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GGT 178 may have hooked up with Uncle Dolan. . .

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94% match with dolan, gooby pls, hank and dolan, skullgirls boycott thread, uncle dolan

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Old 04-10-2012, 08:59 PM   #141
Quote:
Originally Posted by hankmecrankme View Post
Post it in the deals forum.
I agree.
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Quote:
Originally Posted by thatswhatshesaid View Post
umm
composting food helps the earth a lot more than a homeless person with diarrhea
Old 04-10-2012, 09:00 PM   #142
That doesn't seem like the right use for that forum.
Old 04-10-2012, 09:17 PM   #143
Quote:
Originally Posted by gunm View Post


That is exactly like what I'd imagined, and I hadn't seen that before, haha.
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Old 04-10-2012, 10:13 PM   #144
Quote:
Originally Posted by distgfx View Post
Yes, that was covered.



Hold the direction the game wants you to for a bit. The charge time is different for each game, so I can't tell you how long.
I've figured that out. It seems like there is a cooldown between releasing charge attacdks before you can recharge. For example spamming guile's sonic booms. Is this correct or am I just lacking in coordination?
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Old 04-10-2012, 10:38 PM   #145
Quote:
Originally Posted by BlueScrote View Post
I've figured that out. It seems like there is a cooldown between releasing charge attacdks before you can recharge. For example spamming guile's sonic booms. Is this correct or am I just lacking in coordination?
No, you can throw it out as often as you want as long as you have the charge.

--------------------------------

After playing more Skullgirls, I cannot recommend a purchase. First impressions were good, but after getting in some more time? Naaaah.

Josh and Frost aren't buying it either.

Last edited by distgfx; 04-11-2012 at 12:13 AM..
Old 04-11-2012, 02:23 AM   #146
lack of move list, bad design on training stages, jump felt funny on a pad -- tutorials don't explain tag or assist buttons/mechanics...

i really like the animation and thought it looked great. some of the tutorials felt nice and were well done with teaching combos, etc.

not worth $15. patch in lobbies, spectating, and move lists, then hit PSN discount for $10 and I'm in.
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Old 04-11-2012, 02:26 AM   #147
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Quote:
Originally Posted by distgfx View Post
It was in English, but the subtitles weren't.
OK but I'd rather give views to Maximillian.
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Old 04-11-2012, 04:41 AM   #148
Quote:
Originally Posted by corrosivefrost View Post
lack of move list, bad design on training stages, jump felt funny on a pad -- tutorials don't explain tag or assist buttons/mechanics...

i really like the animation and thought it looked great. some of the tutorials felt nice and were well done with teaching combos, etc.

not worth $15. patch in lobbies, spectating, and move lists, then hit PSN discount for $10 and I'm in.
-Lack of move list is meh (its on the damn website! or I can tell you)

-Agree on the training part

-Jump felt funny? Which character were you playing? They all have something different!

-Tag, assist? Simple. Assist 1=LP+MK or MP+LK Assist 2= MP+HK or MK+HP Tags are just the mediums for tag 1 and heavies for tag 2

-PS I know how to unlock costume color 10. If you are nice to me, I might spill the beans.
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Old 04-11-2012, 04:45 AM   #149
Quote:
Originally Posted by distgfx View Post
Josh and Frost aren't buying it either.
We should have a tournament, I'll win by default. (unless j-cart shows up)

Quote:
Originally Posted by corrosivefrost View Post
lack of move list, bad design on training stages, jump felt funny on a pad -- tutorials don't explain tag or assist buttons/mechanics...

i really like the animation and thought it looked great. some of the tutorials felt nice and were well done with teaching combos, etc.
The jump didn't feel too funny to me, although some of the characters move really strangely (like Parasoul where she pauses every step). The lack of a move list is kind of bad, shouldn't be hard to find it online though. It's ridiculous that the text for the moves in the tutorial goes behind the characters, haha. And I'm not sure if the demo didn't have all the tutorials, but the actual game does explain the tag and assist buttons in the tutorial (basically MP+MK for partner 1 tag, HP+HK for partner 2 tag, then LP+MK or LK+MP for assist 1, and MP+HK or MK+HP for assist 2).
Old 04-11-2012, 05:11 AM   #150
Ugh I so want to play you fools at Skullgirls. Need to figure out how to get my hands on a PS3.
Old 04-11-2012, 07:11 AM   #151
Quote:
Originally Posted by icebeast View Post
We should have a tournament, I'll win by default. (unless j-cart shows up)



The jump didn't feel too funny to me, although some of the characters move really strangely (like Parasoul where she pauses every step). The lack of a move list is kind of bad, shouldn't be hard to find it online though. It's ridiculous that the text for the moves in the tutorial goes behind the characters, haha. And I'm not sure if the demo didn't have all the tutorials, but the actual game does explain the tag and assist buttons in the tutorial (basically MP+MK for partner 1 tag, HP+HK for partner 2 tag, then LP+MK or LK+MP for assist 1, and MP+HK or MK+HP for assist 2).
Parasoul's movement is very irregular. At first I thought it was all the characters and was like wtf. Once I played around with the other characters though I got used to it.
Old 04-11-2012, 09:30 AM   #152
Quote:
Originally Posted by distgfx View Post
It was in English, but the subtitles weren't.
Yeah man. Way to watch the video before you assume it's in another language. :P

Quote:
Originally Posted by j-cart View Post
-Lack of move list is meh (its on the damn website! or I can tell you)

-Agree on the training part

-Jump felt funny? Which character were you playing? They all have something different!

-Tag, assist? Simple. Assist 1=LP+MK or MP+LK Assist 2= MP+HK or MK+HP Tags are just the mediums for tag 1 and heavies for tag 2

-PS I know how to unlock costume color 10. If you are nice to me, I might spill the beans.
When the tutorial that's available in the demo tells me that characters have "unique chains", that seems like something that would be specified in the move list.

Besides, I'm not going to keep a laptop/tablet/phone near me when I play or waste a bunch of paper and ink just so I can have access to what is pretty much a standard feature in all fighters for the last 10+ years.

When they patch the move list in, it becomes worthy of consideration, though the lack of lobbies is a big knock for the online features. How are Josh/Icebeast/Uraizen/Hank/myself all supposed to play together? There's a lot of reasons that SFxT or even BBCS get more playtime between our group; they have lobbies -- a bunch of own KoF13 now, but I don't think it'll move into heavy rotation anytime soon anyway solely based on the fact that we can't *all* play together.

It's just disappointing. For being a "loveletter to fighting games from people who play fighting games" or something like that, they dropped the ball on a lot of stuff. Based on the tutorial, it also looks like there's no such thing as an overhead unless it's a jumping attack? Do standing attacks whiff on crouching opponents in general? Because the tutorial flat out states "you block mid and low attacks with crouch block. only standing block if you see someone jump". That seems like an odd decision, if accurate.

Icebeast, there are 4 tutorials in the demo: (1) dodge peacock's dropping object/bomb on the floor by walking/jumping, (2) [see above] how to block; block some mixups, (3) might have been something about basic normal attacks? Don't quite remember, but it was similar to (4) which was basic combo class where they mention that each character has specifically unique chains and the text gets hard to read because of white on white and large command blocks. I found it hard to read because of the contrast as well as the fact that they named EVERY attack...
Old 04-11-2012, 09:40 AM   #153
I was actually meaning to text you to see what you think of Skullgirls, Uraizen. I'm glad to hear that it's actually not all that great because we still got tons of SFxT and SCV to play!
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Old 04-11-2012, 10:48 AM   #154
Didn't you hear, bro? We've moved on to BBCSE and KOF13.
Old 04-11-2012, 10:50 AM   #155
KOF13 I'm not all that interested in, but I will pick up BBCSE.
Old 04-11-2012, 10:54 AM   #156
Quote:
Originally Posted by CaptainJoel View Post
KOF13 I'm not all that interested in, but I will pick up BBCSE.
I'm just kidding... well, most of us have BBCSE (except hank/icebeast, I think... mikey/myself/josh/uraizen) and we were playing regularly until SFxT -- it's conceivable we'll go back to that at some point, who knows -- uraizen is kind of the unofficial fighting game coordinator.

I know Hank/myself/Uraizen/Josh all have KOF13, but there's no lobbies or spectating, which makes it something for 2 of us to try out when the others are playing something else. In a strange twist of fate, last Thursday or Friday, uraizen busted out UMvC3 and whooped my rusty ass.
Old 04-11-2012, 11:11 AM   #157
Just a heads up, Legend of Grimrock comes out in a few hours, and if you preorder it through the game's site, you get 20% off. It comes with a steam key.

It's a tile-based first person action-RPG/Puzzler and it's been getting really positive impressions so far.

---

Also, Bulletstorm 2 isn't going to happen. :(
Old 04-11-2012, 11:33 AM   #158
Quote:
Originally Posted by Indignate View Post
I'mma buy Skullgirls for the 360.

So I can play by myself.
I might pick it up. Gotta try the demo first.

Quote:
Originally Posted by BlueScrote View Post
I've figured that out. It seems like there is a cooldown between releasing charge attacdks before you can recharge. For example spamming guile's sonic booms. Is this correct or am I just lacking in coordination?
Some games you can only have 1 on the screen at any given time, so it won't let you throw another one until either the last one has been blocked or gone off screen.
Old 04-11-2012, 12:06 PM   #159
Quote:
Originally Posted by ihadFG View Post
Also, Bulletstorm 2 isn't going to happen. :(
We knew this, but yes, it's still sad. :(

Quote:
Originally Posted by Jimbo Slice View Post
I might pick it up. Gotta try the demo first.
Buy it anyway to support the FGC, bro.
Old 04-11-2012, 12:23 PM   #160
Quote:
Originally Posted by corrosivefrost View Post
Yeah man. Way to watch the video before you assume it's in another language. :P



When the tutorial that's available in the demo tells me that characters have "unique chains", that seems like something that would be specified in the move list.

Besides, I'm not going to keep a laptop/tablet/phone near me when I play or waste a bunch of paper and ink just so I can have access to what is pretty much a standard feature in all fighters for the last 10+ years.

When they patch the move list in, it becomes worthy of consideration, though the lack of lobbies is a big knock for the online features. How are Josh/Icebeast/Uraizen/Hank/myself all supposed to play together? There's a lot of reasons that SFxT or even BBCS get more playtime between our group; they have lobbies -- a bunch of own KoF13 now, but I don't think it'll move into heavy rotation anytime soon anyway solely based on the fact that we can't *all* play together.

It's just disappointing. For being a "loveletter to fighting games from people who play fighting games" or something like that, they dropped the ball on a lot of stuff. Based on the tutorial, it also looks like there's no such thing as an overhead unless it's a jumping attack? Do standing attacks whiff on crouching opponents in general? Because the tutorial flat out states "you block mid and low attacks with crouch block. only standing block if you see someone jump". That seems like an odd decision, if accurate.

Icebeast, there are 4 tutorials in the demo: (1) dodge peacock's dropping object/bomb on the floor by walking/jumping, (2) [see above] how to block; block some mixups, (3) might have been something about basic normal attacks? Don't quite remember, but it was similar to (4) which was basic combo class where they mention that each character has specifically unique chains and the text gets hard to read because of white on white and large command blocks. I found it hard to read because of the contrast as well as the fact that they named EVERY attack...

First off, this is a DLC type game. Reverge was in way of their heads in the first place, being able to see the game live on the network is just plain awesome. So some stuff not being in there was because they cared about their animations and core gameplay first. So lobbies not being in the game is sad, but at the same time, the online is silky and buttery smooth (with a decent connection).

There are plenty of overhead attacks from standing that require the player to block high. I assume you are wondering about Parasoul's st. HP, which in fact is not a high attack. Look at her f+LP and B+HK, both of those moves hit high.

If you can look past some minor things, you'll find a simple game that will have a deep and fun fighting game.

Also, anyone see my name? IT'S IN THE CREDITS!
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