Hammerfall right now and I don't have the ability to check. Still, more reason to learn to IB to deal with his stuff. Letting Pot reset pressure with a 3-frame advantage when you're cornered is not good. Pot probably wont be going for Hammerfall unless he has the meter to RC (he'd let you escape on block and there's less reward without the RC anyway), but you can count on Hammerfall Break / FDB as his main options if he corners you and uses 6K to try to keep you there. Also, most of his ground normals are slow, so if you IB the 6K you still have decent options to poke out. 2K will out speed most of his options, and you can crouch under his 5P. The big one to watch out for is his 2P and any following traps. Even with Hammerfall Break and 6K moving him forward, there's eventually a point where he's pushed out too far to do anything meaningful (if he doesn't hit you first), and you can try to create this earlier with calculated FD use. Thanks for calling that out Flick! I was up late working on this so I wasn't fully attentive.
  17. Second Set 1. At 1:58:05 you hit with 2S and don't confirm anything. At that range 2D would have worked for knockdown. You also have 50% for RC and you're near the corner. 2S > HCL > RC > dash FFVCL > 5H > corner combo would have hurt, and at that low health may have taken the round or forced him to burst. 2. At 1:58:24 you oki and bait a BS, but then don't punish him because you went for STBT-S instead. Pay more attention and try to confirm on your oki when you go for a bait. You also could have shot a note and probably would have baited a dead angle instead, which costs him more meter and prorates meter gain. I mean yeah, he could have BS'd that too, but he'd just get some invul and would have had to block your dash-in mixup anyway. 3. At 1:58:28 you jump and go air-to-air for what looks like a throw attempt that fails. I noticed that you don't go for air-to-air j.P very much. On regular hit you combo into j.S and on CH you can combo into j.H, followed by either Sdive or HCL ~ D for knockdown. Pot's air normals are slow, so j.P does a good job in this matchup. It also would have helped at 1:58:32 when you jumped back and saw that he also jumped toward you. 4. At 1:58:40 you do nearly full-screen backdash into random HCL. By the time you're committed, he's already going for ICPM. He had meter to YRC it on startup too, so the HCL was a huge risk. At that range it wouldn't have even hit him, and if he had moved forward with Hamerfall he might have had enough health to armor through it. You had the meter for Note YRC, which could have really helped to lock him down if you had aimed it up. Not even being Captain Hindsight here. Moving along the floor with Hamerfall YRC would have been slower and more expensive. He knows you have the tools to try to chip him out, so he's either going to advance slowly on the floor to tank it with FDB, or TK ICPM YRC to get in with his 50% left for FD on reaction. It also would have helped if you didn't backdash. If that backdash was because you expected Slidehead, you need to pay more attention to his animations on oki. 5. At 1:58:42 I don't like your Burst. It's nearly the end of the round. If you had held onto it you'd have had the option next round, rather than taking the risk here against a Pot with full meter who could have used any sort of YRC/RC/PRC shenanigan to bait it. 6. At 1:59:36 if that 2S was a callout for that backdash, I'd have used 5K instead. Starts 2 frames faster, active 5 frames longer, gatlings to 6P to set up a full combo whereas 2S would get a smaller reward on hit. If the 2S was just mistiming a 2K > 2S string, then that's a thing also and I'm guilty of little timing things like that a lot. 7. At 1:59:39... just going to call out that Reversal Desperation is a big risk in this matchup since he can flick it and wreck you in the corner. This was really predictable, a bad strategic move, and just a poor call in general since you had plenty of time to react to his safe jump and realize it wouldn't have worked anyway. 8. At 2:00:17 you Sdive unexpectedly. If you thought Pdive wouldn't work there, take the safe knockdown with Kdive. Since Sdive scales RISC by 19 you get shit damage afterward, especially that late in a combo. 9. At 2:01:03 TK Psycho Crusher. Scare Pot into not using Slidehead. It may put him more on defense to look for "random" Hdive use, which has him blocking more in neutral at long range. This gives you additional time to set up Notes, or even just to walk forward/backward to a good range. 10. At 2:01:20 that CH 6H happened. It looked like it hit meaty, so you should have been able to react to the startup and block. At that range most of his stuff shouldn't have been a worry... PB/6H/Heat mixup was probably the worst of it since he was too far away for 5K and didn't have time for a jump in, and if you had backdashed you wouldn't have been dizzied. 11. Additional general comments for this matchup: 5Px2 is useful at times since it'll beat Hammerfall and some other things, and gives you time to confirm into at least knockdown. Airdash late j.D is good for catching Pot backdash. After a 4-hit airdash string, sometimes you may want to VCL YRC to frame-trap. If it works, in the corner you go into VCL loop for huge damage, and if it's blocked you get to go into a mixup. That said, sometimes you need to j.D/2K mixup at the end to bait BS. Or random Fortissimo to bait BS. If you have 50+% meter on your oki, sometimes it's worth doing random Fortissimo. Just make sure you mix it up and do 23663214S sometimes, and 23632147S other times to bait from different situations. Cover both the token "I'ma stand right next to you on oki and then jump/VCL at the last second to bait a throw" as well as the "I'm dashing in for a mixup that's probably an overhead" angles. I enjoyed the commentary saying that to adapt you need to stop getting hit by 5D and that's pretty much it. I think you got hit by that maybe twice across both sets? Most of your mistakes were in neutral or during your own pressure. They did call out that you SHOULDN'T HAVE JUMPED though. Sometimes you need to not be afraid to just walk forward. It's risky in this matchup, I know. If you learn Pot's range you can get him to whiff, then punish him with various things. If you have meter those punishes can be pretty huge. Stop jumping and stop IADing in. On defense, learn to IB to create gaps to escape and FD to create room to breathe. Pushback increases with each successive hit in a blockstring, so while most Pots will probably react with PB if they see you FDing the first hit of their pressure, they might keep going if they see you using IB, at which point you can FD the third or fourth hit to push them out. Also learn where the natural holes are in his pressure, such as after 6K. If a Pot is using 6K in his pressure in the corner, he either has to let it recover or go into a special move, and the fastest he has besides Heat is FDB at frame 19. 6K is level 4 so it's normally safe to do this on block, but if you IB you create a 4-frame hole. I-No can't really punish at that range, but if you were to FD to push him so that FDB whiffs, you could punish that. Once he starts letting 6K recover, it's normally -9 and would be -13 with IB, so you should be able to whiff punish with 2S. If you have 50% you can RC that into a confirm and push him out of the corner, and if not you can at least take the initiative away. These are the kind of situations you need to figure out if you want to expand your defense and not be jumping all the time. Yeah, Pot Buster is scary, but he only really hit you with it when using frame traps. All of your running away set you up to be punished by other things most of the time.
  18. 2P is Pot's standard round opener because it'll stuff pretty much all of our ground game options and may recover in time to block a dive if you're too slow. It's mostly used to encourage you to jump out or backdash so he can go for something more rewarding. IB it and try to gain a better position, or take a risk to deal with it. jump > dive can work, but he can bait with 6P (into a combo) or Heat Knuckle (corner push) j.D FDC low airdash or j.D FDC into some kind of punish kicks ass, but it's also high risk per the difficulty and the fact that you're spending the little meter you get for jumping forward on the j.D FDC, so if he pushes a different button you get wrecked. That said, if you do the low airdash to j.S > j.H, if they panic burst the j.S you'll block in time. This option also gives you a full combo with corner push, whereas j.D FDC > into a 2K or other whiff punish might not have as big a reward. I'm on break at work so I'll have to do more when I get home. So per your game: 1. Shoot notes just over his head in this matchup. This might bait him to use (and whiff) FDB instead of doing something more useful. It also restricts him from jumping, though he can still do that. I noticed you tried that at least once, but when you attempted to drop the note on his back (which is what you would do in AC/+R) he was able to FDB it. I guess you can really only go for that once you've conditioned them to stop using FDB. At 1:16:23 you shot a note at him, then tried to punish FDB with HCL, but FDB gets 1-22 Strike Invul when the reflect wave goes active. Don't do that. 2. At 1:15:23 you tried to knock down with 2D instead of HCL. That whiff could have cost you more than it did. 3. At 1:15:47 you dropped a combo that was pretty critical. You also took a big risk by diving right after you teched his punish, and lost the match. In a situation like that, the strategic move would have been to back up and figure things out. He didn't have the meter to catch you with HPB. Grind that combo out and make sure you wont drop it. If you just know you're going to drop it, go for HCL ~ D instead and just take the knockdown + oki. That combo wasn't going to kill, but the follow up on oki could have even if you went with the lower damage option and gotten the knockdown. 4. At 1:16:50 you probably could have punished the Slidehead on reaction with TK Psycho Crusher (Hdive). You were sitting back there blocking, so it's not like you had to watch for a mixup or something. If Pot was a little closer and you weren't blocking, 5H would have also worked. If you're looking specifically for Slidehead and you're not forced to block something, you can reaction with 5H since I-No leaves the ground right as Slidehead would hit, and since Pot leans forward when he does this you can hit him from a little more than 1/2 screen. Confirm into STBT-H near the corner for a full combo or at mid screen for some corner push and 5-hit note oki, or you might be able to IAD into j.K > j.S > j.H > and get a full combo that way. 5. At 1:16:57 you did a HCL RC confirm and went for j.S > j.H. Dashing into FFVCL > 5H > IAD stuff gives more corner push and damage. 6. I noticed that you rarely use j.D in your mixup. Use j.D in your mixup a little more often. You also don't really use dash j.H / feint j.H into 2K mixup much. Part of what makes I-No hard to block is the sheer variety of things to watch for and timings to adjust for if you're just fuzzy blocking. Dash j.K > 2K, dash j.K > j.S, dash j.S > 2K, dash j.S > j.K > 2K, etc. Dash j.H and feint j.H are best on oki when covered by a note because they're slower in this game than before. 7. You frequently go for IAD FFVCL options during neutral or pressure. Use the IAD stuff a tad less. Coming back to this, yeah at 1:20:03 you get HPB'd for it. And again at 1:20:41. Stop please! 8. Lots of HCL in neutral. He has FDB, so cut that out. Don't be afraid to block if he's at that range since he can't really mix you up when you're that far away. 2D/5D mixup isn't very strong. If he goes for anything else he opens himself up to something. 9. Sometimes you use HCL ~ D knockdown when you don't need to (since Pot is heavy you can get away with HCL knockdown in more places). This causes your Note to come in late on oki and let him get out with FDB. You can get away with it in other matchups, but not in this one. 10. 1:18:55 you drop a combo again out of 2S by not using HCL. 11. 1:19:45 I think you could have followed the FFVCL with 5H > j.H > Pdive instead for better damage. 12. 1:20:27 not sure if you had enough time to leave the ground normally (HCL on frame 1 vs jumping on frame 3), but TK Hdive would have clipped him there and either led to a tech chase or gave you knockdown. This also discourages continued use of Slidehead. 13. 1:21:07 could have c.S > VCL > c.S > whatever instead of going for a j.S link. Better damage too. No Burst, so if that was a Burst bait you made a huge tactical error. A few seconds later you drop the knockdown with HCL again. I think this is because Pot is crouching, though I'm like 98% sure it still hits him because he's tall, and if not you could go into STBT for damage + meter and returning to neutral. Better than whiffing and giving him initiative. 14. 1:21:15 should have been your round off of that confirm. Even a super safe option of dash FFVCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL would have killed. Optimal damage would have involved FFj.D into VCL loop. 15. You need to instant block. Get more tension pulse, create more openings. I think the standard way of dealing with Pot j.D is jump IB > airthrow or throw on landing. At least it's less risky than early VCL, 6P, etc. Taking a break, I'll probably use a second post for the second video.
  19. Oh shit, we can talk about this again! @Coffeeling: It's closer to 12f for what you're thinking of. Everyone seems to be talking about different sets of numbers. Simple Reactions - the "twitch" reaction. This is 200ms / 12f Complex Reactions - If A, then B, if C, then D. This is 384ms / 23f Holly's 10f comes from taking an average dust and subtracting the time it takes for a Simple Reaction. This basically how wide the margin for error is. Blocking a 5D on reaction is not at all hard if it's the only thing you have to worry about. Blocking TK Badmoon is hard even when it's the only thing you have to worry about, just because it's so fast. But it's doable with training. It's also doable to watch for this and several other things at the same time, though you do open yourself up to other things. Haircar has a little hop, so it's really easy to mess up if you block low and switch on reaction to the jump. If you watched for both, you couldn't block either, ever. If you watch for the hop, you turn it into a 50/50, or worse if the other guy picks up on your weakness and starts spamming Haircar to trip you up, switching just to put the fear of the TK Badmoon in you and keep you trying to switch. If you watch Millia's feet you wont fault on Haircar, but can catch TK Badmoon. You're also going to catch 2K, 2S, and 2D by virtue of blocking low until you see the cue. The only problem is that you're vulnerable to 6K, throw setups, and crossups, and probably wont be able to punish a 5D as well as you should (though you may be able to block it in time because it's that slow). At some point you have to take a guess or make a read based on your opponent's patterns. It's just that if you learn your opponent's gatling tree and where their mixups may come from, you significantly reduce the amount of things you have to watch for. If Millia isn't covered by a disc or Roses and has no meter, the TK Badmoon / Haircar mixup is much riskier and gives much less reward. In such a situation she's more likely to rely on 6K, throw, and traps that bait you into trying to punish her (using 5D to dodge a reversal or feint and punish a reversal BS).
  20. The left/right is "has faults" > "solid" like Dogura's list, right?
  21. Thanks for the info. I think I'll stick to Akastuki as my "here's how a fighting game works" kind of game, but I could maybe see people getting into this. Also, my PC defaulted the game to high settings for most things and I dropped everything down to medium just to be safe (I wanted to make sure I wouldn't get frame drops) and I still dipped under 60FPS in actual games from time to time. The game doesn't look that fancy, so I'm kind of surprised. My PC isn't a beast by current standards, but it wasn't a budget machine when I built it, so I wouldn't expect to have that kind of a problem when intentionally dropping the graphics from the defaults it selects based on my hardware. But it's Alpha, that shit happens too.
  22. Welp, I just got in. I have zero enthusiasm for it, but here's my thoughts so far: First round, my controls don't work. Wind up losing while trying to fix it (I'm using my keyboard since my stick wouldn't work for some reson). Wind up winning because I'm paired with someone as much of a newb to this game as me even though I lost the first round due to not being able to move. Whatever, bugs exist. It's alpha. Second game I go against who I assume is the token grappler. I figure at first that I should try to poke him to beat his throws, but they apparently have armor? So then I figure I'll zone him and go in when he does something stupid, but he has normals with armor? The fuck? Wind up losing easy mode to such shenanigans. Hopefully I can play against him again to figure out what the designers were thinking. Overall, I hate the idea of cool down on moves. The simplicity reminds me of Akatsuki Blitzkamp, except it doesn't feel as good. I'll probably dick around for like 10 games, but every minute I play this I think to myself that it's a minute I'm not playing something else, and I'm trying to approach this with an open mind. Also, while there are some chains (like I guess the default guy can chain B > C > C, there are still links like B > B (even though the second B is a different animation). Why? *edit* Ok, I has update. I played like 5 more games. I don't like the minimalistic HUD because it makes it take longer to learn the game. If I want to learn even the basics of how the opponent's character works I have to go into training mode and play as them rather than figuring it out mid-game. Like, one character has a basic projectile and can use it in the air and on the ground, but I can't tell if that's the same move and the cooldown is just really short, or if he has two versions of the same move equipped or something (*second edit* Many games against different people later, it seems like this character has a slow and fast version, which I'm assuming are two different cooldowns, and since this character has what I think is a DP he/she's basically Ryu). Having multiple load outs and not knowing what your opponent brought with them into the fight puts more emphasis on having done your homework in training mode, which is fine in competitive play since you should have learned everything anyway, but causes a hassle for new players trying to feel their way through the game (why it took so long to figure out the projectile thing, I think some people didn't carry both versions). This is especially true since there's no local multiplayer where someone more educated can coach you through what each thing is and does. Hell, there are a bunch of quality of life improvements that other games have made over the years that this game doesn't, like giving you an icon indicating that you blocked wrong. I wound up getting hit by an simple mixup like 6 times before I realized what was going on since it totally looks like a low but it's actually an overhead. Not all games need such a thing, but if your primary concern is making the game accessible, why don't they have this? I get that it's not necessary to run their test, but if they want to make a good impression on this game being accessible they should have delayed long enough to implement a few smaller things. Also, even though this is an Alpha, it's probably going to turn people off that the two game modes are "training" and "ranked match". If all matches are ranked you're going to scare people into not wanting to play (they're going to lose a lot while learning, there's no way around that), and/or create an environment where people who aren't used to competition get really salty. Also, the default guy has a sword, but it keeps losing to other characters' normals so it doesn't seem like good hitboxes are his gimmick. I'm not sure if he's supposed to do anything special. The menu says he's fast, but since the game is generally slow paced I can't tell if he has any sort of advantage here. At least not in my first few games. Anyway, I did maybe 15 games total. Not enough to give a supported opinion on if the game is good, but it's enough to say that I don't like it. I hope other people are enjoying it though!
  23. I played with the HCL based enders some today too since I stayed home from work sick. You still get 3-hit note oki since you'll use the ground version and they'll wake up into it after it's traveled a bit. You're closer which gives you more control of your height as you approach than with Pdive knockdown since you don't have to hover dash as far, or drop and start one up again. You get in the neighborhood of 10 more points of damage this way than with pretty much the same combo ending in Pdive. If you wanted to use an airdash pressure string for oki to keep your pressure fresh or to approach from further away to bait some supers, you'd be better off using Pdive knockdown, so there's still a reason to use it. The damage increase is pretty nice though and the oki is pretty good. I just thought of something that I really don't want to do, but do you guys think we would benefit from having damage values on the wiki for combos starting at 50% remaining health, to factor how much damage they do when guts starts to kick in? It might be nice to have a visual for that, but before I get started I'd want to finish all the other stuff I'm working on.
  24. Aww man, the upgrade ****ed a lot of the tables in threads like these.
  25. Not sure if it's been posted already (normally I'd look, but I'm on break at work and only have a few minutes), but can we have Featured Articles (like this website)? If it's possible, set it up where really strong/informative articles are tagged in some way, and then the Featured Articles section pulls from the pool of tagged stuff and rotates them at random once per week or something. If you have to do it manually, then find someone willing to do it. It might only be one Featured Article at a time to start, it could be 3, whatever works for our needs and with our existing content.
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