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doragonkoroshi

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Everything posted by doragonkoroshi

  1. @vigor: I would gladly pay to support this game. They need to make money off of the effort to port AC to xbox/ps3, and they need to be paid for the work that went into making +R, and the effort that will then take to put on xbox/ps3. Even if the game was mostly complete in the first place, and even if it was a minimal effort, it still costs man hours, and it probably wasn't exactly cheap for them, even if it was cheaper than making a new game from the ground up. I hope they make as much money off of this as they can, and I hope they are then encouraged to keep breathing new life into the series in whatever way possible.
  2. You'll figure it out eventually. One of them is a fun new game based on a popular rpg series. The other is the best game.
  3. Unless he got some kind of nerf, he can still take off 80% with a throw near corner and 50% tension, which i don't think should be allowed,.but i have noticed he hasn't been doing well lately.
  4. Should really try skipping intro more than once to confirm... Once could simply be a coincidence. Come to ranbats Saturday.
  5. Probably just means they don't know when they're gonna do it.
  6. Your practice mode settings are fine, star demon. We're just yelling at reaver. Nothing really opposing. Even if he was right, you would still want the opponent to tech out on first frame so you could go tech throw or whatever.
  7. The first example is actually an argument agains you. The offensive player could have done a longer combo into knockdown, but instead opted to cut the combo short to go for the reset, but the player being comboed can see it coming, and just not press anything. Of course it's more advantageous to get an opportunity to block than to sign up for damage. So assuming your opponent can see the setup coming, which isn't too hard, you just gave up the damage you could have had by finishing the combo. That said, if you can count on your opponent to mash every time he gets in a combo, throw resets are great.
  8. Ah, I do see what you're saying, but yeah, j.d is hella untechable. So in other words, the combo itself might be valid, but if you have the opponent set to neutral tech, it might not necessarily be a legit knockdown, and it wouldn't show in the beat counter because they weren't able to tech in between any of the actual hits. In this case it was, and if you set it to back or forward tech, you'll always be able to tell. On the topic of beat counter, and bringing it back to +R, does regular AC reset the beat counter when you throw a burst? I don't get burst throws too often, so I don't remember what happens, and I do remember that throwing techs used to NOT reset the beat counter until AC, but I haven't seen what happens in that situation in +R. What I have seen is a burst throw, and a burst attempt of eddie's puddle where they end up stuck in the puddle, and the beat counter keeps going up instead of resetting. Is this a change from regular AC or just something I never really noticed before?
  9. Hmm... well, the problem with the video is not that you didn't super, it's that the RC you use is completely unnecessary. You used it to airdash in for a j.s, j.d when you could have done that anyway by simply waiting for the recovery of j.d and airdashing near the ground. timing is harder, but it's free, and you can still frc the j.d and do an air tatami before you land. You may not need the meter for a super, but it's not good to waste it just because you have it. If you can learn the harder combo for less meter, you'll have more opportunities to do more damage, because you won't have to wait as long to have meter for your combo. burning vigor: neutral tech is like 1 frame slower than front or back tech, but if you could have teched out period, the beat counter turns black, indicating that it wasn't a true combo. in other words, no matter what you set the computer to do in training mode, the beat counter will still darken if they could have teched.
  10. Make a ps2 port of +R!!!
  11. Supposed to be patched out in 1.01 anyway.
  12. ^teyah probably knows. I keep expecting him to jump in here and straighten us out.
  13. I thought there was a video somewhere that shows how it's not actually a 1 frame jump, but cuts the last frame off the jump animation. I'll see if i can find it. Also it's not like it renders mixups useless, so as long as you can still do mixups i don't see the harm.
  14. ...Yeah. Supposedly the 24th worldwide. We'll see.
  15. But... that stuff's already been translated on the ps2 release, so... Mike, I thought they were just loketesting certain locations (or did you say you were playing at akiba club sega? i heard you mention ogawa so i guess that means yeah), but I guess they just updated the game? I thought the website said game balance changes. Also, do you play on old(sd) and new(hd) monitors without noticing a difference, or does everyone pretty much try to play on sd cabs? I've noticed some videos with sidebars, but most of the ones uploaded seem to lack them, and i read some people early in the game's release complain on twitter about lag at certain arcade locations.
  16. Bozac! Have you heard anything about the loketest? I can't find anything other than what's on gg website.
  17. Blade, remember chipp's j2k just cancels his forward momentum, so he won't actually float. Since faust's j2k slows his vertical momentum, his fdc causes him to float.
  18. Just be loud and be there, and eventually when they realize GG isn't going away, they'll decide can't beat 'em, join 'em.
  19. why didn't the burst reset the combo vs eddie. is that normal?
  20. Why are all the new people in Cleveland area? Doesn't make sense. I'm going to create a new identity and post up here like I'm a new player from Cincy looking for some games. Also Eric, just claim your GG space and set up. Keep playing by yourself or with Darago until someone stops by. That's how it starts. Also I'm sure JP players would come out for the right price... Umm... can't wait for +R. AC on psn/xbl is cool, but doesn't mean much to me as I don't expect to be able to play online much with my connection speed.
  21. Blade, if you just look at when the move starts in a video, and count frame-by-frame until the move ends or hits, depending on if you're trying to determine startup frames or total frames, multiplying by 2 if the videos are running at half the frame rate of the game (30 fps instead of 60), you'll have your number within a couple frames. Other stuff, yes the slower your reaction time is, the slower you will react to things, but with experience you can have a better idea of what to expect, and how to react which should make it easier to produce the desired response. Fdc is pretty simple. When faust or chipp do j.2k, it changes their air momentum. There's also the fact that gg lets you cancel normals into fd in the first few frames, so that you don't have to press two buttons at the exact same frame, which would be really hard and cause you to get a lot of accidental normals when you were trying to block. So, when you fdc, a j.2k with faust or chipp, the momentum change has already taken place, but the actual attack animation has been canceled. Does that help?
  22. ^I was afraid of this, but I thought it would be much worse, so no big deal I guess? Games still looks great. Blade: What are we supposed to imply from this? A child on the playground might say something like "just because your mommy's a teacher doesn't mean you can boss me around" or something. Here we imagine that the child whose mother is a teacher has mistakenly assumed his mother's authority carries over to him, but the other child has been quick to point out that this is not the case. Now if we apply this same line of reasoning to your similarly structured phrase, it reads as if one might normally assume that a faster game makes mixups easier to deal with, but in reality they are not. Of course I agree that mixups are harder to deal with the faster the game is, but the problem is the way that phrase reads, it's saying that faster games make it easier to react to mixups, but GG is an exception to the rule.
  23. http://wiki.livedoor.jp/ggxx_matome/d/ACR%a1%a1%a5%d6%a5%ea%a5%b8%a5%c3%a5%c8%a1%a1%a5%b3%a5%f3%a5%dc%a5%ec%a5%b7%a5%d4 JP wiki combo page was updated. Happy translating.
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