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Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

dprk -i juche.deb posted:

You're not ending the motion on 3, though, you're moving all the way to 6, then hitting the button. You should hit the button at the same time as you hit 3, and it will be more consistent.

I was a little quick on the edit, but to emphasize, even something sloppy like this:



Is 100% consistently Bloodsucking Universe. It's only when there's a Fukyo before that it doesn't work all the time. (And even when you press on 3 and never even go to 6, the result is just a 2P instead of 6P when it flubs.)

Hyper Crab Tank fucked around with this message at 15:39 on Jul 15, 2021

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dprk -i juche.deb
Jul 25, 2012

you must give up playing this hole

Hyper Crab Tank posted:

I was a little quick on the edit, but to emphasize, even something sloppy like this:



Is 100% consistently Bloodsucking Universe. It's only when there's a Fukyo before that it doesn't work all the time. (And even when you press on 3 and never even go to 6, the result is just a 2P instead of 6P when it flubs.)

If you're getting 2P even when you hit the button at the same time as 3, then there is probably too much of a gap between the 6 from fukyo and the 2, so you might need to try inputting bloodsucking universe earlier, or holding the 6 from fukyo longer. The 623 input should be one smooth motion, if there's a gap between the 6 and the 2 it may not work.

Alternatively you can just do the full 623 motion from scratch to get bloodsucking universe. Input leniency can be tricky when it interacts with different cancel timings and overlapping inputs, so rather than relying on it, I think you will generally be better served by trying to do the full motion and letting input leniency (possibly) save you when you get it wrong.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
Hitting it earlier isn't doing it, but hitting it later is, actually, so thanks for that. The input display isn't any different, but still. I wish I knew what the mechanical reason was though.

Oh, and sidenote, I did some tests to see just how bad an input I could do and still get Bloodsucking Universe and this somehow works:



The game is super lenient on extraneous inputs, it seems. "Eh, there's a 6, a 2 and a 3 in some kind of order in there, close enough."

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.

dprk -i juche.deb posted:

You're not ending the motion on 3, though, you're moving all the way to 6, then hitting the button. You should hit the button at the same time as you hit 3, and it will be more consistent.

Seconding this, in games where DPs are less lenient I usually need to make sure I end on 3 for it to register consistently

big deal
Sep 10, 2017

yeah in general fgs don’t care about extra inputs the only care that the entire command is within a specific window of time. the length of that window may be pretty lenient though.

e: i have heard that in some cases it does require ending on 3 though to get a 623 rather than a 236 move if they’re on the same button.

i’d be interested to see numbers on what games had what special move windows. i know ST’s varied between something really harsh and double that depending on frame rules or something. 7f-15f maybe? it’s a lot bigger in modern games but i don’t know how big or how much it varies from game to game.

My Crab is Fight
Mar 13, 2007

b_d posted:



e: i have heard that in some cases it does require ending on 3 though to get a 623 rather than a 236 move if they’re on the same button.



Yes this is the case with this game. Example Ky's heavy DP and charged stun edge are on HS, so if you're doing a combo involving the DP you need to be extra precise to make sure you don't get the fireball instead.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

My Crab is Fight posted:

Yes this is the case with this game. Example Ky's heavy DP and charged stun edge are on HS, so if you're doing a combo involving the DP you need to be extra precise to make sure you don't get the fireball instead.

That explains some of the weird behavior (point-blank charged stun edge) I've seen from some Kys. Flubbed input makes a lot of sense.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
Can Nago cancel out of Fukyo into another special?
Your whole 236K 23 P thing is probably not working because of the long delay between the startup of Fukyo and the point where you can use another special. This input trick should work just fine for canceling normals into specials or specials into supers (in games where specials cancel into super) because of the cancel window, but if you actually have to link two specials together then you end up starting the second 623 input way too early and it'll fall out of the input buffer before the point where you can actually do a move.

OTOH Nago is unique in GGST in being able to cancel most of his other non-fukyo specials into each other so this input will work just fine for any of those.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

RPATDO_LAMD posted:

Can Nago cancel out of Fukyo into another special?

So backwards Fukyo can sort of be cancelled into specials - I'm not actually sure if that's technically the right word for it. What it seems like is that Fukyo will allow you to input any other command out of it, but the time before you can do so is much longer with forwards Fukyo than backwards, so it's more like it has shorter recovery one way over the other and isn't cancelable per se. Back Fukyo it feels like I can cancel out of it basically any time, much faster than forwards. Either way you can slow the momentum by pressing the other direction, but again this is much snappier for back Fukyo. I think this is the reason it's not always working, if you're too quick on the input it "forgets" the 6 input you used for Fukyo by the time you're allowed to input commands, but holding it for a little bit is enough to make it work more consistently. It might be possible to 236K 4 623P if you're quick to get it out faster?

edit: Nope, the back input won't take until the recovery period is already over and you could just do the grab then. For all purposes it isn't cancelable out of, back Fukyo just has much faster recovery.

Hyper Crab Tank fucked around with this message at 17:27 on Jul 15, 2021

TGLT
Aug 14, 2009
From what I can tell, it'll drop the input if you complete it (or start it?) while Nagoriyuki is actually vanished. For backdash it happens so quickly you won't notice, but for forward dashing you need to wait just a bit before you start inputting the move you want. I don't know if it's because you can't cancel Fukyo into his other specials, or just Fukyo has a more specific window than the rest and won't let you buffer a move until you hit that window.

Takes some practice to get used to the timing for when you need to input his command grab.
https://i.imgur.com/re2EZBP.mp4

TGLT fucked around with this message at 17:42 on Jul 15, 2021

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

TGLT posted:

From what I can tell, it'll drop the input if you complete it (or start it?)

I think the explanation that's most consistent is that any inputs during Fukyo's recovery (while Nago is invisible - he gets a lot of momentum and keeps sliding for much longer than that) are just dropped, period. That explains why I get 2P/6P if I don't hold the 6 long enough, the game just sees 23(6)P and throws that out. And if you press the button while you're still invisible you get nothing.

Pockyless
Jun 6, 2004
With flaming Canadians and such :(
I think regardless of how the input buffer works, it's best to practice clean inputs and try to end on 3P.

TGLT
Aug 14, 2009
I think you can get your inputs in right at the very tail end of his reappearing and have them count? But yeah it basically just comes down to practicing the timing of when to start. And ideally having clean inputs, not that my 623Ps are ever particularly clean.

unimportantguy
Dec 25, 2012

Hey, Johnny, what's a "shitpost"?
Clean inputs, feh. Just do what I do and botch your inputs so hard that your opponent has no idea what you're trying to do.
https://www.youtube.com/watch?v=dDyAnDLIlgM
Although even if I got the input on that overhead kiss right instead of jumping off into space, I think I would've probably eaten a pot buster instead of actually nailing it.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

unimportantguy posted:

Clean inputs, feh. Just do what I do and botch your inputs so hard that your opponent has no idea what you're trying to do.

I never botch my inputs, it's just an improvised mixup.

HMS Beagle
Feb 13, 2009



https://twitter.com/ArcSystemWorksU/status/1415838861331156996?s=20

News soon!

unimportantguy
Dec 25, 2012

Hey, Johnny, what's a "shitpost"?
500k is chump change for most of the big publishers but I get the impression that's good numbers for Guilty Gear? What're the sales numbers for this series usually like?

anime was right
Jun 27, 2008

death is certain
keep yr cool

unimportantguy posted:

500k is chump change for most of the big publishers but I get the impression that's good numbers for Guilty Gear? What're the sales numbers for this series usually like?

Like 100k for xrd lol

Pollyanna
Mar 5, 2005

Milk's on them.


Dragon Punch is an absolutely awful and unnatural input even on stick. It’s only reasonable on keyboard, and even then it feels weird. Hate it.

Real hurthling!
Sep 11, 2001




Pollyanna posted:

Dragon Punch is an absolutely awful and unnatural input even on stick. It’s only reasonable on keyboard, and even then it feels weird. Hate it.

They should make a game where you can set the motions for each move to be whatever you want but the more complicated the more damage it does.

Pretzel motion fireballs that do 60% please

Real hurthling!
Sep 11, 2001




I played a heaven level anji today
The reads were incredible

Lore Crimes
Jul 22, 2007

Dumb question about what people are doing for stick layouts re:dash and other macros when running out of buttons (on ps5 in this case or I'd just supplement with keyboard obviously).

I've got a Mayflash stick with 8 buttons, but aside from the 5 actual inputs the other three I have mapped to pretty essential training stuff: play, record, and reset. Would be cool to mess with the dash macro but as far as I can tell, there's no way to offload some of the meta stuff to holding two buttons or something and it won't allow you to map the system buttons either, so is the only solution there to menu dive for resets or swap layouts when switching modes (not ideal as you'd prolly wanna use the macro while in training mode too) or is there a trick I'm missing? Don't believe it will allow you to have both a stick and a controller active on one player, for example?

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.

Real hurthling! posted:

They should make a game where you can set the motions for each move to be whatever you want but the more complicated the more damage it does.

Pretzel motion fireballs that do 60% please

Look up Motion Sickness

Real hurthling!
Sep 11, 2001




Put dash between punch and dust on the bottom row

poe meater
Feb 17, 2011
Is there anything I can do as Pot to punish a spaced out charged dust?

Critical
Aug 23, 2007

Real hurthling! posted:

They should make a game where you can set the motions for each move to be whatever you want but the more complicated the more damage it does.

Pretzel motion fireballs that do 60% please

lol imagining a sol dp done with the summon suffering input doing like 80% on wakeup

Lore Crimes
Jul 22, 2007

Real hurthling! posted:

Put dash between punch and dust on the bottom row

That's the plan for sure but then I'd only have two buttons free for play record and reset unless there's some way to combine those, is sortof what I'm wondering if people have managed to do, other than not mapping reset and having to go thru the menu every time.

Real hurthling!
Sep 11, 2001




Lore Crimes posted:

That's the plan for sure but then I'd only have two buttons free for play record and reset unless there's some way to combine those, is sortof what I'm wondering if people have managed to do, other than not mapping reset and having to go thru the menu every time.

Ah yeah i got all the dual shock buttons on my stick

MY INEVITABLE DEBT
Apr 21, 2011
I am lonely and spend most of my time on 4Chan talking about the superiority of BBC porn.

dhamster posted:

Look up Motion Sickness

oh my god

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!

unimportantguy posted:

500k is chump change for most of the big publishers but I get the impression that's good numbers for Guilty Gear? What're the sales numbers for this series usually like?

This has come up before: sales numbers for fighting games are NOT good, and are usually buoyed more by name recognition than anything about the actual games.

Given Guilty Gear basically has none of that, 500k is amazing. It's getting there essentially on word of mouth and people liking their licensed games beyond the licensing.

Cleretic fucked around with this message at 05:47 on Jul 16, 2021

Ailumao
Nov 4, 2004

Yeah. If your fight game isn't licensed to a massive property, or named either Street Fighter, Mortal Kombat or Tekken, sales numbers are usually super low.

For reference, GBFV only just passed the 500k mark a couple weeks ago, and Cygames have been publicizing this as success and announced a new season of DLC for it.

The other thing to note is ArcSys developed and published GGST so they're getting about as much of the money from it as they possible could.

Like DBFZ sold super well but between the dragonball license and bandai namco publishing it who knows how much ArcSys saw from that. they probably did just fine

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Granblue was super juiced by being a huge monetization value for the whales, too.

Evil Canadian
Sep 10, 2000

No one man should have all that Psycho-Power.

poe meater posted:

Is there anything I can do as Pot to punish a spaced out charged dust?

nope!

Keep in mind almost nobody can punish a well spaced charge dust cause they are only -10 on block. Add any amount of spacing + pushback, and all you really get out of it is its your turn now.

*edit*

Potemkin actually, on people with shorter range crappier dusts actually like Nagoriyuki you can at least get a crouching punch. But that's only on the people with the less than great dust attacks since they basically have to be point blank.

ThisIsACoolGuy
Nov 2, 2010

Shaped like a friend

You know, odd question about GG Lore- namely the stage lore.

Does any of it have like... any backstory at all? I remember seeing Fausts stage pre-release or Zato's stained glass and wondering what the gently caress is up with those zones, but then I remembered one of the older games backgrounds was a bunch of marching beds walking around and I don't know what the hell that meant either.

Ailumao
Nov 4, 2004

Play Watch the story mode and find out!

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!

Ailumao posted:

Play Watch the story mode and find out!

I'll spoil that one: the only ones that turn up in it are the Illyrian streets (Axl and I-No among others) and the Illyrian castle (Ky and Ram among others). The desert (Sol) is probably near some scenes, but not in them.

I wish we had an explanation for Faust's stage, but we really don't! Some of them (like the Mayship) are pre-established in the game's lore, and are probably in its big chunky encyclopedia.

unimportantguy
Dec 25, 2012

Hey, Johnny, what's a "shitpost"?
May's stage is fantastic and I love all the whaleships and the stingrayship. It does seem like a pretty big fleet compared to what I thought was the size of the Jellyfish crew though.

ThisIsACoolGuy
Nov 2, 2010

Shaped like a friend

Ailumao posted:

Play Watch the story mode and find out!

Oh I did :v:

Faust stage and a number of others are just... kinda there lol

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
Is Faust's stage the one that looks like it fell right out of Persona 4?

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Jack Trades
Nov 30, 2010

This month's character better be Happy Chaos.

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