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Nov 2, 2017
3,723
Yeah when I played Melee I did FT50s all the time. That took about the same amount of time as a FT100 in a more traditional fighter.

A game has to be pure fun for me to have that capacity again. Here's hoping.
 

Kadey

Banned
Oct 28, 2017
6,672
Southeastern PA
Seeing a lot of Japanese players using Birdie. I wonder why.

When I got my 100 win streak in Ultra lobby it took me like 9 hours. Never doing that again.
 

MechaX

Member
Oct 27, 2017
5,051
The most I have ever gotten was like 50 matches in a row in I think BB or Xrd (which I guess still wouldn't be a straight FT50 given my friend got wins as well) and both of my hands were absolutely fucking shot for the next 24 hours.

I barely was even able to hold onto the steering wheel to drive home that night.

Ya'll FT100 folks are nuts.
 

Deleted member 6056

Oct 25, 2017
7,240
I'd rather play back to back games of Monopoly than play a goddamned FT100
Get addicted to Culdcept like me and you'll be doing close enough to that statement.


On a side note, looking back I dont know why I didn't play more Blaz Blue. I "played it" but I never sat down and gave it more time and tried to make it the big thing I was studying up on and trying to get better at like I did many other titles. I played more DFCI and Nitroplus. Maybe I just prefer assist based titles. I'm hoping cross tag battle helps me get hooked more. The series is always one I comment on and talk up but I usually just sort of feel like it'll always be there so I need to hurry up and play those other titles trying to break into the genre while they still have a scene. Just a mental block I guess.
I'll always love playing Bullet, Mai, and Platinum. Such fun designs on character quirks.
 

Zukuu

Member
Oct 30, 2017
6,809
So after testing, it seems my PS3 stick won't work on PC at all. It gets recognized, but it registers no inputs whatsoever neither in gamepad controller panel nor in any other program, no matter what I try (steam big picture, 360CE, USB 3 port etc). Is it a lost cause?

What's the go-to PC stick nowadays that is similar to the TE (heavy, big, sanwa parts)? :X Does the PS4 TE work on pc natively?
 

Reanimatoin

Member
Oct 26, 2017
1,407
Cleethorpes UK
Welp, what a way to ruin my excitement for BBxTB

40 characters including DLC
Blake from RWBY is DLC

Think long and hard about your roster picks now folks! Because they probably aint getting in!

May 31st / June 5th release date
 
Oct 25, 2017
15,110
So after testing, it seems my PS3 stick won't work on PC at all. It gets recognized, but it registers no inputs whatsoever neither in gamepad controller panel nor in any other program, no matter what I try (steam big picture, 360CE, USB 3 port etc). Is it a lost cause?

What's the go-to PC stick nowadays that is similar to the TE (heavy, big, sanwa parts)? :X Does the PS4 TE work on pc natively?
Are you using that SCP driver thing? Pretty sure you need that and it should be possible to make it work. It's been too long, I don't remember any details, sorry.
But there are tutorials out there.
 

ArjanN

Member
Oct 25, 2017
10,126
Welp, what a way to ruin my excitement for BBxTB

40 characters including DLC
Blake from RWBY is DLC

Think long and hard about your roster picks now folks! Because they probably aint getting in!

May 31st / June 5th release date

They showed silhouettes for the other characters too, shouldn't be too hard to figure out the rest of the cast with that.

EDIT: even with the silhouettes it doesn't seem like it's the entire cast yet.
 
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Reanimatoin

Member
Oct 26, 2017
1,407
Cleethorpes UK
They showed silhouettes for the other characters too, shouldn't be too hard to figure out the rest of the cast with that.

They sure did
2WfmJG3.jpg
 
Nov 2, 2017
3,723
You guys do know you can take breaks in a FTx, right?

Also, part of the whole point is to be able to work on your mental stamina in regards to the game. Large tournaments like EVO can be mentally taxing just due to the large amount of matches that need to be played to place well.
 

Zukuu

Member
Oct 30, 2017
6,809
Are you using that SCP driver thing? Pretty sure you need that and it should be possible to make it work. It's been too long, I don't remember any details, sorry.
But there are tutorials out there.
Just tried that and still no input visible under game controllers. =/ I've read somewhere it's due to the intel-chip and it requires a special USB 2.0 hardware board you have to install in your PC to fix it. At this point I'd rater just buy a new Fight Stick that works natively on PC, but I need recommendations. Dunno if I should open a new thread for that or if I can get them here.
 

Sheng Long

Moderator
Oct 27, 2017
7,590
Earth
Well...the DBFZ beta sure is just like the anime. You wait for 40 mins before a fight. :)

Couldn't get a single match all night. Servers went down for maintenance and then they let you play random team matches against braindead CPU.

Many of the characters do feel exactly the same so far. Only played for a couple hours but...I don't think this will have the depth that Marvel does.

Will sell boatloads. It does do a decent job of auto comboing things for button mashing casuals so they can at least feel powerful hitting people.

I predict at least two major US gaming sites will proclaim it's the best fighting game ever created.
 

Reanimatoin

Member
Oct 26, 2017
1,407
Cleethorpes UK
So Blazblue x Tag Battle is a shit show

The base game is 20 characters, the ones announced already, then there's 20 DLC CHARACTERS! 6 Character packs of 3 characters, and 2 stand alone (one is Blake)

Fuck this game
 
Nov 2, 2017
3,723
DBFZ honestly looks garbo to me. But I've come to a realization recently that I don't like anime fighters as much as I thought I did, which might be playing a role in my perception of how the game plays.

Huge stages, shitty movement options, stubby normals. I want to be wrong about it, but I can't see myself playing the game long-term, I don't see a competitive scene for it long-term, either, despite what people say.

But this is, of course, an early hot-take. People need training mode before they can come to any conclusions, really.
 
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OP
OP
Karsticles

Karsticles

Self-Requested Ban
Banned
Oct 25, 2017
2,198
DBFZ honestly looks garbo to me. But I've come to a realization recently that I don't like anime fighters as much as I thought I did, which might be playing a role in my perception of how the game plays.

Huge stages, shitty movement options, stubby normals. I want to be wrong about it, but I can't see myself playing the game long-term, I don't see a competitive scene for it long-term, either, despite what people say.

But this is, of course, an early hot-take. People need training mode before they can come to any conclusions, really.
The hottest of takes! LOL

As a Marvel player, I'm having a blast with this game, and I'm total shit at it right now.
 

kitzkozan

Member
Oct 25, 2017
442
dbfz feels a lot like dengeki

It feels like vanilla SFV in the format of a tag team game lol. It's incredibly basic if you go by the standards of an ASW fighting game which is usually loaded with mechanics (which allow you to be very creative) and even beyond that, it might be more simplistic than Marvel 3 was. That game had OTG moves which allowed you to pull off insanely damaging combos and reset (TOD even) and that's not taking into account x-factor. DBFZ does look like it's stiff regarding it's rules and how you string everything together, but it's still the beta so let's wait and see what happen.
 

Deleted member 6056

Oct 25, 2017
7,240
How does the game have poor movement with universal teleporting, homing dashes, dashes that go thru stuff, and projectile countering?
 
OP
OP
Karsticles

Karsticles

Self-Requested Ban
Banned
Oct 25, 2017
2,198
If I got a movement option for any scenario I'm good. Does it have alpha counters or options for when you're pinned in the corner? I haven't played.
DBFZ has parries, pushblocks, AND alpha counters. Plus free projectile negation.

Also, assists take at least 3 times as long to cool down in this game compared to Marvel. I think they will be a lot more interesting than the assist spam we saw in the past. I now understand why it's OK to call both assists at once in this game. You will be fighting solo for at least 5 seconds afterward.

Also, Kid Buu has the goddamned sickest assist.

Personally I love movement in the Gundam VS series. It's easy to learn but allows you a lot of freedom.
Take Gundam VS movement and put it in Dissidia, and you have yourself a good game. Dissidia feels so stiff, and Gundam VS has no interesting movesets. It feels like Arena fighters have a ways to go.
 

Deleted member 6230

User-requested account closure
Banned
Oct 25, 2017
6,118
Movement is obviously depends on the game you're playing and varies to character to character with in those games. If a game feels stiff slow and floaty (going from melee to brawl as an example) I think we can say it has bad movement but you can't compare raw movement options to one game to another. Like brawl has more movement options than street fighter 5 for example but I won't say it feels better to move around in brawl respective to what the game wants you to do with its engine compared to what SFV wants you do to.
 

Rellyrell28

Avenger
Oct 25, 2017
29,065
Yeah both the DBFZ and Dissidia betas are going on right now. I'm just gonna stick with Dissidia since I'm having fun with that one.
 

stn

Member
Oct 28, 2017
5,607
Can a kind soul please link me to the Killer Instinct discord? Can't find any valid links. Thank you in advance!
 

Deleted member 6056

Oct 25, 2017
7,240
DBFZ has parries, pushblocks, AND alpha counters. Plus free projectile negation.

Also, assists take at least 3 times as long to cool down in this game compared to Marvel. I think they will be a lot more interesting than the assist spam we saw in the past. I now understand why it's OK to call both assists at once in this game. You will be fighting solo for at least 5 seconds afterward.

Also, Kid Buu has the goddamned sickest assist.
That really REALLY sounds like the Nitro Plus method of assists. Nitro plus also added variable cool down on assists as well but that only works when your assists are not tied to a tag partner like in their game since N+ was single VS matches plus two assists from a separate roster of assist only moves. DFCI also had respectable cool downs as well, but it's more like N+ in DBFZ by the sound of it . If sparking stuff is frequent though it'll feel like the old DFCI trump card rhythms.
 

MadeMan

Member
Dec 3, 2017
275
Sydney, Australia
With regards to FT100, I don't think I could do it. My favourite fighter by far is VF, and even then with the fast matches I'm not sure how long I'd hold out. I'm sure I've played 100 games in a session, but not against the same person and keeping score.

How high is the execution barrier in DBFZ? Is it like Marvel combos? I play VF and ST so my execution is super baby level, but I like to try out most new fighters. I was hoping DBFZ wouldn't be too execution heavy and won't scare me off. I'm not much for training mode unfortunately.
 
Oct 26, 2017
5,146
I sometimes play fighting game sessions with a close friend for 5-8 hours. Sometimes the wins don't breach over 100, but it's a great time whenever we have such a long session. We'll probably have some sessions like that on DBFZ soon.
 
Nov 2, 2017
3,723
A game can have varied movement options and its movement system as a whole can feel lacking.

When I say a game has good movement; the games general movement systems work together to make the movement feel prehensile, protean, and powerful. The player feels like they have some precision control over their avatar that approximates something analog in a lot of circumstances. The movement is so powerful, the gameplay at large centers around it. That's good movement. MvC3, Melee, Soulcalibur 1/2, and to a lesser extent, AC+R. That's my holy quadrant (oh, and Tekken)

Vanishing Attacks, IAD, Homing Dashes, Double Jump etc. are great options, but are all system mechanics balanced against other options, which means they have built in costs and commitments associated with them that make them restricting. The most the game has going for it so far that I appreciate is that momentum is conserved when jumping from a Dash. These are all general anime game things, though, that I appreciate more when the game generally moves faster so things aren't easy to react to (+R). DBZF isn't very fast.

But I haven't leveled any final judgments against the game by any means. People can continue to respond to my posts like I have, though.
 
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Deleted member 18857

User requested account closure
Banned
Oct 27, 2017
4,083
I just posted that and then immediately regretted, since it didn't even answer the question.
But, oh, well.
Though what makes AH movement so great (or at least the most recent version, I don't know if that was there from the beginning) is to have the "dash" command on one button. According to the situation and the direction you input with it, all sort of crazy movement options get opened up, including the most precise system of air homing dash I've seen (and probably amongst the firsts)(at least a game with a ground, not those weird Psychic-Force-like experiments).
The two main benefits are
* because it's a simple press of a button, there's no complex training to simply perform the move like Melee's wave dashing or Tekken's back dash. It's a very complex and precise button, and the amount of possibilities it opens can be paralysing at times, so it's good the command is simple enough even an absolute beginner can perform the movements with a 100% success rate. One can focus on when to use which movement and how to better master the system instead of learning the muscle memory of a tricky cancel.
* it allows for air-to-air battles to be as complex as normal ground-to-ground or air-to-ground battles. That's something that Mahvel-type games struggle with: many things happen in the air, but even with characters with 8-way air dashes are limited in their options compared to what they can do from the ground, so in many cases (not always, of course), when both characters are in the air, the situation remains static until they fall down to neutral: either one is running from each other and the other one tries to catch him, or we're in the middle of a combo, for example. The air movement possibilities in AH are a whole other level of mind games, since it's a universal system. Entire back-and-forth-and-back-again can happen before the characters are back on the ground. That's of course before even you factor character singularities (there are many) and Arcanas.

I really wish other aspects of the game were more to my liking, because mechanically AH is fascinating.