Yep, that’s the guy, tell him that the little kid that played 3s says “hi” I still need to practice 3s since I haven’t had any comp since Gunthers Closed, but at least I get to destroy Scrubs at DDR and MvC1 at the Brady’s.
Yet another Columbia thread eh? Can’t say I’ve been playing too much lately myself.
My local game center has now set Melty Blood and Accent Core to two games for 50 yen(that’s less then 50 cents) but they moved Arcana Heart off the versus cab onto a single cab with one stick(wtf? If I want to play alone I can just do that at home). They swapped it for KOF 2001 of all things. I love KOF but I don’t intend to play it seriously.
Had a run in with a Potemkin player tonight. He beat me my first game but I won the 2nd which was apparently his last. He got up and never played me again(bastard:annoy:) That match is so boring now. It’s all about throwing shurikens around. The time before that I got a four win streak on some random Ky player. I’d like to thank all the previous Ky players I’ve fought for spamming greed saber cuz now I block it 99% of the time. And no it wasn’t the sticks Andrew:arazz:
Gunther’s probably survived for as long as it did because I play Chipp.
Hey man, I find it much easier to block on mounted arcade sticks.
Pretty much all Potemkin matchups are like that now, it’s actually pretty fun once you get used to it. Better that than Slayer, Testament or Jam
Fuzzy_Snugs are you playing Vampire Savior on GGPO? I used to love that game, maybe I’ll give it a try if you’re playing it.
SF4 is looking good… I like the “play offensively” idea which most of fighting games lack at the moment. Parry system is also removed for that reason.
You think? It seems to me like crazy broken offense is what we have too much of these days. GG, Fist of the North Star, MBAC (granted it’s not “broken” offense, but…), Arcana Heart, they’re kind of all offense-oriented lately.
But yeah the only problem I have with SF4 so far is that meter that goes up when you get hit, what is it with fighting game companies rewarding players for getting hit… other than that it sounds like it’ll be cool.
Yep, I play Vampire on GGPO, want me to help you get better?
It’s hard to explain… I am not a fan of super offensive games that destroy newbies with 50 hits combos and they have no idea what the hell is going on the whole time. However, games that make you wait around all day and only throw out safe moves are also very painful to play/watch. SF4 wants to bring back the simplicity of fighting games but at the same time you need to “play offensively”. I think if they are able to balance the game bases on these 2 ideas, SF4 will turn out to be a master piece.
Oh, I see. I know what you mean.
Fuzzsnugs: Is GGPO hard to install? I’ll get on it sooner or later, I’m doing stuff for new year’s etc for the next few days. I play some A2 too if you’re interested in that.
All you have to do is install the client, then you have to install some the ROMS for the games, then in the Vampire game room, you have to install the save state for Vampire, then it should run.
And Super Buster Bros.
Yeah, but they want the matches to be “even.” Where if someone is down they can come back. Kinda like instant kills, but actually usable?
more … later.
Right, but you can come back in games that don’t reward your sloppy play with special bonus moves too, by outplaying your opponent. Why would I even bother to establish an early lead if I know the decisions that really determine who wins aren’t going to happen until someone’s had their ass kicked down to 10%? It’s like K-Groove ultra meter gain on getting hit or the rage system in T6/countless of SNK games, it’s an unnecessary way of addressing a “problem” that doesn’t exist in the first place.
Personally I think the problem is super meter is viewed as this obligatory element of 2D fighting games, god knows why. It’s like the opposite problem of the rage system. If you’re pressuring someone, the game is already rewarding you for landing hits and setting up mixups – there’s no need for it to give you an additional advantage in the form of a super, but at least in this case the reward is somewhat in keeping with your actual goal (knocking the other guy out).
I don’t know, I’m just thinking out loud. Like, you can’t take the meter out of games like Marvel, GG and A2 and it’s a legitimate part of the strategy but I don’t get the fascination 2D developers have with shoehorning these gimmicks into all of their games whether or not they belong.
Good point, i agree … sorta. The game designers have a hard time “moving backwards” in the evolution of fighting games. SF4 is an exception… kinda? GG is an example of pushing the envelope to the point of a 1% niche group of players. I hear you on “being rewarded for getting your ass kicked.” It does sound stupid to reward the other player for getting stomped. But you know what else is even more gay: yun low strong until genei is full, or really any whiff-move-building.
Don’t forget there are 2 gauges. You read the EGM article right? Here are a few things to not forget: They want the offensive over defensive. Now that wouldn’t make any sense if I’m Mr. rushdown and then it all get’s “evened out” w/ a revenge attack/sequence? Is that really favoring the offensive? I have a feeling when it’s complete, the revenge stuff will be weaker than u think? At least I hope so? More on that idea, here’s a possible scenario: P1 gets P2 down to low life w/o really getting hit a whole lot, then P2 unleashes ALL of his revenge/and or super meter to even things up health wise. Now P1 has full revenge and P2 is at a disadvantage.
It’s almost like they want to avoid a football, baseball, tiger woods, etc lopsided blowout. Those are boring to watch even if your team is winning. Comebacks/close matches are more entertaining/challenging. blah blah blah …
Andrew, we should just make our own 2D fighter. Only problem is you would want an all female cast, and I would want 3S and ST’s bastard child. Holy shit!!! Put those together and you’ve got a winner!!! :looney:
Yeah, I’m sure they can make the system work, I just don’t trust them to and it’s a mechanic I inherently dislike anyway. In a way GG has the best way of dealing with this since getting hit refills your burst meter. You know, so that you can burst and then regret it and die. And yeah I read the article.
That’s just like if they were to announce custom combos were in the game. I mean, theoretically you could probably make a balanced custom combo system if for some reason you wanted to… but it’d be a red flag, right?
Hey Fuzz I got most of the GGPO stuff installed and all that, I just need to get my hands on the emulator and stuff… my stick died though, and I can’t really play Vampire on gamepad, so I might be a little while still
my fucking brain imploded :lol:
Also note, new username
Third note: I’m thinking of going to Trashday in Houston in April, and while it’s mainly a Tekken event they’re going to be running hella 2d stuff like Gear. It’s a long shot, I figure, but anyone else interested?
agreed. It’s capcom, can’t trust em’. Revenge is filled up when your hit. I think they just want to limit the amount of meter building IMO? If you were to get rid of the build-when-hit, but still limit it, how would you do it? Idea 1 - start w/ revenge full at beginning of round or match and never get any back for round/match. Idea 2 - meter fills up slowly over time. However this would encourage turtling. Idea 3 - combine ideas 1 and 2.
Sadly it sounds like there are small CCs in the game. burn stock 1 > cancel > juggle > juggle > juggle. You read the article. To me this was a red flag.
So who wants to go bowling tomorrow night? My older bro can’t go, he’s got school. I can try to get off at 9pm and meet everyone there.
I’d wait for that stick, I would rather play it on a DDR pad than Keyboard.
I might, it mostly depends on how tired I am after work
I’m up for it
Xmas party for Claxons today, which means all the booze and food i can consume. If any of you get a drunk dial i apologize in advance. Woooooooooooooooooooo.
more thoughts on revenge meter:
have certain moves build no/little revenge(ie weak attacks, throws?) whereas other moves build a lot(ie big combos, supers, throws?)
That is all