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4r5

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Everything posted by 4r5

  1. 4r5

    [Xrd] Axl Gameplay Discussion

    Haven't touched Xrd yet, but standard rules of engagement against Axl still applies, yes? Axl whiffs, you move in closer to a better position. Assuming Axl hasn't put you in a checkmate. You block the low chain, you just immeadately start running forward. He can't do a low chain again, so he either whiffs a chain over your head, manually cancels the stance, or Roman Cancels. All cases progress you towards a more winable state, you either gain ground, or he loses meter, or both. If he whiffs a mid or high chain, then you're probably in his face by now.
  2. RoboKy has tension pulse and gains meter all the normal ways, just at a severely reduced rate. I'd assume Ram is the same way.
  3. I'm slight colorblind. I just don't look at the HUD. But the color choices weren't bad till AC rolled around, so I had time to develop a feel for things. Try adjusting the color balance on your TV? Xrd looks a lot better.
  4. Opponent's match point, ky gets hard knock down when less than 50% life
  5. PS3 port of AC and AC+R run at the same speed as the PS2, Wii, and Vita ports. Which all run faster than arcade. 360 runs closer to the correct speed, or is the correct speed. I haven't really been able to figure which it is, but it's definitely slower than the PS3 port. I have a friend who plays Slayer and practices on 360. And tournaments are run on PS3. So, lots of missed opportunities, but meh. Xrd is coming.
  6. Throw out FB Disc, jump. You coming back down from the jump = mixup#1. What you do after that = mixup#2.
  7. 4r5

    [AC+R] News & Gameplay Discussion

    old stages crash the game
  8. 4r5

    Terminology Used on Dustloop Defined

    It depends on who you are fighting and your positioning. Fastest move in the game are throws. They happen instantly. So being at -1, or leaving a 1f gap, within someone's throw range means you are getting thrown. But everyone has different throw ranges. Likewise, everyone's "jabs" are different and might not even be their fastest move. Fastest move in the game, besides throws, is 2f startup, Sol's standing punch while in Dragon Install. Of course you don't have to worry about that if you're not fighting Sol. A handful of characters have 3f attacks. And then there's Instant Blocking, Faultless Defense, and Slashback, which all alter blockstun and positioning. See where I'm getting at? In Tekken, nothing is faster than the standardized 10f jab. In Guilty Gear, there isn't a standard, you just gotta know who you're fighting, and then you still have to respond to how they defend. Even in Tekken, some moves are safe not because of static difference, but because they recover in crouching and avoid people's jabs, and so it depends on if your opponent's character has a fast enough mid/low. And then some moves are safe due to the pushback they cause. Even Tekken isn't as binary as you thought. Safe/unsafe is just whether you can be punished or not, but this depends on more than frames. A move that is unsafe, frame-wise, can sometimes be made safe under the right circumstances. One concept that Tekken doesn't have is meaty, or hitting latter in a move's active frames. As far as I can tell, all moves in Tekken have only 1 active frame, which is why frame data is so easy to use in that game.
  9. 4r5

    [Xrd] I-No Gameplay Discussion

    Should of Dive>YRC,Dive.
  10. 4r5

    [AC+R] News & Gameplay Discussion

    hype management
  11. 4r5

    [AC+R] News & Gameplay Discussion

    NA XBLA has the +R patch.
  12. 4r5

    [Xrd] King Ky - Gameplay Discussion

    #reload Ky, air stunedges had really long recovery, but you still recovered before you touched the ground. So it was possible to do two air stunedges before landing. I forget if you needed to doublejump for the second stunedge. You could also air stunedge then airdash. Or VT, if someone got past your stunedge and was trying to punish your landing recover, etc.
  13. sounds like you gotta delay the pilebunker a bit to allow your dandy step to swing you back in to range
  14. 4r5

    [+R] Order-Sol Critique Thread

    that's what I've been saying
  15. 4r5

    [AC+R] News & Gameplay Discussion

    I remember it being the oldest object takes priority, and younger objects get pushed to the next frame. I've never tested it though. So Zato is always going to be the oldest object in relation to any projectiles he produces. So you would have to do a test between a Drill and Lil' Ed.
  16. 4r5

    [AC+R] News & Gameplay Discussion

    macro glitch doesn't work in training mode. load up 2 players or something
  17. input during the hitstop, as you say
  18. Xrd website says that Xrd console in 2014. This glitch is just a small blip.
  19. Ban macros? Allow macros, but ban macro abuse? Allow macros, but ban specific abuse of macros, like Justice? You all are looking at this wrong. Fuck reasoning and arguments and just look at the costs. The only feasible options are to either allow macros or just flat out ban macros. Anything in between would require staff, that don't exist, to monitor each match for abuse. Or worse, have players enforce the rules themselves. Which is just asking for drama. More headache than it's worth. And so we're back to either banning macros or allowing macros. And we're going to keep things the way they are, macros allowed, because we can't afford to alienate our current pad players and potential fresh faces on the fucking heels of Xrd! This is the same reasoning EVO had for allowing console characters in SF4 and allowing macros. Not everyone who plays these games read these forums, and not everyone who comes to a tournament finds out about these tournaments from a post on the internet with rules attached. Ok, so I just tried the glitch with Justice and I think this is pretty much a Justice issue. And the Justice playerbase is maybe so small that this is a non-issue? Any pad Justice players? Any stick Justice players that use macros????
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