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Narcowski

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Everything posted by Narcowski

  1. If I remember correctly, macros lag. You'll have to either hit the three buttons manually, or input the FRC 2-3F before the bar tells you to.
  2. Ice Fiona is amazing - she gets so many things to help her: - Ground mobility - An actual reversal - Kara-dash into XH (6632146A+B) <- Especially good in EF, since then it can't be jumped on reaction - A decent okizeme projectile (snowflake, especially in EF) - Fullscreen "no homing at me" move (snowflake super) I'm torn between playing her, sticking with Time Clarice, or switching to a zoner like I play in most games (Maori or Catherine). Time Clarice is just so technical in comparison to most characters - I'm pretty sure the optimized time BnB I created involves a 1 frame link to not drop the combo after the relaunch assuming every other move in the string is canceled on the first possible frame. Fiona's Sacred series doesn't really give me trouble; I got her XH the first time I tried it out.
  3. It's not just you. Lots of combos have slightly different timing in the corner, which is a pain when you want to rely on muscle memory to connect them.
  4. No kidding. My impression before console release was that I wanted to play Magnet Clarice. Sadly, Magnet EF breaks her BnB so I'm playing Time. I also tried out Ice Fiona at a meetup recently since I felt like going easy on the new players who were there, and she's a lot of fun too. Dash xx Critical Heart has remarkable range, and it's such a rewarding punish to pull off.
  5. Cathy has hell dealing with Tyr - most Cathy players pick Wind because the pushblock wind replaces 6GC with is by far her best way out of a cage match.
  6. The TE has a pretty convenient cable storage compartment as well, Kinezumi. The R2 TE is different colors. The TE-S has a different case shape. No functional difference.
  7. No, because the idea is to move the joystick as little as possible (hence allowing the fastest movements). Square gates have the smallest throw, which makes them the best in a technical sense. In practice, it's mostly just player preference.
  8. Doubtful. If you really mess something up soldering, it just won't work at all. If you mess something up plugging buttons in, it should be obvious (and easy to fix).
  9. 13/60ths of a second is well within the norms of human reaction time. That said every little bit of extra time helps, especially if you're expecting something else.
  10. The SE is a decent stick if you're interested in replacing the components - it'll work out cheaper than a TE if you want something fancy like art in your buttons. That said, it absolutely has to be modded.
  11. This pretty much exactly sums up my experience. Octo is (or at least might be) better at first, but once you get the hang of it, switch back to square.
  12. Bound in the corner? Hm... It was pretty solid, aside from one glaring flaw: No way to get through perfect blocking, including chip damage.
  13. Food for thought, pad players: Thumbs are slower and less accurate than fingers. Scientifically proven.
  14. Check out the Noel forums for Noel advice
  15. You did. It's there. Also, that was awful, and yet I can't look away.
  16. You can just 214P (FRC before hit) into j.K for an overhead - no need to use something as slow as her 6K (Or let the 214P connect for a low, then FRC into a high/low)
  17. Red Eddie on the stage Hell always bothered me. It's like he's got Chipp's invisibility as a passive effect.
  18. Same thing. If you want to RC 2HS, you'd press PKS as it connected. If you wanted to FRC it, you'd press KSH instead.
  19. Removing Slashbacks? Fine, replace with instant FD (could just be a flavor change if the IFD window and effects were comparable to SB). Removing FRCs, I don't like the idea of at all. A Blazblue-style buffer, or better, a new input which causes a move to FRC as soon as that becomes possible (e.g. if RCs were PKS only, make KSH FRC. Do icespike, immediately hit KSH. FRC happens on the correct frame) would be workable solutions to the issue.
  20. I'd probably try it if it wasn't 360 exclusive, but there's no way it can live up to AC, especially since it's not even the right genre.
  21. Thinking about it more, I'm not entirely sure that GG is actually the harder game for a player new to fighting games to get into. It's definitely harder to get good at, no question there, and yes, the skill gap between low and high level players is gigantic. However, to sit down and learn enough about BB to play on even the lowest competent level means sitting down and memorizing combos, which most new players see as a chore, at least before they get hooked. Sure, GG players have to learn combos with timing stricter than anything in BB, but BB lacks the same level of reward for grasping basic but somewhat difficult to explain (to a new player) concepts like footsies if you haven't memorized your combos yet. I can't even explain how many players new to fighting games I've shown both CS and AC, and AC is the preferred game for 19/20 newbies. In short, GG's decline in popularity is due at least in part to people being scared of it being hard, rather that actual difficulty.
  22. I'd miss negative edge combos if the hold system was ported in its entirety, but a FRC-specific hold buffer could work. That said, I'd rather see AConline than a dumbed down new GG anyways.
  23. Dash cancels are an exception, not the general rule. Most characters with mid-combo dashes use dash links.
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