Stage Select

Shahenzan

Member
  • Posts

    228
  • Joined

  • Last visited

Everything posted by Shahenzan

  1. Just enough time for me to grind out some things with the new character I have determined ushi is too deceitful for a player as used to honest tactics as me
  2. im sure it works great in asia, the koreans and japanese on steam netplay seem fine even after this patch fucked with things but out here in burger land it sucks ass
  3. Ive been trying but kamone can't code a pc port to save his life
  4. ??? The game did exactly what it set out to do, HC is an issue because he represents a lot of options that arent consistent with the limits and standards the game seemed to want to enforce Nerfing him made the game better once, and nerfing him again now is about to make the game better again lol Latest strive patch gives me hope for the game BECAUSE theyre nerfin things
  5. Im pretty sure it's a button that will input the opposite direction of whatever your lever is inputting Basically a way for stick users to have hitbox style socd tricks
  6. What's the matter Intimidated by a woman with a formidable, meaty... ....area?
  7. Half a year.... Thanks for giving me half a year to try to git gud at another game before sf6 takes over lord capcom, very generous
  8. i greatly enjoy twitter and cant comprehend how it makes so many people so distraught either a character is COOL or COOM sometimes both if im choosing based on function and not design i probably dont like the game. FGs are about representing an aesthetic in your heart man.......
  9. i am once again here to shill my favorite fg of the now, smelly bruh type dudemina, this time on pc
  10. Don't mind me just stopping by to shill By my math that's 32 freedom bux for the game, and it comes with all the dlc free
  11. I think it's like so Dynamic is for totally casual settings, like people who don't actually play fighting games and don't want to learn shit, just using the game as a stylish low effort dopamine hit Modern is training wheels for people who want to try to learn but are irrationally intimidated by the actual control scheme. Maybe they were running dynamic in world tour and got bored so they switch to this And classic is classic ofc Whether this will do what its supposed to do and funnel casuals into using classic/ keep them happy while they play story mode That's the question...
  12. That happened to my old man when he was working a restaurant job as a kid, never was sure if he told me that story more to express his infinite gratitude to the restaurant owner for bailing him or to pop off that they had no choice but to bail him bc the place had no chance of surviving a shift without him
  13. As someone who watches hella twitch on the phone either at work or elsewhere They broke me bro...i bitched up and got turbo... whatever it takes to make it stop...🧟‍♂️
  14. I aint counting grubble that's no airdasher/wacky woohoo game On the subject of rollback i think i finally see what lord @Hecatomwas always saying. The games from that era of arcsys were not built for it so it has to be forced by hardware. Ps4 cannot handle forcing it so its only on next gen/pc. Therefore, until cygames is done with grubble and done holding official events on ps4 (which iirc they are still doing) the game will not get a rollback update
  15. Lets chew over where every big anime franchise is at Guilty Gear: Strive is the most popular game in the franchise, maybe even of any anime game ever, and it is nothing like classic airdashers. Xrd and +R have rollback but thats not the same as a new game in that style, or even patches for those games. Highly doubt this franchise will go back to how it was pre-strive either, it was too successful. Blazblue: Most recent game has great rollback, but their most recent game is also old and the franchise itself is probably in the fuckin dirt. Not the worst place to be but also no future. Persona 4 Arena: Back with rollback but also kinda janky rollback that's locked to 3f input delay...Will it ever be better off who knows. Will there ever be another persona arena game? Maybe but you can bet it will not play like an old arcsys game. Melty Blood: Actress Again is a forever game for boomers and broke motherfuckers. Type Lumina is actually the closest thing to a modern fighting game that resembles old school anime, but between a shoddy PC port, meh lobbies, and certain divisive gameplay decisions (shieeeeld) it has a lot going against it. Still, Type Lumina has the best chance of getting where anime boomers want games to be. Under-Night: In the dirt because no rollback. There is a sequel coming but no one knows when or how different it will be. French Bread being French Bread they will probably fuck up basic things that prevent it from being as popular as it could be, but at least this is hopium for people who like this kinda stuff. DBFZ: Game is over, never getting patched again, the player base bitches endlessly about this patch (labcoat and fusions reeee) and even though it is getting rollback it does not have it yet. Ultimately a game that is going to be in the Xrd/+R/BBCF/P4A corner of games that once were. DNF: lol, lmao Overall verdict....its lookin like peak capcom era out there all over again after sf6 drops. Anime players who dont like Strive going back to getting swirlied and stuck in broom closets, except now all the games they like are old and not getting patched or are French Bread games BUT at least they all have rollback, mostly good rollback too 🥲
  16. ill play it with anyone if they ask me to when i say i dont like it i dont mean its totally unpleasant or an awful game, just that now that i have a better idea of what i like and dont like in fgs, and with what i know about what xrd is, i do not think its a game id want to practice a lot or take seriously summon me for that game anytime if you want 🤓
  17. played some xrd yesterday and i gotta say i actually just dont like that game lol, i was feeling bad about strive balance but playing xrd put me back to being a strive believer
  18. Only moves that can special cancel can cancel into DI. I tried OSing it and others did too, but there doesn't seem to be a way to buffer it without it coming out no matter what, which ofc is a big risk. If i have one complaint i wish the special cancel window was a bit wider to more easily counter DI, or if there was a special extra long window specifically for counter di once a move has been absorbed, but i guess extending cancel windows would lead to other things they don't want and making a special anti DI window would lead to an OS or something. Seems clear they want it to be a constant threat and not something too easily mitigated. Seems the frame data also takes into account drive system stuff. When i was playing kim i was surprised her c.mk was +1 on block, but the more i played the more i realized she has that as compensation for it not being special cancelable. If its not special cancelable its riskier to poke with bc it gets a lot harder to counter di, and it doesn't get access to drive rush pressure/combos which was making juri stand out a lot in the beta for having a really long cancelable c.mk. Its looking more clear to me that like sfv, the game is meticulously tuned to achieve very specific things... though unlike sfv the things its forcing you to play around feel pretty good (right now at least lol)
  19. That's the model from the game without any kind of editing, just how it is stock Re engine kinda buff...
  20. Parry is active frame 1 and active as long as you have drive meter to hold it down. You could parry to neutralize the fireball, then drive rush in if you wanted to try and gain space. You could gamble on DI if your DI has a long range, that also absorbs hits from frame 1. In that particular clip though chun didnt have those options even if she wanted to use them bc she was in burnout. Chun might also have character specific anti-fireball options that dont use meter but I have no idea what they are fireball characters being able to call out neutral jump from that range is definitely pretty strong but...idk just gotta mind the game when you dont have drive and they do
  21. More games always = more better for determining who the better player is Hoooowever i can't help but feel there is some sort of valuable resource that is expended with longer sets..... something perhaps very important to people trying to balance some kind of tight, easily disrupted schedule....hmmmm.....
  22. So the thing is, its annoying right now bc low level players throw it out brainlessly hoping to collect a big ch combo, and if you arent looking for it/arent thinking about DI counterplay and just running neutral/pressure/blocking in the corner you get sniped by it and it feels like shit. But when we get to the point that people are looking for it and reacting to it, which some already were by the end of the beta, why would a good player throw it out randomly when they might get fucked with a big easy combo for what is basically a reaction check? what im trying to say is, we saw a lot of DI because for a lot of players in the beta it was a low-risk and high return way to beat people in neutral or running pressure but because you can actually get fucked for it in a consistently high damage way, better players will prefer more safe options to play neutral and interact up-close. if im right about it (i hope im right about it lol) itll end up being relegated to a risky but highly rewarding slowish mixup that is best used when you have them in the corner/in burnout. we will see people use it as a hail mary but they would be gambling with a really slow commital option if so
  23. I don't think the risk/reward on DI is dumb. If you throw out DI, that shit comes out in 26f with a good bit of recovery. On block, you're basically back to neutral (unless its in the corner in which case collect combo lol). On normal hit, you didnt get much of a return. On counter hit you get a big ol crumple combo. Those are your good outcomes for it. Now your bad outcomes are...they grab you (varying degrees of bad depending on where you on screen), they jump (depending on their timing you either barely got out free or they are coming down with a full punish on your ass), or they DI back (where they collect the same reward you were looking for by pressing it in the first place). Like I was saying if they make DI cost more meter then it gets prohibitive to respond against it with your own DI which imo isnt good, because thats the highest return counter to it. If they make DI slower it doesn't really serve its purpose as a mixup that you want to avoid in the corner/in burnout, because if its any slower than it is now it will be very much in effortlessly reactable territory. That's why IMO if anything it should be worse on block or not have pushback midscreen, so if you do gamble and swing with it and they just block they can at least take their turn. Right now I'm in the camp that DI existing is a net positive because it draws your attention away from other mixups, making everything else stronger by virtue of adding to the mental stack. I had trouble with wakeup DP and ending combos with supers too. Specifically, I noticed that if I did a special with say a 236 motion into a 236236 level 3, it was harder to get it to come out by inputting it as 236x236x, which used to be really consistent. I had to start doing 236x236236x to get it to come out more consistent. Something about cancels and reversal timing is definitely different in this game, but I think I like it? Kind of nice for these things to feel more precise again...
  24. Beta was good, very impressed at how functional everything was. Easily the smoothest FG beta I think, ever. Training mode extremely good, just missing hitboxes/hurtboxes...netcode was rock solid...only real concern on technical matters are the reports that input delay is a nasty 6f. As far as the game itself, I liked a lot of the changes. The way plus frames are kind of scarce to make you want to drive rush, the fact that counter hits and punish counters enable different combos, the drive system overall feels well thought out in terms of its economy. Buttons having reach again after V feels great. Only concerns are drive parry and drive impact. Drive parry already has option selects where you parry in a string if they mash and drive rush if they dont to keep pressure, though how strong that is or how often its usable I'm not sure. The parry didn't shine much this beta, but it'll get stronger the more people research it I just hope it doesnt get too strong. Drive impact was the big obnoxious mechanic after all. After a couple of days I felt like I could react to it if I was keeping an eye out for it, and the best response to it is definitely DIing back. DI absorbs on frame 1 giving you the most time to react, reacting with throw is good too but harder, jumping is easiest but not always rewarding depending on whether you jumped in time to actually punish. Because DIing back is the best response to it, I see why it is only 1 bar, because they didnt want the best DI response to be expensive. Because you can cancel into DI from special cancelable normals, I was also getting used to reacting with DI if my poke got absorbed and I thought that was a stable answer buuuuuuuuuut if your poke isnt special cancelable or if it has a really small special cancelable window, it doesnt really work out...Not sure what if anything they need to do to this. Maybe make it worse on block? anyway cool game, looking forward to next time i get to play it
  25. Besides the things mentioned you can also jump out of it, though obviously that comes with its own risks. But if they're spaced out for a DI thats hard to grab and you're in burnout, id gamble on jump bc they probably aren't getting a good starter if they do catch your jump at that range No DI reaches very high but they all move the character forward to varying degrees so it might take some time to get used to figuring where youre gonna land relative to where they'll be though
×
  • Create New...
Stage Select