notworksafe
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Show's you how relevant the game is. Kappa
Or how little the opinions of message board FG pontificators actually matter.
Show's you how relevant the game is. Kappa
Anybody else find themselves completing inputs imprecisely? I've noticed for a long time that when I do an action like a fireball or dragon punch motion, I'll input the joystick motions but hit the attack button(s) slightly after finishing the final joystick motion rather than at the same time. Input leniency means my intended action comes out correctly, but it seems better to be as precise as possible with your inputs. I've tried to stop doing it, but it's really hard to do.
Of course it's staged (like all magic tricks)... it's still fun though.
Anybody else find themselves completing inputs imprecisely? I've noticed for a long time that when I do an action like a fireball or dragon punch motion, I'll input the joystick motions but hit the attack button(s) slightly after finishing the final joystick motion rather than at the same time. Input leniency means my intended action comes out correctly, but it seems better to be as precise as possible with your inputs. I've tried to stop doing it, but it's really hard to do.
I think that affirms the finality of the game. If you think about it everyone ends on a high note or with unanswered questions. Just because the game doesn't end in an absolute doesn't mean the next game will up the ante. That sort of thinking is what causes those nonstop anime power increases. To have E. Ryu and Oni be canon in SF would be awful and I think the Third Strike team were interested in avoiding that.I can't agree completely with this when they also included Oro as the greatest master in a forgotten art (and Oro considers himself a rookie) that craps on almost everything fighting related shown in the series, made Ryu and Gouki's ending be "they'll keep improving forever" and keep giving us new faces and possibilities - Ryu motivates Alex to keep fighting while Ken has a pupil, Makoto is keeping the dream alive, Necro shows that an obsolete/old model is not trash - Twelve never kills him.
But it's a nice way to look at it.
So Mad(Arc Revo winner, top PSR Teddie, dude who just solo OCVs team tournaments for giggles) finally put up his early P4U2 2.0 tier list. He comes from a strong region and plays strong players often, and has one of the best ideas of what the game probably looks like right now, so his list is worth looking at a bit more so than some others out there right now. Rise and Adachi are excluded because he doesn't know anything about them quite yet. He also says something along the lines of "if you're startign now don't pick chars below S Teddie"
big stupid mmcafe link
You want to fix this?
Play Guilty Gear.
I haven't really been following P4U2, but I remember people used to think Yosuke was a lot higher. What killed him? Did they finally take out gliding or something?Cross post from the P4U2 thread. Basically one of the better lists for P4U2 2.0. I'm open to questions about any of it I guess.
I haven't really been following P4U2, but I remember people used to think Yosuke was a lot higher. What killed him? Did they finally take out gliding or something?
Cross post from the P4U2 thread. Basically one of the better lists for P4U2 2.0. I'm open to questions about any of it I guess.
The weirdest thing about GG for me is HCB,F motions. Everything else is really clean, but there are times where I legit cannot get supers out for anything and just pretend I don't have the option as a result. It's even more weird/upsetting when random day of the week I'll get the super consistently on one side of the screen while flailing on the other.
I haven't really been following P4U2, but I remember people used to think Yosuke was a lot higher. What killed him? Did they finally take out gliding or something?
Weren't people rating Shadow Junpei really high initially?
I'm also mildly curious as to what put Shadow Mitsuru so far above everyone else.
The weirdest thing about GG for me is HCB,F motions. Everything else is really clean, but there are times where I legit cannot get supers out for anything and just pretend I don't have the option as a result. It's even more weird/upsetting when random day of the week I'll get the super consistently on one side of the screen while flailing on the other.
Should've known they'd never let him keep consistent knockdowns. Oh well.Yeah they took out glide and gave him less knockdowns. Glide was actually busted to an insane degree, and loss of consistent KD on top of it basically took away everything that made him completely stupid.
Should've known they'd never let him keep consistent knockdowns. Oh well.
Who's the easiest strong character to play if you want to dabble in the game these days? Banchou? Yukari chucking arrows all over the place looks fun but I dunno if I want to grind out combos.
1) How did Yukiko jump so much?
2) Why did Margaret go down?
3) Why will Elizabeth always sucky suck suck?
4) Do we know when this is coming to the West?
5) Does 2.0 add in the DLC characters as standard?
1) How did Yukiko jump so much?Cross post from the P4U2 thread. Basically one of the better lists for P4U2 2.0. I'm open to questions about any of it I guess.
Anybody else find themselves completing inputs imprecisely? I've noticed for a long time that when I do an action like a fireball or dragon punch motion, I'll input the joystick motions but hit the attack button(s) slightly after finishing the final joystick motion rather than at the same time. Input leniency means my intended action comes out correctly, but it seems better to be as precise as possible with your inputs. I've tried to stop doing it, but it's really hard to do.
Or how little the opinions of message board FG pontificators actually matter.
The weirdest thing about GG for me is HCB,F motions. Everything else is really clean, but there are times where I legit cannot get supers out for anything and just pretend I don't have the option as a result. It's even more weird/upsetting when random day of the week I'll get the super consistently on one side of the screen while flailing on the other.
usually from that I notice people don't cleanly input Back before going forward. I remember having this problem when I was young with KOF's 2x HCB Supers
Check your motions carefully. The most common error in that circumstance seems to be people missing the 4 input. It's easy to miss among the arrows.
I mean you guys say that but in the case of Guilty Gear the HCB-F inputs are legitimately way more obnoxious than they have any right to be. They won't register the input at all if you don't hit every single input including the diagonals. One of the key things I hope that they'll be specifically fixing in newer versions of the game.
Why should you not hit all the directions? How are you even skipping directions?
It's pretty common on a square gate and for pad players.
I mean you guys say that but in the case of Guilty Gear the HCB-F inputs are legitimately way more obnoxious than they have any right to be. They won't register the input at all if you don't hit every single input including the diagonals. One of the key things I hope that they'll be specifically fixing in newer versions of the game.
Massive bullshit. Execution carries over between all fighting games in different ways.
his command grab input overlaps with at least 4 other potential options.
Not all fighting games. There's is just about zero things in Marvel's execution that will help you in having clean and well timed inputs for all of the nonsense in Tekken. Keep in mind that I'm not saying that this is a good thing for Tekken here by the way.
My Heavens! If you don't execute move properly it won't come out?? Ya don't say??
Pay attention to the premise of the discussion: dude wants cleaner inputs. Guilty Gear wants clean inputs.
Instead making this an issue again: why not spend some more time in Training Mode? Your general execution in FGs will thank you later.
We've had this conversation before but I stand by what I said then, me being able to input the move 100% of the time wouldn't change how obnoxious the input is. I can go in with Sol and input DP in Xrd as forward, back, down-back, down-forward, forward and still get DP. I miss one diagonal in an input that's half circle back -> forward and get a whole slew of unrelated moves. It requires you to be uncharacteristically precise compared to other moves in the game. It's an outlier and should change. Luckily, going by the announced changes in the loketest, ArcSys seems to agree.
But I only brought it up because the people were saying that the most likely reason he wasn't able to get the input out was because he was missing the 4, if this were any other modern fighting game that might be the case but Xrd is special.![]()
Timing and cleanliness of inputs is being too detail-oriented. Memorizing long sequences of inputs (read: Psychological chunking) and being forced to perform them under pressure, consistently, is transferrable. I'm not talking competitive pressure, either. The game's high-stakes emphasize the importance of not dropping these sequences and is crucial to success, generally speaking.
Just for example.
I used to do it, maybe you're not getting enough time in the training room, that's what fixed it for me, or you switch setups frequently. Maybe one has more lag than the other in terms of TV's. Which game is causing you to do this? Or is it overall every fighting game you play?
lol man, you always have to go to the next level with things.
That's a horrible example. That's adding an input not taking one away.
Anytime I'm challenged by something in a FG I look at it as an opportunity to get better in general. I might bitch and moan during the process, but I know even the little things will make me a better player, generally, if I step up to the plate and nip them in the bud.
I'm also confident that if not now, at some point in the future, my attitude will separate me from the people that would rather spend their energy only bitching and moaning.
*shrug*
But that's just me.
It certainly contributes to the problem of move overlap for the characters that have to put up with it. The answer is to either simplify the input (which they rightfully did with I-No's shenanigans and seem to be doing with May's command grab) or tweak the engine so that it prioritizes the more complicated one when doing X sequence of inputs. Really all they need to do is make it so that 426 is a recognized half circle and we're golden.
In Tekken, that comes into play just as often, if not MORE often. Worst case scenario in Marvel 3, you die in three touches. Worst case scenario in Tekken, it takes only 2 touches, and one of those will probably be with minimal risk to the attacker, assuming that your execution is on point at least.
Also, long sequences of inputs is much easier to deal with than the insanely precise timing that goes into every aspect of moving and attacking in that game. People have played it for years and still can't get it down, despite it being a basic requirement to even be considered a decent player. It's not a positive aspect of the game at all, but do no underestimate it.
Anytime I'm challenged by something in a FG I look at it as an opportunity to get better in general. I might bitch and moan during the process, but I know even the little things will make me a better player, generally, if I step up to the plate and nip them in the bud.
I'm also confident that if not now, at some point in the future, my attitude will separate me from the people that would rather spend their energy only bitching and moaning.
*shrug*
But that's just me.
But the motion of 46 has no overlap for potemkin outside of his 6p
Missing any of the diagonals in the sequence means you can get anything from megafist in either direction, jab, or 6P (as you mentioned).
How the hell do you get mega fist. The only thing you should get from messing that up is 6P
If you are getting anything else you are fucking up SUUUUUUUUUUPER bad
How the hell do you get mega fist. The only thing you should get from messing that up is 6P
If you are getting anything else you are fucking up SUUUUUUUUUUPER bad
Seriously.
You should be fucking glad Xrd is what is it is.
Uh how do you go from 6 to 2. 6 is forward 2 is down. You literally have to put effort into avoiding 362146 will get you megafist, just tested it, that's one missed diagonal. I'm not kidding when I say the input is dumb.
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3) Liz is poorly designed from the outset and ArcSys doesn't feel like risking it trying to do anything drastic
Uh how do you go from 6 to 2. 6 is forward 2 is down. You literally have to put effort into avoiding 3
Uh how do you go from 6 to 2. 6 is forward 2 is down. You literally have to put effort into avoiding 3
62146 will get you megafist, just tested it, that's one missed diagonal.
Sounds like square gate isn't for you or you just need more practice. That's a weird issueSquare gate, not at all as difficult as you think.
One missed direction from a PBuster or two extraneous directions added to your MegaFist?
Sounds like square gate isn't for you or you just need more practice. That's a weird issue
DeethageeWho was it?