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mAc Chaos

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Everything posted by mAc Chaos

  1. GGs Turntablist. Those were some fun games.
  2. You know where to find me.
  3. I thought Nine was a villain. Phantom is helping out Terumi all over the place.
  4. Are we talking about the same image.
  5. I was surprised. :P Surprised and pleased.
  6. It's generally not that the attacks by themselves are unreactable, but keeping an eye out for them while you're busy looking out for a number of other kinds of attacks too. If someone just stood in front of me and said "I'm going to throw you" then it would be easy to react to. But if they were doing heavy stagger pressure, throwing in crossups and overheads, and then suddenly went for a throw, it would take a moment to even realize what happened, if they did it right.
  7. Well, I like her from what I've seen so far. MORE
  8. New Guilty Gear -> How can they attract new players without ruining the game? -> Execution discussion If you are going to stick strictly to whatever we have now then you might as well just play the trailer 200 times and leave it at that.
  9. CT Arakune is a well balanced character.
  10. Neutral is not about guessing, it's about using your options at the best ranges to control the opponent and get an advantage on them. In other words, footsies.
  11. You mean Ragna has feelings for her? Better than his sister, amirite.
  12. I'm fine with all the execution talk. It's related to the game.
  13. Well, if you don't have good mixup, you could still win during neutral. And there are various kinds of mixups, not just overheads and lows. There's frame traps and stagger pressure.
  14. This is what happens when you forget to turn your swag off.
  15. He said he had trouble finding people. All he has to do is coordinate via Twitter, and someone else can just post the video in the thread if he wants to keep going.
  16. Gotta walk before you can run. Some things are just always the right thing to do. Like if you block Inferno Divider, you will always want to punish it. So having a "punish combo" figured out beforehand, and priming yourself to unleash it the moment you block an attack like that is good.
  17. But Digi is saying it shouldn't be hard to learn. :V Anyway, I'm not sure I understand your response Digital. Either I never knew about this or you are just saying that the Makoto buffers the DP during blockstun? But if they IB'd, they have to immediately go from the 4 input and go into 623C to get the move out before the next attack. I think you are misunderstanding my point though. I'm not saying, "We should make the game artificially harder so there are more gameplay situations when you are still learning the game," but that certain kinds of inputs can create different situations. For instance, having to push forward to do a move makes it more dangerous than just being able to push a single button. So that means certain kinds of moves, just by virtue of the inputs they require, can create interesting gameplay situations no matter how good you get at doing it, because it requires you to place yourself in a certain situation (not blocking) to do it. So it's not about getting an input consistently, it's that the input itself requires doing something that puts you in a dangerous state. I remember being contrasting the Persona DPs with traditional kinds for this reason.
  18. > And for your example, first of all, dragon punching during offense is very unlikely to hit... No I meant, DP during defense. I'm playing as Hakumen, opponent is Makoto or Ragna, someone with a DP. I'm pressuring them, they IB my latest move and go to DP, which requires doing a 623C input. However, I'm expecting this, so I cancel my last IB'd attack right into Renka, which is a low. It catches them out of the 6 input, and they get hit. So now next time, there is a mind game after they IB, will I go low or not, will it be safe to try and DP? That hesitation creates an opening for me to pressure more. I was giving that as an example of how a higher barrier could create interesting gameplay situations, rather than having it be a 1 button DP or something like that, which would do away with this scenario.
  19. The possibility of messing up an input creates a risk reward that has its own mind games. For example, suppose I had you in pressure and was throwing in lots of frame traps, etc. You might want to do a certain move, that would require pushing forward during the input, or down-forward. That would require you to stop blocking while you are doing the move, and make it so the opponent can actually hit you out of it mid input. In other words, you got baited. Or at least messed up during the pressure. Now the player under pressure has to consider the odds of the opponent watching out for that, or if they can pull it off in time. That in turn makes it so the player pressuring has a certain expectation for what the person they're pressuring is going to try and do. But you lose all that if all you need to do is hold down/back + a button to do a DP or something. I would do this to Makoto's in BB all the time when they IB + DP. The moment they IB I know they are going for a DP, which involves a 623 input, and cancel into a low which catches them out of the 6 input before the DP comes out. That in turn makes the Makoto more hesitant to DP out next time even on IB and lets me pressure them more. Actually, that's not even messing up an input. It's just the fact that the input requires certain movements having gameplay effects.
  20. I actually feel that there is a place for an execution barrier. It actually affects the mind games. For instance, 720s. The fact that you need to spin the stick twice creates game situations in pressure that wouldn't exist if it was just pressing a single button. I mean, there's an execution barrier in sports too. But plenty of people play those.
  21. > no avatar who is this
  22. GGs guys. I gotta go run some errands now. I'll play with you again later. Next time I might get my headset.
  23. I haven't fought a good Litchi player in a long time. All this rust.
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