Stage Select

GetTheTables

Member
  • Posts

    1,138
  • Joined

  • Last visited

Reputation Activity

  1. +1
    GetTheTables reacted to Volt in The Street Fighter V Thread, vol. 2   
    Just make the timer short. 15~20 secs is more than enough to pick a character/stage.
     
    Yeah, good point. 👍
     
    *Thinking of a comeback to that.*
     
     
  2. +1
    GetTheTables got a reaction from Bigtochiro in The Street Fighter V Thread, vol. 2   
    Lemme take a different track.
     
    I'm a programmer and the project I'm on right now sort of has that nice "video game development death march" feel so I'm very sympathetic to how easy something looks to be to change vs. how much of a goddamn nightmare it may be to change something because of the way a system was designed/there is no time/there are no resources/whatever reason.
     
    I totally agree that neither of those changes should be especially difficult. However without knowing what their code looks like, how their dev pipeline is set up, what their developer timelines look like, what their staff schedule is, what their future workload looks like, etc., I usually take the stance of "well that shouldn't be too hard but I dunno the reality of the situation." 🙂 
     
    It may also be bias but videogames in general seem to have really clusterfuck-y dev schedules so going back to update anything is always a bigger ask than you'd think (since most games now are based around a tail of updates keeping players engaged).
     
    And yeah I'm totally with Tubb that the rankings should be character specific. Its not like you don't fly up the towers if you're bopping people so you don't really need to worry about some multiple VIP duder terrorizing floor 5 or whatever because they switched to Axl for the day.
  3. +1
    GetTheTables got a reaction from Volt in The Street Fighter V Thread, vol. 2   
    Lemme take a different track.
     
    I'm a programmer and the project I'm on right now sort of has that nice "video game development death march" feel so I'm very sympathetic to how easy something looks to be to change vs. how much of a goddamn nightmare it may be to change something because of the way a system was designed/there is no time/there are no resources/whatever reason.
     
    I totally agree that neither of those changes should be especially difficult. However without knowing what their code looks like, how their dev pipeline is set up, what their developer timelines look like, what their staff schedule is, what their future workload looks like, etc., I usually take the stance of "well that shouldn't be too hard but I dunno the reality of the situation." 🙂 
     
    It may also be bias but videogames in general seem to have really clusterfuck-y dev schedules so going back to update anything is always a bigger ask than you'd think (since most games now are based around a tail of updates keeping players engaged).
     
    And yeah I'm totally with Tubb that the rankings should be character specific. Its not like you don't fly up the towers if you're bopping people so you don't really need to worry about some multiple VIP duder terrorizing floor 5 or whatever because they switched to Axl for the day.
  4. +1
    GetTheTables got a reaction from JustBooming in The Street Fighter V Thread, vol. 2   
    Lemme take a different track.
     
    I'm a programmer and the project I'm on right now sort of has that nice "video game development death march" feel so I'm very sympathetic to how easy something looks to be to change vs. how much of a goddamn nightmare it may be to change something because of the way a system was designed/there is no time/there are no resources/whatever reason.
     
    I totally agree that neither of those changes should be especially difficult. However without knowing what their code looks like, how their dev pipeline is set up, what their developer timelines look like, what their staff schedule is, what their future workload looks like, etc., I usually take the stance of "well that shouldn't be too hard but I dunno the reality of the situation." 🙂 
     
    It may also be bias but videogames in general seem to have really clusterfuck-y dev schedules so going back to update anything is always a bigger ask than you'd think (since most games now are based around a tail of updates keeping players engaged).
     
    And yeah I'm totally with Tubb that the rankings should be character specific. Its not like you don't fly up the towers if you're bopping people so you don't really need to worry about some multiple VIP duder terrorizing floor 5 or whatever because they switched to Axl for the day.
  5. LOL
    GetTheTables reacted to KingTubb in The Street Fighter V Thread, vol. 2   
    Yeah, it is, so it kinda has it already. What I'm saying is, If I'm a floor 10 Sol, if  I wanna take my I-no for a spin in the tower, I have to play on floor 10. 
     
    I'm saying it should consider your character level when determining what floors you're allowed on. So 240k Sol is locked on floor 10. 20k I-no can chill on floor 6 if they want. 
     
    Floor leveling would be faster for the I-No cause the overall rank is already higher, but lower floors should be open to your new characters. That also adds to the stunting ability:
    "I got 6 characters in heaven, suck my ballz" 
  6. +1
    GetTheTables reacted to KingTubb in The Street Fighter V Thread, vol. 2   
    While we're on the subject...
    Strive needs a character rank and an overall rank. Cause if you wanna try a new character, you're Tower floor can be dissolved pretty quick. 
     
    Plus it would be nice to know if I'm playing someone's main or not
  7. +1
    GetTheTables got a reaction from KingTubb in The Street Fighter V Thread, vol. 2   
    You actually have to cut out two layers: you have to kill the monitor and you need to cut out the pre-match screen where you confirm. Otherwise people are either going to dodge based on monitor character or dodge based on the wanted poster.
     
    I agree that neither of those changes are huge but I'd bet that updating their architecture to do that will take them some time. And its not like they still don't need to be working on stability first, or that they're going to pump the brakes on their post-launch content.
     
    Also ideally you can curb the issue with a character balance patch at some point. You'll always have duckers but given the state of things its not surprising to see people scrambling away from Sol/May/Ram/Chipp when they can.
  8. +1
    GetTheTables reacted to Pair of Rooks in The Street Fighter V Thread, vol. 2   
    Lol.  Ky mains never have that problem. 
     
    Even with each other. The mirror match has become one of my favorite MUs. I can't think of another game where that has ever happened.  
     
    Personally I treat the tower as the park.  Why not?  Show me your best stuff.
     
  9. +1
    GetTheTables reacted to KingTubb in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    We should do a PS4 and PC day and time so people that doubled up can go to both if they want.
     
    At least until the crossplay update drops.... 👀
  10. +1
    GetTheTables got a reaction from KingTubb in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    🤭
     
    I think that is a rad idea. I know some other groups commandeer various parks for meet ups so no reason MS can't stake a claim.
  11. +1
    GetTheTables reacted to KingTubb in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    @GetTheTablesand I are talking about people using the parks as lobbies in the SF5 (or whatever) thread and it had me thinking...
     
    We should set up a weekly meet-up in a region and park. 
     
    Everyone Jump on park 69 or whatever at the same time every week so we can all get games with each other. 
     
    I think it would be pretty dope, like everyone jump on (of you can) Wednesday at 9 PM EST or whatever and come and go as you please. 
  12. LOL
    GetTheTables got a reaction from Bigtochiro in The Street Fighter V Thread, vol. 2   
    Yeah you're way more likely to get long sets in the park. Between floor hops and people not wanting to lose sets getting rematches in the ranked towers seems to be more rare.
     
    The match up dodging definitely sucks. Unfortunately I don't see that going anywhere, with what they'd have to change to resolve that. But I do think it would be good for the devs to consider it. 
     
    The biggest issue I've run into in the parks is that it feels like the pairs never rotate. I don't know if that is because people are doing what the MS crew does and they are using the parks as a meet up location in lieu of player lobbies, or if its just the nature of infinite rematches. I had more luck just putting myself into training mode to find a random opponent, though of course that has the issue where if it finds a match but then the match fails to connect it boots me all the way back to the lobby.
     
    Thankfully the servers so rarely have issues connecting matches.
     
    😑
  13. +1
    GetTheTables reacted to KingTubb in The Street Fighter V Thread, vol. 2   
    This is why I think I'm going to stick to the park for awhile. 
     
    Seems like every time I hit the park, I end up finding someone and playing at least 10 games, and people seem to be less concerned with match-ups in the park. 
     
    If I (may main, baby) try to connect with someone already at a station in the towers, they'll deny me half the time. 
     
    Since wins don't really matter in the Park, people will actually play the MU
  14. +1
    GetTheTables got a reaction from DoctaMario in The Street Fighter V Thread, vol. 2   
    If its anything like Injustice the "banner" characters will be some level of gross - Batman and Superman were always good and Supes was real dumb out of the gate. 
     
    Some dude with guns will show up and be busted AF for about 2 weeks before NRS nerfs them into obscurity. Get your troll zoning in while you can! Considering it is NRS and they love The Edge someone like Punisher might actually fill that role. I'd almost be tempted to pick the game up in that case just to enjoy that while it lasts.
     
    Someone will be that game's Aquaman. I.e. "why is this jobber so good?" Its a little weird to pick because Marvel's 2nd tier bench is pretty wide. Wonder Man maybe?
     
    I think part of it is that when you're fighting randoms you are getting that unknown factor, which is valuable, but you also don't know what kind of opponent you are going to get. 
     
    Its not even about skill though that is part of it. Especially in the shorter sets you don't always get people who adapt or really change up what they are doing which can lead to situations where you kind of have them figured out and they just keep on doing the same stuff over and over. Just harder.  While you can definitely still use those as opportunities to practice it doesn't push you as much as when you have an opponent who is shifting their game up.
  15. +1
    GetTheTables got a reaction from Volt in The Street Fighter V Thread, vol. 2   
    It seems like you just legit found something that clicks with you. When that happens follow your gut. Fire up some 3S when you can!
     
    I'm trying to keep Striving (I need to get back into those towers) but I do have 3S via FC thanks to Dayaan so I can fire that up sometime if the timelines work out.
  16. +1
    GetTheTables reacted to Mattatsu in The Street Fighter V Thread, vol. 2   
    Sounds good! I’ll still definitely play Strive so there’s always that, but I’ll need to  mix 3S in more than I have.
     
    I’ll let you know. There’s a good chance I’m not going to have much time this entire month, but after July 30th, I should have a lot more time.
  17. +1
    GetTheTables got a reaction from Mattatsu in The Street Fighter V Thread, vol. 2   
    It seems like you just legit found something that clicks with you. When that happens follow your gut. Fire up some 3S when you can!
     
    I'm trying to keep Striving (I need to get back into those towers) but I do have 3S via FC thanks to Dayaan so I can fire that up sometime if the timelines work out.
  18. +1
    GetTheTables reacted to Mattatsu in The Street Fighter V Thread, vol. 2   
    That’s fair. I really did like it, and in fact, it was on the way to be my favourite new FG since MVC2. I just had to take a break and the craving to come back to 3S is stronger than Strive for some reason… it could be that 3S is easier to pick up where strive feels a bit more daunting to get back into (probably because I didn’t spend enough time with it before my break), or that I’m playing the 3S OST regularly as I work out and stuff.
     
    I do also just miss 3S though. One of my favourite FGs ever, and probably the one I was best at.
  19. LOL
    GetTheTables reacted to Volta in The Street Fighter V Thread, vol. 2   
    Strive. If I had played 3S every day since it came out, I would've been Kuroda by now (minus the child molestation charges, hopefully).
  20. +1
    GetTheTables reacted to Phantom_Miria in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    Here's a video I found with the combo I'm talking about:
     
     
    If you stop moving when you do Purple Roman Cancel that means you didn't do the dash before the Roman Cancel. In this game you can input a dash right before the Roman Cancel in order to make your character move in a certain direction during the animation of the Roman Cancel, and this combo relies on both the Dauro and the Dash Roman Cancel moving Ram forward enough to keep comboing.
  21. +1
    GetTheTables reacted to Vhozite in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    Oooooh I didn’t know about the dash RC thing. Yeah I’m doing it in training now. It doesn’t work from max range but still works from pretty far and leads to good damage 
     
    TBH I’m not really comfortable launching swords yet but even without that she can do some slick stuff
     
    Edit: LOL I was actually doing it wrong. fs>HS dash RRC works if you’re willing to get a bit closer. The Dauro things works from even farther, but it’s a bit harder 
     
    Thanks guys this is exactly what I was looking for 
  22. Insightful
    GetTheTables got a reaction from Pair of Rooks in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    Miria hit on it but I'll add in what else I know. Also this may get ish, I just sat down with afternoon coffee. 
     
    The short answer is: no.
     
    I think on CH f.S you can sometimes staple H Sword Toss onto the gatling but that is the main way I've seen it combo, and it isn't a good idea unless it will corner pin/bounce anyways. You can extend as Miria said with some forward drift RC stuff which I honestly should probably lab more to get late game conversions. Right now I just use f.S, HS to pester and build RISC.
     
    Your actual routes into combos with Ram are 5K, 2D xx Dauro -> juggle stuff, c.S, 2H xx Dauro -> juggle stuff, and 2K, 2D xx (ender) +/- RC.
     
    5K, 2D xx Dauro allows for a 5K juggle after which can segue into:
       - 6H xx H Sword Toss to put them in the corner from far out (you can take somebody to the wall from roughly round start with this sequence though of course you aren't connecting 5K, 2D at that range, but just to give you an idea of the corner carry)
       - Full or partial Rekka. Full rekka to take the damage and safejump, partial to do single hit xx Dash for pressure
     
    c.S, 2H xx Dauro is pretty much the same as above but the additional height lets you get a c.S juggle instead of the 5K which is a bit more damage (similar routes) or double 5K with a cancel on the 2nd 5K into H Sword Toss for corner carry (I think you either can or have to follow that up with S Sword Toss to juggle in time due to low height but I haven't labbed it extensively). Honestly getting c.S as a starter is really rare and if you're near the corner you mightas well just c.S, f.S, H xx H Sword Toss and go from there. Right now this is my "big punish" starter midscreen.
     
    2K, 2D xx ender (Dauro or Rekka) is honestly what I use the most when trying to pressure. Reason being is that it starts from a low so it has a slightly higher chance of catching the opponent wiggling than 5K or c.S. This starter leads to the least overall damage but you can do 2K, 2D xx Rekka and dash cancel the first hit into pretty easy meaty pressure. Which from there you can try stuff like 5K or c.S and route those into staggered Rekkas.
     
    Hopefully that helps. In my experience Ram is mostly pestering the shit out of the opponent and taking the accumulated damage/RISC, then when you get the hit you can probably take them to the corner and explode them. I've had the most success catching people low and with staggered Rekkas as part of actual pressure. 
  23. +1
    GetTheTables got a reaction from Phantom_Miria in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    Miria hit on it but I'll add in what else I know. Also this may get ish, I just sat down with afternoon coffee. 
     
    The short answer is: no.
     
    I think on CH f.S you can sometimes staple H Sword Toss onto the gatling but that is the main way I've seen it combo, and it isn't a good idea unless it will corner pin/bounce anyways. You can extend as Miria said with some forward drift RC stuff which I honestly should probably lab more to get late game conversions. Right now I just use f.S, HS to pester and build RISC.
     
    Your actual routes into combos with Ram are 5K, 2D xx Dauro -> juggle stuff, c.S, 2H xx Dauro -> juggle stuff, and 2K, 2D xx (ender) +/- RC.
     
    5K, 2D xx Dauro allows for a 5K juggle after which can segue into:
       - 6H xx H Sword Toss to put them in the corner from far out (you can take somebody to the wall from roughly round start with this sequence though of course you aren't connecting 5K, 2D at that range, but just to give you an idea of the corner carry)
       - Full or partial Rekka. Full rekka to take the damage and safejump, partial to do single hit xx Dash for pressure
     
    c.S, 2H xx Dauro is pretty much the same as above but the additional height lets you get a c.S juggle instead of the 5K which is a bit more damage (similar routes) or double 5K with a cancel on the 2nd 5K into H Sword Toss for corner carry (I think you either can or have to follow that up with S Sword Toss to juggle in time due to low height but I haven't labbed it extensively). Honestly getting c.S as a starter is really rare and if you're near the corner you mightas well just c.S, f.S, H xx H Sword Toss and go from there. Right now this is my "big punish" starter midscreen.
     
    2K, 2D xx ender (Dauro or Rekka) is honestly what I use the most when trying to pressure. Reason being is that it starts from a low so it has a slightly higher chance of catching the opponent wiggling than 5K or c.S. This starter leads to the least overall damage but you can do 2K, 2D xx Rekka and dash cancel the first hit into pretty easy meaty pressure. Which from there you can try stuff like 5K or c.S and route those into staggered Rekkas.
     
    Hopefully that helps. In my experience Ram is mostly pestering the shit out of the opponent and taking the accumulated damage/RISC, then when you get the hit you can probably take them to the corner and explode them. I've had the most success catching people low and with staggered Rekkas as part of actual pressure. 
  24. Insightful
    GetTheTables got a reaction from Vhozite in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    Miria hit on it but I'll add in what else I know. Also this may get ish, I just sat down with afternoon coffee. 
     
    The short answer is: no.
     
    I think on CH f.S you can sometimes staple H Sword Toss onto the gatling but that is the main way I've seen it combo, and it isn't a good idea unless it will corner pin/bounce anyways. You can extend as Miria said with some forward drift RC stuff which I honestly should probably lab more to get late game conversions. Right now I just use f.S, HS to pester and build RISC.
     
    Your actual routes into combos with Ram are 5K, 2D xx Dauro -> juggle stuff, c.S, 2H xx Dauro -> juggle stuff, and 2K, 2D xx (ender) +/- RC.
     
    5K, 2D xx Dauro allows for a 5K juggle after which can segue into:
       - 6H xx H Sword Toss to put them in the corner from far out (you can take somebody to the wall from roughly round start with this sequence though of course you aren't connecting 5K, 2D at that range, but just to give you an idea of the corner carry)
       - Full or partial Rekka. Full rekka to take the damage and safejump, partial to do single hit xx Dash for pressure
     
    c.S, 2H xx Dauro is pretty much the same as above but the additional height lets you get a c.S juggle instead of the 5K which is a bit more damage (similar routes) or double 5K with a cancel on the 2nd 5K into H Sword Toss for corner carry (I think you either can or have to follow that up with S Sword Toss to juggle in time due to low height but I haven't labbed it extensively). Honestly getting c.S as a starter is really rare and if you're near the corner you mightas well just c.S, f.S, H xx H Sword Toss and go from there. Right now this is my "big punish" starter midscreen.
     
    2K, 2D xx ender (Dauro or Rekka) is honestly what I use the most when trying to pressure. Reason being is that it starts from a low so it has a slightly higher chance of catching the opponent wiggling than 5K or c.S. This starter leads to the least overall damage but you can do 2K, 2D xx Rekka and dash cancel the first hit into pretty easy meaty pressure. Which from there you can try stuff like 5K or c.S and route those into staggered Rekkas.
     
    Hopefully that helps. In my experience Ram is mostly pestering the shit out of the opponent and taking the accumulated damage/RISC, then when you get the hit you can probably take them to the corner and explode them. I've had the most success catching people low and with staggered Rekkas as part of actual pressure. 
  25. +1
    GetTheTables reacted to Phantom_Miria in The Guilty Gear general: Getting Wildly Assaulted in the Keyhole   
    From maximum range I think she got nothing.
     
    From closer she can cancel into Dauro, and cancel the Dauro into Red Roman Cancel to extend the combo I guess.
    Another thing you can do that I think works from further away but still requires meter is fS>HS into Dauro, then immediately cancel the Dauro, as soon as it starts and before it becomes active, into Dash Forward Purple Roman Cancel. The combined forward movement of Dauro and Dash Forward PRC can be enough to leave you close to the opponent and land Close Slash, continuing the combo.
     
    Check if this stuff works in training mode though because I haven't labbed in a while.
×
  • Create New...
Stage Select