StylisH Posted January 8, 2015 Posted January 8, 2015 FAB catching bodies is news? And here I thought I was behind on the up and up in Guilty Gear....
Destin Posted January 8, 2015 Posted January 8, 2015 Oh you mean bodying people. Well you know what they say, if the nonsense is there, then embrace the nonesense. Also, if we are going to have slowdown on cancels, can we keep it on just red cancels? Since that was made for beginners in order for hitconfirming to be a little easier. I would like to see prc have a bit more recovery (BECAUSE IT IS SUPPOSED TO BE A MISTAKE) and I would be all for yrc to have less or even no slowdown. The input eating is painful and it sometimes feels like the game is telling you because they spent %25 meter, they are in CONTROL of the match. Xrd is fun and all I enjoy it a ton. I am just hoping some things get changed along the way. Edit: fuck Toranshi super. While for us players I understand why yrc would be awesome without hte screen pause ect, for new players it is much more intuitive for all forms of RC to do roughly the same thing.
SoWL Posted January 8, 2015 Posted January 8, 2015 Don't forget that the slowdown is there not only for the players, but for the spectators, too. When you want your game to be competitive, it helps if those who watch it can actually see what's going on. Also, it serves as a nice "You should be hyped right now" signal, but that's more of a side-effect.
Uncivilized Elk Posted January 8, 2015 Posted January 8, 2015 Also, it serves as a nice "You should be hyped right now" signal, but that's more of a side-effect. When I screw around with Sol (who I don't play well) and fail to capitalize off gunflame YRC 5 times in a row the hype is dead. Anyway I agree with most of Mike Z's points but still like Xrd more. Danger Time is the thing I want gone most honestly...
Dude Butts Posted January 9, 2015 Posted January 9, 2015 Who is dudebutts? I find myself agreeing with him a bunch. Hello! I'm a hobbyist fighting game player, I grew up with sf2 on snes like everyone else, but didn't really pick fighting games up seriously until vanilla sf4 (I didn't even know what a cancel was until I'd been playing sf4 for a month). I quit sf4 until a few months ago, but I've spent the past 6 years playing pretty much every 2d fighter I can get my hands on whether on ggpo, ggxxnet, or offline. I play no single fighting game at a professional level but play very many at an intermediate or high level. I used to post here under the name Oleander. I wrote a big gay thread a while ago breaking down jump installs. You can find it in the archive. I have a lot of experience with pretty much every type of 2d fighter, and being able to compare between their nuances makes it easy to articulate an opinion.
Destin Posted January 9, 2015 Posted January 9, 2015 And here I would have thought you were an old man, go figure.
Appledash- Posted January 10, 2015 Posted January 10, 2015 Hm... it's dumb, but I guess they went with that for thematic reasons. They can't use S version + H version because those are sword buttons. The move isn't a kick, so that leaves punch. She already has her projectile as 214... I don't know if it'd be more annoying to have the same move as 236P / 623P for different versions, or have it this way. What? But Bedman's Task A and Task A' (two versions of the same move) are set to 236p and 236k respectively... You've broken my heart with the revelation that they could have easily just made green Daruo 623k... Would save me some small headaches. Also Regular Daruo floats lower but has more untech time. It's useful in situations like doing Daruo loop on light characters like Millia. Green version will float them too high.
Krackatoa Posted January 10, 2015 Posted January 10, 2015 I understand the beef with YRCs. YRCs are very similar to 3rd Strike parries. A universal mechanic that fundamentally changes how neutral, offense and defense operates compared to the XX series. Some players hate parries, some players LOVE parries. What they do to the pace of a match, how they function, etc. I feel if YRCs didn't exist, Xrd would offer little new over XX. It wouldn't be different enough. They also solve the issue that FRCs brought to the table in terms of ease of use. It's a neat implementation of a new gameplay feature that solves a lot of outstanding accessibility issues, while being aesthetically cool (YOU'REAWIZARDYOUCANSLOWTIME). Arc could make Guilty Gear far more accessible if they felt like it. A real "simple mode" that brings down inputs to their base parts and introduces motion leniency (Only require cardinal directions instead of diagonals+cardinals), instead of P4A or BlazBlue auto-combos. Simply make the game easier and see how it picks up. A lot of players simply can't take the execution requirements for some of these characters. I would rather have more new players doing real mixups and damage rather than forcing them to build execution fundamentals in order to do things I consider simple. I want more people playing this game. Period. Netcode qualms are obvious. Rollback would be so useful in this game for reversal windows and making use of practiced combo timing.
Uncivilized Elk Posted January 11, 2015 Posted January 11, 2015 I love it when I shift from 1 to 4 a good 5 frames before the overhead hits me, but oops the frame lag was 6 so I eat the overhead. XRD Y U NO ROLLBACK!?
Krackatoa Posted January 11, 2015 Posted January 11, 2015 I love it when I shift from 1 to 4 a good 5 frames before the overhead hits me, but oops the frame lag was 6 so I eat the overhead. XRD Y U NO ROLLBACK!? Well, on GGPO, the game would roll back 6 frames into the overhead animation as it comes out, giving you less time to react anyways. This isn't true if they gatling into the overhead and hit the gatling buffer early (Since the game would have already caught up by the time the overhead starts). GGPO will help you with timing on combos; reversals; safejumps; timing-specific options-selects; It will do little to make overheads easier to block.
Keo-bas Posted January 11, 2015 Posted January 11, 2015 What I dont get is wy their such divide on this GG games. GGAC+r and xrd are very very different games. I can play both games and appreciate them. GGAC+R has pacing I like, while XRD has mechanics I prefer.
Notwhoyouthink Posted January 11, 2015 Posted January 11, 2015 I think the game is lame, and my opinion means the most to me, therefore it is the best opinion. Yep. That being said I dont agree with the reasons why mike doesnt like the game, but im not horny about it whatever the case so~
qwerty Posted January 11, 2015 Posted January 11, 2015 Everyone seems to agree on one thing: "It's still Guilty Gear, but..."
7thFonon Posted January 11, 2015 Posted January 11, 2015 I can see where some complaints are coming from, but the new mechanics aren't that bad to the point where it makes me not want to play the game at all. I personally still can enjoy the game despite some of the mechanics that people may find questionable. I will say however, it would be nice if they could at least update some of the older mechanics. :V It's kind of wierd having to go back to no grab teching, no actual grab input, mashing buttons for air techs, no ground tech / wakeup delay, when they are all pretty standard in modern fighting games (and have been for years now).
qwerty Posted January 11, 2015 Posted January 11, 2015 Throws techs do need to return, yes. The rest of that stuff is why I don't play most modern fighting games.
SoWL Posted January 11, 2015 Posted January 11, 2015 I'm honestly not sure why anyone would want the AC throw techs back, considering the extremely short tech window that you can use only if you hard-read the throw. If you do read it, you can already counter it in many ways in Xrd.
TD Posted January 11, 2015 Posted January 11, 2015 it's still nice to have and even moreso since it wasn't especially broken. it was strict in timing, and a good defensive option since throws are some of the fastest attacks in the game across the board. I don't believe it's a particularly strong nerf transitioning to xrd, given that throws usually need resources to get more out of them outside the corner. still, it feels more useful inside the game than out.
redsilversnake Posted January 11, 2015 Posted January 11, 2015 Like any of you ever teched throws more than every few dozen matches to begin with. Even in Japanese footage, throw breaks weren't exactly common. Hell, I'm almost tempted to say I saw slashback more often than throw breaks. The rest of that stuff is why I don't play most modern fighting games. I don't like ground/delay ukemi either, but mash-to-tech has to go. It's so unintuitive, and is basically the one regard in which Xrd lags behind the other games ASW has put out recently.
Keo-bas Posted January 11, 2015 Posted January 11, 2015 Saying a game have to have certain mechanics because of some made up quota. Akastuki blitzkampf sequel begs to different.
Circuitous Posted January 13, 2015 Posted January 13, 2015 Keep shit on-topic regarding the articles.
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