Alligatorjandro
Banned
Wow this game is awesome
VPN bro!!! I couldn't have waited.
I don't get it, you keep contradicting yourself.
You said that stylish efficiency comes from obliterating the enemy AI. Launching an enemy in NG and then peppering them with shuriken is the exact opposite of efficiency as there is no way that is possible in a mob of enemies who are out to kill you. That's about the same as launching someone in DS2 and peppering them with Redemption, at least you will get a ton of Wrath generation from it. Besides why would you use the shuriken when instead you can use the explosive shuriken? Its much safer and does more damage, can even lead to follow ups.
You can be creative but its not efficient at all in NG. Why would anyone use particular strings in a combo when there are others that do more damage, are safer, have more crowd control? That is the definition of fluff to me. When XYXXXY is vastly superior to something like XXXYY (random examples), how does that promote stylish efficiency? The highest level of NG play basically revolves around a ton of dodging and doing invincible heavy moves otherwise you get decimated and that's how the game was designed (which I can respect).
Then you knock DS2 for doing stuff pulling enemies and then dashing behind them when that's essentially one enemy you have disabled from long ranged while also getting positional advantage. And any of those actions could be dodged out of so there was no immediate risk to it. The fact that you are always in range of getting hit puts more intensity into actually styling where as in something like DMC/Bayo once you Hightime someone, the other enemies can't even touch you and from that point on it's just training mode combo. It's a difference in design philosophy and I can respect that.
Tragic: How the did you cancel the last portion of the string in the beginning portion of the GIF? You started off with XYYYX but the last portion of the combo was a two hitter move with the Scythe yet you cancelled the first hit with an instant timed charged attack with the Hammer. I am sitting here trying to replicate it but I can't. I am using a Mace but the mechanic should still apply. Do I hold it like I do with the Meteor Strike or is there something else?
Also I just discovered Flip Saw into Meteor Strike... now this is legit technology.
Hey I am a DMC3 nut too and the definitions he is using were created by the community at large and used in the FAQ that I put out on Gamefaqs.Gunbo's a DMC3 nut. He thinks it's the pinnacle of the action genre and anything else doesn't top it. It's a linear thought process where he doesn't really consider that different action games offer different things but still be equal.
That and he's using his own definitions and creating multiple stasis making an argument/discussion utterly complex and convoluted. To me, I see it having no rhetorical or knowledge value.
The problem was the construct champions. Those fuckers can almost 2 hit kill me. lol
Hey I am a DMC3 nut too and the definitions he is using were created by the community at large and used in the FAQ that I put out on Gamefaqs.
I know where he is coming from and we are just having a little spat on what "stylish efficiency" really is.
Anyway I discovered another just frame input on accident right now. At least it's a discovery for me and wanted to share it:
So basically I was doing my regular combo of XYYY launcher XXY with a Mace equipped. Pretty standard combo but the final Y brought me to the ground and normally that's the end of the combo only I added a timed Y input and he did the "sweet spot" version of the Mace during it. I have been able to replicate this a few times and the funny part is that this move differs from the version done with Meteor Strike.
Meteor Strike Just Frame Secondary gives you the "baseball" swing with the Mace. Air combo Y finisher into Just Frame Secondary gives you a move where he swings down vertically instantly.
Tragic where you at?
Was just going to post this.You can do those timed mace specials after the LT+back+Y charge move and the forward dash+Y moves as well. It's pretty much the basis of my entire combat style.
I also noticed that 'maces' and 'hammers' are subtly different in what moves come out during these.
You can do it with mobs but it's also a complete kill 1v1. Maybe more of a fluff example but it's just one...You said that stylish efficiency comes from obliterating the enemy AI. Launching an enemy in NG and then peppering them with shuriken is the exact opposite of efficiency as there is no way that is possible in a mob of enemies who are out to kill you.
When did I mention NG combos? Efficient styling in NG has nothing to do with combos. Space control and environmental interaction in NG is god tier. Way better then Bayo and DMC combined. And weaving in projectiles, FS, and other techniques while maintaining those is absolutely efficient styling. You are being creative outside just using your techniques. What's even more fun is breaking off the majority of the combos and basically "shaping" mobs. The only issue is fighting the camera. It's like playing with your food and you can launch devastating UTs. I often would then face the mob and limit myself to counters leading to kung-fu movie style results.You can be creative but its not efficient at all in NG. Why would anyone use particular strings in a combo when there are others that do more damage, are safer, have more crowd control? That is the definition of fluff to me. When XYXXXY is vastly superior to something like XXXYY (random examples), how does that promote stylish efficiency? The highest level of NG play basically revolves around a ton of dodging and doing invincible heavy moves otherwise you get decimated and that's how the game was designed (which I can respect).
I'm not knocking anything. It's just simple stuff is all. I think it is great that it is in the game but I also see tons of gray instances as well.Then you knock DS2 for doing stuff pulling enemies and then dashing behind them when that's essentially one enemy you have disabled from long ranged while also getting positional advantage. And any of those actions could be dodged out of so there was no immediate risk to it. The fact that you are always in range of getting hit puts more intensity into actually styling where as in something like DMC/Bayo once you Hightime someone, the other enemies can't even touch you and from that point on it's just training mode combo. It's a difference in design philosophy and I can respect that.
Hmm...maybe...Gunbo's a DMC3 nut. He thinks it's the pinnacle of the action genre and anything else doesn't top it. It's a linear thought process where he doesn't really consider that different action games offer different things but still be equal.
Sounds about right. Anytime the trinity comes up it is an argument in semantics and hieroglyphics. You might think that I'm bullshitting and that's fine. But I've put enough time into all these games where I feel I can place them properly. When I see that gif, I can visually apply what is going on. If I can do that with only a handful of hours into a game, then there probably isn't much depth (at least in that example). In comparison, seeing some footage of the trinity can make me lost in no time flat even when I know the game inside and out.That and he's using his own definitions and creating multiple stasis making an argument/discussion utterly complex and convoluted. To me, I see it having no rhetorical or knowledge value.
I prefer the "no rhetorical or knowledge value" idea.Hey I am a DMC3 nut too and the definitions he is using were created by the community at large and used in the FAQ that I put out on Gamefaqs.
I know where he is coming from and we are just having a little spat on what "stylish efficiency" really is.
Hey I am a DMC3 nut too and the definitions he is using were created by the community at large and used in the FAQ that I put out on Gamefaqs.
I know where he is coming from and we are just having a little spat on what "stylish efficiency" really is.
Anyway I discovered another just frame input on accident right now. At least it's a discovery for me and wanted to share it:
So basically I was doing my regular combo of XYYY launcher XXY with a Mace equipped. Pretty standard combo but the final Y brought me to the ground and normally that's the end of the combo only I added a timed Y input and he did the "sweet spot" version of the Mace during it. I have been able to replicate this a few times and the funny part is that this move differs from the version done with Meteor Strike.
Meteor Strike Just Frame Secondary gives you the "baseball" swing with the Mace. Air combo Y finisher into Just Frame Secondary gives you a move where he swings down vertically instantly.
Tragic where you at?
OH SHIT I MADE ANOTHER DISCOVERY!!! After the Lock on + Back + Secondary where he swings around and then brings the mace down, you can do the aforementioned just frame input here as well. Does the same move as when you come down from the air.
Now I just realized that this may apply to other weapons. Going to do some testing with some other weapons and see what their stuff is.
Tried it with Buckler with the Lock On + Back + Secondary, didn't work but I am guessing that's because this weapon doesn't even have a ground charge move as he just blocks/counters. He does have a "sweet spot" charge move in the air. I have also figured out the visual cue for the sweet spots, it's not that hard.
Ok I was confused there. I agree that styling in NG is about the space control and environment interaction. Minus the environment interaction, DS2 is all about space control. Its all about the dodging and controlling space, especially so in the Crucible. One can be stylish in this where he can go around doing dodges, moves off dodges into just frames. Thats skillful IMO and has just enough boost to its efficiency to be considered efficient.When did I mention NG combos? Efficient styling in NG has nothing to do with combos. Space control and environmental interaction in NG is god tier. Way better then Bayo and DMC combined. And weaving in projectiles, FS, and other techniques while maintaining those is absolutely efficient styling. You are being creative outside just using your techniques. What's even more fun is breaking off the majority of the combos and basically "shaping" mobs. The only issue is fighting the camera. It's like playing with your food and you can launch devastating UTs. I often would then face the mob and limit myself to counters leading to kung-fu movie style results.
Explain yourself.You can follow that up with another just frame Dahbomb!
PLEASE have Darksiders III be an actual sequel! PLEASE!
Explain yourself.
I have been unable to get a just frame off of the Gauntlet aerial charge move.
3 Hit Basic Scythe Combo, cancel to Crossover Heavy (Cyclone), Crossover Heavy Special (Hilt Strike), back to Scythe Ender, cancel the ender in the middle with a Flip Kick, Air Dash to the ground (Meteor Strike), Dash Scythe (Harvester Revenge), cancel into Crossover Heavy again, cancel that into Charge Hammer Strike, after Charge Strike hits, backdash, Deathgrip the enemy towards you, juggle with basic Scythe 1-hit, Flip Kick, Aerial 2 Hit Scythe Combo followed by Air Delay Chain (Hellraiser - Reaper appears and lifts opponent into the air even more!), follow-up with 3-hit Air Scythe Combo ending in slamdown, cancel into Flip Saw, land, Teleport Slash through the enemy, Deathgrip again, jump Air Scythe 1-hit, chain to Air Hammer Fall (big slam that brings both you and enemy to ground), upon landing, Just-Frame button press to perform the Widowmaker (mega spinning Heavy Strike), canceled into another Just-Frame button press to perform the Rift Breaker follow up.
What's a Just-Frame.
PLEASE have Darksiders III be an actual sequel! PLEASE!
Fair enough. I'm personally seeing too much risk on the stylish moves making them impractical e.g. fluff. And I'm not convinced there is much depth except maybe a bit beyond that gif. We'll have to wait and see...Ok I was confused there. I agree that styling in NG is about the space control and environment interaction. Minus the environment interaction, DS2 is all about space control. Its all about the dodging and controlling space, especially so in the Crucible. One can be stylish in this where he can go around doing dodges, moves off dodges into just frames. Thats skillful IMO and has just enough boost to its efficiency to be considered efficient.
Precise input during a small frame window (very short time). If you are running at 60fps, then a just frame input might be hitting a button within 5 frames for example.What's a Just-Frame.
This changes everything.Deathgrip again, jump Air Scythe 1-hit, chain to Air Hammer Fall (big slam that brings both you and enemy to ground), upon landing, Just-Frame button press to perform the Widowmaker (mega spinning Heavy Strike), canceled into another Just-Frame button press to perform the Rift Breaker follow up.
This changes everything....
The Bucklet sweet spot is a shoryuken-like move, I did it after the meteor strike, but didn't try with other moves.Oh wait never mind... I just did this...
I thought this was with the Gauntlets. I have not been able to find a variant of this with the Gauntlets.
He just better be working on a write-up. Cause I want to skip hours of experimentation if I decide to play with the combat engine. Getting into mechanics arguments is all part of my plan.I guess you're motivated now
I JUST DID IT!!!!
I JUST FUCKING DID IT!!!!
2 just frames in a row!!!!
I JUST DID IT!!!!
I JUST FUCKING DID IT!!!!
2 just frames in a row!!!!
Basically its exactly like its in the combo. You do whatever combo in the air into just frame secondary attack which does the vertical strike down and when he brings the hammer down you input another just frame and he ends with a horizontal strike. I was using a Mace but it worked exactly like he described.
Haha I'm losing my mind here. I did that fetch quest I was complaining about, took care of business and got to meet with the guy who was going to help.....only to be told I had to do another sprawling fetch quest (collect 3 of these!). I don't know whether I should just laugh or cry in frustration now.
Haha I'm losing my mind here. I did that fetch quest I was complaining about, took care of business and got to meet with the guy who was going to help.....only to be told I had to do another sprawling fetch quest (collect 3 of these!). I don't know whether I should just laugh or cry in frustration now.
I don't get this, he is basically giving you your next mission/dungeon. It's not even a fetch quest. You just teleport to the next location and just go through the dungeon.Haha I'm losing my mind here. I did that fetch quest I was complaining about, took care of business and got to meet with the guy who was going to help.....only to be told I had to do another sprawling fetch quest (collect 3 of these!) before he'd help me. I don't know whether I should just laugh or cry in frustration now.
The steam patch seemed to break the targeting on the PC version, except now with the 360 controller, all the nameplates show up far from the actual target, and aim mode is putting redemption shots no where near the crosshair. I wonder if they fixed the Keyboard and Mouse targeting though?
While I'm enjoying the game when I can play it, I've bought it twice (360 performance for me at least seems terribad), and now the PC (after loads of tweaking, thanks for the earlier tips) is having this weird issue. No happy medium it seems, which is a bummer.
Hey I am a DMC3 nut too and the definitions he is using were created by the community at large and used in the FAQ that I put out on Gamefaqs.
I know where he is coming from and we are just having a little spat on what "stylish efficiency" really is.
Anyway I discovered another just frame input on accident right now. At least it's a discovery for me and wanted to share it:
So basically I was doing my regular combo of XYYY launcher XXY with a Mace equipped. Pretty standard combo but the final Y brought me to the ground and normally that's the end of the combo only I added a timed Y input and he did the "sweet spot" version of the Mace during it. I have been able to replicate this a few times and the funny part is that this move differs from the version done with Meteor Strike.
Meteor Strike Just Frame Secondary gives you the "baseball" swing with the Mace. Air combo Y finisher into Just Frame Secondary gives you a move where he swings down vertically instantly.
Tragic where you at?
OH SHIT I MADE ANOTHER DISCOVERY!!! After the Lock on + Back + Secondary where he swings around and then brings the mace down, you can do the aforementioned just frame input here as well. Does the same move as when you come down from the air.
Now I just realized that this may apply to other weapons. Going to do some testing with some other weapons and see what their stuff is.
Tried it with Buckler with the Lock On + Back + Secondary, didn't work but I am guessing that's because this weapon doesn't even have a ground charge move as he just blocks/counters. He does have a "sweet spot" charge move in the air. I have also figured out the visual cue for the sweet spots, it's not that hard.
Just beat the game as well..
Ehhhhhhhhh meh...Disliked it.
Gonna tool around in new game + for awhile and then work on my review.
Haha I'm losing my mind here. I did that fetch quest I was complaining about, took care of business and got to meet with the guy who was going to help.....only to be told I had to do another sprawling fetch quest (collect 3 of these!) before he'd help me. I don't know whether I should just laugh or cry in frustration now.
The 3's just keep on rolling. You're going to be in tears by the end of the game.
I'm not getting your logic how story progression is the same as a fetch quest.
It isn't telling you to go out in a field and kill 3 monsters, and bring thier bones back to the guy with the yellow ! like WoW.
I just straight up button mash. That said, are any of the combat moves worth buying? Like I noticed one was just X X X, how would that benefit me?
It's a fetch quest in the sense that you're always directed and tasked to doing something for certain people so you get something only to be led elsewhere. Honestly, I'd describe the narrative as a wild goose chase.
EDIT: Also, I don't mean to rail on you gunbo. Just trying to balance things out and take a neutral perspective on things.
I'm not getting your logic how story progression is the same as a fetch quest.
It isn't telling you to go out in a field and kill 3 monsters, and bring thier bones back to the guy with the yellow ! like WoW.
I said DS2 doesn't have efficient stylish combat but I've been saying that the combat engine is better then an action game I really like. And I don't like many of them. But now I'm trying to explain efficient styling in a GoW+ combat system against the trinity. A trinity that has games like DMC4 which can't be totally exploited due to the lack of speed in human reactions. Of course it's going to be complex and convoluted!
Gunbo's a DMC3 nut. He thinks it's the pinnacle of the action genre and anything else doesn't top it.
Well yeah, butDeath starts to sound more and more frustrated with it as the game goes on. It is almost a parody of the structure itself.
Glad someone noticed that. =)
Seriously? That was intentional? Why no try to mix things up a little instead?
Seriously? That was intentional? Why no try to mix things up a little instead?