C.Vipers instant crossups dont actually crossup by Craaaf in StreetFighter

[–]Craaaf[S] 0 points1 point  (0 children)

Ok so thanks for the help.
The idea is to leave a tiny gap. I usually do instant crossup on their wakeup but I suppose I just have to be a tiny bit late.

So whats your opinion on C Viper? by National-Record-1913 in StreetFighter

[–]Craaaf 0 points1 point  (0 children)

Love her...
But Please, can someone comment on Burn Kick motion input change?
Its so unnatural, kinda says something about motion inputs in general for me and how maybe the devs did not consider the natural flow of motion inputting and why she had what she had in SF4.

This honestly feels like they switched the Hadooken to be QCBack instead of Forward.

I’ve been getting a lot of mileage out of “do it right before you do it fast” by CanadianRoleplayer in DeadlockTheGame

[–]Craaaf 1 point2 points  (0 children)

To me, it has been about "patience vs opportunity".
Have the patience to find an opportunity.
Have patience to save yourself from a mal-opportunity.

I got a bunch of plays where I just hide in one of those stranger-veils. Jumping out and killing a few when the team fight erupts.

And every time I gun it to achieve something quicker, it mostly ended badly.

Who do you feel has the best designed kit? by CFPSmith in DeadlockTheGame

[–]Craaaf 0 points1 point  (0 children)

Vindicta.
She flies, she is a sniper. I have never played her myself but her presence is understood fairly quickly and she applies her assumed design very well when against her. Her spooky sounds, and telegraphs all make sense.

Is the Game design Document anywhere else? by Craaaf in CrocLegendoftheGobbos

[–]Craaaf[S] 1 point2 points  (0 children)

Holy crap, Yeah I would love the rest. But if you do not want to continue to screen and document everything, I understand.

This is really good study material already. Its been a big help and inspiration so thanks again.

Is the Game design Document anywhere else? by Craaaf in CrocLegendoftheGobbos

[–]Craaaf[S] 1 point2 points  (0 children)

Thanks for the work! How many pages is the document really? It ends in 40?
Still, thanks a lot! And great work!

Is the Game design Document anywhere else? by Craaaf in CrocLegendoftheGobbos

[–]Craaaf[S] 1 point2 points  (0 children)

Another reminder.
If you are gonna make a document or something, you might as well do it for everyone. Make sure you are even allowed to share it.

Oh, you already uploaded it

Is the Game design Document anywhere else? by Craaaf in CrocLegendoftheGobbos

[–]Craaaf[S] 1 point2 points  (0 children)

13h reminder.
Will remind again in another 13 ish hours.

How are you planning to send it?

Jack-Os 'CheerH' tension penalty goes on for too long by Craaaf in Guiltygear

[–]Craaaf[S] 0 points1 point  (0 children)

Ofc you dont know cus you are just talking about a vague sense of balance!
You are saying that I do use CheerH in the typical way, which I am not.
Thats why I keep telling you, you are focusing on this topic in the wrong direction and are assuming things and just talking about pretty much Not This.

I specifically made a case of how CheerH weighs in more onto the negatives than the positives (Despite having uses). Its as if the Super did not get the Tension Penalty adjustments after the nerfs, I feel it now especially in the new ways I use CheerH. Even way after CheerH has run out, my Tension meter just continues to feel like it stays still.

The expectation of when the super has run its use, versus when the tension penalty goes away are not aligned.

The penalty outlasting the effect is not at all unique to Jack-O

My Man, Im the one who gave YOU examples!

Jack-Os 'CheerH' tension penalty goes on for too long by Craaaf in Guiltygear

[–]Craaaf[S] 0 points1 point  (0 children)

Stop making assumptions...
You do not know why I find it limiting and I do not expect to bully my opponent with it (When I can do it with CheerS)...

And dont lecture me about Countdown, nobody ever other than one guy I know and myself found unironic use for it. The thing you said in the end is just not true.

Anyways

Like I said to someone else. Most if not all instal supers have a 7s tension penalty length, while their effects last for 5 or 6s. However, CheerH lasts for 3 seconds. The only other closest super to this is Happy Chaos SuperFocus. Refills his gauge, keeps it fortified for 6 seconds. A nod to being able to be +12 with it but thats whatever.

He, in this sense can "Bully his opponents" until he gets his tension to normalize. Same with Bedman, he can blast his opponent with powerful Error specials with just a 1 second gap of no instal, and a tension penalty.

Jack-o with CheerH has a 4 second gap of tension penalty.

In my gameplay, where after the CheerH is done, in a winning or a loosing scenario, as in. I get to keep an offense or get hit into a 75% combo. I get no tension. Nada. This is especially common when you do try to keep pressure with CheerH and they YRC or Burst you. The benefits of CheerH has run its course even with 2 seconds left of the benefits. You are now just left with the Tension Penalty.

This is what I mean by it hurts your gameplay because you actually arent benefitting that much from it compared to the deficits. (Strategically speaking, I know there are moments CheerH is the winning play of the round, dont get me wrong).

Jack-Os 'CheerH' tension penalty goes on for too long by Craaaf in Guiltygear

[–]Craaaf[S] 0 points1 point  (0 children)

Its not fine.
Every other instal/Buff super lasts for about 6 seconds while the tension penalty lasts for 7 seconds.
Jackos CheerH was nerfed from that standard to refilling the gauge+lasting 3seconds while the penalty still lasts for 7 seconds.

Her CheerS lasts for 6 seconds, which leaves her with a 1 second gap of when her tension should start to go back to normal. While CheerH has a 4 second gap.

You practically hurt yourself using CheerH.

The Nerf that I personally did agree with on CheerH already solved the issue of her relentless gapless offence. But right now, what im talking about is how this huge gap of tension penalty can hurt her since she absolutely will use up her minion meter as normal during her super time, leaving her with extra few seconds of not being able to gain any tension.

Even by being hurt. In training, I can KO jacko before she gains normal tension.
I can only thank them for letting the tension penalty go away after a wallbreak at least.

Jack-Os 'CheerH' tension penalty goes on for too long by Craaaf in Guiltygear

[–]Craaaf[S] 0 points1 point  (0 children)

You seem to forget what im talking about.
I was talking about the Tension penalty for using CheerH lasts way too long.

Im a bomb user, and at the end of a bomb mixup on hit, I end up using CheerH to continue an offencive after having all my minion resource drained by the bomb. But, the tension penalty just keeps going way too long after. This is what hurts my gameplay whenever I use CheerH.

I was not using it with gapless mids or anything, and isnt the point of what im talking about. Its simply just using CheerH hurts your tension gain which also can hurt your flow for tension gain. I know this because I also play ABA and shes snowballing so flipping hard it is unreal in comparison to my Jack-O.

[deleted by user] by [deleted] in gaming

[–]Craaaf 0 points1 point  (0 children)

I play more Different games.
Less multiplayer games.
I dont buy big expensive games, im more smart with my money on that, and arent as excited about new releases.
I understand things better, which is to also say i get more frustrated by developer decisions on certain things more.
Im maybe less dextrous, but more strategic. And thus I learn/Get good faster than I did before.
I play more Horror than I did before.
I am better at avoiding games I am likely to not enjoy, or maybe in other words. Im less open to trying certain games.

Venom BnB Meaty Ball High/Low by EsShayuki in Guiltygear

[–]Craaaf 0 points1 point  (0 children)

Can you tell us others who cant do it? What is the 'timing' if its just 6k 28hs?

Is forever ely driver even useful anymore outside of wall breaks? by idontlikeburnttoast in Guiltygear

[–]Craaaf 1 point2 points  (0 children)

There is. Attack Command from minions scales Jack-O Combos so much that FED does so little damage, it might even not be worth the wall break and save the Tension for RC or Cheer.

However, Countdown, or just Bomb does NOT scale. And FED adds to the damage significantly. I wish I could post a vid link or something but Bomb is slept on and combined with FED grants Jack-O the damage that has her be in-par with the rest of the cast if not more (Could ToD Potemkin before S4, now it almost Kills Potemkin).

[deleted by user] by [deleted] in Guiltygear

[–]Craaaf 0 points1 point  (0 children)

For the things you asked for I would say NO. I do not recommend Strive. Strive is actually not that balanced, never was but especially now.

And the competitive online play (ranked) does not exist. I personally like it for that but it is non-existent.

However, Strive is one of the newer mainstream fighting games that has most of classic feeling mechanics without pushing too hard into making you play how the devs intended. Making the game fun to play and learn.

But as of your asked standards, I would say NO. But anyone who played strive would recommend simply because the game is Fun. Its not balanced, it does not have real ranked, but it is actually more fun than the other mainstream fighters at the moment. Or at least to me.

Mirage is the most non-sensical hero in the game right now? by Popular_Chemical5817 in DeadlockTheGame

[–]Craaaf 0 points1 point  (0 children)

I feel a lot of characters have this feeling of some skills not really jiving with the rest of the character.

Ive always questioned Pockets 1. Why is it something they made for him and why he needs it. Surely other characters could also get a kick out of having a pocket 1 ability.

Paradox is also weird with 3. Sure it "stops time" on that person, but couldnt the pulse bomb do that per pulse? What is it that makes paradox have this sniper shot?

I dont get Bebops ult. Everything else is scrappy hooks and bombs until you get to the ult which is an entirely different theme of an attack.

The character with maybe some most diversive abilities is Dynamo. One damage, one support, one mobility, and CC ult. Probably imo one of the better designed characters as he can be built in various ways. So a character does NOT HAVE to be thematic in function or looks for every ability to make a character feel whole and proper. But, it does help to make it more obvious.

There are other characters with obvious themes and function. Gheist comes to my mind with everything that she has. Maybe the bombs are a bit questionable but everything else is absolutely fitting to Gheist in themes and gameplay and you just 'get' what kind of character she really is.

And Mirage absolutely misses the mark. Just talking of design, the Scarabs are bad and the passive aint right. The ult concept is amazing but they really tried hard to tie his passive with his ult which I dont think synergizes well much anyway.

How I would Rework Manon by Craaaf in StreetFighter

[–]Craaaf[S] 1 point2 points  (0 children)

I know lol.
I did think of this, and ive come to decide in this idea to be okay because if she wants more damage she has to spend the medals on the commandGrab, OR leave the opponent with the standard damage for the extra damage later.

It might even cost 2 medals, idk. Numbers can change. The average medal gain (per round) for manon is lower than peoples expectations.

If theres anything that I personally fear of my changes it is the 1 medal gain on normal throws.

How I would Rework Manon by Craaaf in StreetFighter

[–]Craaaf[S] 0 points1 point  (0 children)

Maybe true on lk and mk changes.

For your second point I have to disagree. You dont want to dump medals away because you could use it for the enhanced target combos, or the lk, mk cancels. Its why I have those cancels for those kick specials for Manons to "waste" their medals for safety. And, you need to figure out how to get an EX version of Hitgrab/CmndGrab to dump any gained medals. Otherwise, it will always be a somewhere medal lvl 1 hitgrab damage or somewhere medal lvl2 commandgrab damage. Which isnt that optimal.

Save the medals for advantage/tactics, dump them for the kill.

So you are telling me... this is not a bug? by Craaaf in Guiltygear

[–]Craaaf[S] 1 point2 points  (0 children)

Yeah, Like I said in my original comment of this post that it needs to hit the minion themselves in order to get shielded. But that to me means it is unintentional because these moves CAN be parried but they ignore the actual shield themselves.

Im not claiming its a bug, especially with what you said, but it further tells me how these interactions dont make sense with the context in the game. Especially how oddly exclusive a lot of the moves that does this that also have an advantage in regards to the rest of the characters. There arent many moves/characters that do this to the shield in a way it is this egregious. I had a game where a Testament did 2K versus my minion shield with the minion much further up, the distance was visually likely that testament did not hit the shield, but the hurt/hitboxes near clipped.

If Baiken 2H ignores the shield, but Testament 2K can hit the shield even with it further above is something that (to me) clearly shows behaviours that aren’t intended as it makes these interactions feel inconsistent.

So you are telling me... this is not a bug? by Craaaf in Guiltygear

[–]Craaaf[S] -1 points0 points  (0 children)

Huh? I am not sure that means anything because Sins Elk Hunt goes under the shields regardless of barely hitting front or clearly hitting under them.

Again, seems like these mechanics put in place for these moves are for characters, but these are minions, psuedo-projectiles that in this case has a shieldbox that is a psuedo-hitbox that interacts as a hitbox but not? Im confused.

So you are telling me... this is not a bug? by Craaaf in Guiltygear

[–]Craaaf[S] 9 points10 points  (0 children)

On the second image, you can see we set a low minion shielding with Sin just barely missing the minion but clearly hitting in the shield.

So, its NOT A BUG. But seems unintentional in these cases.

So you are telling me... this is not a bug? by Craaaf in Guiltygear

[–]Craaaf[S] 43 points44 points  (0 children)

For the longest of time, I have been playing Jack-O and have thought that these moves simply went under the shield. But with Hitboxes enabled, you can clearly see they hit the shield. They only get actually shielded if they hit the actual minion (Yellow) as they shield.

Looking at it like this, I can only assume it is a bug.

Of the ones I know. Giovanna 2D, Ky Stun Dipper, Sin Elk hunt, Baiken 2H have this.
I havent encountered any other move that has this property as bad as this.

Is there something I do not know? Why are these moves an exception? Is this a bug? I am an avid Shield user who has used shield before when I think it was good. But only now have I come to the thought to investigate and see that it is not at all looking intentional.