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TheRealBobMan

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Everything posted by TheRealBobMan

  1. Someone write "Where the fuck is NA GGAC+R for PS3?!" on the bottom of a shoe and ship it to ArcSys headquarters.
  2. Zato-sama in mah Smash Bros? It's like Ice Climbers, but not stupid. I'm all over the idea. I just wonder if she'll replace them or if they're coming back.
  3. Wow, I didn't realize they were holding tournaments at Super Arcade for this. I can't do Wednesdays though, so that sucks. Also, for the record, this is a freeze, not a crash. The music is still running. I doubt it'd break your PS3 or ruin your save files, and if it could... you'd think you would have noticed if you reproduced it several times already. That said, a 100% crash should be fixed, and I'm surprised that wasn't caught by dev testing or publisher testing. How hard is it to use each move in the game once? I bet someone is going to get fired for this, regardless of if it gets fixed. Has anyone tested this on online play to see if it crashes the other player? That would probably bump this from an A bug to a Critical bug and get Namco to do something about it.
  4. Just one more thing to check at the next loketest. Also, now I wanna see Wild Throw > Dragon Install > Napalm Death confirms. Just because.
  5. Related to the topic of Sol being a grappler... can he cancel normals into Wild Throw in Xrd? As far as I know, he can't normally do that, which prevents annoying tick throw set-ups like May's 5K > OHK in AC and forces Sol to go the extra mile and spend meter on insert-move-here > Gunflame > FRC > Wild Throw before Gunflame hits.
  6. I have not heard of that happening. I would think that maybe it's from using a JP version in EU, but the PS3 is set up to work in any region as far as I can recall, so the games should be the same too. Maybe the port, being based off of the PS2 version, still cares about stuff like PAL vs NTSC compatibility? Maybe the super slim isn't all-region compatible? Is there anyone else in Europe that bought the JP version of +R on PS3 that can confirm this? Only other idea I'd have is that if you swapped out the HD for one made by Phisher Price or Tonka, that could cause performance issues because of the streaming slowdown.
  7. Instant throws are really strong, and we can RC > damage if we want. Back on topic: If anyone finds an Xrd video of Slayer vs I-No where Slayer uses his command throw, please let me know. I wanna change my title to Another One Bites the Bust. I don't think my current title+image is obvious enough.
  8. Man, fighting Pot is a pain in the ass, but I want to have a reason to remember that he's actually in Xrd. It seems like the only thing he has in this game is "do any move, YRC on startup 50% of the time into Pot Bustah, or don't and just hit them". That's strong, but come on... give him options and just nerf the hell out of his meter gain if his cancel mixups are too good. Or leave the meter gain so he can spend it on mobility options and restrict which normals can be YRCd on startup, so that he'd still have the 50/50s, but you'd be able to know when to expect them rather than have a pot buster come at you at any random time. **** it, give Pot a command throw that has a startup animation that looks like a gold burst.
  9. Speaking of acronyms, what does FDB stand for? Flick dat bullet?
  10. Yeah, I'd rather have 2S be a low than be dash cancelable. I want mixup, not balls-on-the-table rushdown (we have Chipp for that). I'm also hoping that she keeps at least one option to do unprorated damage off of a low (seems likely with Stroke). Hm... did f.S have wall-bounce on CH back in #R, or was that a Slash thing? Did it have the forced prorate?
  11. Wait, I'm not sure exactly where this airdash is based on the explanation. Are you doing j.S > j.H > HCL > dive > airdash? Or j.S > j.H > HCL > airdash > dive? Or are you saying HCL > Derivative > j.S > j.H > dive? Does she have to be in the air for this? Does this require a YRC?
  12. 2S/2D sound like total bullshit though. No way they're letting us dash-cancel 2 of our lows into instant j.K overhead, or immediate j.H to land into another low or a throw. It's too strong.
  13. They're planning for I-No to have the ultimate freestyle: if a move can't be canceled into another move directly without spending meter, it can be canceled into a dash into that move. It's going to feel like playing Smash Bros, except better in every way. 6H is a nice buff so that we get something even on regular hit, and f.S will make it easier to confirm assuming it's on hit only (it'll be amazingly strong if you can just do it, though this move sounds the weirdest to be dash cancelable since it's a projectile) 2S/2D sound like total bullshit though. No way they're letting us dash-cancel 2 of our lows into instant j.K overhead, or immediate j.H to land into another low. They'd have to nerf the shit out of everything to make it true for all of these moves.
  14. c.S > j.K > c.S > repeat 2S being dash cancelable sounds nuts. Holy shit, this is insane news.
  15. "One thing I did notice is that you don't enter HELL FIRE status until returning to neutral, as SolxBaiken and Jocelot rightfully guessed above." Ok, good news. : )
  16. Comboing into IKs... if this is how it works, I hope you can't confirm to IK in the same combo that results in dropping your HP to 30%. But I do hope I-No can confirm out of an airthrow.
  17. Here's close to an hour and a half of I-No (OSCA) vs Chipp: http://www.youtube.com/watch?v=AKUWt79P1yA
  18. There are things you can pick up from playing AE that will be beneficial to your GGAC game, but if you like GG, just play GG. You can start with an easier character so you wont have to spend as much time learning how to interface with the game, and then learn about the system mechanics. When you want to take breaks from GG you can work at another fighting game like AE. It'll definitely be beneficial to have at least some time spent in a traditional ground-based fighter like SF4, since the mobility in airdashers tends to allow players to avoid learning what to do on the ground, how to approach on the ground, and such like that. That said, airdashers are very different from the older style of fighting games, so you'll be doing yourself a disservice by playing something other than GG as preparation when you could be learning actual GG. An arcade stick isn't mandatory when first starting out, and isn't even necessary for some characters. I wouldn't try to play Eddie on pad, but I've heard that I-No is actually quite doable on pad despite having some of the harshest execution requirements in the game (I can't FRC on a pad for ****, but her dash based stuff is super easy on pad at least). If you can get GG before your stick (good sticks are expensive), don't worry about the stick and just play the game. As far as learning fundamentals, yes you can learn them as you pick up the game. Nothing is stopping you from knocking the other guy down and baiting his uppercut. Learn where you generally want to position yourself. Learn what the purpose of each move is so you can beat their moves with your moves. Just jump into it and play! : ) Most people recommend just using whoever you like when you start out. If you don't have a favorite just from looking at their artwork, I'd honestly recommend trying someone simple like Ky, Faust, Potemkin, May, or Jam, and then once you get a feel for the game, go through everyone and see what their moves are, and how they feel. You might find you like the way a character handles and want to play them over your favorite. Faust is actually my favorite character, but I can't stand to play him because I find him boring. I play I-No even though I don't like that she's a total skank because I like her gameplay. You might like how Millia sounds because of her oki playstyle, but then find you like Dizzy more when you actually control her (both have good oki). After that... just keep playing the game. Put the time in and have fun, and you'll eventually catch up. Just keep some of the distinguishing things about GG in the back of your mind and refine your basics. One major difference is that just about every attack for every character has some use somewhere. Sometimes you get moves that are outclassed by other moves, and sometimes you get bad supers (Dragon Install, Red Hail, etc), but you're not going to have the problem I see with games like SF where you never seem to hit certain buttons because you can't find a use for the moves mapped to them. The other thing is that you use meter for just about everything, and you gain it from "acting aggressive", which includes walking forward. You're going to have a lot more meter to spend than in other games, and the meter has lots of uses rather than just poke > super. You don't get punished for blocking too much by being guard crushed like in some games, but you will take more damage if they legitimately hit you after you've blocked a whole bunch. You wont be punished for blocking correctly, but you're highly encouraged to be the one attacking and you will get destroyed if you try to play too defensive. Ask lots of questions here on Dustloop. We're happy to help.
  19. That was one of his unblockable set ups right? Maybe they didn't want him to have those without the use of little Eddie.
  20. The Soul Calibur 2 music was a nice surprise. Thanks for linking. I'd like to think that it actually is good netcode and that this was just a 1/500 bug that happened to get recorded by complete coincidence by both players in the match, one of which is (in)famous, and that they happened to notice the discrepancy. It honestly is entirely possible with how many matches have probably been played since the game's launch. But I've also seen the other end of things, and wouldn't be surprised if it was a more frequent bug that they're trying to downplay until they can patch it. It's sort of hard to detect since most players aren't going to see what the other player saw on their end, so they could get away with that strategy. Anyway, it's easier to believe that this netcode is good than that this game is good, based on my E3 experience (since I haven't tried the netcode personally). *Shrug* Maybe the game is better too?
  21. My bad, I must have missed it. Sorry to keep asking about taunts/respects. Thanks for checking the RC and Blitz Shield stuff! : )
  22. Cool. Probably the same for f.S then. I'm guessing taunts aren't in the game yet? Think you could check out the range on I-No's air command throw? Could you also check to see if you can YRC VCL, and if you can RC the HCL derivative at all? How much range does I-No's 2S have?
  23. I thought someone posted that they said this is the launch cast. *Shrug* Supers doing more damage at low health is sort of "eh". They're unburstable which was one of the primary uses before, but now if you can YRC moves on startup to bait bursts, that might be more efficient. We'll have to see how the cancels prorate meter gain. I'm assuming supers don't prorate meter gain, since they don't in AC and +R. This might be a way of compensating for that... and it'd also help deal with high guts characters I guess. I don't think it'll ruin the game. It's better than having infinite meter when you're low on health. *edit* Don't forget that you have to earn tension. SF4 gives you Ultra for getting hit. In this your super does more damage after you've taken sufficient damage, provided you can get the meter to use it. We don't even know how much health you need to have lost to get the damage buff, or if it's a linear/scaling buff that occurs as you take more damage, or anything else. Yeah, you get tension for stuff like walking forward, but you also use it for EVERYTHING, and some actions like cancels and FD prorate your meter gain. In SF4 Ultra exists for one use, and you get it for sucking.
  24. I like Destructoid because they actually talk about Guilty Gear and games like this, but they have a habit of posing erroneous information. The author may have meant in the future in general and not for the launch of Xrd. Those screenshots are a few days old anyway right? He probably didn't see the new information we got last night. One of the comments posted this screenshot claiming that there's space for 5 more characters on the character select screen, but I also wouldn't take that as concrete proof over ArcSys saying "That's it", which happened last night if I'm not too sleep deprived to remember. That said, we know more are eventually going to be in it and some of us have commented about our speculations as to when. Can't wait to hear more tonight/tomorrow! I wanna see Bedman gold burst > RC > super > dizzy > IK
  25. Can you RC a burst? Can you RC Blitz Shield? Can you cancel into Blitz Shield like FDC? When Bedman does the clone versions of his moves, does he actually animate too, or can he pull those out while doing other moves like Zato does with Eddie? Also, I was thinking about it and Slashbacks probably wont come back as long as RCs slow down time. Now that we can cancel moves on startup and during active even on whiff, you could cancel a move > reactive slashback in time slow. Considering that RC slowdown seems to be one of the biggest mechanics changes, and a really damn cool one at that, I can't see them bringing back SB at all. It's a shame since it's a really useful tool and I thought it was good for gameplay, but whatever. I get the feeling that the time slow on RCs and the other RC changes will be fine. We also have new oki options, since you could meaty an attack > RC right after they wake up. If they do a reversal, they're invincible and you RC the whiff > blocking (which is going to be yellow and only cost 25%?). If they blocked, you block confirm into a mixup with the time slow. If they get hit, you hit confirm into optimum damage with the time slow. This makes it easier to bait bursts and dead angles... I feel like they'll need to change some things around if I'm right. If any move on startup is a yellow cancel, any normal on hit is red, and any move in recovery is purple, you'd be able to bait dead angles, which cost 50%, for 25%, possibly on reaction. And because of the time slow, if you cancel to bait on prediction and they don't actually burst or dead angle, you can react to them not doing anything and keep going with your combo/pressure.
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