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Jmcrofts posted:Read this from the OP if you haven't poo poo, that's a lot more detailed than I realized. I guess the main thing that's unclear to me is when/why to use the kinetic advance. I think I get the concept of cancels in general but I'm struggling to turn it into something useful.
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# ? Aug 5, 2015 22:28 |
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# ? Jun 3, 2024 18:41 |
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I guess people still need codes so heres some: R6SGL-HVZEB-GU6W8-956PT-IVW8I UO93Y-5P9L2-ZMM12-RC2AO-7W9YY
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# ? Aug 5, 2015 22:29 |
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metricchip posted:poo poo, that's a lot more detailed than I realized. the general idea of a kinetic advance is to turn stuff that you normally can't combo off into stuff you can, like for instance with kinetic advance vlad can use his super after a throw whereas normally that wouldn't be possible. If you've ever played street fighter 4 the concept is similar to an FADC in that game. On a character to character level they vary in usefulness, but most combo lists have them somewhere or another
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# ? Aug 5, 2015 22:32 |
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metricchip posted:poo poo, that's a lot more detailed than I realized. Use it to 1. extend combos, 2. create mixups, or 3. make moves safe on block. Example 1: you can't combo off of Chel's fireball (her alpha special). However if you cancel it into a forward dash using Kinetic Advance you can. Example 2: If someone blocks a standing heavy attack, normally they are pretty safe to continue blocking the same way. However if you cancel the standing heavy into a forward jump using kinetic advance, you can hit them with a crossup (down+heavy in the air) to make them switch the direction they are blocking. Example 3: Vlad's Beta Special, an uppercut (also called DP or Dragon Punch) is very unsafe on block. If you don't know what that means, essentially if you do the uppercut and the opponent blocks it, you are very vulnerable and the opponent gets a free combo on you. However, if you cancel the uppercut into a dash with Kinetic Advance, you are now in an advantageous position and cannot be punished. This is all fairly intermediate stuff though. I'm not sure if you're new to fighting games in general or just this game, but you might not want to worry about Kinetic stuff until you have the basics down.
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# ? Aug 5, 2015 22:33 |
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Doulos posted:Just coming from Guilty Gear, this usually means that's the best character. See Eddie, Millia, Elphelt, etc. Also, doesn't his invisibility have some invulnerability? This is a capcom fighter though, so I'm not sure. Crow is scary but his actual mix-ups can be reacted to rather easily. Also, Jmcrofts I have to say barrier has merit. I use advance Vlad myself but his uppercut is so short ranged that characters often just sit outside the range of it before going into pressure. Certain characters like Vlad/Crow should consider barrier as reversals are their weak point and they don't need advance it for big damage or reliable knockdowns. Characters like Talos and Chel should 100% be using advance though.
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# ? Aug 5, 2015 22:55 |
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Crow I can see it. Vlad I 100% disagree. Even with the short range DP FADC is extremely powerful, as is throw->super.
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# ? Aug 5, 2015 22:58 |
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Codes for people who are still somehow not in this Rockem Sockem game: U9QGZ-YGOQN-LG44I-URJFZ-ZSNCG WZPT1-I6OIK-8TL2K-1RVBN-EJQJK
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# ? Aug 5, 2015 23:06 |
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Jmcrofts posted:Crow I can see it. Vlad I 100% disagree. Even with the short range DP FADC is extremely powerful, as is throw->super. Again I use advance. Against Dauntless and the like I can see it being the superior choice though.
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# ? Aug 5, 2015 23:09 |
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The Gorp posted:Again I use advance. Against Dauntless and the like I can see it being the superior choice though. I don't see any real advantage depending on matchup. Advance is too much of a must-have to give up.
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# ? Aug 5, 2015 23:17 |
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Why links in a fighter designed to be accessible? Why? E: I honestly don't understand the thought process there Syenite fucked around with this message at 23:52 on Aug 5, 2015 |
# ? Aug 5, 2015 23:48 |
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Shukaro posted:Why links in a fighter designed to be accessible? But they're easy links?
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# ? Aug 5, 2015 23:53 |
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Shukaro posted:Why links in a fighter designed to be accessible? Jmcrofts posted:Links are seriously baby easy in this game, this isn't SF4. Also all fighting games have links.
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# ? Aug 5, 2015 23:54 |
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It's only a link in name, just mash it.
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# ? Aug 5, 2015 23:55 |
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Shukaro posted:Why links in a fighter designed to be accessible? Every fighter has links, and these are ultra-lenient, you can literally mash as fast as possible between buttons and get them.
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# ? Aug 5, 2015 23:56 |
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The links in this game really are pretty much one or two steps away from being gatlings
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# ? Aug 5, 2015 23:56 |
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Let me clarify I'm real bad at fightgames unlike you guys and they're unnecessarily annoying in a game where the most complex input is down heavy Dias posted:Every fighter has links, and these are ultra-lenient, you can literally mash as fast as possible between buttons and get them. Maybe I'm just doing it wrong then
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# ? Aug 5, 2015 23:57 |
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Blazblue doesn't have links, it has gattling combos. Anime master race. (For real, why can you just buffer the next normal during the animation fo the previous one. Links are horrible)
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# ? Aug 5, 2015 23:58 |
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Shukaro posted:Let me clarify Are you incapable of mashing? I'm probably worse than you. Just an FYI.
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# ? Aug 5, 2015 23:58 |
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Nobody is above mashing
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# ? Aug 6, 2015 00:00 |
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Shukaro posted:Let me clarify Can you explain your preferred alternative? All normals chain into all other normals? No comboing a normal into a normal?
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# ? Aug 6, 2015 00:00 |
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I shall report back re: mashingJmcrofts posted:Can you explain your preferred alternative? All normals chain into all other normals? No comboing a normal into a normal? I'm personally partial to L-M-H chaining like in marvel type games, but this is way more of a SF type fighter so that probably wouldn't work Syenite fucked around with this message at 00:04 on Aug 6, 2015 |
# ? Aug 6, 2015 00:00 |
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The average person (what this game is targeting) cannot do a shoryuken on a consistent basis, let alone on reaction. You guys are forgetting how very niche fighting games as a skillset.
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# ? Aug 6, 2015 00:00 |
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Tae posted:The average person (what this game is targeting) cannot do a shoryuken on a consistent basis, let alone on reaction. I think mashing is a universal skill that spans across all levels of experience.
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# ? Aug 6, 2015 00:03 |
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What I personally don't get is the exclusion of auto combos
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# ? Aug 6, 2015 00:06 |
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Shukaro posted:Let me clarify We get that, but this is as easy as it gets without the game implementing a chain system, which would still have links. And yeah, just start mashing late into the first attack and you'll get it. I had a bit of trouble with Chel's stuff until I realized I was being way too finesse-y with it. I don't really mash it tho, I do more of a double/triple tap. Mintergalactic posted:What I personally don't get is the exclusion of auto combos Well, there's target combo-ish things in the game right now. Chel can cancel f+H into f+M, for instance.
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# ? Aug 6, 2015 00:10 |
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OK so mashing insanely hard works reliably, but it's a lot dumber than just letting you buffer an input or something.
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# ? Aug 6, 2015 00:14 |
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Shukaro posted:OK so mashing insanely hard works reliably, but it's a lot dumber than just letting you buffer an input or something. you CAN buffer an input. There's like a 5 frame window.
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# ? Aug 6, 2015 00:15 |
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people need to learn combos, I've won matches I absolutely should have lost because my opponent's arent even trying to maximize damage. i think the scariest match ive had was against a Chel who had some really sick juggle combo that ended in airgrab into super, after i saw that poo poo i had to respect her DP a lot more than i did in basically every other match.
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# ? Aug 6, 2015 00:16 |
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Jmcrofts posted:5 frame window Shukaro posted:real bad at fightgames
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# ? Aug 6, 2015 00:17 |
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Y-yes?
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# ? Aug 6, 2015 00:18 |
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speaking of combos what can Talos get off a jab other than more jabs or reset options? because i havenot found anything, though i haven't tried too hard because KA makes pressuring with heavier buttons easy
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# ? Aug 6, 2015 00:19 |
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Jmcrofts posted:you CAN buffer an input. There's like a 5 frame window. It's gotta be more than 5f, 5f is Blazblue and I dropped poo poo all the time in that game. But yeah, there's a massive buffer for inputs. It's so big I've played 300+ ping matches where neither me nor my opponent dropped stuff.
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# ? Aug 6, 2015 00:23 |
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Shukaro posted:OK so mashing insanely hard works reliably, but it's a lot dumber than just letting you buffer an input or something. The target audience for the game isn't going to know what buffering an input is. They'll just mash.
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# ? Aug 6, 2015 00:23 |
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Shukaro posted:excuses The only actual problem is your attitude, you can totally do it if you think you can. You think you can't, so you can't. Unless you are a person that literally never plays videogames except for this one time or you have no arms or something you are 100% capable of doing all links in this game with 5 minutes of practice at the outside. Please see this post as 50% encouraging motivational pep-talk and 50% calling you out on the same "execution barrier" non-excuse we get to read in literally every fighting game thread since the beginning of the Gregorian calendar.
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# ? Aug 6, 2015 00:28 |
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teagone posted:The target audience for the game isn't going to know what buffering an input is. They'll just mash. If you have to mash out every normal combo hard enough to wear out your buttons then why not just let you chain normals is what I'm saying. It's supposed to be easy and accessible apparently or is that just a weird thing they said. Trykt posted:The only actual problem is your attitude, you can totally do it if you think you can. You think you can't, so you can't. Unless you are a person that literally never plays videogames except for this one time or you have no arms or something you are 100% capable of doing all links in this game with 5 minutes of practice at the outside. Please see this post as 50% encouraging motivational pep-talk and 50% calling you out on the same "execution barrier" non-excuse we get to read in literally every fighting game thread since the beginning of the Gregorian calendar. it literally is a weird execution barrier for no reason though, is the thing
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# ? Aug 6, 2015 00:30 |
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Dias posted:Every fighter has links, and these are ultra-lenient, you can literally mash as fast as possible between buttons and get them. Mortal Kombat lets you dial your entire combo as fast as you want and then does it. It's a way better system for a fighting game that wants to be accessible, because it means you can tell a player "this combo goes: X Y Z" and then all he has to do is hit those buttons and only those buttons as fast as he can, no further timing needed. DatonKallandor fucked around with this message at 00:37 on Aug 6, 2015 |
# ? Aug 6, 2015 00:34 |
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Shukaro posted:it literally is a weird execution barrier for no reason though, is the thing It isn't, any off-the-cuff alternative you can think of (please don't list them) would introduce their own design issues. You can't even imagine what they are because you don't know how fighting games work so you'll just have to trust us when we tell you the problem literally only exists in your head. It's an extraordinarily solvable problem for you at any rate, please do so! Cool thing about it is once you figure it out it's a permanent skill, you will literally always know how to do it for any game you play in the future. Totally worth the practice time especially considering how extraordinarily minimal it is in this game in particular.
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# ? Aug 6, 2015 00:35 |
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DatonKallandor posted:Mortal Kombat lets you dial your entire kombo as fast as you want and then does it. It's a way better system for a fighting game that wants to be accessible, because it means you can tell a player "this combo goes: X Y Z" and then all he has to do is hit those buttons and only those buttons as fast as he can, no further timing needed. Exactly, here you have you either have spot-on timing or mash super hard which is not exactly "accessible" (the point of this game?) compared to just dialing them in or letting normals chain.
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# ? Aug 6, 2015 00:36 |
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Shukaro posted:it literally is a weird execution barrier for no reason though, is the thing It isn't, it's a very normal execution barrier - I can't think of a realtime video game that's satisfying to play where you can just sorta press buttons whenever and have poo poo work. And even if it wasn't, hitting a combo you've been practicing is cool, and heck even getting hit by one that you've never seen and thinking "drat that guy has some solid execution" is cool.
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# ? Aug 6, 2015 00:37 |
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# ? Jun 3, 2024 18:41 |
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DatonKallandor posted:Mortal Kombat lets you dial your entire kombo as fast as you want and then does it. It's a way better system for a fighting game that wants to be accessible, because it means you can tell a player "this combo goes: X Y Z" and then all he has to do is hit those buttons and only those buttons as fast as he can, no further timing needed. Not really. Then you have to memorize strings, and it might help with people being able to hit combos, but not really with people being able to, you know, win games. Plus, MK has links, and it has juggles, which are a lot harder to time than a 5f+ window a lot of the time.
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# ? Aug 6, 2015 00:37 |