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mAc Chaos

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Everything posted by mAc Chaos

  1. 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.
  2. > 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.
  3. 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.
  4. 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.
  5. > no avatar who is this
  6. GGs guys. I gotta go run some errands now. I'll play with you again later. Next time I might get my headset.
  7. I haven't fought a good Litchi player in a long time. All this rust.
  8. That was almost a good match. I'm in Eevee's room now and these guys are hilarious.
  9. Could have just been at certain points in her life.
  10. There is nothing more I love than reeling someone in with an AC tech trap and having them land right in front of me to get 360/720'd.
  11. Maybe it's a mountain on the edge of the ocean.
  12. Makoto is a beastkin though, so she could have grown up outside of the cities under all the seither.
  13. It's hard to think of how they could replicate that exact kind of experience anyway. Most of those tend to be pleasing accidents. When so many years pass between games, you have so many people moving in and out of the team that the next game is practically a different beast altogether. Just look at Starcraft 2 and Diablo 3.
  14. The SF community was just as much part of the arcade scene though. In fact arcades had tons of shit talk from what I remember.
  15. This is true. Everything I've seen of the SF community makes it seem like they basically congratulate being a dick. I mean, that kind of salty trash talk is actually fun if you are into it. It reminds me of Gears of War or the good old days of Halo 2. But that is not going to get casual players interested probably.
  16. That kind of thing with the community is an issue with pretty much every fighting game though.
  17. proper handling of soap
  18. > still defending CT Arakune So what's this I'm hearing about a BlazBlue anime.
  19. I never had much problem doing it. You just have to get the timing down.
  20. BlazBlue gave me an intellectual framework to analogize many competitive and logical concepts that exist in other parts of life too.
  21. who wants to get bodied once i get back home tonight
  22. you can do it through lambda swords too
  23. dourshi was one of the top nu's in CT
  24. yup combos is the easiest part since you can do it in traing mode the rest are senses you have to develop via matches
  25. You are a magnet for randoms.
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