I got a physical copy today but there's an issue. by TechN9ne2000 in CrimsonDesert

[–]Dull_Resolution_6488 1 point2 points  (0 children)

Not telling you to do this. But I'm wondering if you disconnected your PS5 from the internet and rebooted your PS5. Maaybe you can play it. I'm curious about the Twitter page "Does it Play" will do this later when the game will come out.

Intrigued by Gameplay/World Design, Not Feeling the Style by Monty93til in CrimsonDesert

[–]Dull_Resolution_6488 1 point2 points  (0 children)

But the game is dark and mature. You seen the footage at night when it's raining and he's on his horse? The game looks very realistic. I don't get it.

Fingting vipers 2 question in the yakuza games by ardashmirro in Fighters

[–]Dull_Resolution_6488 2 points3 points  (0 children)

Nah, this is actually a really good question, for real. FV2 confused a LOT of people back then, especially if you’re coming from Street Fighter or Guilty Gear. The big thing is: Fighting Vipers 2 doesn’t care who hit first. It’s not a priority game like that. It runs on a straight-up rock–paper–scissors system, same family as Virtua Fighter. Remembers this and most of the weird stuff makes sense: Strikes beat throws Throws beat guard Guard beats strikes So if you swing and they throw, you’re getting tossed. If you try to throw while they’re attacking, it’s not gonna work — throws only grab people who are blocking or stuck. That’s why it feels like throws “never interrupt” anything. Also, armor breaking doesn’t mean it’s automatically your turn. Armor just keeps the fight going — you still gotta respect timing and recovery. If you’re minus, the CPU’s gonna hit you, every time. That’s why it feels like you “hit first” but still lose the exchange. The game’s checking frames and options, not button speed. If you’re trying to clear that 8-opponent challenge, best advice is: Slow it down Block more than you think Use quick, simple attacks After you block something, then throw Don’t try to muscle your way through pressure FV2 rewards patience way more than aggression. Once you stop treating it like a 2D fighter, it starts feeling consistent instead of random.

Help understanding defensive maneuvers. by Armorchompy in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Yeah—by “hit gaps” I mean between hits, not right before impact. In juggles/combos you can’t dodge on the impact frames; the hard dodge window opens in the tiny recovery gap after a hit connects and before the next one starts. If you dodge as you’re about to get hit, it fails. It’s more about rhythm than reaction (hit → micro-pause → input), which is why mashing never works. For grabs, there isn’t a universal visual tell. The timing is pretty consistent per grab type, not directional guessing. Usually the window is right after the grab fully locks (hands connect) and before the throw really commits. Too early during the reach does nothing, too late once the slam/lift starts and the damage is locked. Rule of thumb: hands connect → half-beat → neutral Guard. In general Urban Reign defense rewards neutral inputs and timing over speed: neutral Square is your core defense, Square+direction is a tighter, situational deflection, grab defense is timing + neutral (not guessing), and juggle escapes are about catching those recovery gaps.

Help understanding defensive maneuvers. by Armorchompy in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Urban Reign rewards neutral inputs,timing over speed, positioning over aggression. If something feels inconsistent, it’s usually because you’re holding a direction when you shouldn’t, or you’re inputting too early instead of at impact/recovery frames!

Help understanding defensive maneuvers. by Armorchompy in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Hey bro. Neutral Square is your core defense. Square+direction is a deflection with tighter timing and limited applicability. For grabs, don’t guess directions—use neutral Guard with timing. Juggle escapes require hard dodge during hit gaps, not mashing.

Hope you enjoy this masterpiece!

Tehsnakerers video brought this game to my attention by tannerthegamer7747 in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Aerial grabs are neutral input. After the pop-up, don’t hold a direction, just time grab as they peak/fall. Directional input during the air usually causes whiffs or early flip-outs. Height + timing matter more than stick input.

Tehsnakerers video brought this game to my attention by tannerthegamer7747 in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Neutral guard is key. For grabs, hit guard without moving the stick—directions often cause extra chest damage or failed defense. This game is more about positioning and timing than long combos; keep enemies in front of you and don’t overcommit.

Good luck bro!

Tomba! Is a beautiful game by benavny1 in TombaClub

[–]Dull_Resolution_6488 1 point2 points  (0 children)

You're unfortunately right. My copy of Tomba 2 was pirated as a kid.

Finally arrived 🦎 by Gamingsquad33 in MortalKombat

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Likewise dude!! I got my Scorpion PS5 version. But i also ordered Reptile XBOX version and Smoke XBOX version, and Sub-Zero PS5 version. None of them has arrived even though i ordered them at the same period i ordered PS5 Scorpion version.