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EternalLurker

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    In an endless nightmare
  1. Mercurius' is about as bad, and there are enough 0-death combos in the game that "infinite" doesn't mean too much.
  2. You're probably trying different matchups than you used to try. The AI's particularly decent with some characters and particularly shitty with others.
  3. Jedah best character ever
  4. Unfortunately short, though. Nice while it lasts.
  5. This is why I specified in my post which versions of which songs I meant. Suck a Sage is one of the few songs that are better in XX; most of the rest are worse. In particular, Solitude and Elegance lost a lot of the nice background riffs, and Babel Noise's percussion died. I mentioned this in the comments on Suck a Sage XX's YouTube page and I think the comment's score was at about -12 last I checked.
  6. Bleh, I've never studied Japanese in my life. >_> But fair enough. I GUESS. Any more questions?
  7. Um, just Googling the first four words you hear when the movie starts gives you an answer. EDIT: Speaking of Answer...Might as well go back and do this for others, too, since Google is apparently not the strong point of DustLoopers. Klaige, the video called Answer is, not surprisingly, using a song called Answer. C'mon. san-tokie, this question is acceptable, I guess, since the song is fairly obscure. So yeah, here you go. I'm pretty sure that OP is the whole song, though I didn't bother listening to the rest. The Engrish kills my brain about 25 seconds in. Either way I'm sure you can find the full song, if that isn't it, now that you know the name. Alzarath, here.
  8. Holy shit, a Calgary Guilty Gear scene. I have a vacation home in Canmore and go there most winters. Now I have to meet you guys this summer.
  9. *sigh* Guess I gotta emulate Windows for ZSNES. Mac user here, and SNES9x and ZSNES aren't compatible for online play as far as I know. Should be okay I hope, just a bit laggy. I'll be free Thursday night if ya wanna play then. EDIT: Oh hey there's ZSNES for Mac now. Nevermind then. DOUBLE EDIT: No Zbattle for Mac, though, so if that's what you're using, bleh. It'll be laggy then.
  10. So it is an execution thing, then. Thanks for the explanation. 2S is already habitual for me so I'll probably stick with that, then. Furthermore, d.S -> 2S -> S is a combo I often use, so 2S is a necessity. Hey, um, question...How much can you loop 236S on a falling opponent? I've managed 4 loops, but I get the feeling that either better timing or a better setup can make it last for at least 6. I know there are much better sources of damage, but it's amusing and psychologically advantageous to get an opponent stuck in a Resshou loop. This is the one I do on Ky that gets 3 loops fairly consistently and 4 sometimes: d.S,f.S,2S,H,236S,236S-RC-d.S,2D,(236S)*n (I think. Don't have GG access at the moment so I'm typing that from memory. If that doesn't work, then the part after the RC is probably d.S,2D,236P,236K,(236S)*n instead. But that may be the Eddie version. Memory's rusty.) Can that go for more than 4 loops, meaning my timing just gets bad at that point? Or is there a better way to set up the Resshou loop that'll consistently last for more than 4 loops? EDIT: ...Neeeevermind. Ignore the above as it's full of hateful lies. My GG access recently has been solely at a friend's house and he's apparently accidentally had his training dummy set to a 2-frame delay before aerial recovery. Sans the delay I think the most the above loop gets is 2 Resshous, which isn't a loop at all.
  11. If it's reversals that are your issue, dunno why you're specifying CPUs. It's not like humans can't do 'em either; reversals are pretty easy in Endless Duel. But they're as easy to block as they are to pull off. Epyon's super makes the opponent recover WAY too much energy on block. The chip damage doesn't begin to compensate for that fact. About the only advantage of Epyon's super over most is its OTG potential, which is an argument I can see made for it but which isn't sufficient to make it particularly cheap. You're arguing that it can be used even on an opponent who isn't knocked down, without comboing into it, and that's just not right because you're basically giving your opponent a full super meter when you do that. And if your opponent already _has_ a full super meter and you just pull Epyon's super out while they can block, then they can also simply use their own super on you because Epyon sits there like a noob for ages during his super. After all, you can do a super during the block stun of Epyon's super. In particular, Deathscythe LOVES when Epyon uses his super, since Deathscythe can just use his own super with its massive invincibility window to knock Epyon out of the air; Epyon is perfectly positioned to eat the whole thing. Zero's takes out half of a health bar quite reliably at mid-range, so I dunno what you're saying about its damage. There's no reason to use a beam super at close range, and at long range if your opponent doesn't block it he's doing it wrong, so it should only ever be used at mid-range, and its damage is consistent at mid-range. Sandrock's is bad, though, ignore me; I meant HeavyArms'. They're both ranged specialists so I mix 'em up a lot, not being a Gundam fan. HeavyArms' super covers far too much of the screen vertically and doesn't return much energy on block. It's quite irritating.
  12. Sure, but if we're talking about comboing into the super, Tallgeese and Wing and Wing Zero have similarly ridiculous ranged supers: they do somewhat less damage but are much faster and infinitely harder to interrupt. If anyone's super is noticeably cheaper than the rest, it's probably Sandrock's.
  13. I think the casual approachability argument is fairly self-evident and doesn't need to be addressed. The issue is this repeated claim that a high execution barrier is inherently equivalent to greater depth, as seen yet again here: Again I point to the difference between interactive execution requirements -- tests of ability that are dependent on another player's actions -- and things like FRCs. Yes, Hellmonkey, you responded that combos are not innately interactive either, and I agree. They're necessary and they remain fun in GG because they're fairly short; go overboard with them and it does become a solo game for a while, as in Fate/Unlimited Codes. Plus, in GG there are several combo elements that do require interaction on both sides (bursting, blockstrings, staggering, etc). FRCs, on the other hand, are a solitary execution requirement just like pulling off a special move, and while the latter is so easy as not to be a barrier for anyone who expects to have any chance of playing a fighting game, the former is a hurdle the size of which no one here has yet managed to give any argument supporting. I've stated that many if not most FRCs could have significantly larger input windows without at all disrupting their basic functionality and that point hasn't been seriously refuted; unless you plan on doing so, the only defense you've given for FRCs' current input windows is "tougher execution = more depth" with which I simply can't agree. Also lol @ the first post in this thread. This sounds familiar.
  14. ....Um wut? I know I haven't played in a while, but I can't recall Epyon's super being cheap. It's easily dodgeable by superjumping and hovering around, it's interceptible by superjumping and attacking him, and, most importantly, simply blocking it all is great for your own super bar too. What makes Epyon stupid is the insanity of QCF+P, as well as how easily his weapon attacks link. Example
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