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Narcowski

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Posts posted by Narcowski


  1. Ice Fiona is amazing - she gets so many things to help her:

    - Ground mobility

    - An actual reversal

    - Kara-dash into XH (6632146A+B) <- Especially good in EF, since then it can't be jumped on reaction

    - A decent okizeme projectile (snowflake, especially in EF)

    - Fullscreen "no homing at me" move (snowflake super)

    I'm torn between playing her, sticking with Time Clarice, or switching to a zoner like I play in most games (Maori or Catherine).

    Time Clarice is just so technical in comparison to most characters - I'm pretty sure the optimized time BnB I created involves a 1 frame link to not drop the combo after the relaunch assuming every other move in the string is canceled on the first possible frame. Fiona's Sacred series doesn't really give me trouble; I got her XH the first time I tried it out.


  2. I still can't choose a character, fuck this game for having so much interesting shit

    No kidding. My impression before console release was that I wanted to play Magnet Clarice. Sadly, Magnet EF breaks her BnB so I'm playing Time.

    I also tried out Ice Fiona at a meetup recently since I felt like going easy on the new players who were there, and she's a lot of fun too. Dash xx Critical Heart has remarkable range, and it's such a rewarding punish to pull off.


  3. If the idea is not to ride the gate, then wouldn't using a circle gate be a good idea?

    I've been playing on an octo-gate for the four months I've had a stick, I (also) have a dislike toward square gates, and was thinking while I was making 623 motions that it might be easier on a circle gate because it would not get caught on any corners. I don't have any circle gate experience, so what do you(anyone who reads this(even though it is implied)) think?

    No, because the idea is to move the joystick as little as possible (hence allowing the fastest movements). Square gates have the smallest throw, which makes them the best in a technical sense. In practice, it's mostly just player preference.


  4. It's a personal preference thing really, but I personally prefer square gates now, and this is from a former pad player.

    I used to hate the square gate with a passion when I first switched from pad to stick. It made all those pesky DPs, 236, 214, and half circle motions a pain in the ass, so I switched to Octo gates. It definitely made stuff easier instantly at first. After awhile though, I naturally just stopped riding the gate, but then I started messing up in other areas. The advantage of the square is feeling the diagonals. On octo, SO many times I would be on 2 when I wanted to be on 3. Playing Mu 3C was important, so doing 2C on accident over and over was no bueno.

    The solution, changing back to a square gate, so I KNOW I'm on 3 and not 2 since it's placement is pretty obvious on a square.

    This pretty much exactly sums up my experience. Octo is (or at least might be) better at first, but once you get the hang of it, switch back to square.


  5. on the subject of banning stages. i always wondered if we needed to ban "red character camoflaged on red background" scenarios. one solution to this would be to let anyone demand random select for the stage at hte beginning of the match. shrug, never felt like too big of a problem for anyone, i'm just thinking out loud.

    Red Eddie on the stage Hell always bothered me. It's like he's got Chipp's invisibility as a passive effect.


  6. yeah but that would only work with projectiles... what if you were to do it in the case of something like dizzy's 2hs

    Same thing. If you want to RC 2HS, you'd press PKS as it connected. If you wanted to FRC it, you'd press KSH instead.


  7. Removing Slashbacks? Fine, replace with instant FD (could just be a flavor change if the IFD window and effects were comparable to SB).

    Removing FRCs, I don't like the idea of at all. A Blazblue-style buffer, or better, a new input which causes a move to FRC as soon as that becomes possible (e.g. if RCs were PKS only, make KSH FRC. Do icespike, immediately hit KSH. FRC happens on the correct frame) would be workable solutions to the issue.


  8. Thinking about it more, I'm not entirely sure that GG is actually the harder game for a player new to fighting games to get into. It's definitely harder to get good at, no question there, and yes, the skill gap between low and high level players is gigantic. However, to sit down and learn enough about BB to play on even the lowest competent level means sitting down and memorizing combos, which most new players see as a chore, at least before they get hooked. Sure, GG players have to learn combos with timing stricter than anything in BB, but BB lacks the same level of reward for grasping basic but somewhat difficult to explain (to a new player) concepts like footsies if you haven't memorized your combos yet. I can't even explain how many players new to fighting games I've shown both CS and AC, and AC is the preferred game for 19/20 newbies.

    In short, GG's decline in popularity is due at least in part to people being scared of it being hard, rather that actual difficulty.

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