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TheRealBobMan

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Everything posted by TheRealBobMan

  1. I'm really ****ing mad right now. Holy ****. Oh well. Here's hoping you'll get to sell your designs again, or that they'll market their own official ones later.
  2. In case you're still interested, a really effective way to do it is 66956. 66 to start dashing, and while you're holding that second tap, roll upward to the 9 input, then release to neutral and immediately tap 6 again. Once you get used to the minimum height requirement, you'll be pretty happy doing this. Mashing 6666 is like inputting 6565656. 656956 is a tiny bit faster since you return to neutral one time less.
  3. I looked through the last 2-3 pages, so here's some of my thoughts on some of the stuff that came up: On Auto Jump Install: I think this would be great as it would simplify inputs, but don't forget that some things will need to be changed up a little bit to account for it. For example, I-No can't 2S > HCL > 6FRC6 > combo unless she carries a jump install from somewhere before going into the 2S. So either I-No has to do it out of 5K/5S in a block string (both are jump cancelable so you either TK dive overhead or JI into the low 2S for a mixup), or she has to carry it from an earlier combo or blockstring (requires not returning to neutral), or do 2S out of landing from a dash or jump that didn't use her air options. This restricts her options for comboing off of 2S. If she had auto jump install on HCL, she would have way more setups for unprorated damage off of a 9-frame 1/2 screen low, which would need to be accounted for. I like that she gets to do max damage off of a low when she has meter and the setup, so as long as they balance it without simply nerfing the damage or the range/speed of the move too much, I'd be pretty happy. If they flat out just gave her auto jump install without accounting for that, it'd really make I-No scary since any time she has 25% tension, you're at risk of losing 50% off of a low (as opposed to 30% when she combos off of 2K with the 75% prorate). It's especially scary when you consider tick throws. 2P > throw to scare them into not holding downback, then 2P > 2S > HCL combo to hit them trying to jump out, since they'll be holding up to avoid the throw, which means not blocking low. If they go for a throw-invul move instead (for example a DP), the 2P > 2S is frame tight, so unless they IB the 2P they will sit in block stun, or get hit by the 2S depending on the input they used. I'm sure there are similar things that would come up with other characters. I know ArcSys could account for this and adjust moves, but it'd be a little more complex to get rid of jump installing than people seem to think. I would still prefer that auto jump install gets built into moves since the ideal thing in the majority of cases is to just JI, because having the option is better than not having the option, so why make people do the extra input? On Forcebreaks: Sure, the game could be rebalanced to not use them, but it's not like all of these are just "slightly better" versions of specials like in most other fighting games. Instead of getting slightly more damage, you get effects like invulnerability + wallstick on hit, or complete super armor (**** FB DANZAI), or auto clean-hit (more setups for SW loop), or a projectile that hits overhead and sets up unblockables, or a multi-hit low that sets up unblockables. I wonder why people seem to think they don't matter, or seem to not like them. I think they're a worthy reason to have moves that cost meter, but don't prorate meter gain like FRCs/RCs. On Minimum Damage for Supers Guilty Gear already has this. It's called hitting a ****ton of times so that even if each hit does 1-2 damage, you take away 10%+ of their hp. Chipp's Bankai Messai and Justice's laser thingie do this, as well as Jam's joke 100-hit Hokuto no Ken super that has been buffed so that she can now combo into it. Not everyone needs to have a minimum damage thing anyway. I like that GG isn't the same as most other fighters with the "do a big combo then end in super" design. On Dusts Because all 5Ds are overheads and all 2Ds are lows (except Robo Ky's), everyone has basic mixup. I don't think this should ever change (unless they make sure everyone has basic high/low through some other means, though having it on one button really simplifies using mixup for new players). Some Dusts have special properties that give them a purpose outside of simply trying to hit with an overhead, like Millia's going under moves, Eddie's going over moves, Fausts going through moves, Chipp's having lots of range and being + on block (combo into it off of spaced CH 5H for an impossible dust combo), and May being able to feint the overhead into a low. Some are really designed for the simple use of hitting overhead (Kliff's telegraphing so late is a good example), but overall they have solid purpose, even if they don't get used as frequently as other options. They're -20GB on hit, so unless you pressured them a bit, they do a little less damage compared to other starters. However, because they're not prorated like most 2Ks, you still get really good damage after about 2-3 blocked attacks, which is acceptable for opening up a combo via an overhead. More risk because of the startup time, but more damage. In general dust combos lead to more damage than combos off of prorated lows anyway. The only thing that I don't like is that many of them look like they would hit low, which is counter intuitive.
  4. Destructoid is hyping up the petition. Not sure if I'm allowed to post links, but it can just be removed if there's a problem: http://www.destructoid.com/guilty-gear-xrd-sign-may-get-a-wii-u-release-256741.phtml
  5. Hey, Mario Kart 8 or whatever supports up to 10 racers now. Maybe Xrd could support up to 10 players in Isuka-mode? Ok, I think I'm done. Xrd on WiiU would be cool though, so long as we get it on PS3/360 as well (I don't want to have to buy a new stick - you know any non-custom stick for the WiiU is going to suck). OH OH, I'M NOT DONE. They can do that "TAP THE SCREEN TO DO RADICAL COMBOS" thing that was in the Vita BlazBlue if it's on WiiU. I actually wouldn't mind learning to do HCL combos by banging my nose on the touch pad like a seal if they were that easy.
  6. Not only will we get to do overdrives by becoming one with the Wiimote, but we'll be able to do flashy combos with the stylus on the game pad. Just draw Stroke the Big Tree or Axl Bomber to make it happen! Or they'll map buttons to the screen to turn it into a makeshift arcade stick! How can you not see all of the awesome possibilities? It'll even have FREE ONLINE if they include it, rather than subscription based Xbox or PS4.
  7. Hey, if VCL becomes a lvl 5 move again and f.S wallbounces on CH, I'll deal with the slow. Although I really don't want to think of Chipp's 30 hit j.K spam combos being any slower.
  8. Hm... might get one of the I-No colors on brown or yellow, since it didn't look too bad when I checked it out. Also need to recommend these to people before Friday then.
  9. So, I'll be spending at least 60% of the time I'm at E3 parked in front of the Arcsys booth next year (gotta leave some time for Nintendo, Atlus, and Suda51). Anyone want to RSVP to join me? We can get lunch at The Pantry down the street. So... even if it's somewhat disappointing that we'll have to pay $400 for a new console and $50 a year to play it online (if it's not also on PS3, which is a definite possibility), it's somewhat nice to know that they'll probably include livestreaming and all that other stuff that's good for community building with fighters. And it's comforting to know that they wont be filming us and monitoring our heart rate via a camera while playing either. Hell, that stupid "let me take over for ya' bro ara" button might actually be useful for coaching people via intarwebz if they build that into training mode. You could have someone take control, do some combo, have the inputs register on the screen in the command bar, and then try to reproduce the combo after they give you control back. You could always just look that stuff up on youtube or here on Dustloop, but it could be convenient to have this.
  10. Overture just needs a menu that doesn't require as much time to memorize the navigation for as it takes to learn HCL > 6FRC6 combos. I really liked the summoning minions thing, and the using items thing, but there's just too much of that going on. I'd rather have that cut back and the rest of the gameplay fleshed out with a mixup system. I understand that they sort of needed to use guard break as a result of having the don't-move-to-block thing, which was necessary because of the 3D arena and the necessity to go into a menu, but it'd be way easier to pick up if all of that was simplified, and I think most people would prefer some sort of mixup to "guard everything" and "guard crush". If the overall mobility was higher (at least with a few options emphasizing it), crossups could be possible, and would press the necessity for positioning between allied and enemy units. I was going to use the image from the sound collection, but ran into this when looking for images and couldn't resist using it instead. Do dem hip kids still use the term "phat", or is that old-skool now with the fizzles or whatever the f***?
  11. Well... they could always do a spinoff game, but make it NOT suck. Maybe...
  12. Dustloop has spoken. We need a GG spinoff on the 3DS now. Hopefully something like Overture "to make use of the 3D effect". Jokes aside, they should make a portable Overture sequel with a simplified organ/menu since everyone is jizzing themselves over MOBAs right now. Bonus points if they give it a silly name like the BB spinoff Blayzbloo. Guilty Gear 3DS = Girutah gYear: Xrd Destiny Sigil (Does that sound close enough to something they'd actually name it?)
  13. Get a regular 3DS instead. The image scales upwards to match the screen, so you get jaggies and poor resolution on the XL. If you care about that sort of thing. The selling point for me was getting a 3DS in purple. Those Pikachu and Luigi XL editions are cool... but PURPLE. So, if Xrd included KI mode where you always have full burst and there's almost no pushback on moves, would you play it for lulz like turning items on in Smash? What if they let you customize 2-3 of the survival mode power ups during VS as another mode?
  14. I got to try it last night for a few minutes on a friend's Vita. I can confirm the reduction in air throw range. Also, it doesn't seem like anything prevents I-No from using FBdive after using both airdashes.
  15. No freeze frame on f.S and 5H. This was a perfect opportunity for your series to include bewbies and you didn't take it. Joking aside, great episode.
  16. Oh yeah, I noticed the auto-correct window was pretty big. I buffered a DP on wakeup against a guy that jumped to cross me up, and the DP came out facing the other way and hit him anyway.
  17. So uh... not sure where to start. I didn't play the original KI, so keep that in mind when you read my post. I performed better by randomly hitting buttons than by deliberately trying to zone, link shit by going light > medium > heavy, and do fundamental stuff. I never succeeded at one combo breaker after having the system thoroughly explained to me, but I saw tons of people getting it frequently by mashing buttons. It works like this: Once you're getting hit, press both lights, mediums, or heavies as they hit you with a move of that attack level, and you break out. If you mistime it or guess the wrong buttons, you can't attempt it again for 3 seconds. That's it. The guy didn't tell me how big the success window was when I asked. So... I'm assuming that once you've learned the animations for moves after playing this game a lot, you'll always be able to combo break heavies on reaction since they're somewhat slow. Next is the combo system. I don't fully understand it, but it seems that off of a poke, you can link a string of a few normals together, at which point you have to do a special or the combo drops. Then, you can go back into normals, and then back into specials. Eventually you'll have to do the EX-specials or supers or whatever they are to keep the combo from dropping, but you can just keep going. Apparently they've reached combos over 120 hits in development. Anyway, you have to use a designated "ender" move, or some of the damage wont apply, so I guess combo breaking balances out the potentially 30+ second 50+% damage combos (I think I remember losing about 40% from some guy mashing at me and hitting about 20 times). Again, I don't fully understand it, but that seems to be the gist of it. Also, with that instinct mode, that Jango guy restores hp. Not sure if that's universal though.
  18. Potemkin, May, Johnny, Eddie, and Dizzy look great, with honorable mentions to Slayer and Order Sol. I don't like the text based ones except for Slayer and somewhat for I-No. They kind of work, but I don't think the other ones do. Order Sol's text feels like clutter. There's enough detail on his clothes to look at that the text is unnecessary and hurts the composition. I really want to see some of these with more color pallets done. While I like the I-no design, I think it suffers because she has little detail, so the color is what really defines her (it's her body, and then her guitar / text). Then, her colors don't really match with the shirt colors as well as some of the other designs. I definitely like these, and I main I-No, so I might be down to buy one if you get more color pallets in. I'll let my friends know about your stuff too.
  19. 50 damage times 3 hits is pretty nice. It's probably pretty close to optimum damage unless you're doing it more than 1-2 hits into the combo. Supers also don't scale meter gain like FRC's do, and they can't be bursted. You'll have definite use for it in combos, though I honestly prefer to use it as a starter. You'll can hit 300+ damage when you tk it in the corner as a starter, though people should generally be smart enough to not run into it. Then again, with that screen freeze, they're boned if they weren't already blocking or doing something that beats it or trades. Watch out for trading with 6Ps and losing to invincible moves. I occasionally do it after the HCL > 6FRC6 (usually by accident), and because that's a popular burst spot, you can follow up with a burst bait (5P > c.S > sj.S > whatever) after your guaranteed damage. Or it'll start after their burst starts and recover in time to block, or will go through the burst with invincibility and recover before they do, so you get the reset either way.
  20. Hey, I might be able to check this thread before I head out tomorrow morning. There's a BBCP setup at E3 with just VS enabled. I never really got into BB for various reasons, so keep that in mind. Any requests for for info while I'm there?
  21. So, in a world where Xrd is a Xbone exclusive, will anyone here still buy it?
  22. It's because people don't know what the exciting part of the game is without a big flashy thing on the screen to tell them that someone just got ****ed. Also, people like to level up shit because they can put lots of time into having passive abilities win for them instead of having to learn to do anything. If they want people that aren't Tekken fans to give them money for a new "Tekken", this is a great idea.
  23. She plays roughly the same. She has the same mixup game (though 5D is slower), however, HCL's hitbox got buffed and she got FB note, which help out her neutral game. There's also faster recovery on f.S and 2S, and FBdive has a few frames of invulnerability when it goes active.
  24. League of Legends requires that you play for 300 hours to hit max level and have the same stat spreadsheet that everyone else has. So, until you play for 300 hours, you're not playing the same game as everyone else because they have stat bonuses that you don't. Some people argue that you need to play for 300 hours just to learn the basics anyway, so don't play if you're not dedicated to being competitive, but really, you can't do certain things with certain characters unless your base stats have those buffs, so you're not even playing the same game. You're not going to win with I-No unless you grind out her difficult stuff, but, fortunately, you can just play Faust and not have to do that if you don't want to. The point is to get into the strategic depth of the game as quickly as possible, because not everyone wants to play that much training mode before they can play the real game, AND GG ALREADY OFFERS THAT. Not every competitive Pokemon player wants to grind for weeks to build a team the legitimate way because doing so doesn't affect the actual outcome of the game, assuming your stats/moves are built within the confines of the rules anyway. It's not the best example, since LoL actually has differences in stats if you're playing longer... so it'd be like if only people that have been playing GG for a year are allowed to use old-style OP Justice and everyone else has to play the regular characters. Also, Pokemon doesn't have execution requirements at all, which are honestly part of what make fighting games what they are. When I want to play a fighting game without execution requirements, I play Yomi. But I'd rather play Guilty Gear most of the time. Tests of dedication are pointless. Execution doesn't need to be any sort of test of how much time you're willing to put into practicing, but it does help make the gameplay fun. I could play Faust and never worry about dropping things. Hell, he's my favorite character from an aesthetic perspective. He's just so damn boring to me. Fortunately, GG gives me the choice to play a variety of characters, and I happen to find I-No to be really fun to play, even if it takes too much work to play her.
  25. Can they patch Vita versions of games?
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