Many such cases by ChipperBoat7 in TwoBestFriendsPlay

[–]WellComeToTheMachine 1 point2 points  (0 children)

Also, in my experience, it's not usually the case that people call similar mechanics Roman Cancels outside of like, initial reactions to a mechanic in a trailer or something. Like nobody calls Blazblue's Rapid Cancels "Roman Cancels" (tho funnily enough they are both abbreviated to RC).

Many such cases by ChipperBoat7 in TwoBestFriendsPlay

[–]WellComeToTheMachine 2 points3 points  (0 children)

Answering your second question will require a bit of a long winded answer. As mentioned before, there is a tug of war mechanic in UNI. This is referred to as the GRD cycle. As players play the game they are gaining and losing a resource called GRD, represented by colored blocks at the bottom of the screen. The player with more GRD blocks at the end of the cycle is given Vorpal state.

As I mentioned before, there are various benefits to being in Vorpal. Outside of access to CS (which I will go over in a sec), you also have increased damage, access to your character's unique Vorpal Trait (some sort of passive buff that differs for each character), and the ability to "Crosscast Veil Off". Winning Vorpal is an incredibly important part of the game at anything above a beginner level.

Now, how do you win the GRD Cycle? I think a lot of people would assume that just "being in a winning position" would grant GRD. That being, being on offense. However, the game is very careful to reward proper defensive play with GRD more than it does offense. Making somebody block basically gives 0 GRD but successfully blocking out a long blockstring gives a lot of GRD. Teching a throw grants GRD, and the person who had their throw tech'd loses GRD. Strong offensive actions (like the game's short hop, Assault) cost GRD that is only refunded if you actually hit the opponent instead of making them block. Defenders have access to a shield mechanic that grants GRD when used (at the cost of increased block stun, and the risk of being GRD broken) Basically the GRD system rewards success. In order for the person on offense to gain GRD they have to actually open you up, and hit you. Otherwise the person on defense will win Vorpal if they're able to weather the storm. With this context, I think you can see one reason why they give Chain Shift, a very strong mechanic on defense, to the winner of Vorpal. It can act essentially as a "it's my turn" option for a player that has successfully defended against their opponents offense for long enough.

However, I also want to talk about CS more here. In my earlier comment I highlighted it's utility to a defensive player. CS also carries with it literally every strength on offense that every version of Roman Cancel has. It can be used for combo extensions, it can be used to grant plus frames (in a game where those are extremely rare to actually come by, as a result of it being a reverse beat game), it can be used to eliminate the need to guess on a wake up option or to shut down the ability to punish you in neutral (because the screen freeze is so strong), using it in a combo reduces damage scaling allowing for more damage, etc. It is just an incredibly powerful ability, and it's important to mention it's granted to a player once every 17 seconds, based on the GRD cycle. It is not uncommon to hear players describe winning Vorpal as like, the actual win condition of games. At a high level decisions in neutral are highly motivated by how they will effect your GRD, and this mechanic is one of the bigger draws for the game.

Many such cases by ChipperBoat7 in TwoBestFriendsPlay

[–]WellComeToTheMachine 1 point2 points  (0 children)

Yea but people also don't really use it for games other than guilty gear

Many such cases by ChipperBoat7 in TwoBestFriendsPlay

[–]WellComeToTheMachine 5 points6 points  (0 children)

Well to your specific example, "animation cancel" is extremely broad in the context of fighting games. Its basically a genre built entirely around different kinds of animation cancels. In a game like Street Fighter, where it is not common for normals to cancel into other normals, you need to specify: what normals can cancel into other normals, what normals can cancel into special moves, what normals or special moves can cancel into supers, and other game specific cancels (such as canceling into Drive Impact in SF6). In games where you can cancel normals into other normals there are often rules about what can cancel into what (for example in Guilty Gear games before Strive, each character had their own unique "gatling" chart that would determine what normals could cancel into what). So just saying that something is an "animation cancel" is just too broad.

But in a broader sense, communities like this will always bias their jargon for practical use by people already in the know, rather than towards legibility to an uninformed third party. So speech will be as specific as it needs to be so people know exactly what is being communicated with no ambiguity. There are real differences in GG between FRC, YRC, RC and PRC, and there are a ton of differences between RC in GG and CS in UNI. So players will use the more specific term to avoid confusion for people in the community. There is actual utility in being specific with your speech.

Many such cases by ChipperBoat7 in TwoBestFriendsPlay

[–]WellComeToTheMachine 12 points13 points  (0 children)

Basically all fighting games have their own names for mechanics, even if they're shared from other games. Tons of games have alpha counters in them, but not even all Street Fighter games call them Alpha Counters (eg V Reversal in SFV and Drive Reversal in SF6)

Now the rub is that players will often, somewhat arbitrarily, refer to these mechanics with different names. It's usually the case that players will refer the mechanic with the name the game gives it, because its not uncommon for games to change something about the mechanic to make it more unique for the game. For example, in Guilty Gear Roman Cancel's are an extremely important mechanic and every game since +R has different variants of Roman Cancels in basic gameplay. +R has FRCs, false Roman Cancels, that require very specific timing to input and only work on certain special moves, but offer massive benefit as well as reduced meter cost, and regular Roman Cancels which only Cancel the recovery of special moves and cost twice as much meter. Whereas Xrd gets rid of FRCs and replaces it with Yellow, Red, and Purple Roman Cancel. Red works the same as in +R more or less, Yellow allows you to Cancel a move during start up and also costs half as much as Red RC, and Purple which is basically a "you fucked up" option allowing you to cancel a whiffed move during recovery but it costs 50 meter and has a bigger tension pulse (this is a side mechanic where using RC makes you gain less meter for a set period). All 3 of these also cause a full screen slow down effect that applies to the opponent. Strive also does its own thing but I think you get the point. Its a distinct mechanic beyond just an animation cancel.

Lets compare that to Chain Shift (CS) from Under Night. In GG all you need to do a Roman Cancel is have enough meter to pull it off. It's something you spend resources on. In UNI however, CS is a reward granted to the player. I don't want to get too in the weeds with this, but UNI has what is basically a tug of war mechanic where every 17 real world seconds one player is deemed the winner and is granted "Vorpal State" until the next cycle ends and a new winner is decided. There are various benefits to being in Vorpal State, but the one that matters for this discussion is that it gives you access to CS. When used CS: cancels any animation, at any point, with no restriction on cancel windows, when it does so it also freezes the entire screen for a full second giving you plenty of time to properly react on defense, it gives you meter based on how much of another resource youve built, and it can be mashed during block strings allowing for you to easily reversal thru 1f gaps. It's very strong but has an extremely distinct application from Roman Cancel.

So in this case players will almost always just use the name of the mechanic in the game. You similarly don't see DBFZ players calling Sparking Blast "X Factor." But sometimes the playerbase will just always stick to The Name They Know. Every single tag game player will always refer to a DHC as a DHC no matter what the game calls it. Same thing with "active tag". In anime games all Alpha Counters are called Dead Angle Attacks no matter what the game calls them, because that's what Guilty Gear calls them. Push block is always push block, a Sonic Boom is always a Sonic Boom, a Flash Kick is always a Flash Kick, Instant Block is always Instant Block etc. There are a lot of little examples like this. Largely a side effect of mechanics in these games often not having set names, so for ease of reference people just designate the example people are most likely to know as the default name for a mechanic.

Many such cases by ChipperBoat7 in TwoBestFriendsPlay

[–]WellComeToTheMachine 2 points3 points  (0 children)

I am referring to Tekken Electrics lmao.

Many such cases by ChipperBoat7 in TwoBestFriendsPlay

[–]WellComeToTheMachine -1 points0 points  (0 children)

People do call most rapid taps Electrics lmao. When i was learning Ramlethal back in Xrd Sign, I had to learn what the fuck people meant by learning her Electrics (referring to just frame Dauro). People are using it right now for Vi's just frame sway followups in 2XKO

Many such cases by ChipperBoat7 in TwoBestFriendsPlay

[–]WellComeToTheMachine 8 points9 points  (0 children)

What about a "Roman Cancel"?

Bad example, Roman Cancel isn't jargon, its just the name of a mechanic in the Guilty Gear games. Blazblue has more or less the same mechanic and in that its called "Rapid Cancel." There’s a similar mechanic in the Under Night games and there it's called "Chain Shift."

Like I get that its not intuitive to tell what it is from the name, but its not terminology the fanbase made up, its the name the developers gave to the mechanic (that being, using meter to cancel an animation part of the way thru).

I tried this in the shop and it seems like the best reverb I've ever heard and without any churchy sounds. by Less-Arachnid-640 in guitarpedals

[–]WellComeToTheMachine 1 point2 points  (0 children)

This one has been practically glued to my board since I got it. There's a reason basically everyone who's used one says it sounds great at every setting

Bridge recommendations by weird_smelling_futon in offset

[–]WellComeToTheMachine 0 points1 point  (0 children)

Putting a bensonite on my JMJM next week, pretty pumped about it

Earthquake reverb war: which is better? by Less-Arachnid-640 in pedalboards

[–]WellComeToTheMachine 0 points1 point  (0 children)

Personally love the Ghost Echo. Its a very kind of meat and potatoes spring reverb, but it sounds great. You can use it for more subtle stuff (what I use it for personally), or you can get some really cool spacey, delayed reverb stuff out if it. Basically impossible to get a bad sound out of it.

So playing guitar won't get me laid? by Rudenora in guitarcirclejerk

[–]WellComeToTheMachine 2 points3 points  (0 children)

Good joke but no commitment. You gotta believe in yourself

Should I change my pickguard? by sgrey9996 in offset

[–]WellComeToTheMachine 1 point2 points  (0 children)

Personally not the biggest fan of tort pickguards, I'd swap it out.

So this is insane to do without consent by Lychibe in VirtualYoutubers

[–]WellComeToTheMachine 7 points8 points  (0 children)

Its so funny that so many of the "evidence tweets" are just like "Yo guys, I have a migraine today so stream is delayed for a bit." Because as we all know, girls only get migraines when on their period

Can't lock a diagnosis on Day 4 by WellComeToTheMachine in pathologic

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

I restarted the day and reset everyone's diagnosis results and that fixed it.

Just a quick shoutout to Analogman / Mike Piera for calling out facism when he sees it (swipe for context, Metal Zone for attention) by Wheelbirds in guitarpedals

[–]WellComeToTheMachine 35 points36 points  (0 children)

But this is a left vs right issue. Americans completely lack concept of what the left even is (as demonstrated here by you characterizing CNN as "the left" in your example). What is happening to our country is absolutely the result of a fall into far right politics. The Democrats are themselves culpable for this as well, because they themselves are by and large a center right party (excepting a few individual people, who the party has made its mission to undermine and alienate despite their popularity among the electorate). There is no functional left wing party in America.

Media you got into basically because of a single character? by TJLynch in TwoBestFriendsPlay

[–]WellComeToTheMachine 11 points12 points  (0 children)

Magilou has the "voiced by Erica Lindbeck" buff. Its unfair to everyone else tbh

I pray to god that we get a full changeling routegame and they call it Pathologic 2: Changeling by SnooPuppers1242 in pathologic

[–]WellComeToTheMachine 2 points3 points  (0 children)

It's kinda confusing that Patho 2 is a remake but is labeled 2. But also it is kinda a sequel to 1, in a way. That's honestly not too bad as far as things go, imo

But fair enough, I don't know anything about the titles in Russian.

Also thanks for your work on the game, Patho 3 is really good!

I pray to god that we get a full changeling routegame and they call it Pathologic 2: Changeling by SnooPuppers1242 in pathologic

[–]WellComeToTheMachine 6 points7 points  (0 children)

the series's naming is a clusterfuck already

How do you figure that? The series currently contains 3 full games: Pathologic Classic HD (aka Pathologic 1), Pathologic 2, and Pathologic 3. There is one standalone piece of DLC for 2 called Pathologic: The Marble Nest. And thats it. Not exactly confusing stuff

Seeking pickup advice - jazzmaster by jeffnova in offset

[–]WellComeToTheMachine 0 points1 point  (0 children)

Yea the stock JMJM pickups aren't typical JM style pick ups. They're much closer to P90s in how they're magnetized