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Mightfo

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Everything posted by Mightfo

  1. Mightfo

    [CP] News & Gameplay Discussion (Old)

    that is a very simplistic view of why people tolerate marvel's craziness. assists and super absurd mixup and neutral and loads of ridiculous tech are also silly, yes, but are fundamentally different in how they are silly/enticing than bbct/old ggs i am talking about play a fighter "seriously" at meetups/tournaments over time, not the eventual "alright that's enough" that comes after playing a lot in one sitting and i meant giving up on a game as maining/subbing it, not never playing it again even for dinking around
  2. Mightfo

    [CP] News & Gameplay Discussion (Old)

    but can you go in hard on it for a long period with skilled players and not go "fuck this" it is not hard to squeeze fun out of most not-completely-shit games but this is the fgc we're talking in the context of, not just random play :x
  3. Mightfo

    [CP] News & Gameplay Discussion (Old)

    i am not going to make an exhaustive list especially since my memory could be foggy and my knowledge is lacking(i know jack shit about tao ct/cs1 lol) also i actually played ct/cs1 bang, did not play cs1 litchi until the very end of it and i was bad
  4. Mightfo

    [CP] News & Gameplay Discussion (Old)

    bbct/bbcs's dumb mechanics(guard libra, overpowered instant block, lol ct burst, lol chickenblocking, smaller trm window) and stupid/unfinished characters(ct nu, bang in both versions, rachel in both versions, tager, etc...although, cse tsubaki feels "unfinished" compared to cs2 tsubaki :/...) say hi ct was only fun at the time it came out and if you were someone who was relatively new to fighters. going back to it is like going back to pre-xx guilty gear. most of the bad associations people have with BB are because of ct. dem nostalgia goggles
  5. Mightfo

    [P4A] Yosuke Gameplay Discussion

    THEN GET FREE DAMAGE WITH A LINK OR A CHAIN UNTIL THEY CARE
  6. Mightfo

    [CP] News & Gameplay Discussion (Old)

    rematch is nice and all but all it does is save a little time. recording offline replays would help a lot of people analyze their actual play, would help a lot more good matches get uploaded, etc
  7. Mightfo

    [CP] News & Gameplay Discussion (Old)

    you know, the arcade version isnt even out yet, maybe if we bother arcsys enough(what method would be best? a particular email) they'll put in offline replay options in console version at least its a long shot but that would be just fucking fantastic imo, should be a pretty low effort thing to show that we care about it, so...
  8. Mightfo

    [CP] News & Gameplay Discussion (Old)

    a general difference does not preclude a character specifically from employing that strategy. there's many ways to make simply blocking a zoner scary: full screen mixup, guard crush/unblockable capabilities, being able to transition easily from full screen zoning to close range mixup, scary options of those when they get meter from zoning you, and chip damage could be incorporated into a zoner just like the others. also throws were fucking strong in old games so it is not as simple a matter as "blocking was a much stronger strategy"
  9. Mightfo

    [CP] News & Gameplay Discussion (Old)

    Well, a lot people really think of FGs as just mindless button mashers, or as an unevolved genre inferior to others. Some people really change their mind and get interested when they start to understand the depth in them.
  10. Mightfo

    [CP] News & Gameplay Discussion (Old)

    abyss is fantastic 25% meter rapid cancels=dragon punch->followup into they're way fucking off the screen, lol i guess if you're a completionist it can get frustrating but who gives a fuck need abyss versus mode though
  11. Mightfo

    [CP] News & Gameplay Discussion (Old)

    Oh yeah, I know. You just have a better window and it depends slightly on projectile itself and stuff.
  12. Mightfo

    [CP] News & Gameplay Discussion (Old)

    "exactly"? except they're also lower to the ground. in kof that means you could hop over them easily(but you also cant go under them with a normal that lowers your hitbox or certain runs) in bb this would mean jumping over bullet's projectile would be obviously even easier than over others, but charas wouldnt be able to do things like slide under it(makoto and noel 3c, for example)
  13. Mightfo

    [CP] News & Gameplay Discussion (Old)

    thank you for this post :3 your points are fair, but i also suspect that pressure, and thus momentum may be generally strengthened in BBCP.* with this in mind, getting initial hits, aka getting momentum may become more important, which may make whatever neutral benefits an overdrive may give more important than adding on 1k-2k in a combo. * the removal of guard primers may allow shifts in how moves are designed relative to pressure(for example, maybe they made jin 2d only +1 on block because they dont like guard crushing moves being +, lol) which make overall offense stronger, the quicker hit/blockfreeze will probably make dealing with stagger/chain pressure harder, CT may make offense stronger by making barrier more valueable while also potentailly more used in case one does not react to a 20f ct in time, and other shit that i am mad at myself for forgetting right now but whatever, this shit is all theory based on joketests anyway So what? Gold bursts were the same for all characters. Overdrives replace gold bursts and are very different for characters and highlight aspects unique to them like wind gauge. With this in mind, saying overdrives contribute to homogeneity is absurd. tsubaki did not invent her sort of unblockable(a fact which makes it seem like something very valid to give to other characters without being a significant threat to homoegenity imo), which also involved a strike mixup(being able to release it ASAP at 14f, which gave frame advantage in cs2) and was not barrier blockable. they do have something in common, but the way they discourage blocking is different. CTs both make you want to barrier more in case you dont react in time to a 20f CT, but also make you scared to barrier strings to help you get out of pressure/not get CT'd due to the threat of not having barrier left/danger mode. tsubaki's unblockable does not create the same underlying concerns in pressure, can be a fully blockable strike much quicker and is much slower to be any sort of "unblockable". i was harsh to say it was "fucking sily[sp lol]" to compare the two, but I think that the way each option affects pressure/defense is significantly different.
  14. yeah when he posted tiers for the location test i facepalmed hard as fuck

  15. Mightfo

    [CP] News & Gameplay Discussion (Old)

    saying "giving everyone a power-up mode is moving towards homogeneity" is like saying "giving everyone a drive button is moving towards homogeneity." maybe if all the installs were frkz or something that'd be legit, but uhhhh fucking wrong also the game still has more cast variety than most fighters and comparing CTs to tsubaki's old unblockable is fucking sily, not to mention that changes to tsubaki may actually end up making her stand out more
  16. Mightfo

    [CP] News & Gameplay Discussion (Old)

    simply playing blazblue a lot with good players at the recent tourney made me fucking excited as shit again for bbcp i think most gameplay complaints with bbcse/bbcs2 are quite overblown and heavily personal and mostly just want the new version to regenerate interest. blazblue is fucking fantastic. i really wonder if they're using the overdrive system as a way to limit strong tools in different ways without resorting to simply things like damage or really drastic things. for example, litchi's daisharin had that huge damage nerf to make corner oki less "silly"; perhaps now tying it to a different resource and altering how long it goes is a way they intend to adjust the value of the move in ways aside from altering how it basically works or altering damage. FRKZ and blood kain may be similar: they may want bang players to have more routine access to FRKZ because that is fucking fun(unless i misunderstand overdrive) but also make it less of a "well fuck here comes the repeated godlike mixup into giant damage, if i dont guess dp right im fucked" thing by making it temporary, and no-health-debuff blood kain may be more useful as a neutral tool as opposed to just combos/during strings. DAT J.D HITBOX
  17. Mightfo

    [CP] News & Gameplay Discussion (Old)

    it could, look at p4a overheads :P
  18. Mightfo

    [CP] News & Gameplay Discussion (Old)

    kanamara matsuri is what i was thinking of
  19. Mightfo

    [CP] News & Gameplay Discussion (Old)

    doesn't japan have fertility festivals and shit where they hoist around genitals they may view phallic symbols more casually and less... trollishly, i dunno
  20. Mightfo

    [CP] News & Gameplay Discussion (Old)

    yes yes yes yes
  21. Mightfo

    [CP] News & Gameplay Discussion (Old)

    I'm pretty sure in an earlier location test at least there were cancels into overdrives.
  22. Mightfo

    [CP] News & Gameplay Discussion (Old)

    there's really not much to the discussion about parries beating projectile oki. on one hand, many characters lose fun setups/setups that may be important to their rewards off moves and hakumen doesnt really have to do anything besides some very slight timing for these setups. on the other, not being able to do certain mixups/use certain tools in a certain way/whatever against characters is the nature of matchups in any game, especially blazblue, and how exciting/annoying a characters' strengths are depends on which character you are. sometimes you're going to be the one like "AHHH FUCK YEAH DEAL WITH MY SHIT" and other times you're going to be the one on the receiving end. the same shit that excites a player is what can annoy others unless you have the right attitude. whether it is more balanced for the parries to beat such setups or not depends on the other aspects of the charas(for example, if litchi damage was nerfed again but other characters' damage wasn't and the intent was that she relied on projectile oki setups more to make up for damage, then hakumen's parry denying the only thing that makes her new theoretical damage nerf make sense would probably be silly. but that depends on how neutral is as well.) and whether or not it is more fun or sensical to have projectile oki able to bait hakumen's parries or not is entirely subjective unless a character design is *extremely* dependent on that oki, and litchi/rachel are not. also, i dunno about rachel but litchi gets certain advantages on hakumen that partially makes up for lack of projectile oki; 5a hits him crouching and j.c[e] hits him on the way up, so with 50 meter she gets a strong 50-50. i still personally wish i could use thirteen orphans oki on hakumen at all, but accepting that you're going to have to use some tools differently or not at all in different matchups because different characters are strong and exciting in different ways is just how BB is, and if you don't want stuff like that then play a more homogeneous game like KOF13 or something, but changing games only avoids this sort of thing so much. also in footage it looked like bullet could briefly do 5d as a sort of feint cancel for about 18f. looked useful for pressure like litchi 421d[e]/623d[e] :3
  23. Mightfo

    [P4A] Elizabeth Gameplay Discussion

    you're presuming that they jump on prediction instead of reaction
  24. Mightfo

    [P4A] Elizabeth Gameplay Discussion

    what do you guys do against players who block and just jump 5d on reaction do you just try to stall for meter(and then..?) or take lots of risks trying to get into throw range
  25. Mightfo

    [P4A] News & Gameplay Discussion

    why are universal overheads in this so fucking slow
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