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fishnet

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About fishnet

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    Bronze Member
  • Birthday May 1

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  • Interests
    Anything that requires practice and strategy to be good at.

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  • Location
    USA
  1. Will they be getting rid of Danger Time (or at least fixing that nonsense)?
  2. No, you can't deal with the truth. Can you prove me wrong? I'll oblige you whenever you're ready. There's nothing wrong with liking the game, but please if you're going to give GG comparisons, could you use games that are actually designed for tournament play? Melee's "depth" was an accident that was never further investigated/built on by the creators.
  3. fishnet

    All AKSYS! Featuring UNIEL Feb 21st 3-7pm PST

    Absolutely the thing to do guys! Let's show the world how fighting games are supposed to be! This is an incredible start to a growing community.
  4. Smash was made just for fun casual play. Melee is still the main game because the glitches/exploits found in the game make it seem deeper than what it was designed to be. Sakurai didn't imitate the Melee glitches in the newer versions of the series (like Capcom did with the combo system). Why? Why are there two Smash games in the Evo line-up? Like with all the competitive fighters we play, we normally move on to the newest version. Smash players are still holding on to Melee because it's the only game that feels close to being competitive in a serious tournament way (if you want to call Fox vs. Fox all day competitive). I'm pretty sure if the game was online those glitches would've been patched out a long time ago. That's one positive thing about Nintendo being behind with technology lol. Anyway, back to real fighting game talk. With Danger Time, to be honest think about it; Where does this "Danger" come from? It doesn't make any sense that something like that comes from just clashing. It's like they tried to imitate Marvel Vs Capcom 3's X-Factor just for the sake of "helping out" those who are losing. Even with that, it doesn't make sense because the losing player isn't guaranteed to benefit from the action. GUilty Gear is supposed to be about skill, not tossing the losing player a switchblade in a fistfight. I say they should just nuke the idea from orbit. It's the only safe way to be sure. I can already see the booing from Primetime Evo matches.
  5. That would be interesting if it only affected the person with the full guard bar. The guard bar could be frozen and DT could last like only half the time it does now. Just to be safe though, add the on/off switch in the options menu.
  6. You mean like Clark's running tackle move? http://youtu.be/qHji2GRZ2bM?t=1m11s Man, KOF used to have so much personality. Now with the removed moves, it's boring like USF4. What does Pot need that won't break him?
  7. Danger Time needs an on/off switch. That mess is going to make people VERY unhappy if it cost them a match; Especially at Evo.
  8. Not a big deal? People need to know so they understand if they're playing the current game at Evo or the patched version. How's it going to look with Japan having the newer version and some of them traveling to Evo to play the outdated version? That's going to be one awesome GG tourney. </sarcasm>
  9. That would show that they have really bad marketing and hype-building skills. You don't separate/alienate the supporters of your product; especially when they can easily abandon ship from frustration. Evo is coming up and you can't half-step with this patch. We'll see what their minds are focused on soon.
  10. The easiest solution to that is to release the patch to Japan's arcade scene and release the patch to America and UK's consoles. Only Japan has the arcade luxury. They can wait a little while for the home version.
  11. If Ky and Sol can have reversals like that (frame-wise) that actually do damage, why can't Venom have something reiable to get out of pressure? The teleport just moves him like Chip's teleport, but with less control (situational). None of his supers are good in that wakeup situation.
  12. May Horizontal and Vertical Dolphin needs more priority against normal attacks (kicks and punches) Whale super needs to be a bit faster (7 frames) Applause for the Victim has all four hoops appear at the same time, but the button used to activate it is where the Dolphin goes Bedman Deja Vu midair-able Regular (non-Deja Vu) Task C cancels and goes through regular projectiles only in the first 5 frames Regular (non-Deja Vu) Air Task C has priority over normal attacks (kicks and punches) Venom Teleport fully invincible from frame 1 Bishop Runout has no cooldown and causes more chip damage Leo A manual activation of stance mode with 236K that takes 3 frames to enter afterward Potemkin Forward Megafist +1 on block Heat Knuckle 10 frames of startup down from 14
  13. When I said "Deja Vu should be less telegraphed", I said this after seeing Bedman's main game plan: Confusion. To be less obvious, Deja Vu activation symbol needs to lose that bright green color http://www.dustloop.com/wiki/images/2/2f/GGXRD_Bedman_DejaVu.png , slightly speed up the activation and the sound effect volume should be a lot lower. It's supposed to be a surprise tool. Think of the subtle way Testament summons an Exe Beast.
  14. BEDMAN 1. Needs ability to do Deja Vu in the air 2. More priority on air bed smash 3. Faster movement on air dash 4. Clock super needs larger radius 5. Dust needs larger range 6. Deja Vu to be less telegraphed
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