-
Posts
448 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Klaige
-
You want the 214C to hit at almost maximum height so you have time to recover and then pick up with 2B. I've actually found that punish combo is much easier to do by doing a dash jump and doing J.22C as you are falling as opposed to IAD J.22C, makes the spacing a lot simpler imo but it's all about what you are more comfortable with.
-
[Xrd] News & (Theoretical) Gameplay Discussion
Klaige replied to Shinjin's topic in Guilty Gear General
Looks good, this tones down some of my fears that the PS3 version wouldn't be up to snuff. Aside from just not really having the extra cash to get a ps4+stick right now I think it's really important the PS3 version be a top level arcade port, as it's asking a pretty huge investment for potential new players to get everything required to play the PS4 version. -
Just a note if you are waiting on Japan-Codes for your psn codes, my order got changed to "on hold" with no notice, and i've failed to get a response from them after sending emails 6 times now through their contact page and through a paypal dispute. I highly recommend anyone whose order is stuck in limbo be prepared to take out a paypal claim because this has turned into a complete joke.
-
Checked my junk mail even though last time the codes came to my email no problem. The order doesn't even say completed, it's still in processing, the fact that later orders have been processed already only makes it more infuriating.
-
So has anyone else ordered from Japan Codes and is still waiting for their order to finish processing? I bought mine monday, the money came out of paypal an hour after the order, but i've gotten nothing since. Sent two emails asking what's going on and have gotten zero response. Last time I had my codes in less than 6 hours after ordering, so this is getting absurdly frustrating.
-
Waldstein Infinite Discussion (Tournament Legality)
Klaige replied to Tigre's topic in Under Night In Birth
Fireball "spam" looks bad to scrubs or people who don't understand the inner workings of the game, completely different topic in any way. When a game is trying to establish itself as a brand new IP, and honestly a brand new style of game, then making the point that this would be a bad look for it is absolutely valid. There's a huge difference in something that "looks" bad to players who aren't yet experienced with a game, and something like this that looks absolutely stupid to anyone with working brain cells. You are going to be very hard pressed to sell a competitive game to anyone of any level if they see a character abusing a timer scam and completely negating the purpose of a 1v1 match. When the game has a chance to gather a new audience and get more players to give it a look I fail to see why you think that's not a valid point in this argument. Note that I never said it was the only argument, i simply said it's another valid reason for casting a vote to ban it, nothing more. -
Waldstein Infinite Discussion (Tournament Legality)
Klaige replied to Tigre's topic in Under Night In Birth
It's a perfectly valid reason. There are constant rule changes and updates to all sorts of games and sports that are made because something is bringing nothing of benefit to that game or sport and casts a negative light upon it. Especially in this case where it's an obvious programming oversight and not an intended feature of the game. -
Waldstein Infinite Discussion (Tournament Legality)
Klaige replied to Tigre's topic in Under Night In Birth
From my perspective this is a pretty easy choice to be rid of for multiple reasons. 1. It does nothing to benefit the game or improve it from a competitive standpoint. Regardless of whether Wald was top tier, or worst in the game, this is abuse of a glitch to take a round that is not in the spirit of the game. It's effectively unplugging your opponents controller while you have a life lead and not plugging it back in til round end, and that wouldn't be allowed in any event. 2. Glitches whose sole purpose are to effectively softlock the game until the timer ends to win a round by life lead have been banned in many other games, so there is already precedent for this type of ban. 3. It only does harm to attempts to grow the player base and get more people interested in the game. Uniel has a lot going for it, it's a unique blend of anime and traditional 2d footsies that has a lot of potential to bring in players from multiple fighting games if given a proper chance. While it's not incredibly likely, if someones first exposure to a game is a timer scam infinite that wastes everyones time and interest, then it's not going to be a good look for a game that's barely started it's run as a competitive 2d fighter outside japan. This is all pretty common sense stuff, the infinite does nothing that is helpful to the game itself or the players, and the only arguments one could reasonably put up for not banning it are all slippery-slope or strawman points that need to be looked at more objectively. -
If i recall right I had Yuzu for a training dummy when i was working on it. I'll mess with it more this weekend, if nothing else the routes i posted are good ez-mode beginner combos that don't sacrifice a ton of damage for easier execution which i usually try to stick to when learning a brand new game.
-
Good shit. Out of curiosity how were you getting the 2C to hit after 214CCB xx wiff J.A? Everytime i went for it, it was either too late or just wiffed completely.
-
A couple basic Dash C Confirms using the combo ideas laid out earlier in the thread. Dash C can be canceled into a web anytime before the 9th hit and it will combo so both these routes work: Midscreen carry: Dash C (<9 hits) xx 214B, C, A, land 2C, Rekkas. (~2650, goes to 3100 with 236C at the end) Side Swap. Dash C (<9 hits), xx 214B, B, B, wifft J.A, land, 2A, Rekkas (~2700, goes to 3000 with 236C at the end). Cancelling into B web is pretty consistent if you are close to max range on the Dash C, you can adjust to A web if you are closer and both routes still work. Not a bad start for a pretty long range punish. I'm sure those of you with better innovation than I can probably optimize these much further.
-
A look at some of BBCP's overheads and how they're animated
Klaige replied to Omex's topic in BlazBlue Gameplay
Nice write up Bobman. As for my numbers i just went through a couple different studies and general averages i could find online as I wasn't worries so much about absolute accuracy in the numbers as I was using them to drive home the point that multi-stimuli reaction based defense was a very poor way to approach the subject. I remember specifically about the elite response times merely said that reactions as fast as 100ms had been recorded but it did not mention whether they were just freak incidents amongst broader tests or if there were actual people managing to put their median average on response time in that range. Basically most of the numbers for response time in my episode are general averages among the data i read about and wrote down, which definitely was not as thorough as you're own research here. A lot of the stuff you wrote down here is great and some of it i actually wanted to explain in even more detail such as the sound reactions but i felt like i was already being too verbose on the topic when it was just one piece of me trying to explain overall defense in a single episode. Either way this is good stuff, I feel like it's easy to pick up a lot of myths about blocking and defense in ASW games, it's why i really tried to put a lot of effort into that particular episode. In my own eyes it's my best episode of IAD-TV in terms of the contents but i realize that defense is far from the most interesting topic for most players. -
A look at some of BBCP's overheads and how they're animated
Klaige replied to Omex's topic in BlazBlue Gameplay
For a really detailed response, check out the episode of IAD-TV i did on the subject here https://www.youtube.com/watch?v=NREjqcayD-w even though it's done using guilty gear for all it's examples, the concepts apply to any ASW game. The basic concept is that playing good defense comes in the same way most things do with playing an ASW game, by seeing more and more setups and matchups and learning how to adapt and anticipate. The more you play a certain player or certain matchup, the more familiar you become with the options and setups available to that player and character, the better you will start to anticipate and actually block or escape from different situations where you play defense. The reason playing raw reactionary defense is so bad in these games is because there are simply too many options for the brain to process and stop using only reaction time. Instead you have to be able to combine knowledge of the situation so you can eliminate potential offensive options (mixups), and start making educated guesses on how to deal with the position you are in on the defensive. I don't wanna derail this guys thread with my own work/thoughts so give that episode a look and if you've still got questions shoot me a pm or feel free to start a thread about playing better defense or what not! -
A look at some of BBCP's overheads and how they're animated
Klaige replied to Omex's topic in BlazBlue Gameplay
I did an entire episode of IAD-TV discussing why reactionary defense is more or less impossible to play in ASW games. There's a lot of data, numbers, and other stuff in the episode that explains why but the long and the short of it is that the animation of an overhead doesn't really matter in the long run because playing reactionary defense in these games is not only the wrong way to go about it, it's flat out just not possible unless you dedicate yourself to only watching one single move or option out of the many at any given point or situation in a match. Not to say the data here on the number of animation frames isn't interesting, but you can't really take much from it for a multitude of reasons, including stuff like false positives (I.E. moves that animate similar to another move where one may be an overhead and another is something else). How a move animates has very little impact on it's effectiveness compared to where and how you can use it based on the options of the character and matchup. -
As someone who put together about 20 hours worth of Guilty Gear tutorials last year all I can say is these videos better end up being the greatest tutorials in history given the asking price. People have been putting up guides, tutorials, both in text and video form since before the advent of youtube. IMO to ask for almost 10k to do the same is putting a tremendous amount of pressure on one's self, because you are essentially saying I will make videos worth the price im asking, which is massive when you consider 99.99% of all tutorials/guide vids have been done, well, for free. IMO there's no way this series lives up to it's asking price, BUT, that is in fact the neat thing about crowd funding. While I don't think it's worth it, there are obviously people who think it is, and if they decide to put their hard earned cash towards it, then their money will have more clout than my or anyone else's mouth. I just hope people realize that the amount of information you can cram into a 10 minute video is frankly, not all that much.
-
[Xrd] News & (Theoretical) Gameplay Discussion
Klaige replied to Shinjin's topic in Guilty Gear General
Kaqn played Baiken in XX, then switched to Millia. In #R He played Jam, from Slash on played HOSS -
[Xrd] News & (Theoretical) Gameplay Discussion
Klaige replied to Shinjin's topic in Guilty Gear General
Nice. Thanks for the research Mike. I think this mechanic is starting off in the right place, usable but not overly game changing. -
[Xrd] News & (Theoretical) Gameplay Discussion
Klaige replied to Shinjin's topic in Guilty Gear General
Mike did you see if BS is possible on wakeup? I'm curious to know if the disable it like they did Slashback to prevent people from blowing up projectile oki (Millia Disk, Venom Pool Ball, etc.). -
My Youtube series: Instant Air Dash TV is designed with players just like you in mind. I highly recommend checking out the link in my signature and watching the videos while you learn, I break down all sorts of things for players of all levels, but earlier episodes are especially useful for players new to GG. Hope this helps.
-
BBCP is where my vote would lie. Good game, currently available via import, will have domestic release in march and a lot of players with a lot of time behind it by UFGT. I love GG to death but even with ACR it's still still accent core at it's heart, which is a nearly 8 year old game. Vanilla P4U will probably have players preparing for the new game but P4U2 is such a big overhaul that i have a feeling it will be seeing not nearly as much playtime as BBCP or GG even.
-
Greetings MakesTrouble. This past year i've spent a lot of time working on a guilty gear tutorial stream for players of all levels, including the most basic knowledge beginners need to get into the series. I have all the vods on my youtube page which you can find here: https://www.youtube.com/klaige IAD-TV has episodes ranging from the most beginner level information about the system of guilty gear and its functions up through higher complex breakdowns for things like defense and the neutral game. These episodes are specifically designed to help people learn guilty gear from the ground up, and then improve their game as they gain more knowledge. If you are a visual learner and like having things explained out in detail then give my vids a look. I think they will help you out a great deal as you get into the game. Feel free to shoot any questions to me as well if anything is unclear. In addition to my channel there are a great deal of guides and information here on dustloop you can check out. Hopefully these help, and welcome to the world of Guilty Gear :D Edit - I just realized im dumb and you actually mentioned you watched my character guide. Go go reading comprehension. If i may suggest, watch the very first IAD-TV entitled guilty gear basics 101. That should help get you started with all the basic info you need to know about the game and might help things explained in the character guide episode be more clear! Again feel free to toss any more questions to me or anyone here on the forums!
-
IAD-TV: Guilty Gear/Arc-sys tutorial stream.
Klaige replied to Klaige's topic in Guilty Gear General
If you missed last nights episode here's the youtube vid: http://www.youtube.com/watch?v=2XW8vTxSmRE Got to break down some nice match vids of both Japanese and American players as suggested by some of my viewers. With the holidays coming up and me having a lot of obligations including AGDQ2014 I only have 1 more IAD-TV planned for this year, but I will fit more in if at all possible. I'm also going to be working on doing BBCP episodes as I get more comfortable with learning the game and feeling confident i can put good information out there for people to learn with! It's been a great first year (technically 6 months) of IAD-TV and i'm looking forward to doing much more content in the future!