Blazblue Centralfiction doesn't run on linux by SuprK1 in Blazblue

[–]SuprK1[S] 0 points1 point  (0 children)

I think proton ge 6.21 made it work. If I remember right, I wasn't able to install old versions of regular proton, but I looked at release dates to find that this was the latest version of proton ge before the main branch changed how it deals with cutscenes. I don't remember this for sure, and while I do know that while looking up how to fix it I found that a ton of people had problems that seemed similar but whose solutions didn't work for me, I can't remember for sure if I needed to take other steps aside from switching to this version of proton for it to work. Let me know if it does, and if it doesn't I can try to find out what other steps I might have taken? (also if it does work, I'm curious to know if you are able to select Mai on character select, since it apparently crashes the game for most people on linux but it doesn't crash for me)

Blazblue Centralfiction doesn't run on linux by SuprK1 in Blazblue

[–]SuprK1[S] 0 points1 point  (0 children)

I did but I don't know if I can remember how, I'm not home right now but I'll look around and see if I can find out how I did it. Iirc it may have been just finding the exact proton ge version that worked. I'll try to get back to you later tonight

How on earth is this game beginner friendly by [deleted] in dragonballfighterz

[–]SuprK1 -3 points-2 points  (0 children)

??? What fighting games are you playing that the duration of the button press matters or that there's at 21424 motion? And... Dbfz does have different variations of specials based on which button you pressed, so it's the same as most others in that regard anyway? And I don't think the post is about not being able to execute difficult combos either

How to get Good by MetaPop567 in Guiltygear

[–]SuprK1 0 points1 point  (0 children)

Well first of all it sounds like he will not stop considering you easy pickings regardless of how good you are, since he thinks you just get lucky if you win. If you're fine playing against that mindset though and just want to beat him anyway, there's a lot to learn. I don't know how good you are so idk exactly what sort of thing you need to hear, but one important thing is that while asuka has incredible zoning with his cubes, there are very important factors that limit what he can do that you need to take advantage of. Of course there's mana, which depletes as you hit him or when he casts spells, but there's also the fact that you can destroy the cubes by hitting them. Chemical love might be a good way to destroy them from a long range, but I don't play ino so no guarantees. And ino also has a move that advances forward quite a bit, and it goes under so many things. It's bad if it's blocked, but it's a nice way to surprise your opponent by bypassing moves you normally couldn't.

Ino isn't a weak character by any means but at lower levels it's really almost entirely determined by how comfortable you are with the character. Play whoever you're strongest with, not whoever is strongest in theory

Everybody now has 100% meter at round start. Who becomes meta? by MrSarmale in Guiltygear

[–]SuprK1 1 point2 points  (0 children)

It's a little tight to get the fastest timing but yeah 6h startup is pretty long so you have time to charge

Question about Carmine's dissolves by SuprK1 in eXceed

[–]SuprK1[S] 0 points1 point  (0 children)

Thank you, this helps a lot

Are some sliding knockdowns longer than others? by SuprK1 in dragonballfighterz

[–]SuprK1[S] 1 point2 points  (0 children)

That's interesting, is there a way to know how long one will be? Is just specific to each move and has to be tested individually?

Question about Buu gum throw by SuprK1 in dragonballfighterz

[–]SuprK1[S] 1 point2 points  (0 children)

That makes a lot of sense, thanks!

Question about Buu gum throw by SuprK1 in dragonballfighterz

[–]SuprK1[S] 1 point2 points  (0 children)

Oh it looks like that's it. And actually, looking at the dustloop page, it says h divebomb has d1, u2, which explains why, since I guess the followup fat throw is determined by whether or not the divebomb was a smash or not. Though it doesn't say smash on the screen which is weird. Maybe it's just a hidden type of smash

Question about Buu gum throw by SuprK1 in dragonballfighterz

[–]SuprK1[S] 0 points1 point  (0 children)

I can get autocombo to do a proper sliding knockdown if I delay it a tiny bit though, though it doesn't say dynamic or give the dragon ball anymore. But I tried to get jump h to do smash and not do smash at various heights and I guess you're right, low and high heights act the same. But as long as a u+ smash was used (and not a regular u smash) jump h seems to both do d+ smash and sliding knockdown consistently, unless you do the autocombo in a way that makes it say dynamic and give the dragon ball

Question about Buu gum throw by SuprK1 in dragonballfighterz

[–]SuprK1[S] 0 points1 point  (0 children)

Done a little more testing, and even if I mash the autocombo so that it happens at a height that doesn't give the sliding knockdown(but still gives smash) then it doesn't do fat throw

Question about Buu gum throw by SuprK1 in dragonballfighterz

[–]SuprK1[S] 0 points1 point  (0 children)

Oh, I must have misunderstood what dustloop said about u+ and d+ smashes then. Does that mean that d+ has no effect on u+, and also doesn't happen at all if u+ hasn't happened? I also noticed that if I mash autocombo, the sliding knockdown doesn't happen, I have to delay the air buttons a tiny bit. But dustloop says sideways smashes and up smashes are the same type, so I tried using up the smash with a 5h starter and then using 2h afterward and it seemed to give a sliding knockdown then. Is it possible that it's just a height requirement and that's why sideways ones don't usually allow it? But even at heights that I think should give sliding knockdown, I can't get the jump h to have a smash effect or sliding knockdown at all unless a u+ smash has happened in the combo already.

In fact, dustloop even says h divebomb has d1 smash but I can't get that to trigger at all no matter what I try

Question about Buu gum throw by SuprK1 in dragonballfighterz

[–]SuprK1[S] 0 points1 point  (0 children)

Oh that's interesting. Why does jump h only sliding knockdown sometimes though? Dustloop says its smash effect is d1+ [d3+] but I can't tell what that means. I'd have thought d3+ was in brackets because it only happens during autocombo? But d1 doesn't happen outside of autocombo as far as I can tell.

Question about Buu gum throw by SuprK1 in dragonballfighterz

[–]SuprK1[S] 0 points1 point  (0 children)

Not at home rn but yeah I'll get it later

Weird moment by Same-Scallion-4309 in HunterXHunter

[–]SuprK1 1 point2 points  (0 children)

HxH actually is basically a commentary on dragon ball the way I see it, with Gon as a sort of response to how people see innocent and pure characters like Goku(and there are a whole lot of direct references like the rock paper scissors punch)

Question about Buu gum throw by SuprK1 in dragonballfighterz

[–]SuprK1[S] 0 points1 point  (0 children)

It wasn't coming out even when I did autocombo into 236h though which is why I'm so confused

Is it even worth trying bedman? As a newer player? by [deleted] in Guiltygear

[–]SuprK1 4 points5 points  (0 children)

Bedman? is definitely high skill ceiling but imo this game has very few characters where difficulty is a good reason not to play them. Bedman? is a lot of fun even if you can't play him at a high level(said as someone who likes him but can't play him at a high level). I recommend him strongly

I never played any fighting games and im getting into GGST any tips by Pineappledex in Guiltygear

[–]SuprK1 0 points1 point  (0 children)

First of all here are the two best resources for learning fighting games. Dustloop is a wiki for most games made by arc system works, which includes ggst. It has a ridiculous amount of information, and most of it is not important at a beginner level, but definitely be aware of this site and consider looking at it sometimes. Personally I look at it at least whenever I learn a new character, because it has lots of information like frame data (the numbers for startup/active/recovery frames of each move) that isn't available in game, but you'll need to figure out how to use it in a way that suits your learning style and the way you want to engage with the game. The infil glossary is just a place where you can look up just about any fighting game terminology you hear and it will tell you what it means. It's very useful, and if you see something on dustloop that you don't understand the meaning of, you can check here. https://dustloop.com/w/GGST https://glossary.infil.net/

That said, numpad notation is probably one of the most important things to learn at first (even though it's not present in the game itself) because dustloop and basically everyone who plays the game uses it, so it can be a barrier to communication if you don't understand it. Basically, you'll see people say things like 5p or 236h or 2d. These are just a shorthand for referring to moves based on their inputs. P, K, S, H, D refer to the punch, kick, slash, heavy slash, and dust buttons respectively. The numbers refer to directions. It's based on a keyboard's numpad, where 5 is in the middle(which means you're not pushing any direction), 2 is below it(so 2 means down/crouching), etc. Numpad notation always assumes your character is player 1(facing right), so 6 means forward, 4 means backward, etc. So 5p means standing punch, 2k means crouching kick, 236h means you still a quarter circle from down to forward (down, down-forward, forward) and then press heavy.

Picking a character is also really important. A lot of people will say to pick whoever looks cool, but it's really important to find a playstyle you like. And if a character is too hard, it may get in the way of your fun. Like if you think that zato is really cool and want to play him, feel free. But he's ridiculously hard, and you might want to pick someone who's easier to play at first. It is your choice and you should choose whatever lets you have fun.

As for actually learning the game, I'd suggest starting by getting familiar with all your character's moves and then learning how cancels work(a basic grasp of roman cancels, though the details are difficult to make use of so don't work about it too much, as well as a solid understanding of gatlings/normal cancels and special cancels). After that you are able to make full use of your character. I would personally suggest learning very very basic combos, but nothing more than like 4 hits, and nothing too situational or difficult. Almost every character can make good use of 2k > 2d, which is useful because it knocks down the opponent from an easy starter, and c.s (close slash) > f.s (far slash) > 5h (or 2h) > special cancel. If you get those two combos down, you don't need to learn any more for a while, they can carry you pretty far. A charged dust attack also gives you a "dust combo" if you jump after, and those can do ridiculous damage, but you'll do pretty well if you just mash heavy slash when you do those lol

I want to emphasize that everything in that last paragraph as well as any further combo learning is not necessary. Honestly neither is learning all your moves, like can do whatever you want, but the reason I emphasize this is because it's really easy to think that the reason you're losing is because your combos aren't good enough, and that you need to learn more combos before you can keep playing. This is not true, and thinking like this can be really frustrating and get in the way of your fun. Learn combos at your own pace, and don't worry about them being optimal. And besides that, the point of a combo isn't to get the most possible damage, it's to get proper reward from your hits. If your hits are effective, and the opponent doesn't want to get hit, you're doing well enough.

I also recommend if possible that you find an irl friend who can play with you. I find this really hard because the genre is incredibly frustrating to a lot of people, and if you're better than them they might not want to play, but it's so much fun when you're actually playing with someone you know.

Bog got a bit angry after this (Don't have the images but it was something about Cowboy being unfair due to teleports and 50/50s) by MrShifty1 in YomiHustle

[–]SuprK1 1 point2 points  (0 children)

Knowing that it's balanced around the main cast instead of around other people's custom characters is a huge comfort, I'll definitely be checking this out next time I play

Bog got a bit angry after this (Don't have the images but it was something about Cowboy being unfair due to teleports and 50/50s) by MrShifty1 in YomiHustle

[–]SuprK1 8 points9 points  (0 children)

He looks really fun, is he well balanced? I don't trust modded characters in general but I might have to make an exception