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Jer

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Everything posted by Jer

  1. Jer

    Comments that don't warrant a thread

    Heh I meant Dark Resurrection when I said DR. Yes, everything else about that arcade is ass. Even single token SC2 isn't worth anything when the sticks are so bad you basically move in a random direction every time you touch them. Yay for T5's controller ports.
  2. Jer

    Comments that don't warrant a thread

    Did the Ayu songs in Onimusha: DoD survive into the American version? Eric, come to Valley Mall and lose to me in DR please. You owe me that much after our Beltway adventures.
  3. Jer

    Comments that don't warrant a thread

    Got to play a little Lili today. Definitely like her feel. She was easy for me to get used to since her d/f+1 into mixups is so similar to Feng's. I forgot about her d/f+3+4 series though. Need to try that next time, seems like it's got a lot of potential. Heh, I scrub Julia's 1+2,4,b,f+1+2 so often that I can't tell if it's more reliable or not. It hit the one or two times I got the third hit to come out though. Have you seen Julia's auras yet? I'm trying to decide if I want to buy them.
  4. Jer

    Comments that don't warrant a thread

    I printed out a whole bunch of Lili stuff to take to the arcade today and test, but the lines were too long and the people were too good so I ended up just playing with Julia to try to win. Next time. But watching one of the guys there use her (and apparently drive Eric to tears) was enough to get me excited. d+3+4 looks like so much fun. Eric - Pfft, they should come to me. And so should you, I've still got like 60 tokens left over from the Ithaca tourney that you can use. It's totally worth the drive.
  5. Jer

    Comments that don't warrant a thread

    Unbelievably, we actually got DR here. I am beyond shocked. Thoughts - I love the remixed stages. The stage concepts in T5 were cool and these remixes for the most part are even better. The new cathedral is hot. So is the stage with the wolves. Moonlit wilderness is much less cool when it's not moonlit, though. There's no way to play the original stages, is there? Dragonov and Lili both seem really cool. All the scrubs here are trying to learn Dragonov so I'll probably learn Lili. Need to print out a movelist or something though. The five moves listed on the dashboard just aren't getting it done, heh. I'm liking the new Armor King at least conceptually, but I've got to learn juggles and stuff. It's nice to see him as a real non-clone character; he was always cooler than that loser King. Julia... 111/1143 - I like it less. Yeah, it's harder to block on reaction, but I agree it feels more stiff, and it's crazy punishable. The 111 was launcher punishable before but it needed to be a fast launcher and you needed to be ready to punish it. Now it's like they get whatever they want even if they wait awhile. Boo. And yeah, it does feel harder to do. More reason to just use 121 instead. d/b+1 - I've tried to make it work but it doesn't seem particularly good. Not terrible but not worth using. f+212 - Seriously, wtf is this? It looks like flash punch but it's not guaranteed on hit? So why the hell would you use it over 121 which is safe and does 55%? Most useless new move ever, there's already another move that's strictly better. Ugh. 4~2,1 - I like this so far. I like that it's NCC; more damage potential than d+3, especially since it also wall splats. I don't like how much lag there is on hit if you just do the 4~2. If you got out of that animation like three frames faster it would be such a good Mad Axe buffer. As is it's good, but d+3 will probably end up being a little better overall. By far her best new move though. u/f+4,3,1 - This could be good if it's option selectable. Otherwise it's useless. I need to test that. If it's option selectable it makes u/f+4,3 much safer which makes it a whole lot better. That'd be nice. But yeah, pretty boring additions. And f+212 just annoys me, if you're gonna add only five new moves, you can't waste them on shit like that.
  6. Jer

    Comments that don't warrant a thread

    WCMaxi has confirmed an arcade release of SC3, and it sounds like he's saying it's going to come to US arcades. Happy day.
  7. Jer

    Comments that don't warrant a thread

    Boo to Namco porting DR to PSP and not PS2. It's probably a smart business move but it totally sucks for us people who actually want to play DR at home. Portables will always suck for fighters.
  8. Jer

    Good games you love

    Subspace. It's like online asteroids. It was cool as hell back in the day when lots of people played it. People liked it so much that when the company that released it abandoned it, someone actually reprogrammed it from scratch and rereleased it with the name Continuum, and people still play like 10 years later. Did anyone here ever play?
  9. Jer

    Comments that don't warrant a thread

    Blah, Julia never gets any love. 111/1143 being better does sound nice, but I'm guessing they're still both totally unsafe? You might just want to stick with Cassie in SC3; she seems more fun than Sophie. Trying to condition people to do moves that you can counter with Sophie's A+B is nice, but other than that she's still the same seven move whore she was in SC2. The seven moves are just all better now, heh.
  10. Jer

    Comments that don't warrant a thread

    I love T5 and try to play it whenever I can, but the local community is incredibly scrubby and most of them won't play me. Ugh. Stupid city. I still play it whenever I get a chance at tournies, but that's been about it recently. Yay Julia! You know if she's getting any better in DR? Something to contain step would be nice. The glitches in SC3 really didn't end up being as bad as I thought they would. After that first week when Tragic discovered everything, not much new has come out, and the glitches all ended up being pretty situational and non-gamebreaking. Unfortunately, they made the game look terrible, so all the T5 players that were thinking of learning it didn't bother. The scene is small now, but it's fairly active, at least on the east coast. The player run regionals are helping keep things alive, but after nationals and Evo it'll probably be done. An arcade version would really, really help. You're playing Cass in SC3? She's solid. Especially 1K, best low ever.
  11. Jer

    Comments that don't warrant a thread

    It's in some American arcades already, isn't it? I probably won't see it until like July, though. Being in the middle of nowhere sucks sometimes.
  12. Jer

    Dance Dance Revolution SuperNOVA

    Some pretty good Beatmania songs on that new songs list. I'm pretty damn excited, I've been waiting for a new real arcade DDR for years. I really haven't been liking ITG all that much; the songs just don't do much for me.
  13. Jer

    the Soulcalibur III thread

    VC backthrow cancels are really funny. This game may not live long as a tourney game, but it should at least produce some hilariously awesome glitchy combo videos.
  14. Jer

    the Soulcalibur III thread

    Yep. The reaction to 22~1 was funny, and it didn't even end up making Hei top tier. The drama queens are freaking out over G2 to a ridiculous degree, declaring the game dead just based on a couple videos Tragic posted. So stupid. Yes, because obviously people will immediately begin buffering G225 after every single move they do. I went to a tourney with fairly strong players last Saturday and no one used any of the glitches, heh. If it ends up hurting the game, it's going to take awhile at the very least.
  15. Jer

    Poll: Your favorite Final Fantasy

    FF6 FF7 FF10 FF1 Remake FF9 FF8 FF5 FF4 FF2 (Seriously one of the worst games I've ever played. I'm sitting there trying to level up right at the beginning of the game and I run into random enemies that attack me for four digit damage? Um, wtf? And the leveling system is the most nonsensical crap I've ever seen. I may even like this game less than Xenogears. )
  16. Jer

    the Soulcalibur III thread

    I think G2 (I guess that's what they're calling it, the post-GI one) is going to be really hard for people to use well. I don't think it's going to change the game all that much in the short run. It creates a different post-GI mindgame; I can't tell if that's going to be good or bad. But you're never going to see the stuff in some of those videos Tragic made, like the guy getting GI-ed doing it so fast he ends up with advantage. I think the variable cancel glitch on moves like Mitsu's 22B could end up being really bad for the game. Mitsu's 22B is just insanely good now; it does over 100 damage on hit and you can probably cancel it to make it plus frames on block. And that's just one move. Who knows what all people will eventually find. Otoh, it does look really obvious, so if it ends up being too bad, you could theoretically ban it. I dunno, I don't think things are too bad yet, but it's so early. If people keep finding glitches at this rate, it'll be really bad in a few months.
  17. Jer

    the Soulcalibur III thread

    Yeah, that's most of her good stuff, but also try 1A, 2K, wrA+B, 6B+K (cancellable, really good for spacing) and 66K (or 66KB~G). Mix up whether you do one or two spins, and sometimes go into wrA+B (which is just a really good low in general) or 2K. That's about it. 1B, fc 3B only works after 22B. After 3B, all you get is 1B, wrK. But yeah, it's easily the best option if you can get it. Not just in terms of damage, but also in terms of perfect oki. Not really. 3A+B is SC guard crush level 2, but that's not really very useful. In the home version of SC2, her 214B+G throw leaves her in level 2 SC, which lets you throw out 3A+B for a fast guard crush, but that's not in the arcade, so her 214B+G is just useless in the arcade. It sucks, heh. It probably does auto-GI, but it's so unreliable it's never even worth trying. Agreed on all counts. I understand that SC isn't popular in Asia, but you'd think the American popularity would justify an arcade release. You know all American arcade operators would want it after they made a fortune on SC2 with conquest.
  18. Jer

    the Soulcalibur III thread

    Yeah, they changed it to make it so it only launches on close hit. In the arcade it could hit all the way out on the very tip and still launch. It's still excellent on console, just not as perfect. In SC3 it seems like they changed it back, heh. But the input is 2nB or 8nB now, which makes it a whole lot harder to buffer.
  19. Jer

    the Soulcalibur III thread

    Arcade SC2 X is such a bitch, heh. You can destroy almost everyone with just 22B, 3B, 3A, AAB and throws. Her 22B in the arcade is just stupid, definitately the best move in the game. I wish there were more command throws too, and I wish there was an A+B throw break. The throw game right now is really simple compared to VF or Tekken.
  20. Jer

    the Soulcalibur III thread

    4KB and 3B are really good mids, so the core oki mixup is one of those with 2KB. Another really good thing with him, especially from distance, is 66A+B. It does a whole bunch of damage, hits grounded, and best of all, can be cancelled. You usually want to cancel it, but go through with it every once in awhile so that they fear it. If it hits, do 2A; it's guaranteed and leaves them standing at minus frames so you get another mixup. 66BB, his new big damage mid, is pretty good on oki too, and comes out of running which is nice. It's really unsafe though. 1B is fast, safe, mid and hits grounded, so it's pretty good on oki too. The difference between parry and repel is that parry is basically higher risk for higher reward. A successful parry leaves them side turned at more minus frames than a successful repel. A whiffed parry leaves you at worse disadvantage, though. Also, you can't parry throws anymore (you could in SC1), so 6G seems pretty much better than 4G to me.
  21. Jer

    the Soulcalibur III thread

    Ack sorry wrote it wrong, meant 11B[A]. It's also 77B[A] or 8wr 1_7B[A]. It's a quick little vertical-horizontal string that you can end with a big slow overhead if you do 11BAB, but it's almost always better not to end it and either just stop or go into mist. It's good because it's fast, safe, tracks step and is a natural combo on hit. B+K is a new move with Mitsu that auto-GIs, and it also goes into an attack throw. Haven't played with it much, but it seems pretty decent. He also has a command GI out of relic that used to be either 6G or A+B+K. Don't know if it's the same input now. Mitsu's best launchers have been 33B and 3B. Off 33B I usually hold the B to go into relic and do 33B. The wakeup there is great, they're grounded at your feet. For guaranteed damage you used to be able to do 33B, 33K, 236B, but it was hard and I doubt it works anymore since the knee is slower. For 3B, the best juggle used to be qcf.
  22. Jer

    the Soulcalibur III thread

    Relic is mostly evasive. Relic B tech crouches and steps; it can punish some highs and a bunch of verticals. It's also pretty safe. That's all I use it for. It may have some new applications in SC3, dunno. Mist is better. It's really good for covering distance. Mist throw gives you a whole lot better distance than a normal throw, and you can mix that up with mist 6B. Mist K is his longest range low. Mist BK (or Mist B throw if you can do it) and Mist B6B also makes for a reasonably good mixup. Also, mist A+B makes for a really good trap if you transition into mist through another move. The classic setup is 11A, which leaves you in mist, and then A+B when they try to retaliate. You get an auto-GI and they take a bunch of damage. If you can guess the timing on when they'll try to retaliate, you can bait them pretty well out of most transitions to mist. I really like mist because it lets Mitsu aggressively cover distance, but it is really unsafe. A lot of good players hardly use it at all. But at the very least, you want to keep mist throw in mind. The mist transitions are pretty interesting but it's often better to just do the move by itself. I guess my favorites are 4[A], 11B[A] and 2K. I want to like B but you end up out of range of most of the mist mixups which kind of defeats the point. 4[A] is really nice just for the speed; you can usually get a mixup between 4[A] -> throw or 4[A] -> 6B, and if they start attacking right away you can throw out the A+B for the auto-GI. Mist~G is a really good little cancel just for throwing people off, too. I usually just do it into normal mixups like 2KB_4KB.
  23. Jer

    the Soulcalibur III thread

    http://www.soulcalibur.com/forums/forumdis...p?s=&forumid=81 I can help you with Mitsu. Anything in particular you want to know?
  24. Jer

    the Soulcalibur III thread

    I spent all weekend playing it, and I have to say, it's grown on me quite a bit. So far it feels a little tighter and less glitchy than SC2. I like how different a lot of characters are from their SC2 versions; it's going to keep the game fresh for awhile. The only worry I have is balance; Setsuka seems like she could be way too much once people start to get her low just frame and those Akira style strings down. Even without them she's pretty ridiculous; safe high priority high damage mids and invisible lows. The more I play the more I like the stage concepts. The graphics may not be anything special technically, but the stages just look awesome. Even better than T5s. The number pad system I think is pretty universal in Japan. Once you get used to it, it ends up being a whole lot more elegant than what most people are used to. It's easier to type and to say. d/f, u/b, f, d, d/f, d/b, A+K is a whole lot more clumsy looking than 376231 A+K. If anything, other games should drop their old clumsy conventions and move to the number pad one, imo.
  25. Jer

    the Soulcalibur III thread

    Heh with Mitsu you've kind of got to choose either SC2 or SC3, or not use stances. Trying to get yourself to do 6A+B for mist in SC2 but 6B+K for mist in SC3 is too hard. Mitsu and Sophie didn't change enough, so I'm bored. Need to find someone new. I think I'll try to learn Zas. Raph from what I hear is totally different. Loses soul charge cancels but gets tons more transitions into preps, and gets some fast mids.
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