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Everything posted by Aureliano
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I play BB in arcades. If you tried that shit on me I would smash your teeth in. You know, there's a term used to describe people that put arbitrary rules in the game (like no such and such character because he's too good, baaaw) because they can't handle it in it's purest form.
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I'm sad about no Megaman, I wanted Volnutt back. He was fun. What the fuck
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Combo mechanics are approximately a third of a game, really. It says SOME things about a game, but it hardly says everything. I would disagree that what MAKES guilty gear what it is, is the guard meter. I would be of the opinion that what makes Guilty Gear what it is, is the meter management system, which governs a lot of what goes and both comboes, mixups and even zoning... but even then, that's not guilty gear, that's just ONE factor. Which in conjunction with a lot of other factors, makes Guilty Gear what it is. Same thing with Melty Blood and FuC. I could add one silly mechanic to any of these games, and they would change up completely even though their combo systems would be unaltered. Although you are right in saying that combo lenght and variety dramatically alters the accessibility of the game. EDIT : also what made FuC boring as fuck wasn't the fact that there wasn't much decision making during comboes. There wasn't much decision making or variance in setups out of comboes either. It was a very very formulaic game...
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Award winning ?
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It's a silly dichotomy. In every fighting game you'll use the longest chain of attacks you can afford to maximize your damage; the only difference might be on how varied or how long the comboes are, and if there's any decision making during the comboes themselves between damage, oki or traps/resets. And even then that doesn't really say much about the game. Yes comboes are long in Marvel vs Capcom and there'll be a good deal of decision making during the comboes themselves, involving meter usage and character switch.
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Then I guess marvel is one of those yeah ? EDIT : Wait doesn't that mean HnK is not combo based ?
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The fuck is a "combo based" game
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Where's my one-button megabuster spam capcom You told me this was MvC
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This made me laugh because I was impressed at how much playing Jin has taught me about the game, after so many monthes of slamming my face on the controller with Hakumen.
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I still am not. My offense is terrible with Jin and I have no idea how to improve it.
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Crossing my fingers for dat Jin overhead. Wasn't wishing for it but now that it's in, I hope they won't take it back.
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I should probably say that I'm ashamed of what I said in this thread. Yeah it's a pretty even matchup.
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So wait, now a move has to have invincible recovery to be considered "fully invincible" ?
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What the fuck am I reading. Counter assaults are fully invincible. The gap is there so you can block them (or react to them in some cases), not stuff them. Why would you even think that.
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This thread is now godlike.
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Those numbers in matchup charts don't represent matches though, they represent rounds. Actually I always wondered how they took into account carry-over resources like bursts or meter in some games. They probably ignore them.
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To be honest this doesn't seem that different from regular Arakune matchups.
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BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Aureliano replied to Spirit Juice's topic in Archive
Fuck Huey I just realized your avatar is supposed to be Bang. I always thought it was Gaara. -
Got into BB because GG was too hard. Not even trolling.
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Except she doesn't, her 5C will beat anything except an IAD. Throw a random 6B ? You're fucked. It's unsafe as fucking hell. Of course it's big damage if it lands, but that's improbable at best. Your only "good" option at this range is dash forward or empty jump, quite frankly, and get ready for an air throw in that case.
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Yeah C super is basically Jin's saving grace in this matchup. With 50 heat you can make her wary of a lot of stuff, though you're really dependent on wether or not she respects it, and quite frankly she's not really forced to. Mid range though... it really depends. Just out of Jin's 5C range is her sweet spot, as both her 5C and 3C will reach, and punish anything you can try to do to close in on the ground. And the air is mostly off limit at this range, quite frankly. If you're at 5C range, it becomes a guessing game. 3C will beat anything you have, always, as it will go under 5C, IAD j.B will never punish it, and you can't throw 6B on reaction, you have to basically be psychic with it. Frankly, none of those situations look in Jin's favor, but maybe I'm missing something.
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There should be a range other than point blank where you could at least punish her stuff, but... there isn't. Even Ren just dashes forward endlessly untill he eventually gets in, then does some frame trap to punish IBs, but nothing really... effective. This is retarded. Not to mention her fucking retarded airgrab makes jump cancelling a liability.
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Okay I need help for this one. He gets outzoned, outpoked, and once he does get in, his pressure is shit, he doesn't have anything to get the job done. This whole matchup just seems like Lambda backdashing around, waiting for Jin to impale himself on her Ds. Watching videos further reinforces this feeling. Hishouken gets punished by 4DD, wherever you are on the screen. There's just not a single safe thing to do. You're always threatened and you never have an option that doesn't have at least 40% chance of getting you killed. I seriously dunno.
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A good Hakumen threatens Mu at every single second in the match. You have the range to keep her from spamming stein, just use it. If you keep within good distance she can't use steins, and your pokes are better than hers (well at least they go farther). You have better damage than her, better mixup, better pressure, better everything really. Frankly unless you get sucked into her corner shenanigans (and even then just mash hotaru) you should be in control...