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Everything posted by TheRealBobMan
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That bug with the crashes on AD2179 or whatever is still there in the Vita version. Did they fix it for this at least?
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Either website is fine I guess. Goldenrody has a great youtube channel full of GG videos, and plenty of the other guys here have good videos uploaded too. Buckles/Pestilence has some good 10-20 second videos of combos on his channel, and some longer tutorials. Stroke H has 2 different FRC windows. One is early after it starts up, and one is right before it goes active. My comment was about how now the second window aligns with the first active frame, such that it's possible to cancel it and still have it go active (I didn't think this was possible since I though the active frame would be replaced with a cancel frame - I guess this means that canceling does not "spend" 1 frame of time). You can still cancel it 1 or 2 frames before active and throw or do other things, or cancel during the first window and do whatever.
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Yeah, I actually have a question regarding how FRC's actually work that's related to StrokeH. I was always under the impression that if you cancel a move, you lose that frame of activity. Turns out that if you FRC StrokeH on the last frame in +R (I tested with a friend's Vita version), which is on frame 28 (window is 26-28, and it goes active on 28), you get the cancel but the move still connects. I tried getting Pot to FDB it and I tried clashing it against Stun Edge, but it's not considered a projectile now, so I don't know what's up with that. *Edit* Not that it ever was, but that would have been an explanation for it if they changed it. I mean, I thought that it was a big issue in the Baiken vs Testament matchup because Sakura counter is only active for 2 frames, with the FRC being one of them and Testie's webs removing an active frame when you attack them. Anyway, off of 2K, you're probably not going to get much damage, so get what you can, push toward the corner, knock down, and get your oki. It's almost never worth 50% to attempt a reset. The only reason I say "almost" is because of that unconventional vs conventional thing from the Art of War where in 0.0001% of games, that's the right move. You should be able to do 2K > 6P > 5H on just about everyone but Sol, and go into some sort of follow up out of that, though it'll be a bit harder to get knockdown at the end. You'll get more corner push though. Otherwise 2K > 2S > 2D > HCL works for knockdown into note into oki. Really, look up some videos. Koichi is super fun to watch. *Edit* Also look up U-Zen, Ten, 2Rio, and OSCA.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I use it. Also, no mention of Instant Block? That's pretty important. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
So... want to start a checklist of things they probably wont remember to check but would be nice if they checked? 1. Negative penalty. I doubt they'll change it, but it's a new game so check it anyway. 2. Meter gain. It looks like tension pulse is still there and there's no reason to change their meter gain system, but check it anyway. 3. If you can play as more than just Sol and Ky (it'll be too hard with just them), check if guts and defense modifiers are still in the game or if they switched to that different health values thing. 4. Push buttons while blocking to check Dead Angle, Faultless, and Slashback. 5. Try to instant block a lot. See if the success window feels bigger or smaller. 6. If Sol/Ky's projectiles have FRCs, can they put more than one on the screen at the same time? 7. Throws. Range, break window, etc. 8. Can you still airthrow a burst? Did they make gold bursts safe on block like in P4? Start adding stuff. -
How would you feel about a Capcom vs Arc Systems?
TheRealBobMan replied to A Classy Gamer's topic in Misc Fighter Central
Everyone from SF gets negative penalty and can no longer jab-confirm > super to do damage. Dante vs Litchi goes to time out off of one combo per character. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Does anyone on dustloop live close enough to go to the loketest? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
It's still way before launch. That HUD could definitely change. At least it looks like tension pulse is still there. -
Yeah, neutral game is really annoying. I find myself getting past missiles and getting hit in the back by them anyway because the homing just happens to be that good.
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I mentioned it in the other thread, but to get the fastfall, you have to get VCL to come out during airdash frames. I-No's airdash currently lasts 15 frames, and will last 18 in +R. Also, unless in the corner, I tend to go for j.H > j.D > nonFF VCL > 5P on Sol. Or a simple j.S > j.H > 5K. At some range and height combinations the FFVCL doesn't seem to connect, but pushing him into the corner makes it much more consistent.
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How new is he to fighting games? Does he play anything else competitively? Do you think he would benefit from reading Playing to Win? I don't suggest cramming that down his throat (homework is just going to be more offputting), but maybe suggest it if he has scrub mentality and holds himself back? If he's not filling the screen with crap, he might not see why it's a good idea, or he might not know how to safely do it, or he's holding himself back specifically because he thinks it's cheap. If that's a problem for him, explaining that GG is well balanced enough that even the cheapest strategies have strong counters will probably put him at ease. If he's still not willing to do it suggest switching to another character, since Testament is probably the only character in the game, except for maybe Pot, that people would be willing to call cheap anyway. Damn Exe Beast. Maybe learn I-No? She's hard and you'll have to put a ton of time in to be able to play her effectively, giving him a chance to catch up. Vs Testament is also like a 55/45 matchup in I-No's favor, so you wont lose constantly while learning her. Vs Sol is even, though until you learn 5K > HCL > 6FRC6 stuff, you wont have the damage output to really have it feel even. Sol can technically win the match using just VV / GV / WT since VV beats anything that GV doesn't beat (other than blocking, which is why you need the command throw), so your friend can try to scrub you out. Anyway, more information would help us give you better suggestions. I mean, does he practice as much as you do? Maybe he's falling behind because he doesn't play despite being interested in the game?
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Damn, Faust is up there? Didn't expect that. At least Zappa and Dizzy take a lot of work... seeing Faust up there makes me cringe just a little, but at least he doesn't have that BS Exe Beast. So in good news, Destructoid posted about GG's Evo finals: http://www.destructoid.com/here-s-footage-of-the-top-eight-guilty-gear-evo-tourney-258393.phtml Just gotta RTSD on tournaments and press releases to get people to pay attention to stuff. Let's get +R to Evo's main stage next year if Xrd isn't out by then.
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So these guys are also making another game while they're making this one. So... people tend to not like them because of their track record. I don't know what they've worked on before, but my experience with the game at E3 plus this news that they're putting only half of their ass into the project because they're simultaneously working on something else makes me worry even more. But Strider fans might get excited.
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FFVCL occurs when you use VCL during airdash frames. This window is going to get wider (from 15 to 18 frames) in +R, which might explain why players seem to do it any time. And the way that you described doing hoverdash to airdash FFVCL is exactly how I do it. I also tend to **** that up a lot, which is frustrating since I can get the other stuff really consistently now. It'll probably help getting used to this if you want to get into those U-Zen anti-air 5P/6P > c.S > VCL > 6FRC6 > FFVCL > 5K combos.
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To start off, screencap like a before-and-after screenshot for badass setups, like Sol doing Gunflame FRC Wild Throw. You see him start Gunflame, then the next image is the blue shockwave and Sol holding the guy by the face. Stick some text and lines on there to explain what just happened, like "Command throw starts before the flame goes active". Way less production value needed, but gets the point across. Whenever that's used in game, you can quickly cut that in between rounds. Or, you could replace the player/commentary cam with it since you don't need to see people 100% of the time. Anji red butterfly to dash in low. First image is him shooting out the butterfly, second is some down arrows with the word "overhead" next to the butterfly, and the word "low" next to Anji. And the second image could easily be swapped out for butterfly to Anji Buster to catch someone trying to jump out, with some upward arrows and the words "NO JUMPING". You could also hand draw them in MS Paint for extra laughs. That would let you put multiple examples for each scenario on one image. A short clip would be way better for this though, since if you're hand drawing I figure quick and dirty editing of clips might take less time anyway.
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You know those instant replay things they do in sports? We don't have quite the same tech they have to be able to do that, but what if someone made some short clips, anywhere from 5 to 20 seconds, illustrating stuff from basic understanding of frame advantage to slightly more complex ideas such as Ky keeping his opponent in ideal range (the kind of thing that's going to show up a lot, so popular characters to start)? Make them available for tourney streams. In between matches, while stream dude is talking about the matchup or whatever, he/she can play the appropriate clip. Shorter ones would be appropriate for during character counter picking, and the longer ones for the span between matches while they set up and button check. Any matchup specific clips would be great when you know a certain player match is coming. That might be a bit much to put together, so even simple "Ky likes to do X as a basic strategy" played back to back with "Sol likes to do Y as basic strategy" before a match would be great. While they set up, the viewers get to see something that gives them a baseline of what to expect, since most people aren't going to know the nuances of every matchup before hand to get full enjoyment from watching. Then, actually seeing how the match plays out reinforces their new knowledge. To top that off, it'll be more exciting when someone deviates from by-the-book play because people will know that it's happening. Does that seem like a good idea?
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I think most people would agree that some genres of games show off where the strategic depth lies a little bit better than fighting games do, even when you cherry pick a game with shallower strategic depth. A guy I used to work with played MOBA games and didn't play fighting games. He didn't see where the skill was. I think a breakdown of some of the fundamental skill tests in fighting games would make for a good video series. You could do a video on yomi layers during oki for one matchup. Then a video on zoning for another matchup. Just keep running with it and do individual case studies, but try to focus on only one thing at a time. I'm sure anyone that wants to get into fighting games is going to pick up that "DPs are invincible and you should block them" really quick, so go into deeper yomi layers (like 4+) rather than showing off yomi layer 2 and moving on to a different scenario. Just make sure you point out what GG does extremely well compared to other fighting games. There are very few useless moves, and certain tools lead to substantially more damage than other tools. Most people see Marvel doing those ToD combos off of just about any kind of poke if they have the meter and the assists, so I would think that subconsciously they don't see a point after they get past the superficial level where they can kind of understand what they're watching. To them it might seem like "whoever can react to mixup when forced to block and can do the big combos is going to win". If they see that a character can only get 20% damage off of a low, but upwards of 50% off of an overhead, they'll understand the risk-reward more. Especially so when you're looking at the near-instant overheads in Guilty where you have to take a guess, which turns off some people, but it's ok because you know the other guy wants the max damage so you block high and if you're wrong at least you have 4 more chances. I don't know... I need to get back to work, so this post is poorly constructed. Discuss it till I have time to post bettah or sumtin
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In related news: http://www.joystiq.com/2013/07/12/pro-league-of-legends-players-are-professional-athletes-says-us/ Anyway, on mechanics, the super meter at the bottom is used for the "ultimate" moves, so there's that. Although hitting with the ultimate move seemed to give about 40% of the meter back. Annie also got a stack of whatever her charge thing is. I remember something about if you hit with certain moves enough times, you'll be able to stun the enemy (from actual LoL). It didn't go up for her other moves, but it looks like it did with the basic fireball, so I'm assuming that if you land several of those, you can dizzy the enemy and get a free combo, or at least get extra hit-stun to extend a combo? And Flash didn't have a 5 minute cooldown (not joking, in LoL some moves have cooldowns of up to 5 or 10 minutes), so I guess that's a good thing.
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That video gave me gas. I can't believe I wasted part of my break watching that. : (
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New Smash Bros for Wii U and 3ds
TheRealBobMan replied to Kyosuke Kagami's topic in Misc Fighter Central
Man, I know it's a meme and all, but that stage ****ing sucks. Newbies and scrubs always pick it saying it's balanced, but they usually play Samus or Falco or someone that has strong projectiles and benefits from the terrain. At least in competitive play people counterpick. Hopefully we wont see Jiggs vs Young Link on Dreamland go to a time out again though, while the dudes on commentary talk about how gay the game is. The only good thing about FD were matches like Isai vs Neo (I think it was his Roy) were amazing. 1:30 of the Roy player jumping around zoning on the other side of the stage while Isai's Falcon stands still. Then he empty jumps, to forward jump knee > knee > Dair spike. I can't believe it was removed from youtube. *shakes fist* Glad Nintendo decided to not be asshats about this one. As much as I'd rather see Skullgirls or Guilty Gear at Evo, I'm glad Smash got a spot.