Quick Questions XIV: A Question Reasked (Part 1)

I did not know this when I played through the game

That is very much possible, hence why I decided to revisit it. I suffer greatly from “choice paralysis” in games and this all looks just awful to me. The positive is that in between the hemming and hawing I kinda broke the casino a bit and have an extra 100k or so moneys now so I don’t have to worry about buying the wrong thing as much.

Seriously though while I appreciate everyone who dropped a note in here… no combo guidance at all? A bit into stage 2 and I already feel the base combo is becoming less and less effective in terms of the relative damage it is doing and I don’t really have a good grasp on what to do about it. I get that the game can in theory be beat with the base combo, but I could also beat Dark Souls with the starting weapon if I really wanted to; I probably wouldn’t recommend either to someone on their first attempt.

Also to end more positive I played around with the Yes Man Kablaam like suggested here and I can definitely see the utility in it now, so thanks for that!

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I mean most of us played this game 10+ years ago so trying to remember what combos we used is hard. I remember putting a block breaker at like slot three I think? And then maybe not even using my full combo set in the late game.

When I played recently I just used the default and saw how far I could get. Then my wrist started hurting because I am old and that was it.

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Anyone ever play The Old Republic, that Bioware SW MMO? Is it worth going through the free-to-play stuff?

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Did anyone play the DS remake of Lufia 2, that changed it to an action-RPG? How well does the narrative fidelity boost treat the narrative? Lufia 2 had that odd combo of very light town dialogue and conversational, insightful relationship plotting. How do the dungeons work?

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No. Absolutely not.

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I mean… fair point but I wasn’t asking for exact combos, I tried asking for those 10+ years ago and it is apparently the single most unanswerable question in gaming. I figured general tips wouldn’t be much of an ask (I will think about putting a block breaker in the middle BTW, thanks!) given that it may be the site’s favorite game is all.

I don’t know a whole lot about electricity so I want to ask: Are there any significant risks to buying and using a USB charging cable that’s able to be used with GBA SP, DS, 3DS and PSP through the use of its multiple tips? Since I’m buying this from some eBay-like seller I suppose there’s always some risk that’s it’s so poorly made that it will fry the systems but let’s just assume that it will at least look like it’s working right when used. More wondering if it could have any long term ill effects?

Mostly just skeptical because using a USB cable to charge a GBA just doesn’t seem legal somehow. Is it best to use a low ampere wall socket USB adapter if I do try it?

This is entirely anecdotal but after moving I couldn’t bother to find what box my 3DS wall charger was in and I was out of usable outlets anyway, so I swapped to using a self-winding USB charger cable for 3DS and my battery life has gone to shit. Over the course of a year, the New 3DS can barely run for an hour before getting into the red blinky state, and had no significant battery life degradation issues with any of my other DS systems that have been exclusively wall charged so I am very skeptical at this point that you should be using USB to charge a DS.

Maybe the cable I got was wack, or maybe the New 3DS has a worse balance of capacity to power usage that makes standard battery life degradation more pronounced, but these issues started almost immediately after I started charging it with USB. I’m looking at getting a replacement battery pretty soon.

However anecdotal your post still fuels my skepticism only further to the point of I’ll probably avoid it now unless someone has a technical explanation about game console batteries and how it should be fine.

More anecdotes still welcome though!

my primary source of skepticism would be with the cable quality. if the specs are correct and the quality is good, it should honestly be fine.

I’ve used them on my 2DS through several charge cycles without a problem.

The basic technical explanation is that the original chargers are unlikely to be using a voltage even lower than USB’s default of 5V, so it’s likely to be a safe power level for it.

There aren’t so much specific combos because there are so many moves. Feel out the system. Note that nearly everything can be canceled (including by the forward dodge which comes out instantly and which can itself be canceled (or maybe it’s so few frames it doesn’t matter? I don’t remember.)). Your post reads like you’re trying to play this game like Ninja Gaiden, which will be a frustrating experience. God Hand is like playing Devil May Cry except your default mode is akin to Street Fighter Alpha’s Custom Combos. You’ll have the most fun if you just play like an asshole. Guard Break -> Juggle -> Launcher, rush the enemy down, then launcher loop them against a wall until they collapse. Chain juggles until the enemy gets steamed then run and tackle them. Etc. Be cheap. The enemies do cheap shit so be cheaper.

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I can’t speak for username, but the reason I bounced off this back in the day is that so much of the conversion around the game assumes a literacy I just didn’t have. I’ve actually never played Ninja Gaiden, for example, and while I played Devil May Cry almost 20 years ago, I didn’t really know what I was doing. I couldn’t meaningfully distinguish what that game was doing versus the first Bayonetta, and while I can definitely affirm that all of these games felt different than the original God of War, I couldn’t articulate what’s different about them outside of gratuitous elements like GoW’s use of QTE-style button prompts or the fact that GoW/GH didn’t have many ranged options by comparison to DMC/Bayonetta’s guns.

What’s the difference between a juggle and a launcher? “Cheapness” to me denotes an easy trick that is disproportionately rewarding unless the opponent takes the specific action to counter it. From your examples, it seems like cheapness here is a process of trapping enemies in animations or other conditions such that they can’t interrupt my attacks, and so experimentation should focus on determining which abilities convey the most exploitable conditions; I’m assuming that the difficulty would then become a matter of deploying these debilitating conditions when managing multiple opponents, particularly when opponents express resistance or immunity to specific conditions. If so, it’s a bit like pokemon with type advantages and disadvantages, except those advantages convey crowd-control benefits that must be deployed in real time and include the execution challenge inherent to brawlers and fighting games. Am I overlooking some aspect of this?

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i dont play those first paragraph games either but i did play god hand and i read cheapness as like, its not flashy or fun to look at, but it works SO WELL and it isn’t super hard. like throwing someone over and over again in street fighter is called cheap but its your opponents fault for getting themselves fucking thrown constantly

also like, cancelling a move before its done maybe isnt intended through design, so youre being cheap with exploits

i could be wrong though! i am not good at fighting games. when i was a child i would call whoever beat me cheap. maybe you want to turn all your opponents into helpless frustrated children

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[ B A B A L I T Y ]

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in reality i think that most brawlers, when you want to dominate them, come down to figuring out what works best against what, right? it isn’t usually a battle of wits, like against a real-life opponent. there are usually either built-in tricks or exploits that come via the inherent game systems. for example, if you want to 1CC the original arcade Double Dragon, just elbow attack everything.

God Hand is unwieldy at first, but once you understand how to consistently stun opponents (it’s been YEARS, but from what i remember, when people block, do a guard break and then they’re stunned and then you launch them and then you juggle them or kick them across the room or spank them or whatever) it comes down to being consistent in execution.

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the aesthetics of God Hand reward this, nothing is as awesome as curb-stomping someone with Chun Li’s foot or slamming them repeatedly into a wall

it’s the beat-em-up that finally delivers on how awesome you knew a 2x4 should be when you watched your older, better-at-games friend keep hoarding them

Gene’s whiny smarmy voice is exactly that twerp who won’t stop doing hadoukens, and the world around him is built to make it ok

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i want to use a vpn so i can watch youtube, what’s the most effortless option? other than just doing a “free vpn” google search

As much as I intellectually know that Busted’s post is the truth and why God Hand is supposed to be good,

I’ll never fucking enjoy a game that requires you to Learn Combos as long as I live. Death to character action (for me personally, other people are allowed to like it I guess)

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