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  3. Makes sense, playing for popularity. Out of curiosity, what "metatextual level"s do you think the "simple" games come across as?
  4. The assumption is that all characters have been revealed and the last 2 mystery fighters are just avatar state aang and avatar state korra going off the current state of things that have been shown, i think i'll either play Aang or Sokka but i'm looking forward to what they do with Zaheer
  5. I kind of just pick it up every now and then just because it's a gear-adjacent thing that is popular and some people play. 2.0 definitely feels like the best state the game's been in as a casual dabbler. I much prefer xrd and +r overall, and outright avoid other "simple" FGs like Granblue VS Rising because they just remind me too much of season 1-2 strive on a metatextual level
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  7. Steam Store Page: https://store.steampowered.com/app/2424420/Avatar_Legends_The_Fighting_Game/ Anyone else hyped about this game? Who do you think they might announce next?
  8. Yeah, Testament is maybe a B-Tier character. You've got characters like Zappa, Baiken, and Dizzy running these streets now
  9. wait ky was supposed to be of russian origin?? really??? was this ever mentioned since
  10. Legitimate question as an outsider looking in, why do you play this game? What makes it fun? I find myself watching Strive sometimes and concluding "this game is hot garbage and is clearly a downgrade from Xrd," yet other times I think "this game stands on its own and has a well-built system and characters for the system." Personally, I abandoned the game partway through Season 2 partially because of roundstart Gold Burst and partially because of the Large and Very Large counters seeming very prevalent amongst other issues, but I never fully stopped following the game. I want to like it, but something about it just feels... unruly(?), I don't know, to me and I can't pin down what. If anyone could make a case study on why the game is "objectively good" or "objectively bad" or whatever, I'd appreciate it. I'd also like it if we mostly looked at it in isolation, since there's a bunch of things about it that make no sense in context of +R or Xrd.
  11. I figure the best way to start off the Sailor Moon S subforum is with an infodump on the game and some links if you'd like to learn and play! Bishōjo Senshi Sailor Moon S: Jōgai Rantō!? Shuyaku Sōdatsusen is a game developed by Arc System Works and published by Angel (Bandai) for the Super Famicom in 1994. It is the first fighting game that ArcSys developed and has somewhat of a cult following. Since the Dustloop forums went down (which seems to be around 2017 or so, before my time) the game has become quite popular and has continued to grow. Around that time was when the game was finally starting to get noticed and a competitive scene formed. In the early days it was marketed as a crazy, unbalanced kusoge, but over time it has become to be understood as surprisingly well balanced and forward thinking. When it comes to fighting games on the SNES it really doesn't get better than SMS. If you are interested in learning more, please make some posts about it! The SMS community is really eager to grow our game and welcoming to new players. Important Links Moonlight Fight Society Discord Server - http://moonlightfight.com This is where almost all discussion about this game happens. Tournament announcements/talk, character discussion, TAS findings, talk about other Sailor Moon fighting games and many other games too. It's all there. Though I'm hoping that this new forum can be a great resource too, for people that don't like using discord as much. How to Play - https://www.dustloop.com/w/SMS/How_to_Play Information on the proper LAN setup and netplay through a recent fork of BSNES. Wikis https://newchallenger.net/w/index.php/Sailor_Moon_S https://www.dustloop.com/w/SMS The Dustloop section for this game is relatively new, though myself and some others are working hard to make it even better than the NewChallengers wiki which we can no longer edit. You might find some information there that hasn't been ported over yet, like static hitbox images. But the Dustloop has a lot that the old wiki doesn't, like matchup information for each character and starter guides for most. Koushun's Videos - https://www.youtube.com/@紅春-koushun1022/videos The Father of SMS. Made videos about the mechanics of this game and lots of sick combo videos too, way before it was noticed by the mainstream FGC. Tournament VOD archives - https://www.sprintinglegs.com/sms/tournamentslist.php Legs, an SMS community member, hosts a page that archives SMS tournament VODs and brackets going back to 2017. It's an extremely important resource for finding footage of all characters from the beginner to highest level. Godot's Coconut Throwdown Netplay Weekly - https://www.start.gg/godot Every Monday at 8PM Eastern, ran on BSNES.
  12. I noticed that there isn't a subforum for Sailor Moon S, any chance one can get created?
  13. UNI2 is currently the game with the most pre-registrations at UMAD 2026
  14. Our next monthly is this Saturday! This will be the last one until Beach Episode. At Balance Patch as usual, streamed games are BlazBlue, Uni2, and Strive. Details at https://start.gg/bbb Doors open at 2:00 PM and we usually close up at 9:30-10:30 PM. First tournaments start at 4:00 PM.
  15. I uh I think the date on the announcement is wrong unless I somehow missed the forums being open for a full year
  16. lowkey im realizing i cant say this without posting videos. yall gotta see this shit. im not liable thankfully but they will be closed for "1-2 months for repair" (its gonna be way more than that). we went to play basement house session and when some people came back for their cars, the alarm was still blaring at 10-11pm. deeply unfortunate but also incredibly comedic it was literally raining Inside after a toilet flooded upstairs. credits to bishopgx and derpingbanana for videos 3 and 2 respectively IMG_6857.mov PXL_20260426_172633707.LS.mp4 PXL_20260426_172814590.TS.mp4
  17. not at the moment as far as i know. im totally chill w/ ppl running it as a side event at my stuff but my venue did lowkey suffer some serious water damage and is potentially uninhabitable for the next few months LMAO
  18. With the dustloop forums back up, I'll be trying to post useful tech/resources in the overall Goldlewis thread, but I also wanted to promote the currently active Goldlewis community discord. Come hang out if you're interested in swinging the coffin! https://discord.gg/XC8ZRHebtC (and if you have any questions about/against Goldlewis, ask away! I'd be more than happy to yap about this character for a while.)
  19. Any DBFZ around here?
  20. THE KING REMAINS ON HIS THRONE 2026-04-25 19-08-41.mp4
  21. I tried maining I-No around when ranked came out, and the most frustrating problem I ran into was that opponents kept disrespecting my oki and getting away with it. I found her oki wiki page lacking in a lot of ways, so since the ranked update also came with in-game frame data, I decided to look at the numbers myself. I started systematically learning safejump frame kills and saw results from taking them to matches. Unfortunately, I couldn't address my most common knockdown, air hit 236H. No matter what I did, even repeating the same combo route, I just couldn't get the frame advantage to settle on a single number. What this meant was that my most common knockdown, which included the end of DP punishes, could just be disrespected and I would die immediately off of my own oki. Feeling like I was getting the exact opposite experience of what playing I-No was supposed to be like, I eventually switched to Elphelt. With the 2.0 update gutting the two moves I relied on the most with Elphelt, I might look into I-No again, but in order to stomach playing her again, I'd have to figure out this one thing that's locking me out of the entire point of the character.
  22. Hey all! One year ago me and a few collaborators made a map of Europe, Middle East and North Africa that highlights every offline event that runs Guilty Gear -Strive- either as a main or occasional side game. The events featured are as big as UFA or as small as a 5 person meetup at an internet cafe. Locals, regionals and majors. Each pin contains information such as: ways to contact the community via Twitter, Discord or other means, frequency of events, commonly featured events and any other additional events needed This map is still being updated to this day. I post added events to my Twitter: https://x.com/Big_Lackey If there is anything that needs to be corrected or added. Please reach out to me through either my Twitter or Discord which is "thelackey". Shout out to some of my collaborators who made this even more possible: And shout outs to many of the other GGST players in EMEA who have been more than willing to share their information about their events with us. Thank you! The full map: https://www.google.com/maps/d/u/0/edit?mid=1VGZ0dizq8Z-Y3Gh06L9FkhXmMOMM_v0&ll=48.83359061679947%2C2.306573029768635&z=11 Original post:
  23. I no longer believe that is fully correct... Eustace Spreadshot did 2; 4, 0, 1 for its hits, so the last two were less than 1% each
  24. This is the meter gain script for skills: BBS_CMNEF beginSubroutine: s32'cmnSpecialAttackGauge' modifyVar: (ADD), Mem(423), Val(1) ifOperation: (IS_EQUAL), Mem(423), Val(1) modifyVar2: (MOD), Mem(418), Val(10000) ifOperation: (DIV), Mem(Tmp), Val(1000) tensionGainOnConnect: 40 endIf: else: tensionGainOnConnect: 60 endElse: endIf: ifOperation: (IS_GREATER_OR_EQUAL), Mem(423), Val(2) tensionGainOnConnect: 10 endIf: ifOperation: (IS_GREATER_OR_EQUAL), Mem(423), Val(6) tensionGainOnConnect: 5 endIf: endSubroutine: From what I can tell, this reads: def cmnSpecialAttackGauge: hitCount += 1 if hitCount == 1: math.mod(var2, 10000) if attackType == "projectile": tensionGain = 40 else: tensionGain = 60 elif hitCount >= 2 and hitCount <= 5: tensionGain = 10 elif hitCount >= 6: tensionGain = 5 Which kind of makes sense? But also mostly doesn't?
  25. I now think meter gain scaling is on a per-hit basis, not a per move basis. Was testing with Eustace, [2]8H by itself is should be 2.0; 4.8, 1.2 meter, but in practice it comes out to 7% with 3F of walking (16 units of unknown scale per frame) to tick it to 8%. Well, it's either that or it's that subsequent hits are scaled differently, in which case, Cygames, why?
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