Jump to content
Dustloop Forums

TheRealBobMan

Members
  • Posts

    1,235
  • Joined

  • Last visited

Everything posted by TheRealBobMan

  1. "...I think any "previous official art" of GG characters is fair game for an alternate outfit..." There's a few album covers that I hope come true then, and business suit Venom is a clear choice.
  2. Watch Kusoru play for motivation.
  3. Wow, thanks for the post! I'm a little confused though. I'm seeing some 3s in the bottom half of the chart, but I can't find any 7s that would be the compliment to those matchups. Like, Chipp's first matchup, which I'd assume is vs Justice since her first matchup is a - (I assume it's the ditto), shows him having a 3. If I look at what I'd assume is Justice vs Chipp (top row, 3rd from the right), I see a 6, not a 7.
  4. This is what our current translation of the news says: "When powerful attacks collide with neither giving way, Danger Time is briefly activated after a special cinematic. The first attack to hit during Danger Time will be considered a Super Counter and deal massive damage, making it crucial to take advantage of this opportunity." (Bottom of this post) Has it updated since then? I'd trust what ElvenShadow said since he was actually there, so maybe we need to update the Xrd info thread? So all it does is up the damage right? It's not like the BB/P4A Fatal Counter thing that boosts hit-stun, as far as anyone can tell? Man, it's explained as the first "attack to hit" and not the first "hit to land". I'm scared of what Ultimate Fortissimo would do during Danger Time, since it's 50X3 (and even if the damage values have changed, it still did substantial damage to Pot in the footage we saw from the loketests). Oh God... Danger Time Dead on Time on Chipp.
  5. I'd be all over the tournament to win the code for my friend who held off on getting the game a second time, but I'm at work right now on my lunch break. : (
  6. I was trying to make the point that randomness is scary when it's unexplained, and that "extremely low chance" does not mean something is negligible enough to ignore. Danger Time could be totally stupid, and the low chance of it occurring wouldn't excuse it (like tripping). Random order for Faust's items is fine, as are Zappa's summons (vs Zappa is actually my favorite matchup as an I-No player in AC since it's pretty back and forth on who has the advantage, even if he gets the sword 5+ times in a row sometimes). Random Danger Time might be cool, but I don't like the idea of a clash randomly upping your opponent's damage after you've floored them. Letting them win off of 1 combo off of potentially a shot-in-the-dark guess when you've made smart decisions all round and built up an advantage. I'm not saying that's what the mechanic does because we don't know, but it would be not fun if that was how it works, and that's how it seems like it could work based on the info we have. As is, I don't like the idea that the mechanic would discourage the use of something that might otherwise be a good idea: trying to anti-air Bandit Bringer. Though it honestly doesn't seem like a good idea to do that with 6P to begin with (especially for Sol WHO HAS VV ), which is why I asked about who's 6P was used. I'm pretty sure May can guarantee dizzy and IK a bunch of characters if she leads with a CH 6P and dumps meter, and that was before the combo changes they gave her that let her do insane stun in +R. She has combos now that end in stun that don't start with CH 6P, which is ****ing scary. But yeah, I agree that some randomness in some places is fine. I think I said something like "some kinds of random are not enjoyable".
  7. "...went to danger time then he kept spamming 5S>5HS until i was dead!" Did the 5H combo back into 5S? Was this in any way inescapable? It still sounds irritating that the damage bonus could be triggered by an intentional clash when you're about to die, so that you could potentially come back with one combo. There's enough stuff in this game to lead to comeback type excitement without needing that sort of mechanic. It's not as bad as getting Ultras for getting hit in SF4, but I'm not sold on the idea if this is how it works. I guess it'd sort of depend on any changes to the clash mechanics. And hell, if it always happened on certain types of clashes, at least you'd know to play for it or around it depending on your needs. With it being random it's just dumb.
  8. The only thing I consider to be a dick move is the "Told you so". Rubbing it in when these guys are deprived of Guilty Gear isn't cool. Seriously though, you're right, people saying that the game is dead because it's not out on US PS3 are annoying. Find friends that imported it and play with them, or play with 360 people, or play AC with your friends till the patch comes. Not everyone has the money to buy it again, but you're right again, it still costs less to buy AC twice (including the Japanese markup) than CoD or Assassin's Creed or GTA5 or whatever other game you might want to buy. Most people probably could stand to skip their weekly MvC3/SF4/BB:CP tourney entry fee and buy +R if they really wanted to. I want to say that now it's worth it, since we can't trust ArcSys to keep their shit together and do rational things. I would say to hold off just until March because it'd be stupid if Xrd came out before +R, but fuck it. If you're serious about +R and you have a PS3, just buy it a second time. If you can't justify it, save the money and spend it on Xrd so we'll have someone to play with then. Just don't lose it / spend it / convert it to pennies and shove them up your ass before Xrd comes out.
  9. Which character's 6P vs BB? That could mean different things depending on if it's May's 6P or Millia's 6P.
  10. If you play Smash with items on, an explosive will rarely ever spawn in front of you while you're mid-animation and can take no action to avoid getting hit by it, but it can still happen. Some kinds of random are not enjoyable for the majority of players in skill based games. Though I don't know a whole bunch about how it works. Would it only trigger on clashes that leave both players even? Can you force the other guy into a disadvantage while triggering danger time and do bullshit damage at the start of a round? We'd need a lot more information, but in general people are going to be averse to random effects that aren't fully explained. What if it is as stupid as tripping in Brawl? Not that ASW is that stupid, but... GG wasn't always as good as it is now, and new ideas can lead to mistakes.
  11. I wanted to point out that the "free" update to +R was promised when the port of AC+ launched, as in it was a selling point for the port. I don't know why they would make the business decision to hold off on promised content that people are complaining to them about, if the situation is that they're adding extra on top of what they released for the JP market. They could easily say, "Hey, we're not 100% done with making the netcode not suck, but here's the game so you can at least play with your friends and host tournaments while we finish." The JP version has already been patched once past the +R update, fixing the "no random music select" bug as well as several others. Seems really odd that they would hold back the US version to put more work into it, when it really should have been done at the same time as the JP version. The patch getting held back by SCEA QA after getting past SCEJ would have made more sense to me, but whatever. I still care enough about ASW and GG that I bought the game twice even though money is really tight for me, but sweet merciful crap they could be a little more open about what's going on with this update. If Xrd drops before +R, a lot of people will have probably moved on. I would assume that anyone that wanted +R would have bought the AC port by now anyway, so it's not like they're losing out on those sales. Still, they're obligated to release the update since they said they would when the port first came out, so releasing it after no one cares is a stupid move. They can't simply forget about it or some asshole would try to sue them, and even if ASW won, they would have to waste a bunch of time and money on the case. Hey, did Sony announce any region based restrictions with PS4? Just thinking of what could happen with later iterations of Xrd if ASW decided not to release it to us, and then decided to make the updated versions PS4 exclusive.
  12. Don't be a dick Mynus. Some people don't have the money to buy it twice or spend extra on the markup for JP PSN points, and preferred to wait to put sales on the US version rather than the JP version. The last thing we need is for everyone to buy the JP version to get it early and have Arcsys say, "Looks like the US doesn't care since no one bought it, let's stop releasing GG there". You can rub it in when talking about all sorts of things. Just don't do it with GG. That's not cool.
  13. 1. Millia's damage output is not as high as other characters. In +R her j.D had it's startup time nerfed, but her j.D corner combos lead to high damage. Otherwise, you're looking at doing like 20% health combos most of the time, or 30-35% if you have a good set up and spend some meter. Your game revolves around her insane oki potential because of her great mixup, and she has good mobility which gives her a strong neutral game too. You'll need to do more combos than other characters, but you'll end your combos in knockdown and retain initiative for a long time, sometimes winning the game off of one good knockdown into oki into combos into more knockdowns. I don't know what her current combos are or what the damage is like, but check her character forum. They should have a topic for that stuff. 1.5. Millia can do poke > 2H launch > whatever > air dash cancel > whatever > repeat till in the corner and knocked down. In AC you had a lot of j.H/j.D > ADC > repeat, but in +R you'll use her j.2H (the hair helicopter) to drag people to the ground, then relaunch and do it again. It works a little differently, but the concept is the same. Drag them across the screen, knockdown in the corner. In the corner there are j.D loops that lead to more damage, but otherwise you'll use the same general combo no matter your screen position. From what I've seen at least. 2. Sorry, just gotta keep doing it till you get it down. It's a pain if you're just starting to learn stick (things like blocking and double tapping are easier on pad IMO), but you'll get it and it'll be worth it. At least you don't play I-No! 3. Check out the wiki, linked at the top of the page. There's a lot of great info in there on system mechanics. I suggest looking into how meter works and how the guard bar (that little pink bar under your hp) works, as they do a lot to set GG apart from other fighting games. Games like Marvel and SF only give you meter when you do a special move or connect with a normal, and you generally spend meter on supers and a few other actions. In GG you can get meter simply for walking/jumping forward, and the amount you get is affected by "how aggressive" you are. The guard bar affects damage scaling and gravity/hit-stun. Not required info to play the game, but it helps you figure things out and make good decisions as you get better. 4. Already mentioned, but there's frame data for everyone. It's not 100% complete in some cases, or it might have outdated info, so be cautious. If you click the asterisk next to a character name, you get it in chart format, which might have more information. The guide page might not mention that a move is upper body or throw invincible, or that it low profiles for X number of frames, etc. 5. RCing lets you be really flexible with everything you do, so you can RC to make unsafe moves safe (like uppercuts). You opponents can do the same, so watch their meter. Sometimes using RC might lead to high damage, or it might let you confirm a hit that normally wouldn't get you anything into a full combo. Generally, your high damage options wont involve RCs, but there are some. FRCs can be done even on whiff, so while they tend to be used for high damage combos, they can also be used for weird mobility or other utility uses (FRC a projectile and run in behind it). For Millia, you have FRC points on Haircar, Badmoon, S-Disc, Winger, I think Superfall, and some other stuff. S-Disk cancels on like frames 3-4, so you can do some silly stuff with whatever > S-Disc > cancel before startup > mixup/pressure. Haircar is a low and Badmoon is an overhead, both of which don't really lead to anything unless you FRC or have a FB-Disc out. 6. Her execution is pretty hard, but I don't think she has as many character specific combos in +R, so at least you don't have to memorize a whole lot. Jam might work for you, or Chipp, though I'd say Chipp is close to Millia in difficulty. Dizzy is another oki-based character and her difficulty is more strategic than execution based, though she has some rough FRCs to learn. Sol is fun even if you decide he's not for you. He's just so good at making stupid shit work if you put effort into him. Look up Kusoru. 7. Woshige is amazing. There are many other really good Millia players, but Woshige is one of those players like FAB or Kaqn or Ogawa that's really consistent and would probably be in most people's "top10 greatest player" lists. He's the equivalent to Isai's Cap Falcon from back in the day, or Ken's Marth, except he still plays. He's just THAT Millia. 8. I don't know about using it in combos, but that sort of thing can be experimented with. Again, check out the combo forum and learn about Millia's combo theory. It's a great mixup tool though. I think you can overhead with it on frame 16 or 18, which is super hard to react to. Haircar also sort of jumps a little, so it can be mistaken for Badmoon, so that helps your mixup further. I know I've seen some combos end in knockdown off of this move, and the multi hits can probably be useful for getting that little bit of extra damage when going for a kill. Or maybe for specific screen positioning, like if you didn't want to push someone all the way into the corner? 9. I can't help here, sorry. Check the forum. Down > Up > Down > Up works though. I know I've seen players use that formation in the corner to lock down Pot. 10. Well, 2H launches, so in a lot of cases you can just try to combo into it and go into your BnB. The discs also float the opponent. I think your only option to combo off of non CH 6K is to spend meter. You can have a disc set up before hand, or go into Lust Shaker into Longinus. 11. Haircar is sort of slow for a low at frame 19, but you hop so you might dodge lows, and I think you're throw invincible. The FRC is great since it's right when it goes active, so you can mixup with Haircar > FRC > landing j.K. Low into 4-frame overhead. You'd probably need a FB-Disc out while they're in the corner to make the most use of that, but it's a really hard to deal with mixup. Aside from your questions, while you learn your different oki traps, figure out what is effective for baiting what. When spaced properly you can't throw 6K, and it's +5 on block. TK Badmoon can be used to bait a throw reversal since it's an aerial. Haircar FRC > j.K usually lets you land and block DP/Super reversals. You might be able to roll to cross up a DP or bait a Dead Angle, though that use might be character specific and wont work in the corner. Not only are you trying to be unpredictable so you can get a hit, but you have to emphasize keeping your initiative, which means not getting hit on oki. Millia is great at this, but you have to think beyond just doing mixups. Condition your opponent to want to respond to your mixup a certain way, then make it look like you're going to do the same trap and do something that beats whatever beats it. Now my question: Who did you main in Smash? Fox?
  14. Xrd has more anticipation than SF4 and Smash4? Injustice and KI didn't win FGotY? This is a really high point to end the year on. Thanks Tataki.
  15. Thanks for the update. I'll have to help my friend get JP +R since this is bogus. Blargh... how can this be out in Japan but not in the US? NTSC and NTSC-J are so similar that the store I used to work at would sometimes buy JP copies if it could import them for cheaper (extremely rare) since most people didn't notice the difference. I can't think of any reason for this to still be "in development". Sometimes you get region specific issues, but still... Hey, did they post this today? As in, they waited until the last possible moment of the year to say anything? The macro bug isn't that big of a deal. The freakout really came from people (myself included) not realizing how effective it could have been, because the people that already knew about it (and apparently there were plenty since it's been in older GGXX versions) didn't document the issue in a public place. We had to rediscover that shit and waste time on it. It'd be great if a lot of bugs got fixed, but by this point they'll call it a legacy issue and ignore it (that's the development keyword for "we missed a bug in an older version and don't want to fix it because no one complained enough or because it's easier to say 'not fixable'"). Fortunately the issue is really only a big deal with Baiken being able to do Sakura against even lvl 1 moves, which is a problem with her design and not so much the bug itself. And even then you need slashback-tight timing to do it, so it's not game breaking. It's just slightly easier with the macro bug. Baiken could already guarantee the chain counter against lvl 3 moves in AC, which I didn't even realize until the macro bug popped up. *Shrug* As for "real players", I can't tell you what they are, but I can tell you what they're not: True Scotsman. So anyway, I want to apologize to anyone that I convinced not to buy JP +R in the past. I was operating off of the assumption that ArcSys weren't incompetent, which is how they look right now. I'm going to ask some questions when I go back to work so I can calibrate just how pissed off I should be at this. The PS3 patch is out for the JP SKU and they're nearly the same. You'd think that if there was some issue holding it back, it would have been resolved within a week or two, which is how long it seems to take publishers to patch major ****-ups at launch.
  16. Thanks. That explains the odd timing when I was playing around with that the other day. I guess going back into 2K is only viable if you've committed the other guy to blocking, in which case there are usually safer options. Even if you lock them down with FB note you tend to have better options. I'm assuming that you can't store a jump install by going from the FDC into 2S because of the landing recovery, which means the big-damage option out of that mixup doesn't work unless you can combo into 5H, which makes it sort of shitty. I'll definitely play with oki crossup shenanigans and throw OS though. *Edit* Actually, if you did c.S > j.D FDC > j.H > low, would that cut the landing recovery, or would it still apply? *Second Edit* Forgot to update after I tested this that it still applies. I guess that explains why I have difficulty linking into 5P/c.S with some corner VCL combos. They're the ones that involve j.D. This stuff needs to be in the wiki. I'll look for it and if it's not already there I'll add it during my lunch break or something.
  17. Hey, anyone know the minimum amount of time it takes to do something like HD > j.S > dj.D > FDC > j.K? Like, how wide is the gap between j.S and j.K in that example, where you double jump to j.D and FDC back into j.K? It'd also be useful for figuring out the risk factor for stupid shit like oki 2K > c.S (confirm that it's a block string) > j.D > FDC > 2K/2S. I'm pretty sure double jumping is instant, otherwise those j.S > j.H probably wouldn't work. I don't know how long it takes to faultless or release faultless, other than it doesn't start on the first frame, or how far into j.D you have to be to FDC it. The one thing I do know is that the 'c.S > jump cancel to j.D FDC into another low' example would add 4 frames to the gap for the jump startup. I'm wondering if the aerial version of 'float in (optional j.K) > j.S > dj.D > FDC > j.K' can be used as a frame trap on people that expect to poke out against a simple j.D mixup or not. Even if it's not frame tight, you might catch someone not buffering their DP properly and get hit because they're not holding back. Otherwise, it's just another mixup that probably isn't as good as j.S > slightly delayed dj.D, which also crosses up and leads to damage when you follow with HCL > 4FRC4 now that we have the extra airdash.
  18. I asked Mike via PM once and he said Skullgirls does that flattened model thing that most fighting games are starting to use. Judging by the camera rotation in Xrd, either they don't flatten their models, or they use some sort of amazing voodoo trick to make them look like sprites until they need to be full 3D. It's probably as far from amazing or voodoo when you figure it out, but it's astonishing that it can look so much like it used to, yet be fully 3D models when the camera spins like that mid-match. That said, they both use 3D models despite looking as good as hand drawn, so the dev time for something like a character should be similar between Skullgirls and Xrd. 3D models are be substantially more efficient to work with. Think of all of the frames of animation that need to exist for each character. Draw those by hand and have the character look consistent between all of them, vs keyframe pose a model and then refine the in-between frames. Hand drawing 20 frames of animation for one attack probably takes longer than tweaking around in the graph editor in Maya after making your initial X number of poses for the same attack. Multiply by the tens of thousands, or however many frames of animation per character. It's still long and tedious work, but faster than hand drawing all of those frames (and I think some of that tweening grunt work can be outsourced too... I think that was mentioned in the Skullgirls indiegogo campaign). Also, alternate color pallets would take some work when hand drawn. You can't just use the magic wand tool in photoshop since that'll look relatively shitty, and you would have to edit up the colors on a bunch of individual images. With 3D you really only have to change one texture file times X number of recolors that you want. BUT YEAH XRD IN MARCH WOOOOOOOOOOO Or, that could be wrong and we could get 5+ more characters by the time the game launches. I'd be fine with that too. : )
  19. I don't want to assume anything, but I seriously doubt that they created those characters from the ground up in between loketests. They probably had the framework going for each of the next set of characters as they were doing the first test, and slowly worked things in. That could also happen now with the other characters being dropped in before the launch, but I don't want to get my hopes up. Three months is a long time, but shit needs to be coming together when you're that close to launch time. It's great that they wont lose 4-6 weeks of that time on external QA testing, manufacturing, and other bullshit that cuts into launch time for console games, which means they have substantially more time than I thought, but they still probably wont be able to add more than 1-2 characters if they really grind nonstop for that amount of time. Possibly one more if the work on one was nearly completed already, but I feel like it's extremely wishful thinking to assume there will be 3 more at launch time. I don't know first hand what fighting game development is like, but if you use the Skullgirls timetable as a frame of reference, I would assume it would take several months to make and implement one character. I really want to stress that I don't know how different it is for a fighting game launching in arcades, but by this point a console game would have to be in beta, doing internal testing for gold, and there would have to be no major changes to level or game play design. Then again, they'd be submitting a lot sooner, which wont be the case here. So yeah, ArcSys could have 10 more characters "almost done" right now, and they might even get to submit just a few days before the arcade launch which would give them nearly the whole 3 months. That'd be great, but I wont hold my breath. Especially when they'll probably add characters after it launches anyway. I was joking about the global console release in the summer. ArcSys, we're still waiting on US PS3 +R. Your other points were good and either were things I didn't know or hadn't considered. If they make most of their money off of JP arcades, they're probably hungry to launch something new by now. I was considering just the console launch timing of BB:CP vs Xrd and ignoring arcades as a source of revenue.
  20. Not sure if this has been shared somewhere else on Dloop yet: http://puu.sh/5YXvZ.png A friend told me that there's a version with the cross-hatch shading lines and the JJBA logo added, but I couldn't find it. If anyone has seen it, I'd appreciate a link since I want to bask in the awesome.
  21. With the release date being in March, assuming that's true, I'm now doubting there will be any more characters. They will probably have at least one more location test before launch, but at this point I think they're going to want to balance the characters they have and make sure everything works without game breaking bugs. A march release doesn't give them a lot of time, and a full character is a lot of content to add, unless they already had like 80% of the work done. It's possible, but I wouldn't get my hopes up, at least on more than one more character if they could manage that somehow. I don't know what the restrictions are for releasing to an arcade, but console submission needs to be like 6 weeks ahead of time to allow 1st party testing + manufacturing and distribution. As far as I know it's way easier to make changes to the arcade board, and since there's no distribution or other shit to deal with they're going to have more time. I just don't think we'll see something as complicated as a new character. Working with 3D models might be faster than their old way of doing things, but they still have to remake everything from scratch for the new engine. I'd love to see more, but I just can't expect it. What I would expect is for them to finalize the arcade launch, then begin immediate work to add a character by the time they have enough data to make their first major balance patch. They might put out a patch within a week of launch for bug fixing, and then again any time something major comes up, but you know they're going to want to make some more substantial changes after a few weeks. They'd probably have a character or two to add by then. Followed by another patch without characters, followed by a character addition patch, repeat times X times until they're ready for the console release, which will probably be a year after the arcade release. Or, ArcSys could be totally awesome and have a global console release sometime in the late summer or early fall of next year. But with BB:CP having just come out (not even the US SKU is out yet right?), I'd expect them to hold Xrd until late next year so that they wont cannibalize their own sales. As much as we have people that play games because they like them, some consumers just buy shit because it's out. Hell, SF4U is coming out spring or summer next year right? The Xrd console launch would have to compete with that too if they didn't wait... not so much with market share of "I play fighting game X vs fighting game Y", but with people only having so much money in their wallets. SF4 players might want to try Xrd, but wont have the money if they just upgraded to the newest version of SF, which they will feel is the mandatory choice. If Xrd comes out after that, the people that are getting bored with the X-teenth version of SF4 might be ready for GG.
  22. Disney now owns Marvel right? They saw Skylanders as successful, so they jumped on the "gotta buy em all to win" bandwagon and made Infinity. They see Injustice succeeding, and want to have their own thing. Sure, the MvC series is hugely popular and pretty successful, but if they cut out Capcom, which they're fully capable of doing now that they're going balls-in on making games instead of animating, they'll get more money. I don't think Marvel would die because of this, but I could see Disney eventually withholding it from Evo, just like Nintendo wasn't going to allow Smash. Major tournaments probably wont be allowed, and without that "I could win tons of monies at insert-national-tournament-here and become famous" incentive, I definitely see most of the player base moving to other games. The hardcore fans that play it because they love it will still play it though. I'd like to see Skullgirls get more recognition. That game is awesome and the dev team works hard, but they just can't catch a break. Konami sucks, and then their JP publisher just got borked too if I'm not mistaken. I'm just not sure they'd get to replace MvC3 at major events in the case that Disney steps in, since the main reason to remove MvC would be to put in their own game. Disney is also the type of company that would do so at a loss, just to strengthen their brand, so they'd likely do whatever they could to keep direct competition out. But that's a lot of speculation, based mostly on hearsay and rumors. But if LoL can make tons of money by sponsoring players so they can be advertising for their game, and make money selling seats at events at the Staples Center, Disney is probably thinking about ways to get a piece of that, and FG tournaments are already proven with MvC. They just have to start by cutting the "C" part so they don't have to split anything with anyone.
  23. Right, sorry, I meant invulnerability starting on frame 1. Like backdashes in GG. Throws aren't invulnerable, but because they're instant you can use them before your wakeup invul ends and beat meaty attacks. So long as the meaty isn't throw-invul anyway.
  24. I think if you nitpick, reversal is just doing any action on the frame you regain control. So you could reversal jab on wakeup or reversal jab out of pressure, not that it's a good move. Can even do stuff like silly reversal VCL with I-No (the move is airborne on the first frame, so if they meaty a low for oki, you'll go over it and CH them even though VCL has zero invulnerability frames). Generally how I see most people use the term (including myself) is anything with invulnerability, like Dusk said. Reversal backdash since they start up invincible (at least in GG, this seems like a BB conversation and I don't know about that game). Reversal super. Reversal throw (throws are instant in GG so you can do that if they're in range). DP will commonly refer to that type of input (623X), or to a move that animates like an uppercut, but it doesn't encompass all types of reversals.
×
×
  • Create New...