Kyosuke Kagami Posted May 22, 2011 Posted May 22, 2011 I think the better question is: why doesn't every character have inescapable post-knockdown damage setups, that reset in to themselves? I think, with that, GG will of truly obtained the balanced gameplay the series is often lauded for. Call me slow, but could you explain this?
M.C.Dillinger Posted May 23, 2011 Posted May 23, 2011 I can't think of anything more to ask for in a Guilty Gear game other than more cats. But I have no idea how you could add cats into Guilty Gear.
MacArthur Blunts Posted May 24, 2011 Posted May 24, 2011 I want Slayer to have air bite. And a little bat projectile.
qwerty Posted May 24, 2011 Posted May 24, 2011 Call me slow, but could you explain this? someone's being funny, that's all for real, can we get a read or die character in the next gg? i wanna see bitches throw bookcases on other bitches like that aquatic pizza game.
4r5 Posted May 25, 2011 Posted May 25, 2011 someone's being funny, that's all someone was suppose to followup with something about HnK, but oh well. aquapizza
doragonkoroshi Posted May 25, 2011 Posted May 25, 2011 Revert back to Slash and build from there. AC was starting to get a little out of hand, and if they keep building from there it'll just get messier and messier. Testament doesn't NEED a reversal move. Of course he benefits from it, but he's supposed to be a character that makes it hard to approach, but suffers under pressure. Make forcebreaks more balanced or remove them altogether. Combo damage maybe could be reduced on average?
M.C.Dillinger Posted May 25, 2011 Posted May 25, 2011 oh hi! look at this http://www.siliconera.com/2011/05/24/arc-system-works-now-owns-the-rights-to-guilty-gear/ :3
Hecatom Posted May 25, 2011 Posted May 25, 2011 Revert back to Slash and build from there. AC was starting to get a little out of hand, and if they keep building from there it'll just get messier and messier. Testament doesn't NEED a reversal move. Of course he benefits from it, but he's supposed to be a character that makes it hard to approach, but suffers under pressure. Make forcebreaks more balanced or remove them altogether. Combo damage maybe could be reduced on average? hell no, even when i liked slash, accent core is just better over all, all the chars feel very strong and the game flows very well slash is just to slow and the chars doesnt feel powerful anymore compared to AC, the damage its fine, maybe some tweaks here and there on tech points and proration values, and tone downs some force breaks (basically the drill of zato, it should remove eddie from the screen and cosume all the eddie bar) and improve some others (anji for example)
qwerty Posted May 25, 2011 Posted May 25, 2011 i still don't get the argument that forcebreaks are inherently too powerful. okay, sure, bbu and drill and whatever. fine. but i'd love to hear an explanation as to how jackhound, fb bubble, fb butterfly, fb cross, etc. are too strong.
Hecatom Posted May 25, 2011 Posted May 25, 2011 i guess that the problem with forcebreaks are basically BBU, Drill, and whatever is the name of the FB of millia cuz the rest of them are just fine imo, perhaps weak, like the bubble of dizzy and the butterfly of anji for example
Pestilence Posted May 25, 2011 Author Posted May 25, 2011 Call me slow, but could you explain this? http://www.youtube.com/watch?v=FdhGoX-eINY
Abominable K Posted May 25, 2011 Posted May 25, 2011 hell no, even when i liked slash, accent core is just better over all, all the chars feel very strong and the game flows very well slash is just to slow and the chars doesnt feel powerful anymore compared to AC, the damage its fine, maybe some tweaks here and there on tech points and proration values, and tone downs some force breaks (basically the drill of zato, it should remove eddie from the screen and cosume all the eddie bar) and improve some others (anji for example) It's possible to get big damage in Slash; the difference between it and GGAC is that you have to actually work hard at pressuring your opponent to get it. I much prefer that to AC's "Touch someone, get funny HNK physics, and net a 50% combo" situations.
Hecatom Posted May 25, 2011 Posted May 25, 2011 (edited) who the fuck said that you cant do good damage on slash? i said that slash doesnt feel great compared to ac anymore and lol, what a way to overgeneralize (and very incorrectly) how a match on ac works you still need to work hard for your preassure on ac as much as on slash specially now that the projectiles doesnt build the guard metter Edited May 25, 2011 by Hecatom
qwerty Posted May 25, 2011 Posted May 25, 2011 uhm look i was not playing gg back in the days of slash and my experience with it is rather limited but i don't think you've described ac correctly at all. moreover, i don't see how a character like slash johnny has to pressure "correctly" when he can use coins to crank gb and then hit you with a (free) jackhound into a 60% combo. not that everyone in slash was like this (as not everyone in ac is millia or eddie), but it seems to me like your complaints are misdirected. somehow, i get the impression that a lot of people were saying what you are right now about slash ky.
Pestilence Posted May 25, 2011 Author Posted May 25, 2011 I-No's damage was reduced from slash in ac :/
MacArthur Blunts Posted May 25, 2011 Posted May 25, 2011 I want slayer to have a DP. He has no tools to get out of pressure and it's really frustrating. And air bite. and a little bat projectile. Also, his backdash invincibility sucks so bad I wish you could just cancel it like a CvS2 roll cancel. but alas, slayer players have to deal with crappy abare and no way out of mixup. :eng101::eng101:
smooshman Posted May 25, 2011 Posted May 25, 2011 I want Ky to do better damage... not a whole lot, just enough that I don't have to do 5 combos just to make up for getting hit by one. oh and make 222H more useful than falshy.
4r5 Posted May 26, 2011 Posted May 26, 2011 he had a pretty good range of damage back in the old games. mostly off his ability to build the guard gauge and his combos not plummeting the same gauge. i guess someone thought it'd be cool if he did less damage but had a better version of Ryu's fake fireball.
Jo Posted May 26, 2011 Posted May 26, 2011 I want something simple. How about an easier way to tell if you got a perfect? 3S style-- green bar for full life, yellow for when you get hit.
Abominable K Posted May 26, 2011 Posted May 26, 2011 and lol, what a way to overgeneralize (and very incorrectly) how a match on ac works you still need to work hard for your preassure on ac as much as on slash specially now that the projectiles doesnt build the guard metter Of course I was exaggerating. uhm look i was not playing gg back in the days of slash and my experience with it is rather limited but i don't think you've described ac correctly at all. moreover, i don't see how a character like slash johnny has to pressure "correctly" when he can use coins to crank gb and then hit you with a (free) jackhound into a 60% combo. All trolling aside, there are things I appreciate them changing for AC, and projectiles not building guard bar is one of them. I still feel that the reward for damage in AC is sometimes too large for the amount of effort one has to put in to get it. I guess, if there's something I actually want to see from the next game, it's a mix of Slash and AC: a more muted damage system that gives the player exactly what they earned from the effort put into pressuring the opponent.
doragonkoroshi Posted May 26, 2011 Posted May 26, 2011 Yeah, I would say at the least average combo damage does not need to be increased. There's nothing wrong with big damage from a legit setup that uses meter too, but I think there's a lot of free damage floating around from random hits in AC land. Not that this is a big deal to me. I love AC and still play it when I can, but if they just keep piling more and more insane damage and extra mechanics on top of AC, it's going to get to be a little excessive at some point. Similarly, if they keep adding new moves to cover "gaps" in the way a character plays, eventually, all characters will have all gaps covered, and will become indistinguishable from one another. When they add moves, they should be to complement the characters existing playstyle, and not to make them good at something they were designed to not be good at. The thing with forcebreaks is that some are too strong, some are good, some are ok, some would be good as specials, but aren't worth the meter, and some are just terrible no matter how you look at them. I guess it's kind of the same thing with supers, but at least with supers you have to spend more meter. My biggest gripe I guess is with something like Jackhound, which was fine in Slash when it was free, but it feels like the only reason they made it cost meter in AC was because they couldn't think of another fb to give Johnny.
axel Posted May 26, 2011 Posted May 26, 2011 Call me slow, but could you explain this? http://www.youtube.com/watch?v=cIr1OzdzrUE What 4r5 is looking for is probably this: http://www.youtube.com/watch?v=Thol1fzNT3U
qwerty Posted May 26, 2011 Posted May 26, 2011 All trolling aside, there are things I appreciate them changing for AC, and projectiles not building guard bar is one of them. personally, i find the slash command interpreter to be disgusting. i can't do a fucking fireball in that game. i would have probably played it more if it weren't for that. I still feel that the reward for damage in AC is sometimes too large for the amount of effort one has to put in to get it. for the most part, i feel the opposite. when both players know how to play defense in ac (and no, holding downback for two seconds and then trying to 1f jump out is not defense), often times the aggressor will end up not getting the combo + knockdown he bargained for. the only real exceptions i can think of are millia (who's comfortable in any situation and doesn't care what you do) and eddie (who usually doesn't have to take stupid risks to hit people once he gets in). even so, i'd hesitate to call either of them braindead since millia dies in two hits and eddie can die pretty quickly against someone with a strong footsies game. My biggest gripe I guess is with something like Jackhound, which was fine in Slash when it was free, but it feels like the only reason they made it cost meter in AC was because they couldn't think of another fb to give Johnny. i don't know if i would call slash jackhound "fine", lol. it was fine for johnny, i guess. plus, if i'm not mistaken, there was only one version of jackhound in slash; in ac he has three (standard, mist stance, ms dash) (though ms dash is easily the best overall, it can be hard to confirm into). idk, i don't really mind having to spend meter on jackhound, especially when he also has the highest tension pulse in the game. besides, what else would you give johnny as an fb? coin? mistfiner? ENSENGA? now if you wanna talk "we gotta get this shit out tomorrow and we still don't have a forcebreak for this character", let's talk fb bubble.
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