YesNoOk
avatar

Thoughts on Infinity Mugen Team's releases (Read 8363 times)

Started by Saikoro, October 12, 2011, 02:12:41 am
Share this topic:
Re: Thoughts on Infinity Mugen Team's releases
#121  October 18, 2011, 10:43:58 pm
  • ******
  • I'm a fuffy.
    • USA
    • www.trinitymugen.net
guile's pretty much always been good
Re: Thoughts on Infinity Mugen Team's releases
#122  October 18, 2011, 10:45:09 pm
  • ****
  • You may call me Moo...your new lord and master!
    • USA
    • www.youtube.com/user/CoztheSexyBeast666
A person with high BP does not mean they are a good player.
Re: Thoughts on Infinity Mugen Team's releases
#123  October 18, 2011, 10:48:39 pm
  • ****
    • Skype - DaInfinite
    • infiniteff.forumotion.com/
or maybe you are giving bp too much credit.

You might be right. I have only seen about to good Guile players beat up on me, and I have beat dozens. Ken and Ryu are not close to my best/favorite characters. All my favorite characters have more then 2 special moves though.
Re: Thoughts on Infinity Mugen Team's releases
#124  October 18, 2011, 10:51:32 pm
  • ****
    • Skype - DaInfinite
    • infiniteff.forumotion.com/
guile's pretty much always been good

well I guess a lot of people who use him just suck when playing against me. I can only tell you about MY personal experience fighting with and against him. I don't hate Guile just think he could have more.
Last Edit: October 19, 2011, 01:31:17 am by Rick Flair
Re: Thoughts on Infinity Mugen Team's releases
#125  October 18, 2011, 11:30:22 pm
  • ****
  • You may call me Moo...your new lord and master!
    • USA
    • www.youtube.com/user/CoztheSexyBeast666
Or maybe you're not playing against anyone that's good.
Re: Thoughts on Infinity Mugen Team's releases
#126  October 18, 2011, 11:31:11 pm
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
@Rick Flair: your view about Guile is quite flawed because the logic you use to judge if a char has or not enough tools or repetitive moves is wrong.

Guile doesn't need more than 2 special moves but that doesn't mean you will use them the whole time either. You have to have in mind the basic and command attacks aswell. Only a scrub would use the same move again and again without thought on it but that happens with every char.

For example I barely use Boxer's anti air special to punish jump-ins, instead I just use crouching strong punch. Characters with only a handful of moves usually have excellent basic and command attacks, like Nameless/K9999 in KOF...

Or they have *something* else that makes them playable... like that girl from Vanguard Princess who only has one or two special moves (I think one is even just a dodge or dash move?) but she has special things like be able to chain basics and use a super that depends of the assist you have.
pls
Re: Thoughts on Infinity Mugen Team's releases
#127  October 18, 2011, 11:32:17 pm
  • ****
    • Skype - DaInfinite
    • infiniteff.forumotion.com/
Re: Thoughts on Infinity Mugen Team's releases
#128  October 18, 2011, 11:44:24 pm
  • ****
    • Skype - DaInfinite
    • infiniteff.forumotion.com/
@Rick Flair: your view about Guile is quite flawed because the logic you use to judge if a char has or not enough tools or repetitive moves is wrong.

Guile doesn't need more than 2 special moves but that doesn't mean you will use them the whole time either. You have to have in mind the basic and command attacks aswell. Only a scrub would use the same move again and again without thought on it but that happens with every char.

For example I barely use Boxer's anti air special to punish jump-ins, instead I just use crouching strong punch. Characters with only a handful of moves usually have excellent basic and command attacks, like Nameless/K9999 in KOF...

Or they have *something* else that makes them playable... like that girl from Vanguard Princess who only has one or two special moves (I think one is even just a dodge or dash move?) but she has special things like be able to chain basics and use a super that depends of the assist you have.

I don't play that way. I personally like the ability to switch up basics, specials and supers up more.  I hate seeing a move more than twice in a fight, especially in the same round. I hate seeing the same thing to much. When I was playing SSF4 I saw a few to many sonic booms and flash kicks but like I said earlier, maybe a lot of people who play with him suck. I also don't think Guile = Ryu. and haven't seen much proof of him being greater or equal to them. Just giving my opinion, I might be wrong about this.
Re: Thoughts on Infinity Mugen Team's releases
#129  October 19, 2011, 12:32:03 am
  • ****
  • Best supporting character in history of anime.
    • USA
    • www.youtube.com/user/aznperson569M
Guile needs the Sonic Boom, though. That pretty much makes most of his zoning game, alongside his Backfist.

uguu
Re: Thoughts on Infinity Mugen Team's releases
#130  October 19, 2011, 12:32:44 am
  • ******
  • ALE ALEJANDRO
2 different ways of playing.

I'm hella more effective with Guile, but I also feel bored like you sometimes, so I pick Dee Jay, which is pretty much the same, but deals lower damage.
"We live in a world of perpetual outrage"
Re: Thoughts on Infinity Mugen Team's releases
#131  October 19, 2011, 12:37:31 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
I don't play that way. I personally like the ability to switch up basics, specials and supers up more.  I hate seeing a move more than twice in a fight,

So your solution to this is to add diagonal sonic booms, a vertical fart attack and a teleporting blanka ball move? Specials are used as much as people want them to use them, there's nothing you can do about this. No serious guile player would spam sonic booms no matter his enemy's distance.

Did you actually completely skip what I said about the basic and command moves or should I code them with QCF commands and label them as "special moves" for you to even consider them as part of the character's moveset?
pls
Re: Thoughts on Infinity Mugen Team's releases
#132  October 19, 2011, 12:45:57 am
  • ******
    • Bolivia
    • www.justnopoint.com/dshiznetz
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Thoughts on Infinity Mugen Team's releases
#133  October 19, 2011, 12:48:17 am
  • ****
    • Skype - DaInfinite
    • infiniteff.forumotion.com/
I don't play that way. I personally like the ability to switch up basics, specials and supers up more.  I hate seeing a move more than twice in a fight,

So your solution to this is to add diagonal sonic booms, a vertical fart attack and a teleporting blanka ball move? Specials are used as much as people want them to use them, there's nothing you can do about this. No serious guile player would spam sonic booms no matter his enemy's distance.

Did you actually completely skip what I said about the basic and command moves or should I code them with QCF commands and label them as "special moves" for you to even consider them as part of the character's moveset?

A lot of people still spam a lot with him, I get tired of looking at it.
Last Edit: October 19, 2011, 12:52:24 am by Rick Flair
Re: Thoughts on Infinity Mugen Team's releases
#134  October 19, 2011, 12:49:59 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
pls
Re: Thoughts on Infinity Mugen Team's releases
#135  October 19, 2011, 12:51:26 am
  • ******
  • Q.E.D.
    • USA
    • network.mugenguild.com/jmorphman
I personally like the ability to switch up basics, specials and supers up more
But Guile has a LOT of very useful normals and command normals. Just because they're not specials doesn't mean you can't mix it up with them.
Re: Thoughts on Infinity Mugen Team's releases
#136  October 19, 2011, 12:54:11 am
  • ****
    • Skype - DaInfinite
    • infiniteff.forumotion.com/
Re: Thoughts on Infinity Mugen Team's releases
#137  October 19, 2011, 01:17:04 am
  • ******
    • Bolivia
    • www.justnopoint.com/dshiznetz
@red, its called zoning. Also guiles recovery from his sonic boom is ridiculously fast
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Thoughts on Infinity Mugen Team's releases
#138  October 19, 2011, 01:19:38 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
Are you even reading what I wrote?
pls
Re: Thoughts on Infinity Mugen Team's releases
#139  October 19, 2011, 01:31:48 am
  • ******
    • Bolivia
    • www.justnopoint.com/dshiznetz
I answered what you were saying, are you getting it?
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Thoughts on Infinity Mugen Team's releases
#140  October 19, 2011, 01:35:31 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
Good luck winning with Guile by using Sonic Booms when YOU KNOW you wont recover before getting hit then lol
pls