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Is there an input lag for using programmed button combinations (aka Macros eg L1 and L2 default on PS3) as opposed to simply doing P+S+K or H+D?
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Just got GGXrd-SIGN- and am hoping to support my local Guilty Gear community by participating in fight nights, ranbats, and possibly even Alpha Attack (if Circ/AL is still running it). However, I just don't know who to use since, well, I had retired from fighting games for a good year or two before picking this up again, and my main in AC+ (Order Sol) is no longer availabe. As for a preference of style: I prefer primarily a rushdown style that can capitalize heavily on an opponent's mistakes, even if they are high-risk/high-reward.
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So I prefer rushdown characters that can convert hits into damage (abare is the term i think). Ive played Catwoman in Injustice, Scorpion in MK9, and dabbled in Slayer and HOS in GG (I guess it's worth noting I love Viper's EX ThunderPunch in MvC3 for its anti zoning potential), but Im open to suggestions for GG.
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The more you know ... in that case ... better edit my post so it isn't misleading. Btw does FB Dandy into Crosswise Heel combo out of the new 5K?
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Don't have +R for PS3 and don't have a Vita to use the +R I do have (long story short, reading is tech when it comes to shopping), and I'm very new to Slayer in general, but it seems like 5K being directly special cancelable plus the FRC on bite gives Slayer access to a high-risk high-reward 50/50 throw/hit mixup for 25% Tension after block-confirming or hit-confirming a 5K. Throw: 5K-Bite-FRC-5H-2H P Dandy-CW into air combo Hit: 5K-FB Dandy-CW into air combo
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Is there a pad tier list for ps2 pads yet? If not, what can yall tell me bout Nubytech and their fatality controller for ps2?
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Alright: that makes sense, though I usually equate a good matchup as an autopilot matchup (which doesn't exist).
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Is it possible to make a matchup chart based on how defensive or offensive you should be playing? For a scrub like me, that would help a lot more than "good matchup/bad matchup", especially since each matchup plays differently.
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In the more recent games (i.e. the 3-D ones for the PS2/Gamecube/Xbox), you can interrupt a combo being used on you by pressing block and forward . . . kinda like a burst. In those games, there was a three per match (meaning if you used all of them your first game, you couldn't use them the second or third games).
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Super > Breaker > X-Ray if I read the screen right. Anyhow, it's cool that the breaker is on a gauge instead of a three-per-match deal. Honestly, the more info that comes out about this, the more it reminds me of Guilty Gear, block buttons excluded. . . . Wish I had a PS3 . . .
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Strange idea, but I think you can pretty much make your own matchup chart. 1. Start the game up. 2. Go to training. 3. Put both sides on CPU - Max difficulty and take off life-gain. 4. Spam select after each loss for about 10 losses. 5. Repeat for each matchup. 6. ??? 7. Profit! Of course, this depends a lot on the skill level of the computer: fyi, Pot is a frickin' beast.
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I played MK1 and MK3, and I currently own the three PS2 versions (why 3D?) Anyhow, I can see a block button and a run button being important for Mortal Kombat, if only because of the lack of classical input commands (i.e. 236, 623, 214). So . . . my point . . . ah, yes: Mortal Kombat is kind of a newbie's fighting game in the sense that specials are the easiest things to do, there's no resource management outside of life and combo breakers, and it's not taken as seriously competitively (which means if you find someone else who plays, chances are they won't score a flawless victory against you everytime )
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Damn: there goes using MK as a self-training tool for fighting games. Also, when did MK start using extra buttons for Run/Block? I played it on the Genesis with a three-button controller as a kid, so this is kinda new to me (I didn't even know you could block/run ).
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
ELC1837 replied to Kairi's topic in Archive
http://dustloop.com/guides/ggac/data/charts.html Scroll down and you'll see Guts and Gravity for each character. Guts determines how much damage you'll take from attacks once your HP starts to get low: the higher your guts, the less damage you take the closer you are to death. -
To be honest, the sample combos they've shown remind me of both the 2D Mortal Kombats (1, 2, and 3) and Guilty Gear. Whether it will be balanced like the latter or live up to the former is another question entirely: if they changed the combo-breaker to something like the burst guage, then it might be a good game. . . . What? Mortal Kombat was my first fighter: I have to pay due respect to my origins.