Jump to content
passwords have all been force reset. please recover password to reset ×
MFGamers

one-armed dwarf

Member
  • Posts

    9,908
  • Joined

  • Last visited

  • Days Won

    77

Everything posted by one-armed dwarf

  1. I watched some of that, and honest to god I can barely see some of what is happening. It depresses me a bit, there's a lot of things here which I feel should directly appeal to me. FFXIV alumni, as well as DMC5 and Dragon's Dogma. A combat system which implements style switching and stagger systems, cycling through different combat options on the fly. But unreadable visuals with screen shake, motion blur, particle effects and a grey visual styling that blends environments, characters and attack combinations into a indiscernible soup of darkness. I'm not exaggerating when I say that the action is borderline invisible to me in many moments throughout that video. Reminds me of watching the Game of Thrones episode about the fight against the white walkers on Now TV Hopefully a different impression will be left by the demo, but I genuinely don't have high hopes there either. edit and I'm sure someone will make the point about compression, which is a valid one. Compression struggles with dark hues and tends to merge things together a bit. But I still don't feel excited about what I'm seeing here
  2. I daresay that aside from some of the animations that fan trailer sets a pretty high bar for Square to follow up on. Seems to get basically most details exactly right
  3. Reloaded certainly indicates that evokers are in it. As well as conjure up memories of massively hyped and disappointing sequels
  4. I played 3 characters in Strive and got a good bit more patient as a player from playing Testament and Bridget than I was with I-No. The thing with that game though is the anti air buttons are typically these 9-10 frame attacks with huge disjointed hitboxes, so all the characters I played had very easy to access anti airs. While in SF the timing and hitbox/hurtbox interactions aren't quite as permissive to the defender as in that game it feels like, so it's sort of a development area for me. JP's go to anti air is crouching heavy punch, but I need to really check the range on it. Forward heavy kick is even better for conversion but requires a really good reaction. I'm pretty mystified as to what the best way to challenge here in midscreen and the corner is, but I wonder if the point there is to accept it's just a bad place to be really. Or maybe a universal mechanic like DI or parry is the answer. Standing medium punch is the one poke with decent reach but no conversion even on punish counter as far as I see (at least, I couldn't find any links with punish counter in training, it does have some links off drive rush however). (random JP v Manon match I found)
  5. I got schooled by Mary, but I got a few decent digs in 🤕. And I have nearly 40 matches of platinum Manon v silver JP replay data to figure out stuff from. Big legs == don't get stuck in the corner as JP, and mary learned my tendencies very quickly with the midscreen punishes he did. I spent most of the time trying to theorycraft what the defensive approach would be, what neutral pokes would work against Manon (seems only 3HP has decent reach, but requires ex 236MK to have oki I think, otherwise it's an unsafe knockdown for JP) and kept forgetting the drive impact conversion (it's heavy punch into OD fireball, not heavy fireball), but I think that's asking how to turn the losing condition into a winning one cause JP is meant to be the one in control in that matchup Now to soothe my ego against silver rank players!
  6. Out of hiding like a Nosferatu emerging from the sewers at night, more details in September https://www.paradoxinteractive.com/vampire-the-masquerade-bloodlines-2-juneupdate You can see screenshots here https://www.resetera.com/threads/paradox-teases-bloodlines-2-announcement-in-september-shows-new-screenshots.727023/
  7. By the sounds of things it's not going to be a big overhaul/new game like FFVII Remake is. I don't know how big the appetite for it would be. IX was pretty overlooked as the PS2 had just come out at the time. It has really great pre-rendered backgrounds though, so I wonder what they would do with those environments.
  8. We should play. I never use DI anyway, because I am an honest zoner who uses honest long range footsies.
  9. I can obviously only speak to my scrub level as a struggling silver 1, but the thing with the DI stuff is it seems to push the pressure and neutral game into easily cancellable pokes. Lots of jab jab jab, maybe I do a fireball but I have DI ready to go. I've only managed to do this exactly once in a match against a highly predictable opponent, so how much of this is a mental stack that can easily integrate versus the real limitations of a mid thirties reaction speed I dunno yet. I'm trying to get into that mindset anyway. Even something as committal as a medium kick I'm thinking I only use as a punish in a situation where the other player's last attack has enough frames of recovery that I know my hit will connect. I don't know if this is the right approach but it seems to be the way it's trying to shift things. Maybe the heavier buttons have to be spaced out more on the edge of their hitbox to basically make it so an enemy DI only touches you with its latest active frames, giving you an earlier chance to do your own, maybe I don't love the mechanic, even if you try to justify it like I just did it does mean that there's a wide pool of players who are just smashing each other with starburst flavoured punches. Drive rush is cool tho, seems to be basically PRC from Guilty Gear. Btw if ppl don't know, you can do it instantly as a kind of dash if you press forward forward + the drive rush input (whatever you set it to) but make it so the 2nd forward and DR is pushed in combination.
  10. Did you learn stuff in those 16 matches? That's the important thing, much moreso than winning
  11. PC gamer very positive. 93 https://www.pcgamer.com/amnesia-the-bunker-review/ But no hope I'm playing this anytime soon. Just too much other stuff right now unfortunately. Not a great release window for this game IMO also wrt streaming games, the reason I took an interest in this one is they actually give you a weapon to fight back. Just seems more mechanically interesting than the old ones for that reason
  12. You've gots to be careful about throwing out those DPs in neutral like that Day 4 and I'm feeling more confident with JP. My zoning decision making and flow is still pretty bad, but that's cause I'm kind of stuck in bad habits autopilot. When I find ppl who know how to deal with zoners better then I guess I'll get better as well. bronze 4 now edit bronze 5 and the fights are becoming more real now. No more running up flaming fists Kens at least, most matches 2-1 at best. So maybe a plateau for a bit edit 2, now I'm silver. Some people have footsies on bronze but a lot of them have one easily readable gimmick.
  13. Many sticks/controllers only work with the ps4 version, and for it to work with PS5 the selection is much more limited. Think razer have a new leverless that works, but that's a lot of money I'd guess It was very annoying with Strive and I had to use the ps4 version to fight maf/handsomedead. That will probably be an option with SF as well, but it's rubbish that it's so limited like that. I don't know why they have it like that edit the razer controller, but it will probably cost half the price of a ps5 https://press.razer.com/product-news/razer-kitsune-redefining-fighting-game-experiences-with-optical-precision/
  14. I heard there was certain tech that only modern can use, and vice versa with classic. That there's merit to having a modern secondary for certain matchups Can't remember what it was exactly, but at the very least playing modern would remove the cognitive overhead of pressing the buttons, as one of the things with games like this is when you are learning in the lower ranks (as I am) it can be a little like two players playing their own single player game as they try to get the inputs and links right. But if you remove this as a barrier, you can practice the neutral fundamentals more and analyse what your opponent is doing more easily. Then maybe you can practice classic later on, if you want
  15. Check out the presets in training. Anti airs, punishes. I've set up the pressure preset for the dummy to cycle responses between doing nothing, jabbing and drive impacting on block to better recognise when I need to DI/grab the DI/jump etc (DI can be cancelled into from special cancellable normals, which is also something that you can have visually indicated on training) It's very good
  16. Those beatings are practice too, the most valuable kind cause it tells you what you need to learn You can jump at me all you want, my anti-airs are shit lol
  17. I don't know the best way to go about it, but my profile in the game is 'stir fry' and my user code is in this screenshot So I assume if we add ourselves in SF6 we can have cross platform friend requests and stuff like that, and see if we are on I'm still very bad at anti airing. Timing the crouching heavy punch is getting me, as well as recognising the spacing.
  18. Yeah I saw that parry on leffen's twitter I was pretty happy to randomly confirm that parry into level 3 Critical Art. I didn't lab it or anything, just threw it out there to see if it would land. I'm winning more often in iron now, and some of the keepaway gameplay is getting more intuitive and I'm knocking down more regularly. It's mainly silly knowledge checks right now, I'm more patient in general with this game than I was learning strive though so I learn more quickly now. I'm glad I learned a DP punish because ppl be doing stupid nonsense in iron. They love DP-ing
  19. Imran Kahn says that pre orders for this aren't lighting the charts up as much as Square would like https://www.patreon.com/posts/everything-once-83982355 Wonder if the demo will change sentiment a bit here. Feels like the least hyped FF release ever, so maybe the final game will be a big surprise. Hopefully
  20. Yeah there's some UI stuff in this that's weird. The auto selecting of 'modern', the obfuscating of things that should be more easy to discover like the matchmaking option. On the other hand, I like the psuedo MMO element of it. Apparently Fortnite is like that as well, sort of a virtual hangout. Past that slight bit of UI muckery the game is pretty well thought out. Reminds me of Playstation Home a bit as well
  21. I took a long weekend, so I'm going to take JP as a sort of project and see how I go. He's the zoner Santa* character, and puts spikes on the screen to setup pressure, extend combos and control neutral, and teleports. Sort of like GG testament. His neutral game is pretty hard to get a grasp of, his buttons are very slow and it's a struggle. There's a parry he has which puts a delayed time bomb which I've not really figured out how to leverage. Bouncing between training and online matches, I have one or two conversions from a normal into fireball which gives something like 50 frames advantage on knockdown, which seems to be around what you want to put a spike on the screen. As an aside the visual aids for frame data in this game are excellent and do a lot to really demystify that stuff. Strongly recommend spending time with the training settings menu if you've got the appetite to learn some fundamentals with the presets they have. I've also got a punish counter with back medium punch x2 into OD fireball which works well with DPs, or drive impact if you are just trying to throw away all your meter. Trying to get an anti air now to control and throw away these jumping in fuckers and that's all I'll use until the neutral approach becomes more clear. If I don't feel like I'm seeing light at the end of the tunnel with him on Monday then I might go with Juri. Not that I'm expecting competency that quickly, but just seeing how I feel about him by that point The game is very cool. I felt this way with the beta but you can tell it's going to be a big hit more in the SF4 sense. Numbers on steam are ridiculous, and crossplay out the gate means it's off to a great start. (also can someone fix this thread title pls 😭) *If you want to see him in action lookup Diaphone on twitch, or Sonic Fox.
  22. Nice. I asked for all the resident evils to be VR exclusive from now on
  23. I'm trying to be more financially responsible, but I am such a mark for things like this. Look at how thin they are. The glowing is a bit much though
  24. Iterative upgrade, sounds mostly like I/O improvements (faster streaming allowing more distinguishable/uniqueness in asset differences) and character swapping
  25. It's equally applicable to these showcases and Fable.
×
×
  • Create New...