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I always like to compare both Guilty Gear and Blazblue and see how Arc Sys likes to handle certain mechanics in different ways.
Bursts, for example, are a really interesting case to me. They're both the same concept, but the execution is VERY different (cont.)
Potemkin 2P
-8f
-Leads to zero reward on hit
-Any followup afterward has a massive gap
Nago 5K
-7F
-Leads to huge reward on hit
-Can start pressure with beyblade
-also reaches farther than Pot 2P
In short:
What the fuck man
Wait a minute...
If j.D is universally jump cancelable...
MULTIPLE BUTT BLOCKSTRING
j.D jc j.D
Melty's final character is a clone of an existing character when there are others people wanted way more?
Sounds familiar...
It's just occurred to me, but for three games in a row now, Potemkin has had incredibly damaging combos with tight execution that focus on looping a specific move.
+R: APB loops
XRD: 6K loops
Strive: KBMF loops
I wonder why that is? Why loops specifically?
I've got a confession to make:
I've been playing GG for years
And I STILL don't know how XX dust combos work
I just do my basic air B&B and hope for the best
I never noticed this the first time, but in the Samus Returns artwork for Metroid 1 there's a metroid on fire in the background.
That's hilarious.
@BaconGundam @Le_Brutus Look it's not my fault they didn't bring back my XRD color.
Color 3 is the closest thing I got!