On February 11 2009 08:53 CharlieMurphy wrote: So anyways, Who is going to the release party? I think I'll wear my TL shirt so you nerds can Identify me.
if it means anything im getting like a few of my boys and going sf4 crazy tomorrow.... im (hopefully) getting that game tomorrow
On February 11 2009 08:56 Bill307 wrote: I think that's mostly true, although if you go into a 5-10 second combo, then that's usually downtime that you can use in theory to explain some aspect of the game. .
Another good point about this that Kamui on SRK brought up a while back (as a counter-point to some dumb guy who thought SF4 should have some unwieldy combo breaker system) - when you're getting combo'd, it gives you time to think "oh this is how I messed up, and this is what I need to do after the combo/next round/next game to avoid this situation next time."
On February 11 2009 08:25 kainzero wrote: all the anime games have ridiculous combos. it took me 2 hours to learn Jam's AC loop on a standing opponent in the right position. i don't even wanna touch melty blood or arcana heart. and fate: unlimited codes looks like the worst offender, they'll do some 40 hit combo that takes off 10% life. i mean at least in marvel, the infinites do damage.
a lot of tekken players did not like t6 because two juggles wins the game, maybe one with wall and rage.
Oh come on. I've taught Arcana Heart Kamui's "B C Super" to people who have never played a fighting game before in their life, let alone used a joystick, in about 10 minutes. And you're scared to touch this game?
If you don't like doing hard combos, then don't pick characters who have hard combos. Duh.
On February 11 2009 09:19 Yaqoob wrote: I love watching any SF3 game that Rockefeller commentates. I really enjoyed Sextaro vs Amir and the game you just linked.
Have you seen these yet? SFIII: 3S - Family Fun Arcade Ranking Battle 1.6
On February 11 2009 09:16 Bill307 wrote: Oh come on. I've taught Arcana Heart Kamui's "B C Super" to people who have never played a fighting game before in their life, let alone used a joystick, in about 10 minutes. And you're scared to touch this game?
If you don't like doing hard combos, then don't pick characters who have hard combos. Duh.
that's great and all but in those types of games you have to learn how to combo in different situations, and not just dial-a-combo but you have to understand how they fall, register whether or not they counter hit, if it's an air-to-air you have to judge at which height you hit them at, maybe even changes with the type of character.
and that's just the technical portion, you gotta figure out how to land the combo too, in the middle of someone's trapping loop / blockstun combo or whatever.
i say that about arcana heart because when it came out at my arcade, i played it with my friend and all 3 rounds ended in time up, presumably because we didn't know the multi-hit combos that do 20% damage to make that game competitive.
but generally i rally against complex systems in fighting games anyway. that's why i didn't like NGBC, i also played that game against my friend and wondered why all the matches ended up in time over, turns out you needed to do the tag attacks to get rid of the red health part. that's why i look at GG and hate on the 5 meters on the screen. granted, GG is an excellently designed game in terms of mechanics but i still hate it. hahah.
I can tell you right now, you've made the mistake of thinking GG and AH are the same, referring to them as "those types of games" among other mistakes. But, like I wrote just a couple of days ago (which you should have read), they are completely different games.
And you're about to get nailed for it.
that's great and all but in those types of games you have to learn how to combo in different situations, and not just dial-a-combo but you have to understand how they fall, register whether or not they counter hit, if it's an air-to-air you have to judge at which height you hit them at, maybe even changes with the type of character.
You are completely blowing this out of proportion.
In general, different characters are going to be able to combo off of random hits with varying amounts of difficulty.
Game-specific, I can't speak for Guilty Gear, but in Arcana Heart you generally need to know only one to three combos for all situations: - One that starts when your opponent is right next to you. - One that starts when your opponent is farther away (which is usually just the latter part of the in-close combo). - One that starts when your opponent is in the air (which is usually just the ender to the in-close combo).
I'm not exagerating: the game really is that easy for many characters. (An obvious exception being Lieselotte, so just don't pick her.) How they fall is always the same. Counter hits don't matter. The opponent being too high or too low in the air makes little difference. Most combos work on everyone except Kira, against whom you usually just omit a move or two.
I suppose you could squeeze a little extra damage out with very spacing-specific and character-specific combos, but that 2 to 4% increase in damage is pretty insignificant.
and that's just the technical portion, you gotta figure out how to land the combo too, in the middle of someone's trapping loop / blockstun combo or whatever.
So you've got to learn out how to block and how to hit your opponent? How is that different from any other fighting game?
Actually, in AH you don't even need to learn how to block: you can just guard cancel.
(Honestly, I didn't like trying to block against Testament and Eddie in GG. So if you said blocking was harder and required a lot more character-specific knowledge in GG, then I'd understand. But you're saying it's harder in "these types of games" which is simply not true.)
i say that about arcana heart because when it came out at my arcade, i played it with my friend and all 3 rounds ended in time up, presumably because we didn't know the multi-hit combos that do 20% damage to make that game competitive.
The general pattern of "2A 2B 2C special-move and/or super-move" yields a 20% combo for more than half the cast. I don't know why you never tried it.
Moreover, you play a game without knowing anything about it, and you feel justified in judging it afterwards? Honestly, that's just being dumb, no matter what game or what genre you're talking about.
but generally i rally against complex systems in fighting games anyway. that's why i didn't like NGBC, i also played that game against my friend and wondered why all the matches ended up in time over, turns out you needed to do the tag attacks to get rid of the red health part. that's why i look at GG and hate on the 5 meters on the screen. granted, GG is an excellently designed game in terms of mechanics but i still hate it. hahah.
I used to think like that too, but now that I've been learning BlazBlue, I see things differently.
When you start playing a game like GG or BB, the only metre you need to worry about is the life metre. You don't need to know what Faultless Defense is, or Instant Block, or Roman Cancel, or FRC, and heck you don't even need to know how or when to do supers. Why? Because unless you're playing against people way above your skill level (which is gonna make you hate the game no matter how simple or complex it is), your opponent isn't going to know what any of those things are, either, and they're not going to know the bullshit setups that require knowledge of those aspects in order to escape.
Over time, your knowledge of all the metres and game mechanics grows, and your ability to utilize them improves. All fighting games are going to have a lot of game-specific knowledge that you'll need to know at a high level. The fact that some of this knowledge involves game-specific mechanics is no different. In the end, all of these games are complex.
On February 11 2009 11:03 sung_moon wrote: dam saya... that last rog combo was hot
btw were the ultras not connecting because u weren't rushing uppers on purpose? was confused y the ultra was only getting one hit
oh these arent my vids i meant i forgot the my vids i was going to link. and yeah i dont think the guy cared about connecting all the hits, he just wanted to finish the challenges
On February 11 2009 19:47 CharlieMurphy wrote: I am in dire need of some combo/range practice in 3rd strike solo mode. How do I activate the infinite life and shit for arcade ?
pretty sure you can't, 'cuz it's in arcade... if you have a PS2, acquire the SF Anniversary Edition and play threez on that for all your training mode needs.
main thing you can do is set as many rounds as possible
On February 11 2009 16:57 KOFgokuon wrote: god rockefeller is so great Bill how is this not the first rockefeller commentary that you post haha http://www.youtube.com/watch?v=s9rFiUi-mGk
CAPTAIN AMERICA
because Ray Ramos and Sanchez commentated that and not rockefeller? =)
ah fuck, i thought rockefeller did this one to be fair i haven't listened to it in a while, i knew sanchez was on it too, but i thought rockefeller was on there ><